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	<title>GemStone IV Wiki - User contributions [en]</title>
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	<updated>2026-05-30T00:02:11Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://gswiki.play.net/index.php?title=Ki-lin&amp;diff=127382</id>
		<title>Ki-lin</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ki-lin&amp;diff=127382"/>
		<updated>2019-12-17T11:47:45Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 28&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = ki-lin&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Quadruped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = The Monastery&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 400&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 117&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = a ki-lin horn&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
Imagine a creature with the head of a dragon, the mane of a lion, the body of a stag and the tail of an ox. Add a solitary horn upon its forehead and the form of the ki-lin is complete. Sightings of this magical and dangerous beast are very rare and thus trophy hunters are said to pay a high price for the horn of the legendary beast.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Ki-lin can have their horns glow deep red, which casts [[917|Earthen Fury (917)]]. You might want to resist the temptation of playing with one for too long. While low leveled creatures, the ki-lin is able to reproduce the casting strength of their target when casting [[Mana Disruption (702)]], making them dangerous even to capped hunters. These spells might be distinguished by whether their horn glows &amp;quot;brightly&amp;quot; or &amp;quot;deep red&amp;quot; in the spell prep.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
Ki-lin are rare and can only be summoned under certain conditions. One known condition is [[monastic lich]]es summoning them &amp;quot;under duress.&amp;quot; They can also be summoned by [[Sheruvian monk]]s using the same methods. They are much more likely to be summoned against a group. Although the horns are not exceptionally valuable at furriers, they are highly sought after by players. Ki-lin are considered [[extraplanar]] beings.&lt;br /&gt;
&lt;br /&gt;
The describe verb does not provide the description above from the website, which probably came from the Rolemaster bestiaries for ki-rin. It only says: &amp;quot;You have never seen anything quite like a ki-lin, so you are not really sure what to make of it or how dangerous it might be.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;GemStone III Log&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A Sheruvian monk gestures arcanely. Suddenly, a rift appears in the air in front of you! Snorting and stamping, a ki-lin thunders through the rift into the room!&lt;br /&gt;
&lt;br /&gt;
A ki-lin directs its pent-up magical energies at [name]! &lt;br /&gt;
CS: +84 - TD: +99 + CvA: +12 + d100: +97 - -5 == +99&lt;br /&gt;
Warded off! &lt;br /&gt;
&lt;br /&gt;
The ki-lin looks a little dubious about its situation. The ki-lin gallops down.&lt;br /&gt;
&lt;br /&gt;
A ki-lin gallops in.&lt;br /&gt;
&lt;br /&gt;
A ki-lin tries to bite [name]! &lt;br /&gt;
AS: +205 vs DS: +313 with AvD: +34 + d100 roll: +51 = -23 &lt;br /&gt;
A clean miss. &lt;br /&gt;
&lt;br /&gt;
A ki-lin snorts and paws the ground impatiently.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;GemStone IV Log (2019)&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Strength Matching&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[Name] gestures at a Sheruvian monk.&lt;br /&gt;
[Name] stares at a Sheruvian monk.&lt;br /&gt;
  &#039;&#039;&#039;CS: +548&#039;&#039;&#039; - TD: +164 + CvA: +25 + d100: +13 == +422&lt;br /&gt;
  Warding failed!&lt;br /&gt;
The Sheruvian monk drops its black steel jeddart-axe.&lt;br /&gt;
The Sheruvian monk lets out a blood curdling scream!&lt;br /&gt;
The Sheruvian monk falls to the ground and lies still.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ki-lin&#039;s horn glows brightly for a moment. &#039;&#039;&#039;&#039;&#039;(Mana Disrupt)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A ki-lin directs its pent-up magical energies at [Name]!&lt;br /&gt;
  &#039;&#039;&#039;CS: +548&#039;&#039;&#039; - TD: +461 + CvA: +4 + d100: +85 - -5 == +181&lt;br /&gt;
  Warding failed!&lt;br /&gt;
  Target reels from brutal strike for 55 points of damage!&lt;br /&gt;
   ... 9 points of damage!&lt;br /&gt;
   Large lesions sprout on [Name]&#039;s shield arm.&lt;br /&gt;
   He is stunned!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Properties&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A monastic lich waves a skeletal hand!&lt;br /&gt;
A jagged tear in the fabric of reality appears in the air before you!  Snorting and stamping, a ki-lin thunders through the rift!&lt;br /&gt;
A ki-lin charges at [Name]!&lt;br /&gt;
  AS: +229 vs DS: +494 with AvD: +26 + d100 roll: +53 = -186&lt;br /&gt;
   A clean miss.&lt;br /&gt;
&lt;br /&gt;
The ki-lin&#039;s horn glows deep red for a moment. &#039;&#039;&#039;&#039;&#039;(Earthen Fury)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A ki-lin directs its pent-up magical energies at [Name]!&lt;br /&gt;
The ground beneath [Name] begins to boil violently!&lt;br /&gt;
Fiery debris explodes from the ground beneath [Name]!&lt;br /&gt;
[SMR result: 100 (Open d100: 1)]&lt;br /&gt;
She dodges out of the way!&lt;br /&gt;
&lt;br /&gt;
A ki-lin stands back up with a snort.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;assess ki-lin&lt;br /&gt;
The ki-lin is large in size and about four feet high in its current state.&lt;br /&gt;
The ki-lin is too easy for the likes of you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reanimated&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The ki-lin do not perform ambients when reanimated. They can be healed using a [[hollow soulstone wand]].)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An animated ki-lin gestures mystically!&lt;br /&gt;
Nothing happens.&lt;br /&gt;
&lt;br /&gt;
An animated ki-lin stomps at [Name] with its foot!&lt;br /&gt;
  AS: +226 vs DS: +530 with AvD: +44 + d100 roll: +50 = -210&lt;br /&gt;
   A clean miss.&lt;br /&gt;
&lt;br /&gt;
An animated ki-lin tries to bite [Name]!&lt;br /&gt;
  AS: +222 vs DS: +465 with AvD: +34 + d100 roll: +58 = -151&lt;br /&gt;
   A clean miss.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
;Historical Context&lt;br /&gt;
&lt;br /&gt;
Ki-lin were malevolent creatures of sea and ice in [[Rolemaster]], who would pretend to be unicorns to defile virgins. They supposedly had the power to teleport themselves, and were symbolically important because they were creatures of darkness who would never &amp;quot;ally with Demons or evil lords.&amp;quot; In principle, it would have been &amp;quot;impossible&amp;quot; to summon them for aid in this way, which was apparently intentional. Our ki-lin seem to have more to do with the root [https://en.wikipedia.org/wiki/Qilin Qi-lin] concept itself, originating in Chinese folklore, which would appear with [[Lesser vruul#Behind the Scenes|birth and death]] of [[Uthex Kathiasas|immortal sages]] and [[Bandur Etrevion|rulers]].&lt;br /&gt;
&lt;br /&gt;
They were given the Rolemaster description of Ki-rin, benevolent aerial creatures, who resided high in the air and rarely came down to earth. This may have also been intentional, being even more impossible. Ki-lin proper resembled greyhounds with a stag&#039;s head, and were creatures of absolute freedom. It is not clear that either of them would have originally been considered extra-planar beings, unless the ki-lin teleportation powers were planar like some of [[Uthex Kathiasas|Uthex&#039;s]] minions. Interestingly, [[Sheruvian harbinger|harbingers]] were supposed to ride black unicorns, but those of [[Sheru]] used [[nightmare steed]]s.&lt;br /&gt;
&lt;br /&gt;
;Speculation&lt;br /&gt;
&lt;br /&gt;
One possible motivation for the ki-lin could have been the dread and forbidden city Yian-Ho on the [[Uthex Kathiasas#(C) Coexistences|Plateau of Leng]], mentioned in the [[Uthex Kathiasas#Behind the Scenes|Yog-Sothoth]] based [http://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;], which is based on the city of Yian from [http://gutenberg.net.au/ebooks06/0605441h.html#ch01 &amp;quot;The Maker of Moons&amp;quot;]. The maker of moons is a Chinese themed sorcerer in what is probably an unknown dimension who has warped the bodies of a lake dwelling race which control [[Muylari#Behind the Scenes|dragon-like]] reptiles as appendages. This may be another possible motive behind the myklian, which were seemingly not based on a Rolemaster extra-planar entity. It will also provide an explanation for all of the lizards in the huge cavern, which seem to be the only small fauna that still survive in The Broken Lands. Robert Chambers was also the author who invented the [https://en.wikipedia.org/wiki/The_King_in_Yellow King in Yellow], suspected of being the [[hooded figure]] in the Nameless Monastery of Lovecraft&#039;s Dreamlands, and whose [https://en.wikipedia.org/wiki/Yellow_Sign Yellow Sign] is [[The Broken Lands and ki-lin: Part 4 (log)|thematically]] consistent. Qi-lin of mythology are also associated with the Yellow Emperor of China. This would all be assuming the later concept of the Broken Lands, released in 1993 and 1994, was planned when the monastery was released in 1992. This might not be correct.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* [http://www.play.net/gs4/info/bestiary/creature.asp?creature=1445 Ki-lin on Play.net bestiary]&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [[Extraplanar beings (saved post)]]&lt;br /&gt;
* [[The Broken Lands and ki-lin]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;br /&gt;
[[Category:The Monastery creatures]]&lt;br /&gt;
[[Category:Extraplanar creatures]]&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sheruvian_priest&amp;diff=126083</id>
		<title>Sheruvian priest</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sheruvian_priest&amp;diff=126083"/>
		<updated>2019-12-01T20:31:38Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 44&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Sheruvian&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = The Broken Lands&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 240&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Runestaff&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 253&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 2&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 182&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = 180&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 173&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
Carrying an air of piety and grace, the Sheruvian priest is a figure of cold dedication to his deity.  Undecipherable runes cover his shaved head and every other visible part of his body.  His hands are soft, unused to manual labor or the rigors of combat, yet he is a dangerous foe when confronted.  It is unusual to find the Sheruvian priest unaccompanied by his minions, as he prefers the halls of worship where he can perform his rituals undisturbed.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
The Sheruvian priest is a specialty creature that generates uncommonly behind the trapped and locked doors of the Sheruvian monastery. These rooms are usually filled with a large surplus of [[greater vruul]], which are much higher in level than the priest. It is extremely impractical to hunt Sheruvian priests. It would only be possible to find a single one, and they may generate alongside much higher level [[Sheruvian harbinger]]s.&lt;br /&gt;
&lt;br /&gt;
The priest has the same stun struggling messaging as the [[Sheruvian monk]]s, though these may not be stun breaks. It is unknown whether they are capable of summoning [[ki-lin]]. When their weapons hit you they can drain spirit points, much like the jeddart-axes of the [[Sheruvian initiate]]s.&lt;br /&gt;
==Other information==&lt;br /&gt;
In spite of the name the Sheruvian priest does not appear to cast spells. This is ironic because the [[cook&#039;s assistant]]s of all things are actually adept magic users. It will not attempt to attack characters much higher in level than itself. When animated with [[Animate Dead (730)]] the priest will perform melee attacks on creatures, but cannot provide any defensive buff spells. The priest generates without any defensive magic, just like the [[Sheruvian initiate]]s and [[Sheruvian monk|monk]]s. The Sheruvian priests have the exact same statistics and gear as the [[Sheruvian warlock|warlocks]] but will actually attack you on sight.&lt;br /&gt;
;Generation&lt;br /&gt;
The priest will generate in the chapel, or possibly the summoning chamber, at the very least as part of calling for guards.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
The vaalin doors open slowly, and a Sheruvian priest enters.  He glances up at you in shock before bellowing &amp;quot;Infidel!  You will die for this desecration of Sheru&#039;s holy ground!&amp;quot;  The sound of booted feet rushing down the corridor precedes the entrance of several armed guards.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
The Sheruvian priest&#039;s eyes fill with hatred as it struggles to regain control! &#039;&#039;&#039;&#039;&#039;(stun struggling)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sheruvian priest falls to the ground and lies still.&lt;br /&gt;
&lt;br /&gt;
A Sheruvian priest&#039;s body is engulfed in a brilliant crimson aura.  When your eyes clear, nothing remains of it but dust.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
The Sheruvian priest is a rare creature that only exists under special conditions. It might only exist in the Chapel, which is a locked room. The door to the chapel is seemingly never trapped, though this should be checked because it might change in rotation. The lock difficulty should be -750.&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 42&lt;br /&gt;
|levelm1 = 43&lt;br /&gt;
|level = 44&lt;br /&gt;
|levelp1 = 45&lt;br /&gt;
|levelp2 = 46&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:The Broken Lands creatures]]&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sheruvian_warlock&amp;diff=126081</id>
		<title>Sheruvian warlock</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sheruvian_warlock&amp;diff=126081"/>
		<updated>2019-12-01T20:28:37Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 44&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Sheruvian&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = The Broken Lands&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 240&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Runestaff&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 253&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 2&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 182&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = 180&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 173&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The Sheruvian warlock stands proudly, his coal black eyes scanning the room as a nobleman would haughtily survey his domain.  His long, black hair courses wildly about his face and spills down over the upturned collar of his flaring cape.  His taut lips twist into a malignant sneer and his eyes narrow suspiciously.  Undecipherable runes, tattooed over his entire face, stand out starkly against his pale, white skin.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
The Sheruvian warlock is a specialty creature that generates uncommonly behind the trapped and locked doors of the Sheruvian monastery. These rooms are usually filled with a large surplus of [[greater vruul]], which are much higher in level than the warlock. It is extremely impractical to hunt Sheruvian warlocks. It would only be possible to find a single one, and they will generate alongside much higher level [[Sheruvian harbinger]]s.&lt;br /&gt;
&lt;br /&gt;
The warlock has the same stun breaking ability as the [[Sheruvian monk]]s. It is unknown whether they are capable of summoning [[ki-lin]].&lt;br /&gt;
==Other information==&lt;br /&gt;
In spite of the name the Sheruvian warlock does not appear to cast spells. This is ironic because the [[cook&#039;s assistant]]s of all things are actually adept magic users. It will not attempt to attack characters much higher in level than itself. When animated with [[Animate Dead (730)]] the warlock will perform melee attacks on creatures, but cannot provide any defensive buff spells. The warlock generates without any defensive magic, just like the [[Sheruvian initiate]]s and [[Sheruvian monk|monk]]s. The [[Sheruvian priest]]s have the exact same statistics and gear as the warlocks but will actually attack you on sight.&lt;br /&gt;
&lt;br /&gt;
The warlock will generate in the summoning chamber, or possibly the chapel, when it wanders in and catches you loitering. The guards he calls will be special [[Sheruvian harbinger]]s wearing cursed full plate and claidhmores. It has almost no messaging or behavior at the moment.&lt;br /&gt;
;Summoning Chamber&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
The haon doors open slowly, and a Sheruvian warlock enters.  He glances up at you in shock before bellowing, &amp;quot;GUARDS!  The workshop is being invaded!  Attend me at once and slay the defilers!&amp;quot;  The sound of booted feet rushing down the corridor precedes the entrance of several armed guards.&lt;br /&gt;
You feel at full magical power again.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look&lt;br /&gt;
[Monastery, Summoning Chamber - 6665]&lt;br /&gt;
Wisps of smoke waft up from a black vaalin censer mounted on one richly panelled wall, filling the room with a sweet, sulfurous scent.  The walls are hung with ancient tapestries depicting the magical arts, and low cabinets along the walls hold a variety of phials, bottles, and leather tomes behind securely latched glaes panels.  A single incandescent globe is suspended from the ceiling, illuminating the room with its eerie glow.  You also see a Sheruvian harbinger, a Sheruvian harbinger, a Sheruvian harbinger, a Sheruvian warlock, some carved haon double doors, an ancient hand-woven tapestry and a long vaalin worktable with a [[Ur-Daemon#Melgorehn&#039;s Reach|mist-shrouded krodera orb]] on it.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
The Sheruvian warlock&#039;s eyes fill with hatred as it struggles to regain control! &#039;&#039;&#039;&#039;&#039;(stun breaking)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Sheruvian warlock lowers its head, chanting a prayer to Sheru for guidance. &#039;&#039;&#039;&#039;&#039;(when you are dead)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sheruvian warlock falls to the ground and lies still.&lt;br /&gt;
&lt;br /&gt;
A Sheruvian warlock&#039;s body is engulfed in a brilliant crimson aura.  When your eyes clear, nothing remains of it but dust.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
The Sheruvian warlock is a rare creature that only exists under special conditions. The Summoning Chamber had mechanics which have been turned off for many years. It is possible the warlocks may have done other things in the past, and could even be buggy in the present. The Sheruvian monks that call for guards or swarm as guards carry black steel tiger-claws and also stand around doing nothing whereas ordinary monks would attack.&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 42&lt;br /&gt;
|levelm1 = 43&lt;br /&gt;
|level = 44&lt;br /&gt;
|levelp1 = 45&lt;br /&gt;
|levelp2 = 46&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:The Broken Lands creatures]]&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Treekin_sapling&amp;diff=126078</id>
		<title>Treekin sapling</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Treekin_sapling&amp;diff=126078"/>
		<updated>2019-12-01T20:21:18Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 75 - 80&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Treekin&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Plantlife&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Red Forest&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Branch rake&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = ?&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Sweep&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 12&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
Standing approximately five feet tall, this relatively mature sapling sways menacingly before you.  Lambent yellow eyes and thick leg-shaped roots make it clear that this is no ordinary tree.  Leaves cover the sapling from head to trunk, with two arm-shaped branches protruding from the canopy.&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
Treekin saplings will not spawn normally. They only appear when summoned by a [[Treekin druid]].&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = &lt;br /&gt;
|levelm1 = &lt;br /&gt;
|level = &lt;br /&gt;
|levelp1 = &lt;br /&gt;
|levelp2 = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Red Forest creatures]]&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Winged_viper&amp;diff=126075</id>
		<title>Winged viper</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Winged_viper&amp;diff=126075"/>
		<updated>2019-12-01T20:10:57Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 60&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Viper&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Avian&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Red Forest&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 260&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Bite&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 294&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = Major Cold (907)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = ?&lt;br /&gt;
| BT2 = Major Fire (908)&lt;br /&gt;
| BTB = ?&lt;br /&gt;
| BT3 = Major Shock (910)&lt;br /&gt;
| BTC = ?&lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = Call Swarm (615)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Elemental Dispel (417)&lt;br /&gt;
| OS3 = Elemental Wave (410)&lt;br /&gt;
| OS4 = Major Elemental Wave (435)&lt;br /&gt;
| OS5 = Sounds (607)&lt;br /&gt;
| MN1 = Spit&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 12&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = 193&lt;br /&gt;
| Bolt = 206&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 236&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = 247&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 222&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Elemental Barrier (430)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Elemental Defense III (414)&lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = No&lt;br /&gt;
 | magic items = No&lt;br /&gt;
 | gems = No&lt;br /&gt;
 | boxes = No&lt;br /&gt;
 | other = No&lt;br /&gt;
 | skin = pure white feather&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The viper has a sinuous scaley body of purest white, feathered from snout to tail.  Two majestic wings arch from its body roughly one-third of the way down its length.  The viper&#039;s mouth is filled with long, needle sharp fangs, and its forked tongue flickers constantly to taste the air hungrily.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Webs will bring the viper out of the skies, but they will slip out of a web at their first opportunity.&lt;br /&gt;
&lt;br /&gt;
Unlike most vipers, the winged viper has significant magical talents, casting spells from the Minor Elemental, Ranger, and Wizard circles.&lt;br /&gt;
==Other information==&lt;br /&gt;
Winged vipers are flying creatures.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A winged viper soars in.&lt;br /&gt;
&lt;br /&gt;
A winged viper&#039;s fangs glisten as it tries to bite XXX!&lt;br /&gt;
&lt;br /&gt;
The winged viper writhes in agony, its eyes growing dark as it dies.&lt;br /&gt;
&lt;br /&gt;
The winged viper crashes to the ground, motionless.&lt;br /&gt;
&lt;br /&gt;
The winged viper dissolves as the acidic poison consumes it from within.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dispel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A winged viper hisses an arcane phrase in an unfamiliar sibilant language.&lt;br /&gt;
&lt;br /&gt;
A winged viper flips its body around, flicking its tongue at you!&lt;br /&gt;
The glowing specks of energy surrounding you suddenly shoot off in all directions, then quickly fade away.&lt;br /&gt;
The elemental aura around you wavers.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 58&lt;br /&gt;
|levelm1 = 59&lt;br /&gt;
|level = 60&lt;br /&gt;
|levelp1 = 61&lt;br /&gt;
|levelp2 = 62&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Red Forest creatures]]&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Treekin_warrior&amp;diff=126073</id>
		<title>Treekin warrior</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Treekin_warrior&amp;diff=126073"/>
		<updated>2019-12-01T20:01:35Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 80&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Treekin&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Plantlife&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Red Forest&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Pound&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 390&lt;br /&gt;
| PA2 = Root lash&lt;br /&gt;
| PAB = 390&lt;br /&gt;
| PA3 = Root slam&lt;br /&gt;
| PAC = 390&lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Twin Hammerfists&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = Caber toss&lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 17&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = Stun&amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 312&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 337&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = blood-stained bark&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
Standing approximately twelve feet tall, the treekin warrior towers menacingly before you.  Lambent yellow eyes and thick leg-shaped roots make it clear that this is no ordinary tree.  Leaves cover the warrior from head to trunk, with two arm-shaped branches protruding from the canopy.  Numerous gashes and chips indicate that this particular specimen has seen much combat in the past.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Treekin warriors do not stun and are quite difficult to knock down. Severing a single leg will not knock them over, and they can stand back up even with both legs severed. They are immune to [[Grasp of the Grave (709)]]. Sorcerers can hunt them safely using [[Pain (711)]] to keep them in RT lock, but the [[treekin druid]]s are several levels higher, have barkskin and maneuvers, and buff their TD with defensive spells. The [[treekin sapling]]s can be several levels lower than the warriors but have a knockdown ability that can be lethal in combination with the treekin warrior groan DS pushdown. [[Elemental Wave (410)]] affects them but requires significant Minor Elemental spell ranks at like level to be useful. Treekin will get knocked down, stunned, and RT locked for [[Evil Eye (717)]], which can be mass cast (including remotely) using a demon carrying an eye with catch/release alias.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
Treekin warriors can hide dead bodies. Just like in snow, the rescuer must search for the body and then point at it to reveal the character.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A treekin warrior hides your corpse under a pile of leaves.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warriors can pick you up and chuck you into another room.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A treekin warrior attempts to grab you!&lt;br /&gt;
The warrior snatches you up and hurls you north!&lt;br /&gt;
&lt;br /&gt;
[Red Forest, Deep Woods]&lt;br /&gt;
A field of snapped and splintered branches spreads out in every direction like a wooden necropolis.  Huge circular tracks leave giant impressions along the cluttered ground.&lt;br /&gt;
Obvious paths: northeast, east, south, west&lt;br /&gt;
You slam into the ground!&lt;br /&gt;
... 15 points of damage!&lt;br /&gt;
Nasty blow to your left leg!&lt;br /&gt;
You are stunned for 1 round&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They also have a maneuver where they spit acidic sap at you, which can instantly kill you with head shots.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A treekin warrior suddenly spits a gob of sap directly at you!&lt;br /&gt;
You are struck by the highly acidic sap!  It burns!&lt;br /&gt;
... 20 points of damage!&lt;br /&gt;
Hit on the arm chars the skin and eats into the underlying muscles!&lt;br /&gt;
You are stunned for 2 rounds!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a ranger casts [[Tangle Weed]] while a treekin warrior is in the room, it will take over control of the vine and turn it hostile to the ranger and other PCs present.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A swirling cloud of shadow forms around your right hand as you prepare Tangleweed...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You gesture.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
A thorn-barbed dirge-vaon vine suddenly sprouts from the ground and begins to thrash about violently!&lt;br /&gt;
Dirge-vaon vine wraps gently around a treekin warrior as the warrior creaks and groans softly at it.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The dirge-vaon vine lashes out at you, but is unable to grasp you.&lt;br /&gt;
&amp;gt;dismiss vine&lt;br /&gt;
That is not your vine to control.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DS Pushdown&lt;br /&gt;
When they &amp;quot;groan angrily&amp;quot; it appears to impose a DS penalty around -60:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A treekin warrior pounds at you with a leafy fist!&lt;br /&gt;
  AS: +385 vs DS: +437 with AvD: +42 + d100 roll: +41 = +31&lt;br /&gt;
   A clean miss.&lt;br /&gt;
&lt;br /&gt;
A treekin warrior groans angrily!&lt;br /&gt;
A treekin warrior pounds at you with a leafy fist!&lt;br /&gt;
  AS: +375 vs DS: +378 with AvD: +42 + d100 roll: +24 = +63&lt;br /&gt;
   A clean miss.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This appears to be the attack of choice for fresh warriors.&lt;br /&gt;
&lt;br /&gt;
;Twin Hammerfists&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A treekin warrior raises its branches high, interweaves them into a thick mass, and brings them crashing down towards you!&lt;br /&gt;
A treekin warrior put too much force into its swing!  Completely missing you, it ends up sprawled on the ground looking up at you!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Other messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A treekin warrior appears to wrap its branches closely around itself.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 78&lt;br /&gt;
|levelm1 = 79&lt;br /&gt;
|level = 80&lt;br /&gt;
|levelp1 = 81&lt;br /&gt;
|levelp2 = 82&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Red Forest creatures]]&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Treekin_druid&amp;diff=126070</id>
		<title>Treekin druid</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Treekin_druid&amp;diff=126070"/>
		<updated>2019-12-01T19:51:41Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 83&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Treekin&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Plantlife&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Red Forest&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 459&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Pound&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 400&lt;br /&gt;
| PA2 = Root lash&lt;br /&gt;
| PAB = 400&lt;br /&gt;
| PA3 = Root slam&lt;br /&gt;
| PAC = 400&lt;br /&gt;
| BT1 = Hurl Boulder (510)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 350&lt;br /&gt;
| WD1 = Searing Light (135)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 340&lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = Call Swarm (615)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Spirit Dispel (119)&lt;br /&gt;
| OS3 = Spike Thorn (616)&lt;br /&gt;
| OS4 = Phoen&#039;s Strength (606)&lt;br /&gt;
| MN1 = Whirlwind of leaves (or pollen)&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 16&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 217&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 329&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 365 - 379&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Barkskin&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Natural Colors (601)&lt;br /&gt;
| DSP3 = Resist Elements (602)&lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = mossy beard&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
Standing approximately eight feet tall, the treekin druid glares at you with malevolent intent.  Lambent yellow eyes and thick leg-shaped roots make it clear that this is no ordinary tree.  Leaves cover the druid from head to trunk, with two arm-shaped branches protruding from the canopy. A long mossy beard dangles below a crooked knothole under the eyes, giving gnarled look to an already imposing foe.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Treekin druids are difficult to knock down. Severing a single leg will not knock them over, and they can stand back up even with both legs severed. They are immune to [[Grasp of the Grave (709)]] and will dig their roots into the ground and not stun for open cast [[Implosion (720)]]. They walk away from focused [[Energy Maelstrom (710)]]. Sorcerers can solo hunt them relatively safely by using the Hex [[Curse (715)]] to push their TD down, [[Corrupt Essence (703)]] to block their spell casting and break their barkskin with its own TD pushdown, and then [[Pain (711)]] to prevent their leaves and pollen maneuvers. [[Evil Eye (717)]] is effective for knocking down treekin and locking them into lengthy RT, and a demon carrying an eye can be used to suppress rooms or set them up remotely. [[Elemental Wave (410)]] will only be useful at like level with considerable Minor Elemental training.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
Druids can summon [[Treekin sapling|saplings]] to fight with them.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;A treekin druid sows a small handful of seeds around itself and begins infusing mana into the surrounding area.&lt;br /&gt;
A treekin sapling sprouts from the ground!&lt;br /&gt;
A treekin sapling sprouts from the ground!&amp;lt;/pre&amp;gt;&lt;br /&gt;
These saplings will absorb spells cast at the druids.&lt;br /&gt;
&lt;br /&gt;
Druids can cast Barkskin on themselves or others, which absorbs incoming attacks of all types.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;A treekin druid is encircled with a swirl of leaves!&lt;br /&gt;
A knobby layer of bark swiftly forms on a treekin druid.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;You concentrate intently, focusing all your energies.&lt;br /&gt;
You explode into a fury of strikes and ripostes, moving with a singular purpose and will!&lt;br /&gt;
You swing a maul at a treekin druid!&lt;br /&gt;
The layer of bark on a treekin druid hardens and absorbs the attack!  The bark crackles, but maintains its form.&lt;br /&gt;
You swing a maul at a treekin druid!&lt;br /&gt;
The layer of bark on a treekin druid hardens and absorbs the attack!  The bark crackles as it crumbles to dust.&lt;br /&gt;
You swing a maul at a treekin druid!&lt;br /&gt;
AS: +470 vs DS: +219 with AvD: +40 + d100 roll: +99 = +390&lt;br /&gt;
... and hit for 139 points of damage!&lt;br /&gt;
Right leg ripped from socket at the knee!&lt;br /&gt;
The treekin druid is stunned!&lt;br /&gt;
You swing a maul at a treekin druid!&lt;br /&gt;
AS: +470 vs DS: +148 with AvD: +40 + d100 roll: +83 = +445&lt;br /&gt;
... and hit for 174 points of damage!&lt;br /&gt;
Left hip pulped, severing the leg.&lt;br /&gt;
The druid teeters and then topples to the ground!&lt;br /&gt;
Your series of strikes and ripostes leaves you winded and out of position.&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Note the bark skin and the fact that the druid must lose both legs to be knocked over.&lt;br /&gt;
&lt;br /&gt;
[[Tangle Weed]] does not work against treekin druids.  A ranger casting the spell can still maintain control of it unlike with [[treekin warrior]]s.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A swirling cloud of shadow forms around your right hand as you prepare Tangleweed...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You gesture.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
A thorn-barbed dirge-vaon vine suddenly sprouts from the ground and begins to thrash about violently!&lt;br /&gt;
Dirge-vaon vine wraps gently around a treekin druid.&lt;br /&gt;
&amp;gt;dismiss vine&lt;br /&gt;
You dismiss your vine.&lt;br /&gt;
The dirge-vaon vine suddenly stops moving, drops to the ground, and dissolves away.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spike Thorn and Call Swarm and Dispel are cast as spells, which means they can be suppressed with [[Corrupt Essence (703)]]. The whirlwind of leaves and the boulder throwing and sapling summoning will still be available to the treekin druids as spell-like maneuvers.&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 81&lt;br /&gt;
|levelm1 = 82&lt;br /&gt;
|level = 83&lt;br /&gt;
|levelp1 = 84&lt;br /&gt;
|levelp2 = 85&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Red Forest creatures]]&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ilvari_sprite&amp;diff=126064</id>
		<title>Ilvari sprite</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ilvari_sprite&amp;diff=126064"/>
		<updated>2019-12-01T19:10:34Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 73&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Sprite&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Red Forest&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 240&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = Bone Shatter (1106)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 306 - 315&lt;br /&gt;
| WD2 = Repel (Fear)&lt;br /&gt;
| WDB = 306 - 315&lt;br /&gt;
| WD3 = Wither (1115)&lt;br /&gt;
| WDC = 306 - 315&lt;br /&gt;
| WD4 = Sympathy (1120)&lt;br /&gt;
| WDD = ?&lt;br /&gt;
| OS1 = Spirit Dispel (119)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = 360&lt;br /&gt;
| Bolt = 340&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 300 - 315&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 328&lt;br /&gt;
| MnETD = 326 - 338&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 306&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Lesser Shroud (120)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Spirit Warding I (101)&lt;br /&gt;
| DSP3 = Spirit Warding II (107)&lt;br /&gt;
| DSP4 = Wall of Force (140)&lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The subtle hourglass figure of this tiny offshoot of an elven female is all you can see due to a strange silvery aura covering her.  Her face is the exception, for it shows through as a near picture perfect model of beauty.  The only spoiler in the package is the strange look of madness in her shimmering silver eyes.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
It is best to keep the room pinned to the ground if possible so that the Ilvari cannot pull pranks by going invisible. Avoid the writhing [[dreamvine]]s and keep an eye on your stance not being forced down or objects becoming bananas. There are various ways to be knocked down and the [[Ilvari pixie]]s like to jump out of invisibility with melee attacks. The sprites and the pixies both cast dispel magics, and the pixies will major ewave sometimes.&lt;br /&gt;
&lt;br /&gt;
If hunting with a sorcerer you can use [[Grasp of the Grave (709)]] to knock things down as they show up. The Ilvari pixies sometimes have [[Arcane Barrier (1720)]] which blocks low level attack spells. In this case it is helpful to push their TD down with the hex curse and lock them into RT with [[Pain (711)]]. It is unwise to fight in a room with more than one Ilvari pixie present because they cast [[Major Elemental Wave (435)]] with random attunement.&lt;br /&gt;
&lt;br /&gt;
The safest way to hunt the derelict village is with area effect spells. With a sorcerer this would involve keeping [[Grasp of the Grave (709)]] active and using open cast [[Corrupt Essence (703)]], both of which at the moment will reveal pixies without actually forcing them into view. Open cast [[Implosion (720)]] and [[Elemental Dispel (417)]] cycles will knock everything out of invisibility, and kill everything for the same mana it would take to kill a single pixie with [[Pain (711)]] when its arcane barrier and bark skin are up. There will be little treasure as a result, but you will rarely be seriously injured.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
The Ilvari pixies are male elementalists and the Ilvari sprites are female empaths. They cast elemental and spirit dispels respectively, which in combination can react badly inflicting damage on the target. There is a wide array of pranks and environmental hazards. Only the pixies can go invisible, so if pranks are happening, that means there is at least one in the room. They sometimes come out of hiding and e-wave in the same action.&lt;br /&gt;
;Dust&lt;br /&gt;
The dust forces you into stance offensive if hit and calms you so you do not want to attack.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
An Ilvari sprite blows a handful of chalky dust at you!&lt;br /&gt;
You manage to avoid the dust!&lt;br /&gt;
&lt;br /&gt;
An Ilvari sprite blows a handful of twinkling dust at you!&lt;br /&gt;
Your cares and concerns suddenly depart from you and you open your eyes to the truly marvelous world around you.  You want nothing more than to merrily revel in your surroundings and let life pass you by!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Bark Skin effect&lt;br /&gt;
The bark skin will absorb melee and magical attacks for some number of hits until it crumbles. Both pixies and sprites have it.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
You swing a gleaming rune-scribed maul at an Ilvari sprite!&lt;br /&gt;
The layer of bark on an Ilvari sprite hardens and absorbs the attack!  The bark crackles as it crumbles to dust.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Banana&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
With a bit of effort, you manage to peel your giant banana.  Inside, you find a twisted orase runestaff capped with a smoky crystal orb!&lt;br /&gt;
Roundtime: 4 sec.&lt;br /&gt;
&lt;br /&gt;
An Ilvari sprite blows a handful of chalky dust at you!&lt;br /&gt;
A giant banana suddenly appears in your hand!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spirit Dispel&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
An Ilvari sprite blows a kiss at you!&lt;br /&gt;
The powerful look leaves you.&lt;br /&gt;
You are coated in a hazy film.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Other messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
You feel an odd tickling sensation at the back of your legs and you turn to find an Ilvari sprite standing behind you giggling!&lt;br /&gt;
&lt;br /&gt;
Something giggles in the shadows.&lt;br /&gt;
&lt;br /&gt;
The wind stirs and there is the faint echo of giggling nearby.&lt;br /&gt;
&lt;br /&gt;
An Ilvari sprite spins around in a mad dance!&lt;br /&gt;
A knobby layer of bark swiftly forms on an Ilvari sprite.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An Ilvari sprite spins around in a mad dance! &#039;&#039;&#039;&#039;&#039;(attempting to cast Sympathy)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
An Ilvari sprite closes her eyes in deep concentration...&lt;br /&gt;
&lt;br /&gt;
An Ilvari sprite opens her eyes, looking less focused.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An Ilvari sprite dances south.&lt;br /&gt;
&lt;br /&gt;
An Ilvari sprite sobs pitifully over her wounds.&lt;br /&gt;
&lt;br /&gt;
An Ilvari sprite sheds tears of manic joy.&lt;br /&gt;
&lt;br /&gt;
An Ilvari sprite flits back to her feet.&lt;br /&gt;
An Ilvari sprite sits down and begins to apply some crude first aid to herself.&lt;br /&gt;
&lt;br /&gt;
An Ilvari sprite tickles your corpse mercilessly.  She seems disappointed that it doesn&#039;t react.&lt;br /&gt;
&lt;br /&gt;
An Ilvari sprite raises a finger to her lips. &#039;&#039;&#039;&#039;&#039;(spell prep)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An Ilvari sprite blows a kiss at you! &#039;&#039;&#039;&#039;&#039;(spell cast)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Ilvari sprite&#039;s eyes grow dim as her lifeforce fades away. &#039;&#039;&#039;&#039;&#039;(death)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An Ilvari sprite vanishes in a flash of colorful light. &#039;&#039;&#039;&#039;&#039;(decay)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Behind the scenes==&lt;br /&gt;
The [[Ilvari]] are fey spirits who take corporeal forms resembling small elves. Their mischievous nature has been twisted by dark power corrupting their environment. The colored lights are a reference to &amp;quot;[[Castle Anwyn#Behind The Scenes|faerie fire]]&amp;quot; or &amp;quot;[[The Broken Lands and ki-lin: Part 3 (log)|fools fire]]&amp;quot;, the glowing fog of [[Ghostly pooka|pooka]]s and other things in the folklore of fairy mythology. The word &amp;quot;Ilvari&amp;quot; is a [[ICE age|De-ICE&#039;d]] replacement of the word [[Iylari]], which was the high elven race, as opposed to the [[Erlini]] &amp;quot;wood elves&amp;quot; such as those of the Elven Village. The story of the [[Red Forest]] and the Ilvari is based on the idea of fairies replacing children with changelings and dancing in fairy rings.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*[[Brieson discusses the history of the Ilvari (log)]]&lt;br /&gt;
*[[A bard tells the alleged history of the Ilvari (log)]]&lt;br /&gt;
*[[The Red Forest returns in rare lunar alignment (log)]]&lt;br /&gt;
*[[The Broken Lands and ki-lin: Part 3 (log)]]: [[Shadow Valley]], [[Castle Anwyn]], [[Red Forest]]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 71&lt;br /&gt;
|levelm1 = 72&lt;br /&gt;
|level = 73&lt;br /&gt;
|levelp1 = 74&lt;br /&gt;
|levelp2 = 75&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Red Forest creatures]]&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ilvari_pixie&amp;diff=126063</id>
		<title>Ilvari pixie</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ilvari_pixie&amp;diff=126063"/>
		<updated>2019-12-01T19:07:13Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 74&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Sprite&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Red Forest&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 240&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Giant bee stinger&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 356 - 378&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = Major Acid (1710)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 352&lt;br /&gt;
| WD1 = Pain (711)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 339&lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = Elemental Dispel (417)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Major Elemental Wave (435)&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 312 - 333&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Arcane Barrier (1720)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Elemental Defense I (401)&lt;br /&gt;
| DSP3 = Elemental Defense II (406)&lt;br /&gt;
| DSP4 = Elemental Defense III (414)&lt;br /&gt;
| DSP5 = Invisibility (916)&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
This smallish humanoid sports a pair of expressive sparkling eyes, lightly tanned skin, and a wide grin from ear to ear. Cute is too kind of a word for this caricature of elven descent. A faintly shimmering golden aura surrounds him.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
[[Grasp of the Grave (709)]] is useful for keeping the Ilvari knocked down, which prevents them from disappearing and pranking you. You should put danger colors on the writhing [[dreamvine]]s, their knock down will keep stacking more RT. The Ilvari will cast dispel, and can block magic. Watch out for your runestaff or weapon being turned into a banana, you will have to &amp;quot;open&amp;quot; the banana incurring several seconds of RT. Keep your containers closed or they will fill them with heavy stones to weigh you down. There are a variety of ways to have your stance forced down or made prone to attack.&lt;br /&gt;
&lt;br /&gt;
The pranks only happen if there is an invisible pixie in the room. It is best to knock them out of invisibility if possible, because they can cast [[Major Elemental Wave (435)]] from that position. Their [[Arcane Barrier (1720)]] blocks all low level attack spells when it is up, while their bark skin will absorb direct casts for some number of hits before crumbling. The two in combination can be a significant mana drain without doing damages.&lt;br /&gt;
&lt;br /&gt;
The safest way to hunt the derelict village is with area effect spells. With a sorcerer this would involve keeping [[Grasp of the Grave (709)]] active and using open cast [[Corrupt Essence (703)]], both of which at the moment will reveal pixies without actually forcing them into view. Open cast [[Implosion (720)]] and [[Elemental Dispel (417)]] cycles will knock everything out of invisibility, and kill everything for the same mana it would take to kill a single pixie with [[Pain (711)]] when its arcane barrier and bark skin are up. There will be little treasure as a result, but you will rarely be seriously injured.&lt;br /&gt;
==Other information==&lt;br /&gt;
There are a wide array of pranks and environmental hazards in the Ilvari village. The &amp;quot;threads of enchantment&amp;quot; temporarily modify your stats such as [[Strength]] and [[Wisdom]], sometimes lowering them, other times boosting them. The Ilvari pixies are male elementalists and the [[Ilvari sprite]]s are female spiritualists with [[empath]] attack spells. In principle their magic dispels can react off each other causing damages. It is easy to find yourself in the position of being stunned, then becoming prone from a prank and your stance forced down and buffs becoming dispelled in the scroll while stuck in RT.&lt;br /&gt;
;Item Illusions&lt;br /&gt;
These take the form of white crystals, coins, uncut diamonds and emeralds and various gems. Be careful if you didn&#039;t see it dropped. It&#039;s a TRAP!&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
As you touch a white crystal, it suddenly bursts open and sprays you with a caustic substance!&lt;br /&gt;
   ... 1 point of damage!&lt;br /&gt;
   Spray just catches the hand as your little finger is badly blistered.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Bark Skin effect&lt;br /&gt;
The bark skin will absorb melee and magical attacks for some number of hits until it crumbles. Both pixies and sprites have it.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
You swing a gleaming rune-scribed maul at an Ilvari sprite!&lt;br /&gt;
The layer of bark on an Ilvari sprite hardens and absorbs the attack!  The bark crackles as it crumbles to dust.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Light barrier&lt;br /&gt;
This is [[Arcane Barrier (1720)]]. You have to dispel it or only use magic high enough in level to hit them when it is up.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
You gesture at an Ilvari pixie.&lt;br /&gt;
Your spell is deflected by the pixie&#039;s barrier in a flash of orange light!&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Elemental Dispel&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
An Ilvari pixie points precisely at you!&lt;br /&gt;
A dark shadow seems to detach itself from your body, swiftly dissipating into the air.&lt;br /&gt;
The elemental aura around you wavers.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Stat Modification&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Threads of enchantment cling to you...&lt;br /&gt;
&lt;br /&gt;
You feel a bit weaker.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Unstun&lt;br /&gt;
They do not unstun themselves, but they unstun each other.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
An Ilvari pixie casts off some sparkling dust towards an Ilvari sprite.&lt;br /&gt;
The sprite begins moving again!&lt;br /&gt;
&lt;br /&gt;
An Ilvari pixie casts off some sparkling dust towards an Ilvari sprite.&lt;br /&gt;
The sprite regains her senses!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Vanish&lt;br /&gt;
This is invisibility, they will still be in the room.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
An Ilvari pixie suddenly steps backward, vanishing into thin air!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Firesticks&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Suddenly, your foot becomes extremely hot!  Someone has placed a burning firestick into your black leather boots!&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   Minor burns to left leg.  That hurts a bit.&lt;br /&gt;
&lt;br /&gt;
The firestick crumbles into ash.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Ants&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
You notice an Ilvari pixie sneaking behind you with a handful of ants and narrowly avoid the prank!&lt;br /&gt;
&lt;br /&gt;
Suddenly, you feel something skittering down your black leather pants!  Someone has poured a handful of biting ants into it!  You writhe in pain!&lt;br /&gt;
Roundtime: 11 sec.&lt;br /&gt;
&lt;br /&gt;
The ants quickly scatter away.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Heavy Stones&lt;br /&gt;
Keep unnecessary containers closed, or else they will encumber you with &amp;quot;heavy stones.&amp;quot;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
You notice an Ilvari pixie sneaking behind you with a handful of stones and narrowly avoid the prank!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;String&lt;br /&gt;
The string prank drops you to your knees.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A sudden noise from behind startles you, and you quickly discover that your ankles have been entangled with string!  You tumble to your knees!&lt;br /&gt;
Roundtime: 6 sec.&lt;br /&gt;
&lt;br /&gt;
The string entangling your ankles quickly breaks apart.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Grease&lt;br /&gt;
The grease prank puts you on your back.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Your feet suddenly fly out from under you and you land flat on your back!  You must have stepped on a patch of grease!&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Glue&lt;br /&gt;
The glue prank keeps you from moving or standing back up if you are on the ground.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
You suddenly realize that you have been glued to the ground!&lt;br /&gt;
&lt;br /&gt;
You don&#039;t seem to be able to move your legs to do that.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Prickly Burrs&lt;br /&gt;
The prickly burrs will eventually burst randomly if you do not touch them first.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;gt;get burr&lt;br /&gt;
As you touch a prickly burr, it suddenly bursts open and sprays you with a caustic substance!&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   Spray just catches the hand as your little finger is badly blistered.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Other messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Something giggles in the shadows.&lt;br /&gt;
&lt;br /&gt;
The air shimmers oddly nearby.&lt;br /&gt;
&lt;br /&gt;
A small flash of silvery and golden lights appears behind a crumbled building.&lt;br /&gt;
&lt;br /&gt;
An Ilvari pixie dances north.&lt;br /&gt;
&lt;br /&gt;
An Ilvari pixie flits back to his feet. &lt;br /&gt;
&lt;br /&gt;
An Ilvari pixie springs into view!&lt;br /&gt;
&lt;br /&gt;
An Ilvari pixie stands there, dazed and confused. &#039;&#039;&#039;&#039;&#039;(stunned)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An Ilvari pixie hands begin to glow. &#039;&#039;&#039;&#039;&#039;(spell prep)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An Ilvari pixie points precisely at you! &#039;&#039;&#039;&#039;&#039;(spell cast)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An Ilvari pixie fades into view.&lt;br /&gt;
An Ilvari pixie points at you and bursts out laughing! &#039;&#039;&#039;&#039;&#039;(when you are dead)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Ilvari pixie&#039;s eyes grow dim as his lifeforce fades away. &#039;&#039;&#039;&#039;&#039;(dead)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An Ilvari pixie vanishes in a flash of [[The Broken Lands and ki-lin: Part 3 (log)|colorful light]]. &#039;&#039;&#039;&#039;&#039;(decay)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 72&lt;br /&gt;
|levelm1 = 73&lt;br /&gt;
|level = 74&lt;br /&gt;
|levelp1 = 75&lt;br /&gt;
|levelp2 = 76&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Red Forest creatures]]&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Monstrous_direwolf&amp;diff=126062</id>
		<title>Monstrous direwolf</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Monstrous_direwolf&amp;diff=126062"/>
		<updated>2019-12-01T18:40:13Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 67&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Wolf&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Quadruped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Red Forest&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 400&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Bite&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 365&lt;br /&gt;
| PA2 = Claw&lt;br /&gt;
| PAB = 355&lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Knockdown&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = Lunges&lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 281 - 305&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 243&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 240&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 272 - 284&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = 298&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 267&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = TD boost&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = No&lt;br /&gt;
 | magic items = No&lt;br /&gt;
 | gems = No&lt;br /&gt;
 | boxes = No&lt;br /&gt;
 | other = No&lt;br /&gt;
 | skin = Red eye&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The monstrous direwolf is a huge powerful beast with baleful red eyes that seem to bore through to the very soul. Impressively large bone deposits protrude across the breadth of the beast&#039;s back and neck. Large teeth that seem too big even for the massive maw can easily be seen even when the powerful jaws are closed. [[Foggy Valley#Behind the Scenes|Mist]], or perhaps tendrils of smoke, occasionally drift up from the flaring nostrils. Sharp eyes, and a sense of smell to match, and a cunning said to rival demons make a direwolf something to avoid.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
The &amp;quot;bony protrusions&amp;quot; on the direwolf can deflect attacks from hitting in much the same way as the special &amp;quot;protrusions&amp;quot; messaging on [[myklian]].&lt;br /&gt;
&lt;br /&gt;
They have a +50 TD boost maneuver that sometimes triggers, and a +68 AS boost that occurs semi-frequently giving their claws +433 AS.&lt;br /&gt;
&lt;br /&gt;
The bears have several maneuvers that can lock you into RT and force your stance down. The [[warped tree spirit|warped tree spirits]] have [[sheer fear]].&lt;br /&gt;
&lt;br /&gt;
They can attack twice in one round by mauling you if they knock you down first.&lt;br /&gt;
&lt;br /&gt;
The wolves will sometimes attack the [[direbear|direbears]] instead of you. &lt;br /&gt;
&lt;br /&gt;
;Knockdown Maneuver&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A monstrous direwolf leaps on you, knocking you painfully to the ground!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Invisible force gives you a rabbit punch.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DS Penalty Maneuver&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A monstrous direwolf focuses his glare on you and looses an eerie, bone-chilling howl! &#039;&#039;&#039;(steep DS penalty)&#039;&#039;&#039;&lt;br /&gt;
You quake uncontrollably, convulsing with terrified shivers!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Lunges&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A monstrous direwolf lunges at your throat!&lt;br /&gt;
The direwolf grabs your neck in her mouth and shakes her head back and forth viciously!&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Throat nearly crushed.  You gurgle as you gasp for air.&lt;br /&gt;
   You are stunned for 6 rounds!&lt;br /&gt;
Your vocal cords are painfully crushed!&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&lt;br /&gt;
A monstrous direwolf lunges at your leg!&lt;br /&gt;
The direwolf grabs your leg in her mouth and shakes her head back and forth viciously!&lt;br /&gt;
   ... 40 points of damage!&lt;br /&gt;
   Strike punctures thigh and shatters femur!&lt;br /&gt;
You fall screaming to the ground grasping your mangled left leg!&lt;br /&gt;
   You are stunned for 10 rounds!&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Disease&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A monstrous direwolf claws at you! &lt;br /&gt;
  AS: +365 vs DS: +156 with AvD: +35 + d100 roll: +17 = +261&lt;br /&gt;
   ... and hits for 47 points of damage!&lt;br /&gt;
   Hard slash to belly severs a few nerve endings.&lt;br /&gt;
   You are stunned for 3 rounds!&lt;br /&gt;
You suddenly feel deathly ill as your body is wracked by a virulent disease! &#039;&#039;&#039;(23 damage/round, 5 dissipation/round)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Other Messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A monstrous direwolf stalks in!&lt;br /&gt;
&lt;br /&gt;
A monstrous direwolf lumbers in with a vicious snarl!&lt;br /&gt;
&lt;br /&gt;
A monstrous direwolf&#039;s eyes suddenly emanate a bright red glow! &#039;&#039;&#039;(TD boost)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A monstrous direwolf&#039;s eyes glow bright red! &#039;&#039;&#039;(AS boost)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A monstrous direwolf&#039;s foams at the mouth! &#039;&#039;&#039;(mauling/two simulaneous attacks)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The attack is deflected harmlessly away by the direwolf&#039;s bony protrusions.&lt;br /&gt;
&lt;br /&gt;
A monstrous direwolf drools with ravenous hunger!&lt;br /&gt;
&lt;br /&gt;
A monstrous direwolf snorts the ground hungrily.&lt;br /&gt;
&lt;br /&gt;
Large droplets of spittle fall from a monstrous direwolf&#039;s mouth in anticipation of her upcoming meal.&lt;br /&gt;
&lt;br /&gt;
The monstrous direwolf rolls over and dies.&lt;br /&gt;
&lt;br /&gt;
The monstrous direwolf falls to the ground and dies.&lt;br /&gt;
&lt;br /&gt;
DEAD&amp;gt;&lt;br /&gt;
A monstrous direwolf stares at you hungrily, foam frothing heavily upon her lips.  The direwolf&#039;s eyes gleem with excitement as she spies your right arm.  With a swift and sudden movement, the direwolf sinks her large, canine teeth into your right arm and with a quick head jerk, severs the limb from your body.  Content with her new found snack, the direwolf shreds and voraciously consumes every ounce of flesh, leaving only a bare bone.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 65&lt;br /&gt;
|levelm1 = 66&lt;br /&gt;
|level = 67&lt;br /&gt;
|levelp1 = 68&lt;br /&gt;
|levelp2 = 69&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Red Forest creatures]]&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Direbear&amp;diff=126061</id>
		<title>Direbear</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Direbear&amp;diff=126061"/>
		<updated>2019-12-01T18:34:25Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 64&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Bear&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Quadruped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Red Forest&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Bite&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 349&lt;br /&gt;
| PA2 = Claw&lt;br /&gt;
| PAB = 340 - 355&lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = Bertrandt&#039;s Bellow&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Gerrelle&#039;s Growl&lt;br /&gt;
| OS3 = Red eyes (AS boost)&lt;br /&gt;
| MN1 = Bearhug&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = Charge&lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 16&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 244&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 184&lt;br /&gt;
| UDF = 318&lt;br /&gt;
| BarTD = 234 - 240&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = 243 - 258&lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = No&lt;br /&gt;
 | magic items = No&lt;br /&gt;
 | gems = No&lt;br /&gt;
 | boxes = No&lt;br /&gt;
 | other = No&lt;br /&gt;
 | skin = direbear fang&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
{{TOC limit}}&lt;br /&gt;
&lt;br /&gt;
The direbear is a huge powerful beast with baleful red eyes that seem to bore through to the very soul. Impressively large bone deposits protrude across the breadth of the beast&#039;s back and neck. Large teeth that seem too big even for the massive maw can easily be seen even when the powerful jaws are closed. Mist, or perhaps tendrils of smoke, occasionally drift up from the flaring nostrils. Sharp eyes, a sense of smell to match, and a cunning said to rival demons make a direbear something to be avoid.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Given their ability to stack [[roundtime]], especially through the use of roars (which can inflict up to 20 seconds of roundtime) and bearhugs (which can inflict 30 seconds of roundtime and leave the target on the ground), extreme caution should be taken around direbears. Even if the bears themselves were not deadly (which they are), one does not want to be on the ground in roundtime when a [[warped tree spirit]] wanders in, looking to cast [[Earthen Fury (917)]].&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
The [[monstrous direwolf|monstrous direwolves]] will sometimes attack the bears.&lt;br /&gt;
===Glowing Red Eyes===&lt;br /&gt;
Direbears can boost their AS, bringing their claw attack up to +415 AS, or their TD, giving a boost of +50. These boosts are indicated by the direbear&#039;s red eyes glowing brightly.&lt;br /&gt;
&lt;br /&gt;
===Manuevers===&lt;br /&gt;
====Charge====&lt;br /&gt;
Like many bears and boars, direbears have a painful charge attack.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A direbear charges at you, throwing his weight behind his shoulder, the direbear knocks you painfully to the ground!&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
   Nice shiner to right eye!&lt;br /&gt;
   You are stunned for 3 rounds!&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Thankfully, it can be dodged.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A direbear rears up behind you, but you sense it coming, and grab the front paws of the direbear and use your weight and leverage to flip the direbear over you and onto her back!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
====Bearhug====&lt;br /&gt;
While Warriors and Monks can learn a combat maneuver called [[Bearhug]] to imitate a bear&#039;s atttack, direbears are more than capable of doing the real thing. Unlike the combat maneuver, the direbear&#039;s bearhug cannot be broken or escaped from partway through: once a target is caught, the direbear inflicts all of its damage and roundtime in one fell swoop.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A direbear rears up behind you, and grabs you in a mighty bear hug and crushes your ribs!  You find yourself unable to breathe!&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Whoosh!  Several ribs driven into your lungs.&lt;br /&gt;
The direbear releases you and you collapse to the ground, gasping for air.&lt;br /&gt;
Roundtime: 30 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===War Cries===&lt;br /&gt;
Direboars can intimidate their opponents in a similar manner to a Warrior trained in [[War Cries]]. Thus, a Warrior using [[War_Cries#Yertie.27s_Yowlp|Yertie&#039;s Yowlp]] can help his or her party defend against the direboar&#039;s roars and growls.&lt;br /&gt;
&lt;br /&gt;
====Roar ([[War_Cries#Bertrandt.27s_Bellow|Bertrandt&#039;s Bellow]])====&lt;br /&gt;
A successful roar inflicts up to 20 seconds of roundtime.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A direbear glares at you and lets out a ferocious roar!&lt;br /&gt;
You are startled enough to lose initiative!&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Growl ([[War_Cries#Gerrelle.27s_Growl|Gerrelle&#039;s Growl]])====&lt;br /&gt;
A successful growl forces the target into stance offensive for the duration, akin to [[Frenzy (216)]].&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A direbear&#039;s face contorts as she unleashes a gutteral, deep-throated growl at you!&lt;br /&gt;
You are overcome with an irrational and terrible rage!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defenses===&lt;br /&gt;
====Breaking Stun====&lt;br /&gt;
A direbear can break stuns and act in the same action.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A direbear shakes off the stun!&lt;br /&gt;
A direbear roars loudly as he stands up!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
====Bony Protrusions====&lt;br /&gt;
The bone deposits that cover the direbear allow it to deflect and parry melee attacks without a weapon, much like a Monk using [[Brace (1214)]]. They have yet not been seen to use these protrusions to disarm an attacker.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
You swing a golvern maul at a monstrous direwolf!&lt;br /&gt;
The attack is deflected harmlessly away by the direwolf&#039;s bony protrusions.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other Messaging===&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A direbear lumbers in!&lt;br /&gt;
&lt;br /&gt;
A direbear lumbers in, balefully surveying the area with bloodshot red eyes!&lt;br /&gt;
&lt;br /&gt;
A direbear appears to be reconsidering his position.&lt;br /&gt;
&lt;br /&gt;
A direbear&#039;s eyes glow bright red! &#039;&#039;&#039;(AS boost)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A direbear&#039;s eyes suddenly emanate a bright red glow! &#039;&#039;&#039;(TD boost)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A direbear snorfles and growls hungrily!&lt;br /&gt;
&lt;br /&gt;
A direbear roars loudly as he stands up!&lt;br /&gt;
&lt;br /&gt;
A direbear stands erect and throws back his head and roars!&lt;br /&gt;
&lt;br /&gt;
A direbear drools and growls with blood chilling ferocity!&lt;br /&gt;
&lt;br /&gt;
The direbear roars in triumph!&lt;br /&gt;
&lt;br /&gt;
A direbear mauls your broken and battered body!&lt;br /&gt;
&lt;br /&gt;
The direbear lets out a blood-curdling roar and dies.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 62&lt;br /&gt;
|levelm1 = 63&lt;br /&gt;
|level = 64&lt;br /&gt;
|levelp1 = 65&lt;br /&gt;
|levelp2 = 66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Red Forest creatures]]&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Warped_tree_spirit&amp;diff=126060</id>
		<title>Warped tree spirit</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Warped_tree_spirit&amp;diff=126060"/>
		<updated>2019-12-01T18:30:05Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 68&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Spirit&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Plantlife&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Red Forest&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 400&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = Fear&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 307&lt;br /&gt;
| WD2 = Pain (711)&lt;br /&gt;
| WDB = 313&lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = Earthen Fury (917)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Powersink (1203)&lt;br /&gt;
| MN1 = Vine fling&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 250 - 284&lt;br /&gt;
| Ranged = 180&lt;br /&gt;
| Bolt = 174&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 230 - 242&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = 257&lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 249 - 261&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin =&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The undead tree spirit resides among its living brethren, barely distinguishable from them until it is awakened from its slumber.  Once awakened, terrible gashes and scars appear across its trunk, many of which would have been entirely fatal in life.  Its outline is not quite defined and its appearance shifts noticeably as it moves.  The occasional flicker reveals a horrifically malformed visage, before fading back to its normal tree-like state.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
;Spirit and Mana Drain&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A warped tree spirit&#039;s eyes flash a bright, ghostly blue as it stares deeply into your eyes!&lt;br /&gt;
&lt;br /&gt;
An explosion of intense pain fills your mind, and you reel, captured by the tree spirit&#039;s dreadful stare!  You futilely try to scream as a tortuous wave ripples through your body, leaving you writhing as you collapse!&lt;br /&gt;
You feel drained!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Fear Maneuver&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A warped tree spirit&#039;s eyes flash a bright, ghostly blue as it stares deeply into your eyes!&lt;br /&gt;
&lt;br /&gt;
You reel, a mental whip lashing ruthlessly at your mind as you are captivated by the tree spirit&#039;s piercing stare!&lt;br /&gt;
&lt;br /&gt;
Your mind remains a morass of screaming chaos, and you can only twitch in response to any attempt to move!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Leaves rustle and branches sway menacingly as a warped tree spirit suddenly emerges from the surrounding cover!&lt;br /&gt;
&lt;br /&gt;
A warped tree spirit emits a light breeze that rustles through the forest.&lt;br /&gt;
&lt;br /&gt;
A warped tree spirit whistles a soft, malicious tune.&lt;br /&gt;
&lt;br /&gt;
The spirit whispers with a sinister voice carried on the wind!&lt;br /&gt;
&lt;br /&gt;
The spirit lets out a harsh, contemptuous laugh!&lt;br /&gt;
&lt;br /&gt;
A warped tree spirit stands over your still and lifeless body, and spits upon it in vengeful disdain.&lt;br /&gt;
&lt;br /&gt;
The tree spirit slowly settles to the ground and begins to dissipate.&lt;br /&gt;
&lt;br /&gt;
A warped tree spirit vanishes in a brisk wind that rips through the trees!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 66&lt;br /&gt;
|levelm1 = 67&lt;br /&gt;
|level = 68&lt;br /&gt;
|levelp1 = 69&lt;br /&gt;
|levelp2 = 70&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Red Forest creatures]]&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Writhing_frost-glazed_vine&amp;diff=126059</id>
		<title>Writhing frost-glazed vine</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Writhing_frost-glazed_vine&amp;diff=126059"/>
		<updated>2019-12-01T18:27:21Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 40&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Vine&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Plantlife&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Frozen Bramble&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Vine fling&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 170&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = crystallized black thorn&lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = thorn-ridden appendage&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
This &amp;quot;little&amp;quot; vine seems to be a bit on the feeling poorly side but if it catches you, likely you&#039;ll feel pretty bad too.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 38&lt;br /&gt;
|levelm1 = 39&lt;br /&gt;
|level = 40&lt;br /&gt;
|levelp1 = 41&lt;br /&gt;
|levelp2 = 42&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Frozen Bramble creatures]]&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Writhing_icy_bush&amp;diff=126058</id>
		<title>Writhing icy bush</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Writhing_icy_bush&amp;diff=126058"/>
		<updated>2019-12-01T18:23:40Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 36&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Bush&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Plantlife&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Frozen Bramble&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = small glistening thorn&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 260&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = thorn fling&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 132 - 141&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = crystallized blue berry&lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = blood-stained leaf&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
When planting a garden or a yard, often one will plant these to prevent unwanted guests and prying eyes.  If that was the case for these, they apparently have taken their job a bit too seriously.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 34&lt;br /&gt;
|levelm1 = 35&lt;br /&gt;
|level = 36&lt;br /&gt;
|levelp1 = 37&lt;br /&gt;
|levelp2 = 38&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Frozen Bramble creatures]]&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Blackened_decaying_tumbleweed&amp;diff=126057</id>
		<title>Blackened decaying tumbleweed</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Blackened_decaying_tumbleweed&amp;diff=126057"/>
		<updated>2019-12-01T18:22:06Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 39&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Tumbleweed&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Plantlife&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Frozen Bramble&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Tumbleweed roll&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = crystallized black thorn&lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = desiccated stem&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
Not exactly the best representative of its Species, let alone its Genus, none-the-less, the inclusion of this particular tumbleweed would make a fine addition to anyone&#039;s tumbleweed collection.  Just for its uniqueness if nothing else.  Of course unlike most tumbleweed, this one might object to being collected, VIGOROUSLY.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 37&lt;br /&gt;
|levelm1 = 38&lt;br /&gt;
|level = 39&lt;br /&gt;
|levelp1 = 40&lt;br /&gt;
|levelp2 = 41&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Frozen Bramble creatures]]&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Large_thorned_shrub&amp;diff=126056</id>
		<title>Large thorned shrub</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Large_thorned_shrub&amp;diff=126056"/>
		<updated>2019-12-01T18:20:29Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 48&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Shrub&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Plantlife&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Frozen Bramble&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = small glistening thorn&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 299&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = crystallized blue berry&lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = bleached thorn&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
Sometime when you are clearing shrubs from your property, think back on how much easier it is than when the shrub decides it should be you that gets cleared.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 46&lt;br /&gt;
|levelm1 = 47&lt;br /&gt;
|level = 48&lt;br /&gt;
|levelp1 = 49&lt;br /&gt;
|levelp2 = 50&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Frozen Bramble creatures]]&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Dark_frosty_plant&amp;diff=126040</id>
		<title>Dark frosty plant</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Dark_frosty_plant&amp;diff=126040"/>
		<updated>2019-12-01T15:23:13Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 45&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Plant&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Plantlife&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Frozen Bramble&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = frosty seed&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 252&lt;br /&gt;
| PA2 = frost-covered crystalline flower&lt;br /&gt;
| PAB = 251&lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 186&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = crystallized blue berry&lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = frosted branch&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
Though this plant with its droopy leafs and sickly flowers is a bit on the far gone side, it might still benefit from being re-potted.  Preferably six feet under!&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
Dark frosty plants drop &#039;&#039;&#039;a glowing blue seed pod&#039;&#039;&#039;, which explode for a mass ice attack.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
Several seed pods burst from the frosty plant.  One drops quivering to the ground and the rest bounce out of the area.&lt;br /&gt;
&lt;br /&gt;
A glowing blue seed pod crackles and shudders as it swells up to almost bursting before shrinking back to its original size.&lt;br /&gt;
&lt;br /&gt;
A glowing blue seed pod swells up with a loud drumming sound and finally bursts spewing forth a cloud of icy mist.&lt;br /&gt;
A cloud of icy mist moves outward from a glowing blue seed pod.&lt;br /&gt;
A dark frosty plant is buffeted by the waves of icy mist.&lt;br /&gt;
  The frosty plant scoffs at the cold!&lt;br /&gt;
A blackened decaying tumbleweed is buffeted by the waves of icy mist.&lt;br /&gt;
  The decaying tumbleweed scoffs at the cold!&lt;br /&gt;
You are buffeted by the waves of icy mist, but remain standing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 43&lt;br /&gt;
|levelm1 = 44&lt;br /&gt;
|level = 45&lt;br /&gt;
|levelp1 = 46&lt;br /&gt;
|levelp2 = 47&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Frozen Bramble creatures]]&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Shriveled_icy_creeper&amp;diff=126039</id>
		<title>Shriveled icy creeper</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Shriveled_icy_creeper&amp;diff=126039"/>
		<updated>2019-12-01T15:18:50Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 50&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Creeper&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Plantlife&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Frozen Bramble&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = creeper vine&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = leafy appendages&lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 194 - 203&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = crystallized black thorn&lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = shriveled cutting&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
Looking nearly to expire, this creeper definitely falls into the unhealthy category but don&#039;t let looks fool you.  If you or a friend falls into it, it is likely that you or they will fall into an unhealthy ... or dead category too!.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 48&lt;br /&gt;
|levelm1 = 49&lt;br /&gt;
|level = 50&lt;br /&gt;
|levelp1 = 51&lt;br /&gt;
|levelp2 = 52&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Frozen Bramble creatures]]&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Huge_water_elemental&amp;diff=126038</id>
		<title>Huge water elemental</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Huge_water_elemental&amp;diff=126038"/>
		<updated>2019-12-01T15:00:26Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 95&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Elemental&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Elemental&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Elemental Confluence&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Pound&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 450&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = Minor Water (903)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 452&lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = Mystic Impedance (1708)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = &lt;br /&gt;
| MN1 = Water blast&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 10&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 356&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 370&lt;br /&gt;
| CleTD = 400&lt;br /&gt;
| EmpTD = 400&lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = 400&lt;br /&gt;
| MnSTD = 400&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Elemental Barrier&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Elemental Bias&lt;br /&gt;
| DSP3 = Elemental Defense I&lt;br /&gt;
| DSP4 = Elemental Defense II&lt;br /&gt;
| DSP5 = Elemental Defense III&lt;br /&gt;
| DSP6 = Elemental Targeting&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = essence of water&lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The water elemental&#039;s upper body is that of a humanoid, while its lower body forms a turbulent, watery vortex.  The facial features of the elemental creature are vague and shifting, rippling with every contortion of its face.  Sloshing and splashing noises accompany each movement of the water elemental, along with an odd gurgling.&lt;br /&gt;
&lt;br /&gt;
== Hunting strategies ==&lt;br /&gt;
&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
== Other information ==&lt;br /&gt;
&lt;br /&gt;
[[Mystic Impedance (1708)]] prevents affected characters from preparing spells of 11th level or higher.&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 93&lt;br /&gt;
|levelm1 = 94&lt;br /&gt;
|level = 95&lt;br /&gt;
|levelp1 = 96&lt;br /&gt;
|levelp2 = 97&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
[[Category:Extraplanar creatures]]&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Huge_steam_elemental&amp;diff=126037</id>
		<title>Huge steam elemental</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Huge_steam_elemental&amp;diff=126037"/>
		<updated>2019-12-01T14:58:41Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 99&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Elemental&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Elemental&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Elemental Confluence&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Ensnare&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 460&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = Minor Steam&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 454&lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = Earthen Fury (917)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = &lt;br /&gt;
| MN1 = Major Elemental Wave&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 10&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 280&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 403&lt;br /&gt;
| CleTD = 428&lt;br /&gt;
| EmpTD = 428&lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = 428&lt;br /&gt;
| MnSTD = 428&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Elemental Barrier&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Elemental Bias&lt;br /&gt;
| DSP3 = Elemental Defense I&lt;br /&gt;
| DSP4 = Elemental Defense II&lt;br /&gt;
| DSP5 = Elemental Defense III&lt;br /&gt;
| DSP6 = Elemental Targeting&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = essence of water&lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The steam elemental is a dense cloud of solid steam, occasionally manifesting a mouth or tendrils with which to affect its surroundings.  It constantly expands and contracts, but never loses its unbearably hot aura.&lt;br /&gt;
&lt;br /&gt;
== Hunting strategies ==&lt;br /&gt;
&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
== Other information ==&lt;br /&gt;
&lt;br /&gt;
Physical and bolt attacks against huge steam elementals sometimes pass through harmlessly:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;Your attack passes harmlessly through thin air, as the thick cloud of hot vapor surrounding the elemental temporarily obscures your vision!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 97&lt;br /&gt;
|levelm1 = 98&lt;br /&gt;
|level = 99&lt;br /&gt;
|levelp1 = 100&lt;br /&gt;
|levelp2 = 101&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
[[Category:Extraplanar creatures]]&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Huge_lightning_elemental&amp;diff=126036</id>
		<title>Huge lightning elemental</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Huge_lightning_elemental&amp;diff=126036"/>
		<updated>2019-12-01T14:53:23Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 100&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Elemental&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Elemental&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Elemental Confluence&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Charge&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 460&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = Major Shock (910)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 469&lt;br /&gt;
| BT2 = Cone of Elements (518)&lt;br /&gt;
| BTB = 469&lt;br /&gt;
| WD1 = Elemental Strike (415)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 335&lt;br /&gt;
| WD2 = Mind Jolt (706)&lt;br /&gt;
| WDB = 322&lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = Lightning mote&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = &lt;br /&gt;
| MN1 = Lava glob&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = Major Elemental Wave&lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 10&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 331&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 406&lt;br /&gt;
| CleTD = 431&lt;br /&gt;
| EmpTD = 431&lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = 431&lt;br /&gt;
| MnSTD = 431&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Elemental Barrier&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Elemental Bias&lt;br /&gt;
| DSP3 = Elemental Defense I&lt;br /&gt;
| DSP4 = Elemental Defense II&lt;br /&gt;
| DSP5 = Elemental Defense III&lt;br /&gt;
| DSP6 = Elemental Targeting&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = essence of air&lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The lightning elemental is a crackling mass of solidified power, definitely alien to Elanthia.  Nearly gelatinous in substance, solid bolts of lightning weave themselves into the skeletal form of some horrible beast, only to arc in an instant to a vaguely humanoid form and then back again.&lt;br /&gt;
&lt;br /&gt;
== Hunting strategies ==&lt;br /&gt;
&lt;br /&gt;
Striking a lightning elemental with a metallic melee weapon causes the attacker to suffer a highly damaging shock. This can be prevented by either using non-metallic weapon or while under the effect of an [[elementally balanced core]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See [[material]] for a list of materials that are considered metallic.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Other information ==&lt;br /&gt;
&lt;br /&gt;
Can temporarily gain +100 AS when it &#039;&#039;&#039;surges with power!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 98&lt;br /&gt;
|levelm1 = 99&lt;br /&gt;
|level = 100&lt;br /&gt;
|levelp1 = 101&lt;br /&gt;
|levelp2 = 102&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
[[Category:Extraplanar creatures]]&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Huge_lava_elemental&amp;diff=126035</id>
		<title>Huge lava elemental</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Huge_lava_elemental&amp;diff=126035"/>
		<updated>2019-12-01T14:50:56Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 100&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Elemental&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Elemental&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Elemental Confluence&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Pound (double attack)&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 450&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = Major Fire (908)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 469&lt;br /&gt;
| BT2 = &lt;br /&gt;
| BTB = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Lava glob&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 10&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 335&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 406&lt;br /&gt;
| CleTD = 428&lt;br /&gt;
| EmpTD = 428&lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = 428&lt;br /&gt;
| MnSTD = 428&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Elemental Barrier&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Elemental Bias&lt;br /&gt;
| DSP3 = Elemental Defense I&lt;br /&gt;
| DSP4 = Elemental Defense II&lt;br /&gt;
| DSP5 = Elemental Defense III&lt;br /&gt;
| DSP6 = Elemental Targeting&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = essence of fire&lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The lava elemental is a bubbling mound of lava, across which an occasional warped face appears before dissolving away.  Various appendages form and melt away constantly, as the alien creature goes about its business.&lt;br /&gt;
&lt;br /&gt;
== Hunting strategies ==&lt;br /&gt;
&lt;br /&gt;
[[Resistance|Fire resistance]], such as from the ranger armor enhancement spell [[Resist Nature (620)]], can protect an adventurer from the heated armor effect from being struck with [[lava glob]]s (as well as from the Mass Boil Earth ability of nearby Fire and Steam elementals), but keep in mind that the high frequency of fire damage over time while hunting on this elemental plane will exhaust temporary ranger resistance very quickly.&lt;br /&gt;
&lt;br /&gt;
Melee attackers and archers will experience a similar heated effect for weapons unless using armaments with cold flares, or while under the effect of an [[elementally balanced core]] which halts the heat transfer for all physical weapons.&lt;br /&gt;
&lt;br /&gt;
== Other information ==&lt;br /&gt;
&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A huge lava elemental hurls a glob of lava at you!&lt;br /&gt;
You make a good effort to avoid the lava! [d100:72]&lt;br /&gt;
The lava hits you squarely in your abdomen!&lt;br /&gt;
   ... 8 points of damage!&lt;br /&gt;
   Nasty blow to your abdomen!&lt;br /&gt;
   You are stunned for 1 round!&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
   Abdomen bursts into flames.  Would be funny without the blood.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* This maneuver will strip spell 430.&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 98&lt;br /&gt;
|levelm1 = 99&lt;br /&gt;
|level = 100&lt;br /&gt;
|levelp1 = 101&lt;br /&gt;
|levelp2 = 102&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
[[Category:Extraplanar creatures]]&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Huge_ice_elemental&amp;diff=126034</id>
		<title>Huge ice elemental</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Huge_ice_elemental&amp;diff=126034"/>
		<updated>2019-12-01T14:48:53Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 95&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Elemental&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Elemental&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Elemental Confluence&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Pound&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 430&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = Major Cold (907)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 438&lt;br /&gt;
| BT2 = Minor Cold (1709)&lt;br /&gt;
| BTB = 438&lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Slush wall&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 10&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 315&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 485&lt;br /&gt;
| CleTD = 400&lt;br /&gt;
| EmpTD = 400&lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = 400&lt;br /&gt;
| MnSTD = 400&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Elemental Barrier&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Elemental Bias&lt;br /&gt;
| DSP3 = Elemental Defense I&lt;br /&gt;
| DSP4 = Elemental Defense II&lt;br /&gt;
| DSP5 = Elemental Defense III&lt;br /&gt;
| DSP6 = Elemental Targeting&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = essence of water&lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The ice elemental is an amorphous conglomeration of ice and snow that writhes and moves about with a mind of its own.  The intense cold generated by the ice elemental is nearly unbearable.&lt;br /&gt;
&lt;br /&gt;
== Hunting strategies ==&lt;br /&gt;
&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
== Other information ==&lt;br /&gt;
&lt;br /&gt;
Huge ice elementals have the equivalent of cuirbouilli leather (AsG 10) against physical and bolt attacks.&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 93&lt;br /&gt;
|levelm1 = 94&lt;br /&gt;
|level = 95&lt;br /&gt;
|levelp1 = 96&lt;br /&gt;
|levelp2 = 97&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
[[Category:Extraplanar creatures]]&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Huge_fire_elemental&amp;diff=126033</id>
		<title>Huge fire elemental</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Huge_fire_elemental&amp;diff=126033"/>
		<updated>2019-12-01T14:46:28Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 99&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Elemental&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Elemental&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Elemental Confluence&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Claw&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 460&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = Major Fire (908)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 469&lt;br /&gt;
| BT2 = Minor Fire (906)&lt;br /&gt;
| BTB = 469&lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Mass Boil Earth&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 10&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 307&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 403&lt;br /&gt;
| CleTD = 428&lt;br /&gt;
| EmpTD = 428&lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = 428&lt;br /&gt;
| MnSTD = 428&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Elemental Barrier&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Elemental Bias&lt;br /&gt;
| DSP3 = Elemental Defense I&lt;br /&gt;
| DSP4 = Elemental Defense II&lt;br /&gt;
| DSP5 = Elemental Defense III&lt;br /&gt;
| DSP6 = Elemental Targeting&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = essence of fire&lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The fire elemental is a massing of flames that flow and flicker with a life of their own.  The intense heat generated by the fire elemental is nearly unbearable.&lt;br /&gt;
&lt;br /&gt;
== Hunting strategies ==&lt;br /&gt;
&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
== Other information ==&lt;br /&gt;
&lt;br /&gt;
Huge fire elementals cannot, even temporarily, be [[calmed]].&lt;br /&gt;
&lt;br /&gt;
They have a mass maneuver that deals fire damage to both legs and knocks down affected targets:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A huge fire elemental glows a brilliant orange as fiery tendrils extend from it, snaking along the ground!&lt;br /&gt;
The ground around a huge fire elemental begins to boil violently!&lt;br /&gt;
A huge lightning elemental is injured.&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
A huge lightning elemental is injured.&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
A huge steam elemental is injured.&lt;br /&gt;
The steam elemental absorbs the heat.&lt;br /&gt;
The steam elemental absorbs the heat.&lt;br /&gt;
You are injured and knocked to the ground.&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Burst of flames to right leg burns skin bright red.&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   Minor burns to left leg.  That hurts a bit.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 97&lt;br /&gt;
|levelm1 = 98&lt;br /&gt;
|level = 99&lt;br /&gt;
|levelp1 = 100&lt;br /&gt;
|levelp2 = 101&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
[[Category:Extraplanar creatures]]&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Huge_earth_elemental&amp;diff=126032</id>
		<title>Huge earth elemental</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Huge_earth_elemental&amp;diff=126032"/>
		<updated>2019-12-01T14:43:26Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 95&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Elemental&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Elemental&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Elemental Confluence&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Pound&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 460&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = Hurl Boulder (510)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 463&lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Ground slap&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = Stone touch&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = Frozen&amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
| AB2 = Earthquake&lt;br /&gt;
| ABB = Prone&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 20&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 284&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 401&lt;br /&gt;
| CleTD = 410&lt;br /&gt;
| EmpTD = 410&lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = 410&lt;br /&gt;
| MnSTD = 410&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Elemental Barrier&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Elemental Bias&lt;br /&gt;
| DSP3 = Elemental Defense I&lt;br /&gt;
| DSP4 = Elemental Defense II&lt;br /&gt;
| DSP5 = Elemental Defense III&lt;br /&gt;
| DSP6 = Elemental Targeting&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = essence of earth&lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
Massive and thick, with broad shoulders but no apparent head, the earth elemental appears to be a composite of the earth itself.  A large, craggy maw in the middle of the elemental&#039;s chest appears to be the creature&#039;s mouth, and the earth elemental&#039;s huge feet and giant-sized fists look like they would pulverize flesh without much effort at all.&lt;br /&gt;
&lt;br /&gt;
== Hunting strategies ==&lt;br /&gt;
&lt;br /&gt;
Unlike other creatures in the Confluence, the huge earth elemental has a humanoid body and can suffer critical effects like knockdown. If still standing when it dies, there is a chance it will topple onto characters and crush them.&lt;br /&gt;
&lt;br /&gt;
== Other information ==&lt;br /&gt;
&lt;br /&gt;
Huge earth elementals have the equivalent of full plate (AsG 20) against physical and bolt attacks.&lt;br /&gt;
&lt;br /&gt;
They can perform a maneuver that freezes a target in place:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A huge earth elemental reaches out to touch you.  The touch is cold and sickening and suddenly you feel strange.  Unable to do much, you begin to become rigid!  Soon you cannot move!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 93&lt;br /&gt;
|levelm1 = 94&lt;br /&gt;
|level = 95&lt;br /&gt;
|levelp1 = 96&lt;br /&gt;
|levelp2 = 97&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
[[Category:Extraplanar creatures]]&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Huge_air_elemental&amp;diff=126031</id>
		<title>Huge air elemental</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Huge_air_elemental&amp;diff=126031"/>
		<updated>2019-12-01T14:39:02Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 95&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Elemental&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Elemental&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Elemental Confluence&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = Hand of Tonis (505)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 448&lt;br /&gt;
| WD1 = Slow (504)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 335&lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = Call Wind (912)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Elemental Wave (410)&lt;br /&gt;
| OS3 = Major Elemental Wave (435)&lt;br /&gt;
| OS4 = Wind blast&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 10&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 312&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = 410&lt;br /&gt;
| EmpTD = 410&lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = 410&lt;br /&gt;
| MnSTD = 410&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Elemental Barrier&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Elemental Bias&lt;br /&gt;
| DSP3 = Elemental Defense I&lt;br /&gt;
| DSP4 = Elemental Defense II&lt;br /&gt;
| DSP5 = Elemental Defense III&lt;br /&gt;
| DSP6 = Elemental Targeting&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = essence of air&lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The air elemental is a vaguely humanoid whirlwind of unusually dense air.  Its constant spin is almost hypnotic, though it radiates a palpable disdain for all solid life.&lt;br /&gt;
&lt;br /&gt;
== Hunting strategies ==&lt;br /&gt;
&lt;br /&gt;
Air elementals are the only type of creature in the Elemental Confluence capable of forcing a lowered stance, with their Call Wind maneuver.&lt;br /&gt;
&lt;br /&gt;
They attack very quickly, about once every 2 seconds, but can be slowed when struck with cold damage.&lt;br /&gt;
&lt;br /&gt;
== Other information ==&lt;br /&gt;
&lt;br /&gt;
Huge air elementals have the equivalent of cuirbouilli leather (AsG 10) against physical and bolt attacks, and are immune to [[unbalance critical table|unbalancing]].&lt;br /&gt;
&lt;br /&gt;
Physical and bolt attacks against them sometimes pass through harmlessly:&lt;br /&gt;
:&#039;&#039;Your attack passes harmlessly through thin air, as it is hard to discern exactly where the elemental ends and normal air begins!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 93&lt;br /&gt;
|levelm1 = 94&lt;br /&gt;
|level = 95&lt;br /&gt;
|levelp1 = 96&lt;br /&gt;
|levelp2 = 97&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
[[Category:Extraplanar creatures]]&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gnoll_miner&amp;diff=126030</id>
		<title>Gnoll miner</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gnoll_miner&amp;diff=126030"/>
		<updated>2019-12-01T14:34:35Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 10&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Gnoll&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Zeltoph&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Handaxe&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 125&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 84&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 30&lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;gnoll miner&#039;&#039;&#039; is about three feet tall and vaguely man-like.  Gnolls in general have a dwarven or gnomish appearance, but are markedly different in a way that can&#039;t quite be pin-pointed.  This particular gnoll is part of the working class with well-muscled arms and callused hands.  There is little doubt that the gnoll would be a formidable opponent if the need should arise, or if backed into a corner.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
Gnoll miners carry mining picks which are modified [[handaxe]]s.&lt;br /&gt;
&lt;br /&gt;
The miners also gather rainbow crystals at the crystal mine in [[Cavernhold]] and carry them to a bin at the base of a crystal spire. The spire is located in a wooden dome along Imaera&#039;s Path in the Alpine Meadow area near [[Zeltoph]]. It is rumored that these crystals are part of a large quest involving a shadowy dragon, wisps and wasps&#039; nests.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;The gnoll miner carefully removes some rainbow crystals from his shoulder pack and meticulously dusts them off before carefully placing them in the bin.&amp;lt;br&amp;gt;&lt;br /&gt;
A gnoll miner gazes up, eyes closed, and mutters a few quiet words of prayer before heading out.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[A history of Cavernhold]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [http://www.play.net/gs4/info/bestiary/ Gnoll miner is not listed on the Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 8&lt;br /&gt;
|levelm1 = 9&lt;br /&gt;
|level = 10&lt;br /&gt;
|levelp1 = 11&lt;br /&gt;
|levelp2 = 12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Zeltoph creatures]]&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Cook%27s_assistant&amp;diff=126029</id>
		<title>Cook&#039;s assistant</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Cook%27s_assistant&amp;diff=126029"/>
		<updated>2019-12-01T14:32:49Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 28&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Assistant&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = The Broken Lands&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 252&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Quarterstaff&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 208&lt;br /&gt;
| PA2 = Cleaver&lt;br /&gt;
| PAB = 188&lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = Minor Acid (904)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 194&lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = Call Wind (912)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Elemental Dispel (417)&lt;br /&gt;
| OS3 = Elemental Wave (410)&lt;br /&gt;
| OS4 = Gas cloud&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 167&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = 123&lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 144&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = 123&lt;br /&gt;
| MnSTD = 123&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Elemental Defense I (401)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Elemental Defense II (406)&lt;br /&gt;
| DSP3 = Elemental Defense III (414)&lt;br /&gt;
| DSP4 = Lesser Shroud (120)&lt;br /&gt;
| DSP5 = Spirit Defense (103)&lt;br /&gt;
| DSP6 = Spirit Warding I (101)&lt;br /&gt;
| DSP7 = Spirit Warding II (107)&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
Sheer culinary danger is embodied in this human&#039;s form.  His bulbous face is flushed and grime-stained, perhaps from long hours slaving over a hot stove.  Bloodshot, tired eyes flick back and forth nervously as the cook&#039;s assistant sizes up the intruders before him.  His hands clench and unclench, causing the muscles in his hirsute arms to ripple powerfully.  The liberal amount of blood, both fresh and dried, covering his yellowed apron indicates that this man is no stranger to hacking and dismembering.&lt;br /&gt;
&lt;br /&gt;
==Information==&lt;br /&gt;
A cook&#039;s assistant has been observed spawning in one of the kitchen areas of the Sheruvian Monastery in the Broken Lands. It carries a length of felwood (a quarter staff) and wears a stained white apron.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=325px}}&amp;gt;&lt;br /&gt;
[Monastery, Kitchen]&lt;br /&gt;
A large firepit dominates the center of the room.  No fire burns within, however the ash and charred remains of previous fires still litter the bottom.  A large table stands near the western wall, pitted and scarred from many years of food preparation.  Hanging above the table is a long rack from which hangs a myriad of utensils, from razor-sharp butcher knives to heavy soup ladles.  Cooking pots of all shapes and sizes stand against the eastern wall. You also see some swinging double doors, a heavy threadbare curtain and a heavy iron door.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Note that its entrance specifically references the swinging double doors:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=325px}}&amp;gt;&lt;br /&gt;
A cook&#039;s assistant enters through the doors to the south with two filled waterbuckets swinging from a length of felwood resting across his shoulders.  When he spots you, he drops the waterbuckets and launches at you, swinging the wooden pole in a menacing arc at your head!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They will also be found elsewhere in the monastery carrying a butcher&#039;s cleaver. While they are low leveled compared to the more common creatures in the monastery, they actually cast magic and will dispel you or possibly knock you down in front of something more dangerous. This is ironic because the [[Sheruvian warlock]]s are purely martial like the [[Sheruvian monk|monk]]s.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=325px}}&amp;gt;&lt;br /&gt;
You see a fairly typical cook&#039;s assistant.&lt;br /&gt;
It has some minor cuts and bruises on its chest and a swollen left eye.&lt;br /&gt;
It is stunned.&lt;br /&gt;
It has a stained white apron (worn) and a butcher&#039;s cleaver.&lt;br /&gt;
&lt;br /&gt;
A cook&#039;s assistant snatches up a reinforced shield!&lt;br /&gt;
&lt;br /&gt;
A cook&#039;s assistant utters a few arcane syllables.&lt;br /&gt;
&lt;br /&gt;
A cook&#039;s assistant gestures at you!&lt;br /&gt;
A gust of wind tugs at your sleeves.  Suddenly, a fierce wind rips through the area, scattering everything in its path and making it difficult to remain standing.&lt;br /&gt;
The wind knocks you off your balance and you fall over.&lt;br /&gt;
Your arms are forced down to your sides!&lt;br /&gt;
Roundtime: 6 sec.&lt;br /&gt;
The wind then subsides.&lt;br /&gt;
&lt;br /&gt;
The cook&#039;s assistant falls to the ground and lies still.&lt;br /&gt;
The white light leaves a cook&#039;s assistant.&lt;br /&gt;
The very powerful look leaves a cook&#039;s assistant.&lt;br /&gt;
The deep blue glow leaves a cook&#039;s assistant.&lt;br /&gt;
The brilliant luminescence fades from around a cook&#039;s assistant.&lt;br /&gt;
The light blue glow leaves a cook&#039;s assistant.&lt;br /&gt;
The bright luminescence fades from around a cook&#039;s assistant.&lt;br /&gt;
The silvery luminescence fades from around a cook&#039;s assistant.&lt;br /&gt;
The powerful look leaves a cook&#039;s assistant.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;search assistant&lt;br /&gt;
You search the cook&#039;s assistant.&lt;br /&gt;
It had a stained white apron, a butcher&#039;s cleaver.&lt;br /&gt;
It didn&#039;t carry any silver.&lt;br /&gt;
It had nothing else of value.&lt;br /&gt;
A cook&#039;s assistant decays away.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 26&lt;br /&gt;
|levelm1 = 27&lt;br /&gt;
|level = 28&lt;br /&gt;
|levelp1 = 29&lt;br /&gt;
|levelp2 = 30&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:The Broken Lands creatures]]&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Grimswarm&amp;diff=126028</id>
		<title>Grimswarm</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Grimswarm&amp;diff=126028"/>
		<updated>2019-12-01T14:27:30Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = Variable&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Grimswarm&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 900&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = No&lt;br /&gt;
 | boxes = No&lt;br /&gt;
 | other = a crude bone key&lt;br /&gt;
 | skin = No&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
__TOC__&lt;br /&gt;
[[Grimswarm]] are a loose culture of organized [[orc]]s, [[troll]]s, and [[giant]]s, which can be found in all parts of [[Elanthia]]. They are most often encountered by members of the [[Guardians of Sunfist]], an organization committed to striking out against the Grimswarm forces and their allies.&lt;br /&gt;
&lt;br /&gt;
In virtually all cases, Grimswarm are encountered in one of two locations: war parties and [[warcamp]]s. Warparties are roving bands of Grimswarm found in a specific hunting ground or road, which only appear when a warparty task is assigned to a member of [[Guardians of Sunfist|Sunfist]]. Warcamps are hidden bases which can contain hundreds of individual Grimswarm, and can only be located in various hunting grounds by members of Sunfist.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
The guard posesses all the menacing traits of an ordinary member of his kind, but this one is beholden to the Grimswarm.  He is a battle-hardened soldier, ready to take and defend his territory with all ferocity.&lt;br /&gt;
&lt;br /&gt;
== Composition ==&lt;br /&gt;
&lt;br /&gt;
The three species of Grimswarm typically do not mix together, and a warparty or warcamp will be comprised of only one of the three. The prevalence of each type varies geographically in the game, with giants favoring colder, mountainous climates, trolls favoring warm, tropical climates, and orcs being found moderately in all areas. It is also worth mentioning that various other species are considered allies to the Grimswarm, including not only other orcs, trolls and giants, but also [[ogre]]s, [[Illoke]], and a variety of other types of creatures.&lt;br /&gt;
&lt;br /&gt;
The three species each have their own strengths and weaknesses. Most notably, there is a large disparity in health, with giants having the most and Orcs having the least. Also notable is that, like most of their kind, trolls can regenerate their wounds and health. Orcs are the most perceptive when it comes to detecting hiding individuals, and giants can perform the common [[stomp (attack)|stomp]] maneuver that many giant class enemies can perform.&lt;br /&gt;
&lt;br /&gt;
== Unit Profession ==&lt;br /&gt;
&lt;br /&gt;
When encountered in the field, all Grimswarm will be identified by their professional orientation. With a handful of exceptions, these mirror the [[profession]]s available to players. There are currently no [[bard]] or [[monk]] Grimswarm. There are also a small number of types which do not seem to fit a specific profession, such as the Archers. There can be some initial confusion upon encountering these Grimswarm, as they have a variety of different professional titles, some of which can be vague. Additionally, some of these Grimswarm variants only seem to appear at certain levels or only very rarely, such as the blackguard, which does not appear at higher levels, or huntmistress, which is appears uncommonly.&lt;br /&gt;
&lt;br /&gt;
;Cleric&lt;br /&gt;
Cleric-type Grimswarm use a variety of cleric based spells, including a variety of disablers such as [[Web (118)]] and [[Bind (214)]]. They will also spawn or recast [[Spirit Slayer (240)]], so failing to disable or prevent their casting can be disastrous. They will cast open Web if a player retreats from the room while the spell is being prepared.&lt;br /&gt;
* Acolyte&lt;br /&gt;
* Cleric&lt;br /&gt;
* Initiate&lt;br /&gt;
&lt;br /&gt;
;Empath &lt;br /&gt;
Empath-type Grimswarm are quite similar to cleric-types, in that they cast a variety of disablers, but also use some particularly dangerous empath spells, such as [[Bone Shatter (1106)]] and [[Sympathy (1120)]]. They may also heal their injured allies in the midst of battle. They will also spawn or recast [[Spirit Slayer (240)]], so failing to disable or prevent their casting can be disastrous.  They will cast open Web if a player retreats from the room while the spell is being prepared.&lt;br /&gt;
* Empath&lt;br /&gt;
* Healer&lt;br /&gt;
* Scourge&lt;br /&gt;
&lt;br /&gt;
;Paladin&lt;br /&gt;
Aside from their spells, Paladins are effectively warrior-type Grimswarm that can be stunned. They possess [[Warcries]] and [[Shield Bash]], which can be instantly lethal against pure classes.&lt;br /&gt;
* Crusader&lt;br /&gt;
* Destroyer&lt;br /&gt;
* Paladin&lt;br /&gt;
* Zealot&lt;br /&gt;
* Wrathbringer&lt;br /&gt;
&lt;br /&gt;
;Ranger&lt;br /&gt;
Rangers function similarly to rogue-types in the variety of weapons that they possess. However, they also will occasionally use ranged weaponry. They can use [[Cheapshots]], [[Feint]] and [[Sweep]]. Most dangerously, they can and will use a variety of ranger spells, including the always dangerous [[Spike Thorn (616)]].&lt;br /&gt;
* Hunter&lt;br /&gt;
* Huntmaster (rare)&lt;br /&gt;
* Huntmistress (rare)&lt;br /&gt;
* Ranger&lt;br /&gt;
&lt;br /&gt;
;Rogue&lt;br /&gt;
Rogue-types are often found using a variety of weapons, ranging from two-handed weapons to brawling. Some of them are noticeably faster than others, which can be dangerous. They possess several maneuvers, including [[Cheapshots]], [[Feint]] and [[Sweep]].&lt;br /&gt;
* Pillager&lt;br /&gt;
* Raider&lt;br /&gt;
* Scout&lt;br /&gt;
* Skirmisher&lt;br /&gt;
&lt;br /&gt;
;Sorcerer&lt;br /&gt;
Sorcerer Grimswarm are particularly notorious for two things: first, they commonly use [[Implosion (720)]], which has instantly ended the hunt of many Sunfist members; second, they frequently use the spell [[Cloak of Shadows (712)]], which has a retribution effect that can injure or kill any who attack them with physical means.&lt;br /&gt;
* Dissembler&lt;br /&gt;
* Sorcerer&lt;br /&gt;
* Sorceress&lt;br /&gt;
* Warlock&lt;br /&gt;
* Witch&lt;br /&gt;
&lt;br /&gt;
;Warrior&lt;br /&gt;
Warriors are particularly dangerous, most notably in that they are completely immune to being [[stunned]]. Their equipment varies, sometimes using two-handed weapons or polearms, at other times using one handed weapons and a shield. They possess a variety of dangerous combat maneuvers, such as [[Headbutt]], [[Shield Bash]], [[Tackle]] and [[Warcries]].&lt;br /&gt;
* Barbarian&lt;br /&gt;
* Blackguard&lt;br /&gt;
* Fighter&lt;br /&gt;
* Marauder&lt;br /&gt;
* Soldier&lt;br /&gt;
* Warrior&lt;br /&gt;
&lt;br /&gt;
;Wizard&lt;br /&gt;
Wizards can cast a variety of spells, including but hardly limited to [[Elemental Wave (410)]] and [[Major Elemental Wave (435)]]. It is not uncommon for them to [[Haste (535)]] themselves while roaming the camp, which allows them to prepare spells, cast them, and break stuns faster. They also may create [[Ice Patch (512)|Ice Patches]] while roaming the camp.&lt;br /&gt;
* Adept&lt;br /&gt;
* Archmage (rare)&lt;br /&gt;
* Elementalist&lt;br /&gt;
* Mage&lt;br /&gt;
* Warmage (rare, swings a melee weapon. Unstunnable?)&lt;br /&gt;
&lt;br /&gt;
;Guards&lt;br /&gt;
Guards are initially present when entering a warcamp, and can be of any profession. First action will always be to alert the camp, which causes others to spawn periodically. This can be prevented by killing them before they act, or somewhat less effectively, stunning them. Grimswarm can break stuns, and it is possible for them to simultaneously break their stun and alert the camp. Furthermore, warrior-type guards cannot be stunned.&lt;br /&gt;
&lt;br /&gt;
;Chieftain&lt;br /&gt;
Only appearing during an assigned task, Chieftains are unstunnable warrior-type Grimswarm. In addition to being significantly stronger than a normal Grimswarm, they regenerate health quickly (absurdly fast if they are Troll based) and know the maneuver [[Combat Mobility]], allowing them to rapidly recover from knockdowns.&lt;br /&gt;
&lt;br /&gt;
;Shaman&lt;br /&gt;
Only appearing during an assigned task, Shamans are magic using Grimswarm that cannot be stunned. They are significantly stronger than a normal Grimswarm.&lt;br /&gt;
&lt;br /&gt;
;Grizzled Grimswarm&lt;br /&gt;
Very much like the [[Adventurer&#039;s Guild]] grizzled critters, grizzled Grimswarm of every type will occasionally spawn. In addition to being significantly higher level than normal Grimswarm, they are immune to stuns, and frequently (especially in the case of rogues) will be significantly faster than normal Grimswarm, sometimes with only 3 seconds between swings.&lt;br /&gt;
&lt;br /&gt;
;Other/Currently Unclassified&lt;br /&gt;
* Archer/Sniper - Similar to rogue Grimswarm, but they always use ranged attacks&lt;br /&gt;
* Champion - Possibly paladin-based, stunnable&lt;br /&gt;
* Shaman - Distinct from Shaman Task variant, seen rarely&lt;br /&gt;
&lt;br /&gt;
== Treasure ==&lt;br /&gt;
&lt;br /&gt;
Grimswarm are poor creatures. They most commonly drop silvers and wands, and never drop gems. They will on occasion drop magic items, such as [[small statue]]s, scrolls, and crystals. They also will drop various random clothing and containers, and rarely, high quality jewelry. If they are found in warcamps, they may on occasion drop a &#039;&#039;&#039;crude bone key&#039;&#039;&#039;, which is used to unlock a chest found in the camp. This chest will have a box for approximately every 20 enemies you have killed in the camp.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Guardians of Sunfist release]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Bandit&amp;diff=125776</id>
		<title>Bandit</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Bandit&amp;diff=125776"/>
		<updated>2019-11-28T15:14:04Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Bandit&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Cheapshots&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = Feint&lt;br /&gt;
| MN3 = Shield Bash&lt;br /&gt;
| MN4 = Subdual Strike&lt;br /&gt;
| MN5 = Sweep&lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
Dressed to kill, the &#039;&#039;&#039;bandit&#039;&#039;&#039; appears rather able to take care of himself.  The menacing predatory look in his eyes expresses both greed for wealth and a disdain for life.  However this otherwise ordinary person came to an awful life of crime, the bandit&#039;s appearance can only mean his next plundering victim is just around the corner, and then he&#039;ll move on down the road.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
Killing a certain number of bandits are a task given out by the [[Adventurer&#039;s Guild]].  Bandits also trouble those protecting a traveller for the Adventuerer&#039;s Guild.  These bandits generate to the level of the hunter.  Bandits more than ten [[level]]s above a character will ignore that character unless attacked first.&lt;br /&gt;
&lt;br /&gt;
Bandits have also been present in storylines.  Notably, the bandits were responsible for kidnapping the mayor of [[Wehnimer&#039;s Landing]].&lt;br /&gt;
&lt;br /&gt;
====Dispelling Crystal====&lt;br /&gt;
&lt;br /&gt;
Bandits can throw crystals at you that will dispel several spells if they hit. They often do this as an opening attack from hiding or when they are having trouble hitting you with their regular attacks. This is a [[SMRv2]] roll.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
Suddenly, a tiny shard of jet black crystal flies from the shadows toward you!&lt;br /&gt;
The crystal shatters against your body and releases a pulse of anti-magic!&lt;br /&gt;
You feel a slight tingling as the shimmering field fades away.&lt;br /&gt;
The silvery luminescence fades from around you.&lt;br /&gt;
You feel your extra strength departing.&lt;br /&gt;
Your heightened attunement to the flows of mana begins to fade.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Traps===&lt;br /&gt;
Bandits may lay traps to catch their victims.  The traps are activated when the hunter enters the room.  There is a chance for the hunter to avoid the trap.&lt;br /&gt;
&lt;br /&gt;
====Razor Trip Wire====&lt;br /&gt;
&lt;br /&gt;
Causes a leg injury and knockdown.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Suddenly, you feel an intense pain in your  left leg! as you realize that  you&#039;ve stumbled right into a length of nearly invisible razor wire!&lt;br /&gt;
  ... 5 points of damage!&lt;br /&gt;
  Slash to your left leg hits high!&lt;br /&gt;
  Kinda makes your knees weak, huh?&lt;br /&gt;
You fall to the ground!&lt;br /&gt;
A human rogue suddenly jumps out of the shadows!&lt;br /&gt;
A human thief suddenly jumps out of the shadows!&lt;br /&gt;
&lt;br /&gt;
You spy a nearly invisible length of razor wire just moments before you are about to step into it!&lt;br /&gt;
A half-elven thug suddenly leaps from his hiding place!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
====Inflated Pouch====&lt;br /&gt;
&lt;br /&gt;
Lowers stance, knocks down, and gives roundtime.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Suddenly, you hear a soft *whoosh* of air as you realize you&#039;ve just stepped on a carefully concealed inflated pouch.&lt;br /&gt;
Your surroundings begin to spin as you collapse in a heap, sick to your stomach!&lt;br /&gt;
 &lt;br /&gt;
Roundtime: 7 sec.&lt;br /&gt;
A human outlaw suddenly jumps out of the shadows!&lt;br /&gt;
A human brigand suddenly jumps out of the shadows!&lt;br /&gt;
A human outlaw suddenly jumps out of the shadows!&lt;br /&gt;
&lt;br /&gt;
You spy a carefully concealed inflated pouch on the path just ahead of you!&lt;br /&gt;
A human brigand suddenly jumps out of the shadows!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
====Looped Rope====&lt;br /&gt;
&lt;br /&gt;
Knocks down and stuns (no actual injury).&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Suddenly, a carefully concealed looped rope springs up from the floor, wrapping around your ankle and tossing you up into the air!&lt;br /&gt;
You land square on your head!  You are stunned for 3 rounds!&lt;br /&gt;
A human marauder quickly approaches!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
====Bear Trap====&lt;br /&gt;
&lt;br /&gt;
Leg injury and partially immobilizes.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Suddenly, you hear a loud *clink* as a large pair of carefully concealed  metal jaws slam shut on your left leg!&lt;br /&gt;
 ... 7 points of damage!&lt;br /&gt;
 Torn muscle in your left leg!&lt;br /&gt;
A half-elven thug suddenly leaps from her hiding place!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
====Spiked Pit====&lt;br /&gt;
&lt;br /&gt;
Knocks down, does one or more injuries, and gives roundtime.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Suddenly, the ground gives out from under you as you fall into a shallow pit filled with tiny spikes!&lt;br /&gt;
  ... 10 points of damage!&lt;br /&gt;
  Nice puncture to the back, just grazed the spine!&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
You spy a carefully concealed pit on the path just inches ahead of you!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
====Net====&lt;br /&gt;
&lt;br /&gt;
Immobilizes. This can drastically reduce your DS.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Suddenly, a carefully concealed net springs up from the ground, completely entangling you!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Immobilization ending:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The net entangling you rips and falls apart.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Types===&lt;br /&gt;
Bandits can generate with a variety of names. These include bandit, thug, robber, brigand, outlaw, highwayman, mugger, marauder, and thief.&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lich&amp;diff=125775</id>
		<title>Lich</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lich&amp;diff=125775"/>
		<updated>2019-11-28T15:12:08Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 110&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Lich&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = The Rift&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Runestaff&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 466&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = Major Cold (907)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 422&lt;br /&gt;
| WD1 = Cold Snap (512)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 500&lt;br /&gt;
| WD2 = Dark Catalyst (719)&lt;br /&gt;
| WDB = 477 - 489&lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = Major Elemental Wave (435)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Tremors (909)&lt;br /&gt;
| OS3 = Elemental Disjunction (530)&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 661&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 550&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 439&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = 376 - 391&lt;br /&gt;
| SorTD = 493&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
{{Otheruses4|the creature found in the Rift|the scripting engine|Lich (software)}}&lt;br /&gt;
A &#039;&#039;&#039;Lich&#039;&#039;&#039; can be found in the Scatter in the Rift. This is a highly intelligent spell caster who went to great lengths to gain power and longevity, at the cost of his soul.&lt;br /&gt;
&lt;br /&gt;
Liches can spawn as &#039;&#039;&#039;frostborne&#039;&#039;&#039; or &#039;&#039;&#039;infernal&#039;&#039;&#039;, depending on the temperature of the Scatter at the time.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
In order to get lich tasks through the [[Adventurer&#039;s Guild]], one will have to be actively asking for tougher jobs.&lt;br /&gt;
&lt;br /&gt;
Liches are immune to [[spell]]s under [[level]] 10.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
Looting the liches is tricky. First, each lich drops a phylactery upon death and the phylactery must be destroyed before you can loot the corpse. Any attempt to do so beforehand fails and gives you [[RT]]. Destroying the phylactery involves attacking or bashing it with some sort of weapon, a process that requires significant RT. The amount of damage done to the phylactery and the amount of RT incurred depends on the heft of the weapon used. I pull out a runestaff, which takes three to four attacks at 5-7 seconds each. If you dally in destroying the phylactery, the lich will return to life at full health about 30 seconds after its death. Even if you manage to destroy the phylactery, the lich can still decay before you get a chance to loot it if you took too long.&lt;br /&gt;
&lt;br /&gt;
Lichs are extraplanar beings.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [http://www.play.net/gs4/info/bestiary/ Lich is not listed on the Play.net bestiary]&lt;br /&gt;
* [[Extraplanar beings (saved post)]]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 108&lt;br /&gt;
|levelm1 = 109&lt;br /&gt;
|level = 110&lt;br /&gt;
|levelp1 = 111&lt;br /&gt;
|levelp2 = 112&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:The Rift creatures]]&lt;br /&gt;
[[Category:Extraplanar creatures]]&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Vvrael_destroyer&amp;diff=125774</id>
		<title>Vvrael destroyer</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Vvrael_destroyer&amp;diff=125774"/>
		<updated>2019-11-28T15:09:10Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 108&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Vvrael&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = The Rift&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Claidhmore&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 450 - 469&lt;br /&gt;
| PA2 = Maul&lt;br /&gt;
| PAB = 450 - 469&lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Mighty Blow&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = Sunder Shield&lt;br /&gt;
| MN3 = Tackle&lt;br /&gt;
| MN4 = Warcry&lt;br /&gt;
| MN5 = Weapon Bonding&lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 20&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = 375&lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Vvrael destroyer&#039;&#039;&#039; can be found in the Scatter in the Rift. This is a greater servant of the [[Vvrael]], sent to dispatch the strongest of their foes. These are [[warrior]] type creatures; very powerful and highly destructive.&lt;br /&gt;
&lt;br /&gt;
A strong jawline and shrewd, narrowed eyes are prominent in the features of the Vvrael destroyer&#039;s countenance, creating of his mouth a severe line and of his gaze an openly vicious stare. All the malice caught in the creature&#039;s eyes make promises to be answered by the muscular, though ephemeral physique obvious even below his segmented pieces of armor. Despite the bulk of his form, the destroyer moves with the militant grace of a seasoned warrior, precise and purposeful.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
They can [[tackle]], focused [[mstrike]], [[Mighty Blow]], force your stance to offensive with a warcry, and [[Sunder_Shield|sunder]] your shield..&lt;br /&gt;
&lt;br /&gt;
Take care when facing multiple vvrael destroyers in the room as they can combo their maneuvers with devastating effect. For example tackle, then focused mstrike with a claidhmore. Or tackle and mighty blow.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
* Magic immune&lt;br /&gt;
* Can redirect attacks on other creatures towards themselves&lt;br /&gt;
* At least 11 points of [[Critical Padding]]&lt;br /&gt;
* Vvrael destroyers are extraplanar beings&lt;br /&gt;
* Immune to cold / vacuum&lt;br /&gt;
* Most spawn with a maul, some spawn with a claidhmore&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;With a flash of ebon, a Vvrael destroyer&#039;s eyes widen into swirling voids resembling tempests turning over midnight seas. He growls low in his throat as his hands flex open and closed on empty air.&lt;br /&gt;
&lt;br /&gt;
Crouching low, a Vvrael destroyer sways back and forth on the balls of his feet as if he were a panther poised to pounce.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [http://www.play.net/gs4/info/bestiary/ Vvrael destroyer is not listed on the Play.net bestiary]&lt;br /&gt;
* [[Extraplanar beings (saved post)]]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 106&lt;br /&gt;
|levelm1 = 107&lt;br /&gt;
|level = 108&lt;br /&gt;
|levelp1 = 109&lt;br /&gt;
|levelp2 = 110&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:The Rift creatures]]&lt;br /&gt;
[[Category:Extraplanar creatures]]&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Murky_soul_siphon&amp;diff=125771</id>
		<title>Murky soul siphon</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Murky_soul_siphon&amp;diff=125771"/>
		<updated>2019-11-28T14:58:20Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 106&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Siphon&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = The Rift&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Dual armrake&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 471&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = Limb Disruption (708)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 447&lt;br /&gt;
| WD2 = Wither (1115)&lt;br /&gt;
| WDB = 437&lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = Elemental Wave (410)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Hamstring&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 349&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 413&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = 383&lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = 482&lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
A &#039;&#039;&#039;murky soul siphon&#039;&#039;&#039; can be found in the Scatter in the Rift. This is an undead entity subsisting upon the souls of the living. Classified as a semi, it uses various debuff spells to set up its foes for easier consumption. Its attacks have a chance to drain spirit and they also make use of a maneuver-based grasp to suck spirit from characters.&lt;br /&gt;
&lt;br /&gt;
Though it has a vaguely humanoid shape, the soul siphon is unlike anything that inhabits the walking world -- rather, it resembles something that escaped from the fevered nightmares of the deranged. Completely hairless, its skin is a dirty pink hue, blemished with ruddy patches. Where its face should be, there is nothing more than a sunken cavern, as if a stone giant&#039;s fist made an impression in the creature&#039;s head, crushing all of its features and leaving nothing but a gaping black void. Its arms are elongated, and instead of hands, it has scythe-shaped blades of bone and flesh. Its legs seem to be twisted, causing it to walk with an awkward gait.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Upon a successful attack, the murky soul siphon has a subsequent CS maneuver that attempts to immobilize and drain spirit from the victim.  This maneuver may be blocked by a shield.  An example of this maneuver:&lt;br /&gt;
&amp;lt;div {{log|margin-right=350px}}&amp;gt;&lt;br /&gt;
The shadows of a murky soul siphon&#039;s face briefly resolve into a gaping maw filled with concentric rows of teeth that attempt to close on you!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;AS: +476 vs DS: +296 with AvD: +24 + d100 roll: +68 = +272&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;... and hits for 66 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;Crack to the head swells eye shut.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;You are stunned for 5 rounds!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;CS: +467 - TD: +356 + CvA: -8 + d100: +74 - +5 == +172&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;Warding failed!&amp;lt;br&amp;gt;&lt;br /&gt;
A silvery strand wends itself away from your body, darkening into dingy shadows as it is consumed by the gaping void in the soul siphon&#039;s face!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other [[creature maneuver]] attack:&lt;br /&gt;
&amp;lt;div {{log|margin-right=350px}}&amp;gt;&lt;br /&gt;
A murky soul siphon scuttles at you awkwardly, slashing rapidly and violently with its bladed forearms!&amp;lt;br&amp;gt;&lt;br /&gt;
You are unable to predict where any of the siphon&#039;s erratic attacks will land as you take the full brunt of its bloody assault!&amp;lt;br&amp;gt;&lt;br /&gt;
Coming in at an awkward angle, the siphon right arm hits you!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;... 25 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;Slash strikes your right eye.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;Seems there was a brain there after all.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This maneuver can be deflected by a [[shield]].&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
Murky soul siphons are extraplanar beings.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&amp;lt;i&amp;gt;A murky soul siphon staggers forward, head listing to one side, and it swings its arms in wide arcs, cutting the air so that it whistles with each swipe.&lt;br /&gt;
&lt;br /&gt;
A murky soul siphon scythes its bladed arms together, creating a strident grating sound.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [http://www.play.net/gs4/info/bestiary/ Murky soul siphon is not listed on the Play.net bestiary]&lt;br /&gt;
* [[Extraplanar beings (saved post)]]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 104&lt;br /&gt;
|levelm1 = 105&lt;br /&gt;
|level = 106&lt;br /&gt;
|levelp1 = 107&lt;br /&gt;
|levelp2 = 108&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:The Rift creatures]]&lt;br /&gt;
[[Category:Extraplanar creatures]]&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Darkly_inked_fetish_master&amp;diff=125770</id>
		<title>Darkly inked fetish master</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Darkly_inked_fetish_master&amp;diff=125770"/>
		<updated>2019-11-28T14:55:53Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 104&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = The Rift&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = Silence (210)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = ?&lt;br /&gt;
| WD2 = Unbalance (110)&lt;br /&gt;
| WDB = 455&lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = Sounds (607)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Spike Thorn (616)&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = 488&lt;br /&gt;
| Bolt = 388&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 411&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = 401&lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = 495&lt;br /&gt;
| MjETD = 449&lt;br /&gt;
| MnETD = 491&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
A &#039;&#039;&#039;darkly inked fetish master&#039;&#039;&#039; can be found in the Scatter in the Rift. This creature is a child-like voodoo witch doctor, drawing upon elaborate inked designs on its skin for its dark powers. The masters cast mostly [[Sorcerer]] spells and can summon a cluster of wooden dolls on their current target, who would lay down a barrage of attacks.&lt;br /&gt;
&lt;br /&gt;
Dark-ringed eyes stare out of a face that is gaunt and ashen as a darkly inked fetish master looks on. Beginning at its hairline, a labyrinthine pattern of tattoos in ebon ink crawl across the fetish master&#039;s skin, spanning brow and cheeks alike. The designs sheath every inch of exposed skin not shrouded beneath its tattered robes. In a grotesque display, the fetish master&#039;s lips have been peeled back from its gums, secured in place by a set of discolored hooks. Perhaps not the intention, but the effect creates a perpetual, toothy grin that seems to hold no amusement, but ample amounts of malice.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
Fetish masters are extraplanar beings.&lt;br /&gt;
&lt;br /&gt;
The fetish masters can summon animated wooden dolls which then attack the master&#039;s opponent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A darkly inked fetish master snatches a skull rattle from its belt, shaking it up and down rhythmically as it emits a discordant chant that echoes abormally across the environs.  It abruptly completes its ritual and stares directly at you!&lt;br /&gt;
&lt;br /&gt;
A rotting post suddenly bursts from the floor, splintering into a twisted wooden doll!&lt;br /&gt;
&lt;br /&gt;
A rotting post suddenly bursts from the floor, splintering into a rattling wooden doll!&lt;br /&gt;
&lt;br /&gt;
A rotting post suddenly bursts from the floor, splintering into a battered wooden doll!&lt;br /&gt;
&lt;br /&gt;
A rotting post suddenly bursts from the floor, splintering into a rickety wooden doll!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the dolls are hit, a CS ward for [[Empathic Link (1117)]] triggers.  If a link successfully forms, any damage done to the doll will injure the person linked to the doll as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A rotting wooden doll flails wildly at you with a sharpened limb!&lt;br /&gt;
&amp;amp;nbsp;AS: +417 vs DS: +386 with AvD: +23 + d100 roll: +98 = +152&lt;br /&gt;
&amp;amp;nbsp;... and hits for 16 points of damage!&lt;br /&gt;
&amp;amp;nbsp;Torn muscle in your right leg!&lt;br /&gt;
&amp;amp;nbsp;CS: +437 - TD: +406 + CvA: -8 + d100: +96 - +5 == +114&lt;br /&gt;
&amp;amp;nbsp;Warding failed!&lt;br /&gt;
As the splintery limb connects, you notice a thin, translucent ribbon of energy form between your chest and the doll&#039;s center of mass.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;incant [[Nature&#039;s Fury (635)|635]]&lt;br /&gt;
You gesture while summoning the spirits of nature to aid you with the Nature&#039;s Fury spell...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You gesture at a rotting wooden doll.&lt;br /&gt;
You close your eyes in a moment of intense concentration, channeling the pure natural power of your surroundings. As you continue to gather the energy, a low thrumming resounds through the area. Suddenly, a multitude of sharp pieces of debris splinter off from underfoot, savagely assailing everything around you!&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;One of the large, pointed slivers of hard debris hits a rotting wooden doll!&lt;br /&gt;
&amp;amp;nbsp;... 44 points of damage!&lt;br /&gt;
&amp;amp;nbsp;... 45 points of damage!&lt;br /&gt;
&amp;amp;nbsp;Shot shatters hip and severs left leg!&lt;br /&gt;
&amp;amp;nbsp;A rotting wooden doll falls to the ground grasping its mangled left leg!&lt;br /&gt;
&amp;amp;nbsp;The wooden doll is stunned!&lt;br /&gt;
&lt;br /&gt;
Ripples of wavering energy coalesce around your left leg!&lt;br /&gt;
&amp;amp;nbsp;... 25 points of damage!&lt;br /&gt;
&amp;amp;nbsp;Well placed shot pierces knee, that hurt!&lt;br /&gt;
&amp;amp;nbsp;You are stunned for 5 rounds!&lt;br /&gt;
&amp;amp;nbsp;... 45 points of damage!&lt;br /&gt;
&amp;amp;nbsp;Shot shatters shoulder and severs left arm!&lt;br /&gt;
&lt;br /&gt;
Ripples of wavering energy coalesce around your left arm!&lt;br /&gt;
&amp;amp;nbsp;... 30 points of damage!&lt;br /&gt;
&amp;amp;nbsp;Well aimed strike shatters bone in left arm!&lt;br /&gt;
&amp;amp;nbsp;... 45 points of damage!&lt;br /&gt;
&amp;amp;nbsp;Strike to the eye penetrates skull, ocular fluid sprays widely!&lt;br /&gt;
A rotting wooden doll clatters to the floor in a loose pile and rapidly decays into fine dust.&lt;br /&gt;
A rotting wooden doll returns to normal color.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&amp;lt;i&amp;gt;A darkly inked fetish master arrives, the skulls on its belt clacking with a hollow resonance.&lt;br /&gt;
&lt;br /&gt;
A darkly inked fetish master wanders in, set with a distant gaze focused on seemingly nothing at all.&lt;br /&gt;
&lt;br /&gt;
Sweeping into a sudden crouch next to your body, a darkly inked fetish master leans forward and pulls at your cheeks, eyelids, lips, and ears. Then, with a giggle, the master proclaims, &amp;quot;You would look sublime all strung on strings and lines! A pretty toy, a pretty toy!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
With all the skill and care of a mender, the fetish master takes a needle from its belt and threads it through with a length of wire. Every so slowly, it begins to stitch your mouth and eyes shut.&lt;br /&gt;
&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [http://www.play.net/gs4/info/bestiary/ Darkly inked fetish master is not listed on the Play.net bestiary]&lt;br /&gt;
* [[Extraplanar beings (saved post)]]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 102&lt;br /&gt;
|levelm1 = 103&lt;br /&gt;
|level = 104&lt;br /&gt;
|levelp1 = 105&lt;br /&gt;
|levelp2 = 106&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:The Rift creatures]]&lt;br /&gt;
[[Category:Extraplanar creatures]]&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Glistening_cerebralite&amp;diff=125767</id>
		<title>Glistening cerebralite</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Glistening_cerebralite&amp;diff=125767"/>
		<updated>2019-11-28T14:51:09Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 100&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Cerebralite&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Globoid&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = The Rift&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 400&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = Balefire (713)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 402&lt;br /&gt;
| BT2 = Empathic Assault (1110)&lt;br /&gt;
| BTB = 402&lt;br /&gt;
| BT3 = Major Shock (910)&lt;br /&gt;
| BTC = 402&lt;br /&gt;
| WD1 = Cloak of Shadows (712)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 406&lt;br /&gt;
| WD2 = Sympathy (1120)&lt;br /&gt;
| WDB = 424&lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = Heroism (215)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Song of Depression (1015)&lt;br /&gt;
| OS3 = Spiritual Abolition (230)&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 12&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 338&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 381 - 398&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 446&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Cloak of Shadows (712)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Elemental Defense I (401)&lt;br /&gt;
| DSP3 = Elemental Defense II (406)&lt;br /&gt;
| DSP4 = Elemental Defense III (414)&lt;br /&gt;
| DSP5 = Spirit Shield (202)&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = a cerebralite tentacle&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
A &#039;&#039;&#039;glistening cerebralite&#039;&#039;&#039; can be found in the Rift on Plane 4 or in the Scatter.  An oversized and highly developed floating brain is accompanied by a pair of eyes on stalks and tentacles to lash out at opponents.  The cerebralites are drawn to mental activity, and utilize mental and electricity-based attacks to subdue their victims.  &lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Glistening cerebralites have a thick shell which protects them from attacks, giving some amount of [[critical padding]].&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;A translucent shell appears around the cerebralite, absorbing most of the blow.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They use [[Pain (711)]] as the retribution effect for [[Cloak of Shadows (712)]].&lt;br /&gt;
&lt;br /&gt;
Cerebralites are immune to [[unbalance critical table|unbalance]] effects, including the bolt versions of [[Hand of Tonis (505)]] and [[Web (118)]], although the secondary lore-based web effect still has a chance to disable them.&lt;br /&gt;
&lt;br /&gt;
Cerebralites are too small for large races to aim at easily (-100 penalty to aiming skill) and giantman warriors and the like will require significant ambush training to avoid missing openings.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
Cerebralites are extraplanar beings.&lt;br /&gt;
A glistening cerebralite can free the brain of a fallen opponent, resulting in glistening wrinkled cerebralite.  An example of this event:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
DEAD&amp;gt;&lt;br /&gt;
Soundlessly, a glistening cerebralite hovers over you, its eye-stalks twisting as it contorts to gaze down on your lifeless body. As it studies your corpse, trickles of milky fluid drip from its base.&lt;br /&gt;
&lt;br /&gt;
The cerebralite latches its primary tentacles to your temples rather systematically, sending low-intensity pulses of electricity through your head. A deep thrumming can be heard as your skull begins to bulge alarmingly, causing a number of cracks to form. Thin rivulets of blood stream forth, followed by an audible SPLORTCH as your brain frees itself of its confines! Half a dozen tentacles sprout from its underside, while former ocular nerves elongate into tubular eye-stalks as the strange entity swells in size.&lt;br /&gt;
&lt;br /&gt;
A glistening wrinkled cerebralite hovers over its shattered former enclosure, covered in a thick mucusy membrane.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
A glistening cerebralite draws inward for a moment, then charges at you with its primary tentacles spread wide!&lt;br /&gt;
  &lt;br /&gt;
The cerebralite brings its tentacles around and manages to wrap them around your body, constricting you in a loose grapple!&lt;br /&gt;
... 8 points of damage!&lt;br /&gt;
Solid chest grapple, you are winded!&lt;br /&gt;
You are knocked to the ground!&lt;br /&gt;
You are stunned for 3 rounds!&lt;br /&gt;
Roundtime: 5 sec&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Messaging==&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
A glistening cerebralite floats in, leaving a thick trail of amorphous goo in its wake.&lt;br /&gt;
&lt;br /&gt;
A glistening cerebralite twists and coils its tentacles, sending tendrils of electricity crawling along the surface of its brain-like form.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [http://www.play.net/gs4/info/bestiary/ Glistening cerebralite is not listed on the Play.net bestiary]&lt;br /&gt;
* [[Extraplanar beings (saved post)]]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 98&lt;br /&gt;
|levelm1 = 99&lt;br /&gt;
|level = 100&lt;br /&gt;
|levelp1 = 101&lt;br /&gt;
|levelp2 = 102&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:The Rift creatures]]&lt;br /&gt;
[[Category:Extraplanar creatures]]&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enormous_rift_crawler&amp;diff=125766</id>
		<title>Enormous rift crawler</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enormous_rift_crawler&amp;diff=125766"/>
		<updated>2019-11-28T14:45:47Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 103&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Worm&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = The Rift&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 400&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Bite&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 439&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Burrow&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = Tail slam&lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 388 - 397&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 420 - 429&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = a jagged rift crawler tooth&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;enormous rift crawler&#039;&#039;&#039; can be found primarily on Plane 4 of the Rift, though they can burrow to an &amp;quot;adjacent&amp;quot; plane.  This is a huge worm whose gaping maw pierces through planar dimensions within the Rift.  It is able to swallow its victims whole by catching them unawares, sometimes emitting a telepathic blast to incapacitate them.&lt;br /&gt;
&lt;br /&gt;
This creature&#039;s monstrous form has the appearance of liquid, distorted glass overlying a fog-swamped night.  Its outer flesh is translucent and glossy, run through with thready veins of black and purple.  Beneath, the creature seems to have a secondary skin of darkest grey.  Not scaled, but segmented, the body within its vitreous shell undulates in a way only smoke can.  It roils and shifts as though it were an insubstantial core within a confining barrier.  Its maw is a gaping round of ring upon ring of jagged, obsidian-like teeth.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
An enormous rift crawler burrowing when it will later erupt from the ground (sanctify to negate any potential damage):&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A high-pitched hum fills the air as an enormous rift crawler twists along the ground.  As if in response, the earth beneath it ripples impossibly, like the face of a still pond in the wake of a thrown stone.  The greyed interior of the crawler&#039;s body roils, and it flings itself backward only to dive into the ground, disappearing entirely.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The rift crawler can perform its burrow maneuver upon spawning.  The burrow maneuver causes [[Slash Critical Table|slash critical damage]], and getting [[slash protection]] from a warrior is extremely helpful in preventing death.  Unlike a [[roa&#039;ter]], a rift crawler&#039;s burrow may target more than one victim at once:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
The floor begins to shiver slightly, casting thin ripples across the landscape. As the protuberances increase in intensity, an enormous rift crawler launches to the surface from within! The crawler&#039;s massive maw lies agape, its glistening obsidian teeth gnashing at everything in their path!&lt;br /&gt;
Person seems to be caught completely off guard as he falls into the path of the crawler&#039;s deadly jaws!&lt;br /&gt;
 ... 120 points of damage!&lt;br /&gt;
 Incredible slash to Person&#039;s neck!&lt;br /&gt;
 Throat and vocal cords destroyed!&lt;br /&gt;
 Zero chance of survival.&lt;br /&gt;
&lt;br /&gt;
 * Person drops dead at your feet!&lt;br /&gt;
&lt;br /&gt;
A brief flash of teeth and shadow is all you are able to perceive before you are caught in the path of the crawler&#039;s deadly jaws!&lt;br /&gt;
 ... 125 points of damage!&lt;br /&gt;
 Powerful slash leaves you without a left leg!&lt;br /&gt;
 You are stunned for 12 rounds!&lt;br /&gt;
Your surroundings become a blur as you are sent careening awkwardly through the air! Finally, you come crashing painfully to the floor!&lt;br /&gt;
 ... 55 points of damage!&lt;br /&gt;
 Blow to your head removes your skull. That&#039;s got to hurt!&lt;br /&gt;
&lt;br /&gt;
It seems you have died, my friend. Although you cannot do anything, you are keenly aware of what is going on around you...&lt;br /&gt;
&lt;br /&gt;
You mentally give a sigh of relief as you remember that the Goddess Lorminstra owes you a favor.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An enormous rift crawler may also swallow an opponent whole, requiring the victim to [[ATTACK]] the creature&#039;s stomach with a dagger.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
You feel a rumble come from beneath your feet.&lt;br /&gt;
The ground begins to shiver slightly, casting thin ripples across the landscape. As the protuberances increase in intensity, an enormous rift crawler launches to the surface from within! The crawler&#039;s massive maw lies agape, its glistening obsidian teeth gnashing at everything in their path!&lt;br /&gt;
A brief flash of teeth and shadow is all you are able to perceive before you are caught in the path of the crawler&#039;s deadly jaws!&lt;br /&gt;
 ... 80 points of damage!&lt;br /&gt;
 Awesome slash severs your left arm!&lt;br /&gt;
 A jagged stump is all that remains!&lt;br /&gt;
 You are stunned for 10 rounds!&lt;br /&gt;
You catch one last glimpse of your surroundings as darkness closes in on you...&lt;br /&gt;
&lt;br /&gt;
[The Belly of the Beast]&lt;br /&gt;
The murky interior of the crawler&#039;s stomach is comprised of amorphous walls that have a nearly insubstatial texture, yet manage to restrict all but the most minor of movements. A pervasive cold bites at your extremities, while the minimal volume of air twists and shudders, churning violently all around you. You also see the crawler&#039;s stomach wall.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
!S&amp;gt;&lt;br /&gt;
The air shifts and is sucked violently away from around you!&lt;br /&gt;
 ... 15 points of damage!&lt;br /&gt;
 Chest swells, breaking ribs!&lt;br /&gt;
!S&amp;gt;&lt;br /&gt;
A sudden burst of cold flares from the walls surrounding you!&lt;br /&gt;
 ... 5 points of damage!&lt;br /&gt;
 Chilly blast to the head. Where is that cap Mom knitted for you!?&lt;br /&gt;
!S&amp;gt;&lt;br /&gt;
The air shifts and is sucked violently away from around you!&lt;br /&gt;
 ... 5 points of damage!&lt;br /&gt;
 Veins in arm stand out briefly!&lt;br /&gt;
!&amp;gt;get dagg&lt;br /&gt;
You remove a drake dagger from in your golden brown boots.&lt;br /&gt;
!&amp;gt;stab wall&lt;br /&gt;
You can&#039;t do that while being digested!&lt;br /&gt;
!&amp;gt;att wall&lt;br /&gt;
You strike at the stomach wall with your drake dagger managing to cut a small way into the crawler&#039;s stomach wall.&lt;br /&gt;
Roundtime: 6 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the enormous rift crawler goes to travel to a different plane, it does this:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;In a pitch that might shatter glass, a sound emits from the crawler&#039;s open maw, and the air distorts and rips like a seam stretched too tight. The creature squirms its way toward the opening and disappears within the whirling anomaly. In one soundless motion, the rip reseals, changing the pressure of the surrounding air.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The rift crawler can also slams its tail onto the ground that may cause you to fall down.  Such as this:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;An enormous rift crawler lifts up the end of its huge tail and slams it into the ground, shaking everything violently!&lt;br /&gt;
You lose your footing and fall to the ground!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rift crawlers have a [[sheer fear]]-like ability that is not limited by opponent&#039;s level.  &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
An enormous rift crawler stares upward for a moment, seemingly focusing on a distant point. The area around its head begins to distort as an incredible high-frequency pulse ripples through the air, assailing your senses with a savage aural assault!&lt;br /&gt;
You quake uncontrollably, convulsing with terrified shivers!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This attack may also impart a lesser [[roundtime]] penalty, or make one run to the next room.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
An enormous rift crawler stares upward for a moment, seemingly focusing on a distant point.  The area around its head begins to distort as an incredible high-frequency pulse ripples through the air, assailing your senses with a savage aural assault!&lt;br /&gt;
Your heart leaps into your throat in reaction to the tremendous sound!&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
A fallen crusader trembles while cowering away from the crawler!&lt;br /&gt;
A fallen crusader bolts northeast!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
Enormous rift crawlers are extraplanar beings.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [http://www.play.net/gs4/info/bestiary/ Enormous rift crawler is not listed on the Play.net bestiary]&lt;br /&gt;
* [[Extraplanar beings (saved post)]]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 101&lt;br /&gt;
|levelm1 = 102&lt;br /&gt;
|level = 103&lt;br /&gt;
|levelp1 = 104&lt;br /&gt;
|levelp2 = 105&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:The Rift creatures]]&lt;br /&gt;
[[Category:Extraplanar creatures]]&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Water_elemental&amp;diff=125765</id>
		<title>Water elemental</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Water_elemental&amp;diff=125765"/>
		<updated>2019-11-28T14:43:41Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 92&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Elemental&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Elemental&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Ruined Temple&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Pound&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 424&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Water blast&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 10&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 367&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 409&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Elemental Barrier (430)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Elemental Defense II (406)&lt;br /&gt;
| DSP3 = Elemental Defense III (414)&lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The water elemental&#039;s upper body is that of a humanoid, while its lower body forms a turbulent, watery vortex. The facial features of the elemental creature are vague and shifting, rippling with every contortion of its face. Sloshing and splashing noises accompany each movement of the water elemental, along with an odd gurgling.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
* Water Elementals do not spawn with any equipment but they will pick up any shields left on the ground.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A water elemental snatches up a navy-banded slate grey targe!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* You must use a magical weapon to hit them. UAC with enchanted gloves will work, but not normal unarmed attacks&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
You swing a closed fist at the elemental, but it has no effect!&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Water Elementals drop a single gem on death. They leave a small puddle of water in the room where they die instead of a searchable corpse.&lt;br /&gt;
&lt;br /&gt;
* An example of a successful water blast:&lt;br /&gt;
&amp;lt;div {{log|margin-right=350px}}&amp;gt;&lt;br /&gt;
The water elemental closes its eyes and draws in on itself, arms crossed over its aqueous torso. Suddenly its eyes flash open and it hurls an incredibly powerful blast of water at you!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;  &lt;br /&gt;
Time slows to a standstill as you watch the watery blast slam into your seemingly frozen body! You vaguely realize that you are screaming as your shattered body is blasted back into a crumpled heap!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;... 50 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;You try desperately to keep your footing, but fall on your rear instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;Roundtime: 20 sec.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
Spawn, death, and decay&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A water elemental gushes noisily as it forms from a whirling watery vortex!&lt;br /&gt;
&lt;br /&gt;
The glimmer of a &amp;lt;gem&amp;gt; catches your eye as the water elemental gurgles eerily and collapses into a puddle of water.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Movement&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A water elemental sloshes in, gurgling noisily.&lt;br /&gt;
&lt;br /&gt;
A water elemental spins quickly back to an upright position! &#039;&#039;&#039;(standing up)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spellcasting&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A water elemental utters an incantation in an unfamiliar, bubbling language.&lt;br /&gt;
&lt;br /&gt;
A water elemental raises its arms and spins about on its whirling lower body!&lt;br /&gt;
A bright luminescence surrounds a water elemental.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Idle&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A water elemental ripples and swirls as its aqueous form sways back and forth.&lt;br /&gt;
&lt;br /&gt;
A water elemental begins spinning faster and faster on its vortex, allowing the whirlpool to rush out of control!  Its upper torso becomes a blur as the vortex moves chaotically about!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [http://www.play.net/gs4/info/bestiary/creature.asp?creature=1679 Water elemental on Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 90&lt;br /&gt;
|levelm1 = 91&lt;br /&gt;
|level = 92&lt;br /&gt;
|levelp1 = 93&lt;br /&gt;
|levelp2 = 94&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ruined Temple creatures]]&lt;br /&gt;
[[Category:Extraplanar creatures]]&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Triton_dissembler&amp;diff=125764</id>
		<title>Triton dissembler</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Triton_dissembler&amp;diff=125764"/>
		<updated>2019-11-28T14:41:02Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 94&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Triton&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Ruined Temple&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = Empathic Assault (1110)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 404&lt;br /&gt;
| WD1 = Disintegrate (705)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 382 - 409&lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = Fear Gaze&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 291&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Cloak of Shadows (712)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Fasthr&#039;s Reward (115)&lt;br /&gt;
| DSP3 = Spirit Defense (103)&lt;br /&gt;
| DSP4 = Spirit Warding I (101)&lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = a curved gold-flecked claw&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
Weight carefully balanced upon her massive tail, the triton dissembler walks rigidly upright, moving with self-absorbed elegance. Luminous dark blue eyes are set deeply in the sockets of her fine-boned head where delicate, fleshy lips curve into an unpleasant smile. The dissembler&#039;s long, translucently webbed hands bear curved claws, carefully filed to tapered points and painted with gold lacquer. This pretense to arrogant refinement belies the feverishly clammy sweat covering the creature&#039;s slick, sea green hide.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Dissemblers can cast implosion, so it is recommended that you kill or stun them very quickly. They prefer to cast focused implosion but if their target leaves the room or hides before they can do so, they will cast an open implosion instead.&lt;br /&gt;
&lt;br /&gt;
Dissemblers have cloak of shadows and will cast a retribution spell on you after some successful hits.  Make sure your TD is decent before going after them.&lt;br /&gt;
&lt;br /&gt;
They appear to be able to instantly cast 705 but need to prepare other spells before casting. (Needs more testing)&lt;br /&gt;
==Other information==&lt;br /&gt;
* Triton Dissemblers can instantly cast [[Empathic Assault (1110)]] and [[Disintegrate (705)]] with any preparation messaging.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log|margin-right=350px}}&amp;gt;&lt;br /&gt;
A triton dissembler&#039;s eyes flash a bright, ghostly blue as he stares deeply into your eyes!&lt;br /&gt;
&lt;br /&gt;
Just as you feel a sharp tug at your mind, you jerk your gaze away from the triton dissembler&#039;s piercing stare!&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A triton dissembler&#039;s eyes flash a bright, ghostly blue as he stares deeply into your eyes!&lt;br /&gt;
&lt;br /&gt;
You feel a sharp burst of pain in your mind, and you struggle to keep from collapsing!&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
Spawn, death, and decay&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A triton dissembler arrives, striding forth with her robes trailing behind her.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Movement&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spellcasting&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A triton dissembler chants in an incomprehensible language, causing streams of dim grey energy to lash about her golden claws.&lt;br /&gt;
&lt;br /&gt;
A triton dissembler raises her clawed hands above her shoulders!&lt;br /&gt;
A dull golden nimbus surrounds a triton dissembler.&lt;br /&gt;
&lt;br /&gt;
A triton dissembler points a single golden nail toward you! &#039;&#039;&#039;(Casting offensive spell)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A triton dissembler raises her clawed hands above her shoulders! &#039;&#039;&#039;(Casting offensive spell)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Idle&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [http://www.play.net/gs4/info/bestiary/creature.asp?creature=1686 Triton dissembler on Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 92&lt;br /&gt;
|levelm1 = 93&lt;br /&gt;
|level = 94&lt;br /&gt;
|levelp1 = 95&lt;br /&gt;
|levelp2 = 96&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ruined Temple creatures]]&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Greater_water_elemental&amp;diff=125763</id>
		<title>Greater water elemental</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Greater_water_elemental&amp;diff=125763"/>
		<updated>2019-11-28T14:37:47Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 105&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Elemental&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Elemental&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Ruined Temple&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Pound&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 441&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = Minor Water (903)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 540&lt;br /&gt;
| WD1 = Elemental Strike (415)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 495&lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = Major Elemental Wave (435)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Water blast&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 348&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 534&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Elemental Defense I (401) &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Elemental Defense II (406)&lt;br /&gt;
| DSP3 = Elemental Defense III (414)&lt;br /&gt;
| DSP4 = Elemental Targeting (425)&lt;br /&gt;
| DSP5 = Elemental Barrier (430)&lt;br /&gt;
| DSP6 = Elemental Bias (508)&lt;br /&gt;
| DSP7 = Spirit Shield (202)&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The water elemental&#039;s upper body is that of a humanoid, while its lower body forms a turbulent, watery vortex. The facial features of the elemental creature are vague and shifting, rippling with every contortion of its face. Sloshing and splashing noises accompany each movement of the water elemental, along with an odd gurgling.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
* Spawns with the following spells already cast: [[Elemental Defense I (401)]], [[Elemental Defense II (406)]], [[Elemental Defense III (414)]], [[Elemental Targeting (425)]], [[Elemental Bias (508)]] and can cast [[Spirit Shield (202)]] and [[Elemental Barrier (430)]] as well.&lt;br /&gt;
==Messaging==&lt;br /&gt;
Spawn, death, and decay&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A greater water elemental gushes noisily as it forms from a whirling watery vortex!&lt;br /&gt;
&lt;br /&gt;
The water elemental gurgles eerily and collapses into the water. &#039;&#039;&#039;(death without a gem drop)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The glimmer of a &amp;lt;gem&amp;gt; catches your eye as the water elemental gurgles eerily and collapses into a puddle of water. &#039;&#039;&#039;(death with a gem drop)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Movement&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A greater water elemental sloshes in, gurgling noisily.&lt;br /&gt;
&lt;br /&gt;
A greater water elemental spins quickly back to an upright position! &#039;&#039;&#039;(standing up)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A greater water elemental suddenly draws back and roars with the deafening crash of the ocean&#039;s swell, bidding allies to its side!&lt;br /&gt;
&lt;br /&gt;
A greater water elemental ripples while twisting on its vortex to survey the area. &#039;&#039;&#039;(searching for hidden adventurer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The water elemental spins suspiciously as a ripple undulates through its form. &#039;&#039;&#039;(failing to find hidden adventurer)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spellcasting&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A greater water elemental utters an incantation in an unfamiliar, bubbling language.&lt;br /&gt;
&lt;br /&gt;
A greater water elemental raises its arms and spins about on its whirling lower body! &#039;&#039;&#039;(casting defensive spell)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A greater water elemental raises its hands, palms outward toward you! &#039;&#039;&#039;(casting offensive spell)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Idle&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A faint sparkle catches your eye as something drifts through a greater water elemental&#039;s aqueous torso.&lt;br /&gt;
&lt;br /&gt;
A greater water elemental slowly rolls and swishes its lower body in a graceful dance on the water, hardly disturbing the surface.&lt;br /&gt;
&lt;br /&gt;
Small droplets of water fall from a greater water elemental&#039;s torso, dribbling to the floor.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== References ==&lt;br /&gt;
* [http://www.play.net/gs4/info/bestiary/creature.asp?creature=1680 Greater water elemental on Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 103&lt;br /&gt;
|levelm1 = 104&lt;br /&gt;
|level = 105&lt;br /&gt;
|levelp1 = 106&lt;br /&gt;
|levelp2 = 107&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ruined Temple creatures]]&lt;br /&gt;
[[Category:Extraplanar creatures]]&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Triton_magus&amp;diff=125555</id>
		<title>Triton magus</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Triton_magus&amp;diff=125555"/>
		<updated>2019-11-27T18:31:43Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 102&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Triton&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Ruined Temple&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Arrow&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 431&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = Nature&#039;s Fury (635)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 433&lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = Elemental Targeting (425)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Feint&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = Spike Thorn (616)&lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 8&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 345 - 443&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 373&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Elemental Defense I&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Elemental Defense II&lt;br /&gt;
| DSP3 = Elemental Defense III&lt;br /&gt;
| DSP4 = Natural Colors&lt;br /&gt;
| DSP5 = Resist Elements&lt;br /&gt;
| DSP6 = Self Control&lt;br /&gt;
| DSP7 = Sneaking&lt;br /&gt;
| DSP8 = Spirit Defense&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = a bundle of arrows&lt;br /&gt;
 | skin = an iridescent triton hide&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
Moving quietly on wide, webbed feet, the triton magus seems to slip between the shadows, her damp mottled flesh shifting colors with the surroundings. The creature pauses frequently, her flared nostrils quivering as if seeking beings as nearly invisible as herself. A long row of tiny needle-sharp teeth protrudes from grey gums, visible behind her curled, wet lips. A loose robe in varying shades of grey and green covers the magus, hanging just below her twitching tail.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
* Spawns with &#039;&#039;&#039;a dried seaweed-wrapped longbow&#039;&#039;&#039; and wearing a &#039;&#039;&#039;a mildewed rough leather quiver&#039;&#039;&#039;. In addition, Triton Magus will use one of three different types of arrows as ammunition. After being killed and searched, a bundle of the same type of arrow used by the magus will be left in the room. The number of arrows in the bundle is 10 minus how many the Triton Magus fired.&lt;br /&gt;
** &#039;&#039;&#039;a brackish green arrow&#039;&#039;&#039; - no special properties.&lt;br /&gt;
** &#039;&#039;&#039;a silver-streaked arrow&#039;&#039;&#039; - lightning flares.&lt;br /&gt;
** &#039;&#039;&#039;a sapphire-tipped arrow&#039;&#039;&#039; - cold flares.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Triton Magus almost always have [[Natural Colors (601)|Natural Colors]] and [[Sneaking (617)|Sneaking]] active at the same time. Adventures that do not have good Perception (1x or more) will not see their movement messages when they enter or exit a room. It is very wise for adventures to watch for the follow phrase to avoid being surprised by an unhidden Triton Magus.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
You hear very soft footsteps.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Just like [[Triton executioner|Triton Executioners]], they can hide and sneak from room to room. They prefer to snipe from hiding and can even use Multi-Fire with a good chance of remaining hidden. A Triton Magus can be forced out of hiding by SEARCHing, casting 609, or using an area spell. &lt;br /&gt;
** Magus will not cast attack spells from hiding, the will only physically attack.&lt;br /&gt;
** Unlike [[Bandit|Bandits]], Triton Magus attacking from hiding is considered a normal attack. It can be parry, blocked, evaded and does not cause a DS pushdown.&lt;br /&gt;
** Triton Magus still gain the benefits of group spells of other Nelemar creatures such as the [[Siren|Siren&#039;s]] [[Song of Tonis]] or the [[Triton radical|Triton Radical&#039;s]] [[Divine Shield]] when hidden in the same room.&lt;br /&gt;
** SEARCHing uses the normal [[Perception]] check to find magus. However, unlike searching for other players, magus that are discovered are automatically pulled from hiding. No pointing necessary.&lt;br /&gt;
** Example of some normal searching messages:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
&amp;gt;search&lt;br /&gt;
You don&#039;t find anything of interest here.&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;search&lt;br /&gt;
You don&#039;t find anything of interest here, but you have the funny feeling you are being watched.&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;search&lt;br /&gt;
You see signs that something is about, but fail to discover its location in the room.&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;search&lt;br /&gt;
You discover the hiding place of a triton magus!&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Triton Magus can use the Multi-Fire combat maneuver to fire 3 arrows at an adventurer. When done from hiding, each shot is a separate check to be revealed and the Triton Magus is skilled enough to not be revealed at all.&lt;br /&gt;
&lt;br /&gt;
Example of Triton Magus using Multi-Fire:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
With startling speed, a triton magus draws forth a bundle of arrows and lets loose a volley of shots against you!&lt;br /&gt;
Sensing an impending attack, you manage to roll hard to the side, and then leap to your feet!&lt;br /&gt;
A triton magus fires a silver-streaked arrow at you!&lt;br /&gt;
  AS: +441 vs DS: +446 with AvD: +23 + d100 roll: +61 = +79&lt;br /&gt;
   A clean miss.&lt;br /&gt;
The silver-streaked arrow flies off to the east!&lt;br /&gt;
A triton magus fires a silver-streaked arrow at you!&lt;br /&gt;
You dodge just in the nick of time!&lt;br /&gt;
The silver-streaked arrow flies off to the east!&lt;br /&gt;
A triton magus fires a silver-streaked arrow at you!&lt;br /&gt;
  AS: +441 vs DS: +446 with AvD: +23 + d100 roll: +90 = +108&lt;br /&gt;
   ... and hits for 2 points of damage!&lt;br /&gt;
   Thrust glances off your knee.&lt;br /&gt;
  Might be stiff tomorrow, but it&#039;s okay now.&lt;br /&gt;
&lt;br /&gt;
 ** As a triton magus&#039;s silver-streaked arrow hits you, it gives off an electric shock! **&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   Light shock to chest.  That stings!&lt;br /&gt;
The electricity carries itself through you and dissipates in the water with a small crackle.&lt;br /&gt;
The silver-streaked arrow sticks in your right eye!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example of Triton Magus using Multi-Fire from hiding and not being revealed:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A brackish green arrow flies out of the shadows toward you!&lt;br /&gt;
  AS: +434 vs DS: +333 with AvD: +23 + d100 roll: +53 = +177&lt;br /&gt;
   ... and hits for 15 points of damage!&lt;br /&gt;
   Minor puncture to the chest.&lt;br /&gt;
The brackish green arrow ricochets away from you, landing nearby.&lt;br /&gt;
A brackish green arrow flies out of the shadows toward you!&lt;br /&gt;
  AS: +434 vs DS: +333 with AvD: +23 + d100 roll: +13 = +137&lt;br /&gt;
   ... and hits for 8 points of damage!&lt;br /&gt;
   Minor puncture to the right arm.&lt;br /&gt;
Glancing shot.  The brackish green arrow flips over, landing behind you.&lt;br /&gt;
A brackish green arrow flies out of the shadows toward you!&lt;br /&gt;
  AS: +434 vs DS: +333 with AvD: +23 + d100 roll: +8 = +132&lt;br /&gt;
   ... and hits for 7 points of damage!&lt;br /&gt;
   Minor strike to the neck.&lt;br /&gt;
Lacking the force and angle to lodge in you, the brackish green arrow simply falls.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Triton Magus can use the Feint combat maneuver but seem to be really bad at it and will even leaving hiding to use it. They use feint and attack in the same action.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
A triton magus comes out of hiding.&lt;br /&gt;
[Roll result: 48 (open d100: 52)]&lt;br /&gt;
A triton magus feints to the right, but you aren&#039;t fooled for a second.&lt;br /&gt;
A triton magus removes a brackish green arrow from in her rough leather quiver.&lt;br /&gt;
A triton magus fires a brackish green arrow at you!&lt;br /&gt;
  AS: +434 vs DS: +366 with AvD: +23 + d100 roll: +61 = +152&lt;br /&gt;
   ... and hits for 6 points of damage!&lt;br /&gt;
   Minor puncture to the right arm.&lt;br /&gt;
Glancing shot.  The brackish green arrow flips over, landing behind you.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
Spawn, death, and decay&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
The triton magus gurgles once and goes still, a wrathful look on his face.&lt;br /&gt;
&lt;br /&gt;
A triton magus&#039;s body sinks into the water, quickly scattering and dissolving out of sight.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Movement&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A triton executioner stalks in silently, his cold eyes gleaming with hatred.&lt;br /&gt;
&lt;br /&gt;
A triton executioner strides in, a wary look on her face.&lt;br /&gt;
&lt;br /&gt;
A triton executioner strides in, gliding swiftly through the water with a wary look on her face. &#039;&#039;&#039;(2nd floor rooms with water)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A triton executioner strides east, a wary look on his face.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A triton magus slips into hiding. &#039;&#039;&#039;(hides in the room.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A triton magus quickly observes his surroundings, scanning for the slightest of movements. &#039;&#039;&#039;(searching for hidden adventurer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A triton magus glances to either side, eyes narrowing as his skin shifts in hue to better match the surroundings. &#039;&#039;&#039;(failing to find a hidden adventurer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A triton magus turns to look directly at you in your hiding place! &#039;&#039;&#039;(finding a hidden adventurer)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spellcasting&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A triton magus makes a subtle gesture, drawing traces of faint blue-green light into his webbed hands.&lt;br /&gt;
&lt;br /&gt;
A triton magus brings his hands together in front of his chest!  &#039;&#039;&#039;(casting defensive spell)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A triton magus places one hand on top of the other, crossing her palms toward you! &#039;&#039;&#039;(casting offensive spell)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Idle&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A triton magus spins a clawed finger in the water, forming small whirlpools.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
*[http://www.play.net/gs4/info/bestiary/creature.asp?creature=1684 Triton magus on Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 100&lt;br /&gt;
|levelm1 = 101&lt;br /&gt;
|level = 102&lt;br /&gt;
|levelp1 = 103&lt;br /&gt;
|levelp2 = 104&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ruined Temple creatures]]&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Twisted_being&amp;diff=125550</id>
		<title>Twisted being</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Twisted_being&amp;diff=125550"/>
		<updated>2019-11-27T18:28:26Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 82&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Being&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Old Ta&#039;Faendryl&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Bite&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 396&lt;br /&gt;
| PA2 = Claw&lt;br /&gt;
| PAB = 396&lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Firebreathing&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 346&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = 281&lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 354 - 390&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Spirit Defense (103)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Spirit Warding I (101)&lt;br /&gt;
| DSP3 = Spirit Warding II (107)&lt;br /&gt;
| DSP4 = Lesser Shroud (120)&lt;br /&gt;
| DSP5 = Prismatic Guard (905)&lt;br /&gt;
| DSP6 = Mass Blur (911)&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The gnarled being is a twisted amalgamation of flesh and other, less mentionable things.  Tusks and horns grow from its head in an impressive array of weaponry.  The tough, pale yellow skin of the being looks burnt and scorched in places, but this doesn&#039;t seem to bother it.  The gnarled being&#039;s twisted hands and feet end with wicked, razor-sharp claws that refuse to shine in the light.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
An example of its firebreathing maneuver attack hitting:&lt;br /&gt;
&amp;lt;div {{log|margin-right=350px}}&amp;gt;&lt;br /&gt;
A twisted being&#039;s throat glows crimson as it opens its mouth, loosing a blast of fire that scours the entire room!&amp;lt;br&amp;gt;&lt;br /&gt;
The fire splashes over you!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;   ... 20 points of damage!&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;amp;nbsp;   Nasty burns to chest make you wish you never heard of heartburn. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;   You are stunned for 3 rounds!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [http://www.play.net/gs4/info/bestiary/ Twisted being is not listed on the Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 80&lt;br /&gt;
|levelm1 = 81&lt;br /&gt;
|level = 82&lt;br /&gt;
|levelp1 = 83&lt;br /&gt;
|levelp2 = 84&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Old Ta&#039;Faendryl creatures]]&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Stooped_being&amp;diff=125548</id>
		<title>Stooped being</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Stooped_being&amp;diff=125548"/>
		<updated>2019-11-27T18:25:34Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 82&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Being&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Old Ta&#039;Faendryl&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Claw&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 406&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Gaze&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 318&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = 294&lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 354 - 390&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = 360&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The gnarled being is a twisted amalgamation of flesh and other, less mentionable things.  Tusks and horns grow from its head in an impressive array of weaponry.  The tough, pale yellow skin of the being looks burnt and scorched in places, but this doesn&#039;t seem to bother it.  The gnarled being&#039;s twisted hands and feet end with wicked, razor-sharp claws that refuse to shine in the light.&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
An example of the being&#039;s gaze maneuver:&lt;br /&gt;
&amp;lt;div {{log|margin-right=350px}}&amp;gt;&lt;br /&gt;
The eyes in the stooped being&#039;s chest seem to focus, turning their attention to you!&amp;lt;br&amp;gt;&lt;br /&gt;
Your surroundings start to blur before you as you lock gazes with the being.  Reeling from its gaze, you fight back and your surroundings slowly come back into focus.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 50 sec.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [http://www.play.net/gs4/info/bestiary/ Stooped being is not listed on the Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 80&lt;br /&gt;
|levelm1 = 81&lt;br /&gt;
|level = 82&lt;br /&gt;
|levelp1 = 83&lt;br /&gt;
|levelp2 = 84&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Old Ta&#039;Faendryl creatures]]&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Bent_being&amp;diff=125536</id>
		<title>Bent being</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Bent_being&amp;diff=125536"/>
		<updated>2019-11-27T17:46:06Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 82&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Being&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Old Ta&#039;Faendryl&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Stomp&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 386&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = Major Shock (910)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 374&lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 315 - 345&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = 253&lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 354 - 390&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = 390&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Elemental Defense I&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Elemental Defense II&lt;br /&gt;
| DSP3 = Elemental Defense III&lt;br /&gt;
| DSP4 = Mass Blur (911)&lt;br /&gt;
| DSP5 = Prismatic Guard (905)&lt;br /&gt;
| DSP6 = Thurfel&#039;s Ward (503)&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The gnarled being is a twisted amalgamation of flesh and other, less mentionable things.  Tusks and horns grow from its head in an impressive array of weaponry.  The tough, pale yellow skin of the being looks burnt and scorched in places, but this doesn&#039;t seem to bother it.  The gnarled being&#039;s twisted hands and feet end with wicked, razor-sharp claws that refuse to shine in the light.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [http://www.play.net/gs4/info/bestiary/ Bent being is not listed on the Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 80&lt;br /&gt;
|levelm1 = 81&lt;br /&gt;
|level = 82&lt;br /&gt;
|levelp1 = 83&lt;br /&gt;
|levelp2 = 84&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Old Ta&#039;Faendryl creatures]]&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Putrefied_Citadel_herald&amp;diff=125534</id>
		<title>Putrefied Citadel herald</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Putrefied_Citadel_herald&amp;diff=125534"/>
		<updated>2019-11-27T17:42:17Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 60&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Citadel&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = The Citadel&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 240&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Runestaff&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 302&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = Fire Spirit (111)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 298 - 318&lt;br /&gt;
| BT2 = Web Bolt (118)&lt;br /&gt;
| BTB = 290&lt;br /&gt;
| WD1 = Bind (214)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 273 - 279&lt;br /&gt;
| WD2 = Interference (212)&lt;br /&gt;
| WDB = ?&lt;br /&gt;
| WD3 = Searing Light (135)&lt;br /&gt;
| WDC = 270&lt;br /&gt;
| WD4 = Silence (210)&lt;br /&gt;
| WDD = 273&lt;br /&gt;
| WD5 = Unbalance (110)&lt;br /&gt;
| WDE = ?&lt;br /&gt;
| WD6 = Wither (1115)&lt;br /&gt;
| WDF = 285&lt;br /&gt;
| OS1 = Spirit Strike (117)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Web (118)&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 303&lt;br /&gt;
| Ranged = 279&lt;br /&gt;
| Bolt = 239&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 232&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = 242&lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 280&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = 283&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 276&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Fasthr&#039;s Reward (115)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Lesser Shroud (120)&lt;br /&gt;
| DSP3 = Prayer of Protection (303)&lt;br /&gt;
| DSP4 = Spirit Shield (202)&lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = None&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
Maggots crawl and writhe in the eye sockets of a &#039;&#039;&#039;putrified Citadel herald&#039;&#039;&#039;.  Replete in immaculate costume, the herald stands stiffly with an expression of disdain on her withered face of grey putrified skin.  A large signet ring graces one of her two large wrinkled hands patiently folded one over the other.  A polished, leather scroll case hangs at the herald&#039;s side, embossed with a large letter &amp;quot;E.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Messaging==&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=325px}}&amp;gt;&lt;br /&gt;
A putrefied Citadel herald dismissively states, &amp;quot;The Citadel fall? Indulge in your fantasies elsewhere.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==See also==&lt;br /&gt;
*[[River&#039;s Rest hunting expansion (saved post)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
*[http://www.play.net/gs4/info/bestiary/creature.asp?creature=1698 Putrefied Citadel herald on Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 58&lt;br /&gt;
|levelm1 = 59&lt;br /&gt;
|level = 60&lt;br /&gt;
|levelp1 = 61&lt;br /&gt;
|levelp2 = 62&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
 [[Category:The Citadel creatures]]&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Triton_executioner&amp;diff=125531</id>
		<title>Triton executioner</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Triton_executioner&amp;diff=125531"/>
		<updated>2019-11-27T17:27:40Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 96&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Triton&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Ruined Temple&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Handaxe&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 433&lt;br /&gt;
| PA2 = Heavy crossbow&lt;br /&gt;
| PAB = 433 - 448&lt;br /&gt;
| PA3 = longsword&lt;br /&gt;
| PAC = 433&lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Coup de Grace&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = Cutthroat&lt;br /&gt;
| MN3 = Drown&lt;br /&gt;
| MN4 = Sweep&lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 331&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 340&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 381&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 393&lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = None&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The triton executioner scans his surroundings with merciless eyes as if seeking his next client.  Heavy, leathery lips are pulled into a perpetually disgusted sneer, pinching the creature&#039;s nostrils into narrow slits.  Animal muscles, powerfully knotted beneath his moist blue-green skin, seem ready to spring in any direction.  The executioner wears a dark blue tabard emblazoned with a silver wave upon the chest.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Executioners behave like rogues and will usually attack adventurers from hiding while they are busy fighting other creatures which makes them a real nuisance. After spawning, they will slip into hiding and begin to sneak from room to room looking for players to attack. From hiding, the executioner can ambush adventurers or disable them by using Sweep, Cutthroat or attempting to Drown them. If given enough time, they will switch to their heavy crossbow and begin sniping as well.&lt;br /&gt;
&lt;br /&gt;
They are most vulnerable when out in the open and it is better to kill them quickly before they get a chance to switch to their crossbow. It doesn&#039;t take much to knock an executioner down and stun them. The Drown maneuver can be completely avoid by only hunting on the 3rd floor of Nelemar and spellcasters (including Empaths) are advised to carry some [[aloeas stem]] or an equivalent herb to heal down the rank 2 neck wound caused by Cutthroat to regain their spellcasting ability.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
* Triton Executioners spawn holding a one-handed edged weapon and a small shield and wearing a heavy crossbow and a harness. The gear&#039;s appearance depends on what floor they spawn on but is largely identical in function.&lt;br /&gt;
** &#039;&#039;&#039;a sharply curved black handaxe&#039;&#039;&#039; - 2nd floor spawns. Handaxe made out of steel that weighs 6 pounds. Crumbles.&lt;br /&gt;
** &#039;&#039;&#039;a coral-hilted sharply tapered longsword&#039;&#039;&#039; - 3rd floor spawns. Longsword made out of steel that weighs 5 pounds. Crumbles.&lt;br /&gt;
** &#039;&#039;&#039;a navy-banded slate grey targe&#039;&#039;&#039; - 2nd floor spawns. Small shield made out of steel that weighs 6 pounds. Crumbles.&lt;br /&gt;
** &#039;&#039;&#039;a silver-rimmed black steel buckler&#039;&#039;&#039; - 2nd floor spawns. Small shield made out of steel weighs 6 pounds. Crumbles.&lt;br /&gt;
** &#039;&#039;&#039;a rough ashen heavy crossbow &#039;&#039;&#039; - 2nd floor spawns. Heavy crossbow weighs ? pounds. Uses a lichen-streaked pale driftwood bolt as ammo. Crumbles.&lt;br /&gt;
** &#039;&#039;&#039;a short-prodded heavy arbalest&#039;&#039;&#039; - 3rd floor spawns. Heavy crossbow weighs ? pounds. Uses ? ammo. Crumbles.&lt;br /&gt;
** &#039;&#039;&#039;a crested thick leather harnesst&#039;&#039;&#039; - 3rd floor spawns. Crumbles.&lt;br /&gt;
** &#039;&#039;&#039;a teardrop-clasped dark leather harness&#039;&#039;&#039; - 3rd floor spawns. Crumbles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Triton Executioners can pick up and use weapons left on the floor and will occasionally throw their melee weapon. They can attack immediately after picking up a weapon.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
A triton executioner drops her sharply tapered longsword and snatches up a corroded bronze scaling fork!&lt;br /&gt;
A triton executioner slings a silver-rimmed black steel buckler over her shoulder.&lt;br /&gt;
A triton executioner thrusts with a corroded bronze scaling fork at you!&lt;br /&gt;
  AS: +433 vs DS: +553 with AvD: +29 + d100 roll: +43 = -48&lt;br /&gt;
   A clean miss.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Right before making an attack while unhidden, a Triton Executioner might swap between their melee weapon and their heavy crossbow. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
A triton executioner puts a coral-hilted sharply tapered longsword in his leather harness and slings a silver-rimmed black steel buckler over his shoulder.&lt;br /&gt;
A triton executioner slings a rough ashen heavy crossbow off from over his shoulder.&lt;br /&gt;
A triton executioner cocks his ashen heavy crossbow and loads it with a lichen-streaked pale driftwood bolt.&lt;br /&gt;
A triton executioner fires a streaked pale driftwood bolt at you!&lt;br /&gt;
  AS: +441 vs DS: +335 with AvD: +25 + d100 roll: +58 = +189&lt;br /&gt;
   ... and hits for 27 points of damage!&lt;br /&gt;
   Nice puncture to the abdomen, just missed vital organs!&lt;br /&gt;
The pale driftwood bolt cracks and splinters, scattering a few strands of lichen about the area.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* This can even happen right after the executioner picks up a weapon from the ground.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
A triton executioner drops his sharply tapered longsword and snatches up a corroded bronze scaling fork!&lt;br /&gt;
A triton executioner slings a silver-rimmed black steel buckler over his shoulder.&lt;br /&gt;
A triton executioner puts a corroded bronze scaling fork in his leather harness.&lt;br /&gt;
A triton executioner slings a rough ashen heavy crossbow off from over his shoulder.&lt;br /&gt;
A triton executioner cocks his ashen heavy crossbow and loads it with a lichen-streaked pale driftwood bolt.&lt;br /&gt;
A triton executioner fires a streaked pale driftwood bolt at you!&lt;br /&gt;
  AS: +438 vs DS: +385 with AvD: +25 + d100 roll: +71 = +149&lt;br /&gt;
   ... and hits for 15 points of damage!&lt;br /&gt;
   Minor puncture to the right arm.&lt;br /&gt;
The pale driftwood bolt cracks and splinters, scattering a few strands of lichen about the area.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Their most noteworthy ability is hiding and sneak from room to room. From hiding, they can attack or use any of their abilities. Triton Executions are skilled at hiding and have a good chance to remain hidden when firing their crossbow or throwing their weapon from hiding. Executioners can be forced out of hiding by SEARCHing, casting 609, or using an area spell. &lt;br /&gt;
** When attacking from hiding, a Triton Executioner cannot switch weapons or pick up a new weapon off the ground.&lt;br /&gt;
** Unlike [[Bandit|Bandits]], Triton Executioners attacking from hiding is considered a normal attack. It can be parry, blocked, evaded and does not cause a DS pushdown.&lt;br /&gt;
** Triton Executioners still gain the benefits of group spells of other Nelemar creatures such as the [[Siren|Siren&#039;s]] [[Song of Tonis]] or the [[Triton radical|Triton Radical&#039;s]] [[Divine Shield]] when hidden in the same room.&lt;br /&gt;
** SEARCHing uses the normal [[Perception]] check to find executions. However, unlike searching for other players, executioners that are discovered are automatically pulled from hiding. No pointing necessary.&lt;br /&gt;
** Example of some normal searching messages:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
&amp;gt;search&lt;br /&gt;
You don&#039;t find anything of interest here.&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;search&lt;br /&gt;
You don&#039;t find anything of interest here, but you have the funny feeling you are being watched.&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;search&lt;br /&gt;
You see signs that something is about, but fail to discover its location in the room.&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;search&lt;br /&gt;
You discover the hiding place of a triton executioner!&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Triton Executioners that failed a Sweep attempt badly enough (negative result) are not knocked to the ground despite the messaging indicating otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Like other Tritons, executioners can attempt drown players in rooms on the 2nd floor of Nelemar that are flooded with water. This maneuver is lethal if it succeeds but it takes several rounds to complete and the player has several chances to escape if they fail to avoid the initial attempt. Drown uses the the [[Standard_maneuver_roll#SMR_v2|normal maneuver system ]] to determine success but also takes [[Swimming]] ranks into account. [[Water Walking (112)|Water Walking]] and [[Purify Air (207)|Purify Air]] also assist in protecting the player from being drown. Drown appears to inflict a short stun with message. &lt;br /&gt;
** If you&#039;re hunting with a partner, they just need to attack (and connect) against the executioner, which will make it release its victim. &lt;br /&gt;
** Tritons will never attempt to use this maneuver on the 3rd floor of Nelemar because none of the rooms there are flooded.&lt;br /&gt;
** It is possible to cancel Drown by successfully using [[Stun Maneuvers]] to stand up.&lt;br /&gt;
&lt;br /&gt;
An example of an executioner failing an initial drowning attempt and falling to the ground.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
A triton executioner comes out of hiding.&lt;br /&gt;
[SMR result: 38 (Open d100: 58)]&lt;br /&gt;
A triton executioner hurtles herself at you with great speed, but flies slightly off center of her target and tumbles to the water with a splash!&lt;br /&gt;
&lt;br /&gt;
A triton executioner stands up with a grunt.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An example of a successful drowning by an executioner:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
A triton executioner comes out of hiding.&lt;br /&gt;
A triton executioner leaps at you with uncanny agility, and you feel your breath leave you as he slams into you with his full force! You feel yourself careening into the water, your head held back as you desperately gasp for air. &lt;br /&gt;
Roundtime: 9 sec.&lt;br /&gt;
&lt;br /&gt;
You fight desperately against both the triton executioner and your own body&#039;s need to breathe. You kick and roll, trying anything to cause the executioner&#039;s unrelenting grip to falter, but to no avail. &lt;br /&gt;
&lt;br /&gt;
You struggle with all of your fading strength against the executioner, who continues to stare down with a determined resolve, his clammy hands holding you firmly under the water.&lt;br /&gt;
&lt;br /&gt;
The last of your strength leaves you, as you give in to the desires of your failing body. Involuntary spasms wrack your muscles while your lungs fill with water, and a cool, serene darkness rapidly overwhelms your senses.&lt;br /&gt;
&lt;br /&gt;
His work complete, a triton executioner releases your pallid corpse, allowing it to bob lazily to the surface of the water. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
Spawn, death, and decay&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A triton executioner stalks in silently, his cold eyes gleaming with hatred.&lt;br /&gt;
&lt;br /&gt;
The triton executioner gurgles once and goes still, a wrathful look on her face.&lt;br /&gt;
&lt;br /&gt;
The triton executioner collapses to the floor with a splash, gurgling once with a wrathful look on his face before expiring. &#039;&#039;&#039;(2nd floor rooms with water)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A triton executioner&#039;s slick skin begins to rapidly desiccate and dissolve away, leaving nothing behind.&lt;br /&gt;
&lt;br /&gt;
A triton executioner&#039;s eyes widen with delight as he smoothly guides his curved black handaxe through the killing blow. &#039;&#039;&#039;(when killing an adventurer)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Movement&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A triton executioner stalks in silently, his cold eyes gleaming with hatred.&lt;br /&gt;
&lt;br /&gt;
A triton executioner strides in, a wary look on her face.&lt;br /&gt;
&lt;br /&gt;
A triton executioner strides in, gliding swiftly through the water with a wary look on her face. &#039;&#039;&#039;(2nd floor rooms with water)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A triton executioner strides east, a wary look on his face.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A triton executioner slips into hiding. &#039;&#039;&#039;(hides in the room.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A triton executioner comes out of hiding.&lt;br /&gt;
&lt;br /&gt;
A triton executioner leaps from hiding to attack!&lt;br /&gt;
A triton executioner swings a sharply curved black handaxe at you!&lt;br /&gt;
  AS: +433 vs DS: +508 with AvD: +32 + d100 roll: +3 = -40&lt;br /&gt;
   A clean miss.&lt;br /&gt;
&lt;br /&gt;
A triton executioner glances about, a suspicious sneer crossing his face. &#039;&#039;&#039;(searching for hidden player)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The triton executioner searches about, muttering with self disgust. &#039;&#039;&#039;(failing to find a hidden player)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A triton executioner casts his beady eyes toward you in your hiding place! &#039;&#039;&#039;(finding a hidden player)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Idle&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Pulling her lips upward, the triton executioner whistles softly through her teeth.&lt;br /&gt;
&lt;br /&gt;
Squinting, a triton executioner gazes into the heavens, her head slightly cocked.&lt;br /&gt;
&lt;br /&gt;
A triton executioner staggers slightly, swaying about in a daze. &#039;&#039;&#039;(when stunned)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You hear a soft whistle coming from somewhere nearby. &#039;&#039;&#039;(can only occur if the executioner is hidden in the room)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A triton  executioner bows in reverence to a spectral triton defender, her eyes never leaving the ghostly figure. &#039;&#039;&#039;(can only occur if a spectral triton defender is in the same room)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [http://www.play.net/gs4/info/bestiary/creature.asp?creature=1685 Triton executioner on Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 94&lt;br /&gt;
|levelm1 = 95&lt;br /&gt;
|level = 96&lt;br /&gt;
|levelp1 = 97&lt;br /&gt;
|levelp2 = 98&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ruined Temple creatures]]&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Siren&amp;diff=125529</id>
		<title>Siren</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Siren&amp;diff=125529"/>
		<updated>2019-11-27T17:24:06Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 96&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Siren&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Hybrid Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Ruined Temple&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Ensnare&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 423&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = Corrupt Essence (703)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 402&lt;br /&gt;
| WD2 = Holding Song (1001)&lt;br /&gt;
| WDB = 402&lt;br /&gt;
| WD3 = Lullabye (1005)&lt;br /&gt;
| WDC = 402&lt;br /&gt;
| WD4 = Song of Depression (1015)&lt;br /&gt;
| WDD = 402&lt;br /&gt;
| WD5 = Song of Unravelling (1013)&lt;br /&gt;
| WDE = 402&lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 1&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 429&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 336 - 453&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 363&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = 329&lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 406&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 425 - 435&lt;br /&gt;
| MnETD = 411 - 423&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Elemental Defense I&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Elemental Defense II&lt;br /&gt;
| DSP3 = Elemental Defense III&lt;br /&gt;
| DSP4 = Song of Mirrors&lt;br /&gt;
| DSP5 = Song of Tonis&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = pristine siren&#039;s hair&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;siren&#039;&#039;&#039; is a peculiar vision of beauty from the sea.  Though her lower body is that of an iridescently scaled fish, it takes away nothing from the rest of her ravishingly feminine figure draped in long, golden blonde hair and surrounded by a mystical aura.  Discretely hidden webbing beneath her arms that aids in navigating deep waters has given rise to the erroneous legend that the siren can also fly.  The soothing song from these strangely beautiful creatures has pulled many sailors to their deaths, and every moment that the siren gazes at you with her captivating brilliant blue eyes and serenades you with liquid notes from her glistening full lips is a moment that you plunge deeper into danger yourself.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Sirens are most dangerous when encountered with other creatures. Lullaby can easily set you up to be killed by a [[triton radical]] or a [[triton combatant]]. Song of Depression lasts 5 minutes regardless of how badly you fail the warding check and can end a hunt before it even begins. But their most dangerous ability is casting Song of Tonis which makes every creature in the room attack much quicker.&lt;br /&gt;
&lt;br /&gt;
Sirens are not hard to fight by themselves and they are probably the easiest creature to hunt in Nelemar. However, they need to be a priority to stun or kill when in a room with other creatures to prevent them from disabling you or using Song of Tonis. They wear no armor, have no nature resistances, and are not very perceptive which makes them very easy to instantly kill by head ambush. Their Ensnare does terrible damage but they can pick up other weapons left on the ground if you are not careful.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
*Sirens are always female and do not have a left leg or a right leg and are small enough that even Haflings and Gnomes can ambush their heads.&lt;br /&gt;
&lt;br /&gt;
*Spawns holding a small shield. This is either &#039;&#039;&#039;a pearlescent oyster shell shield&#039;&#039;&#039; (2nd floor spawns) or &#039;&#039;&#039;a sienna-banded scallop shell shield&#039;&#039;&#039; (3rd floor spawns). These are small shields made out of bone that weighs 6 pounds. Both are crumbly.&lt;br /&gt;
&lt;br /&gt;
*Does not spawn with a weapon and will try to ensnare players by default. They can and will pick up the weapons of other Nelemar creatures:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A siren snatches up a corroded bronze scaling fork!&lt;br /&gt;
A siren slings a sienna-banded scallop shell shield over her shoulder.&lt;br /&gt;
The siren&#039;s eyes go wide in fascination as she coos over her new find.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Sirens spawn with [[Elemental Defense III (414)]] already cast.&lt;br /&gt;
&lt;br /&gt;
*Sirens only self-cast their Elemental Defense spells and do so with out a preparation message. Their spellsongs may also be cast without a preparation message.&lt;br /&gt;
&lt;br /&gt;
*Occasionally drops [[pristine siren&#039;s hair]].&lt;br /&gt;
&lt;br /&gt;
*Sirens spawn with different hair and eye colors which can be seen in their description and in several of the siren&#039;s idle messages.&lt;br /&gt;
&lt;br /&gt;
Possible hair colors:&lt;br /&gt;
:golden blonde hair&lt;br /&gt;
:rich brown hair&lt;br /&gt;
:silky black hair&lt;br /&gt;
:warm red hair&lt;br /&gt;
&lt;br /&gt;
Possible eye colors:&lt;br /&gt;
:brilliant blue eyes&lt;br /&gt;
:light brown eyes&lt;br /&gt;
:sparkling green eyes&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
Spawn, death, and decay&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A siren giggles as she emerges and begins to hum.&lt;br /&gt;
&lt;br /&gt;
A siren slowly glides in, her voice trilling in a raptuous soprano.&lt;br /&gt;
&lt;br /&gt;
A siren gracefully glides in, singing a sweet melody.&lt;br /&gt;
&lt;br /&gt;
The siren slumps to her side and dies.	&lt;br /&gt;
&lt;br /&gt;
The siren gives a plaintive wail before she slumps to her side and dies.	&lt;br /&gt;
&lt;br /&gt;
A siren decays into compost.&lt;br /&gt;
&lt;br /&gt;
The siren&#039;s soft aura fades and her flesh crumbles to reveal the corpse of a hideous scaled creature, which then quickly decays away.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Movement&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A siren arrives, warbling softly.&lt;br /&gt;
&lt;br /&gt;
A siren glides in, humming melodically.&lt;br /&gt;
&lt;br /&gt;
A siren glides in, wincing in pain. &#039;&#039;&#039;(had a rank 1 right leg wound, despite not having a right leg)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A siren glides north, humming melodically.	&lt;br /&gt;
&lt;br /&gt;
A siren&#039;s sings waveringly in a minor key with a disconsolate look on her face.&lt;br /&gt;
A siren glides east, humming melodically.&lt;br /&gt;
&lt;br /&gt;
A siren wriggles a bit before resuming an upright position. &#039;&#039;&#039;(standing up)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A siren smirks playfully as she glances around the area. &#039;&#039;&#039;(searching for hidden adventurer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A siren discovers you in your hiding place! &#039;&#039;&#039;(discovering a hidden adventurer)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spellcasting&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A siren chants hypnotically, swaying her body in rhythm!&lt;br /&gt;
A silvery luminescence surrounds a siren.&lt;br /&gt;
&lt;br /&gt;
A siren begins singing a sweet song.&lt;br /&gt;
&lt;br /&gt;
A siren chants hypnotically, swaying her body in rhythm!&lt;br /&gt;
A siren begins to sing a sibilant melody.  Suddenly, mirror images of the siren appear in the area, making it difficult to tell which are the illusions.&lt;br /&gt;
&lt;br /&gt;
A siren begins singing a sweet song.&lt;br /&gt;
A siren chants hypnotically, swaying her body in rhythm!&lt;br /&gt;
As a siren sings, a squall of wind briefly swirls about her.&lt;br /&gt;
&lt;br /&gt;
A siren begins singing a sweet song.&lt;br /&gt;
The siren&#039;s voice blends in harmony with the other sirens in the area!&lt;br /&gt;
A siren focuses a soothing melody towards you!&lt;br /&gt;
You are unaffected. &#039;&#039;&#039;(occurs when more then one siren is in the same room. Unsure if it improves spellcasting)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A siren begins singing a sweet song.&lt;br /&gt;
A siren focuses a soothing melody towards you! &#039;&#039;&#039;(casting Holding Song or Song of Unravelling)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A siren draws in breath and releases suddenly in a soaring vibrato, trilling higher and higher as she ascends the scales in a powerfully entrancing siren song! &#039;&#039;&#039;(casting Lullaby)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A siren gazes upon you lovingly and blows a soft kiss toward you. &#039;&#039;&#039;(casting Corrupt Essence)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A siren draws in breath and releases suddenly in a soaring vibrato, trilling higher and higher as she ascends the scales in a powerfully entrancing siren song!&lt;br /&gt;
  CS: +402 - TD: +300 + CvA: -4 + d100: +10 == +108&lt;br /&gt;
  Warding failed!&lt;br /&gt;
You are stopped momentarily by the intensity of the song. &#039;&#039;&#039;(unsure of spell, this has a -50 TD push down and caused a stunning effect)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Idle&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A siren sighs in boredom.	&lt;br /&gt;
&lt;br /&gt;
A siren looks this way and that, searching for an audience.	&lt;br /&gt;
&lt;br /&gt;
A siren leans back and tosses her &amp;lt;hair color&amp;gt; hair.	&lt;br /&gt;
&lt;br /&gt;
A siren slowly spreads her arms wide and her palms outward in an inviting pose as she sings.	&lt;br /&gt;
&lt;br /&gt;
A siren admires your physique as a brief twinkle flashes in her &amp;lt;eye color&amp;gt; eyes.&lt;br /&gt;
&lt;br /&gt;
A siren fans herself with her fishy tail.&lt;br /&gt;
&lt;br /&gt;
A siren clasps her hands together against her cheek as she sings.&lt;br /&gt;
&lt;br /&gt;
A siren shifts to a higher key and repeats her last verse.&lt;br /&gt;
&lt;br /&gt;
A siren hums melodically to herself, then giggles wickedly.&lt;br /&gt;
&lt;br /&gt;
A siren takes out a comb and begins combing her &amp;lt;hair color&amp;gt; hair meticulously.&lt;br /&gt;
&lt;br /&gt;
A siren bobs her head and undulates her body in time to her song.&lt;br /&gt;
&lt;br /&gt;
A siren stops and listens carefully to something in the distance, then begins singing a new refrain as if in response.&lt;br /&gt;
&lt;br /&gt;
A siren teasingly swishes her tail in the water. &#039;&#039;&#039;(2nd floor only)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A siren shakes her head, dazed and unsteady. &#039;&#039;&#039;(when stunned)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A siren nods to another siren, and the two begin singing a lively duet.	&#039;&#039;&#039;(with another siren in the same room)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sirens can sing a short, two line verse as one of their idle messages. Below is list of the possible melodies.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A siren sings a soothing melody:&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;You&#039;ve answered my deep desire, for you heard my spirit calling,&lt;br /&gt;
    You came before night was falling, lie down and be warmed by the fire...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A siren sings a soothing melody:&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;How long will it be until we are together?&lt;br /&gt;
    How long must I wait for a blissful forever?&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
A siren sings a soothing melody:&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;Relax now, dear one, you&#039;re in my care,&lt;br /&gt;
    The glories of my world you now can share...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A siren sings a soothing melody:&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;No more could I wish, nothing I want but this,&lt;br /&gt;
    Your hand on my arm and the fire of your kiss...&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
A siren sings a soothing melody:&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;You&#039;ve found your rest far from the wreck and the slaughter,&lt;br /&gt;
    You&#039;re safe in the home of the power of deep water...&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
A siren sings a soothing melody:&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;Be still and at peace, don&#039;t fight any longer,&lt;br /&gt;
    Your longing to stay grows deeper and stronger...&amp;quot;	&lt;br /&gt;
	&lt;br /&gt;
A siren sings a soothing melody:&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;Race me, chase me, I laugh as I flee,&lt;br /&gt;
    Catch me, snatch me, I&#039;ll belong to thee...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A siren sings a soothing melody:&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;Your long journey is completed, and the stormy night is o&#039;er,&lt;br /&gt;
    Rest from weariness my darling, lay your head down on my shore...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A siren sings a soothing melody:&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;Plunge deep within my ocean, be swept away by motion&lt;br /&gt;
    Of waves that are returning to quench and quell my burning...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A siren sings a soothing melody:&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;Our passion has been set free, our hearts truly now can fly,&lt;br /&gt;
    So carry me to the sea, and I&#039;ll meet you in the sky...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A siren sings a soothing melody:&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;Liabo gleams in ivory, Lornon broods at the sight,&lt;br /&gt;
    The moons are shining bright and deep upon our love tonight...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A siren sings a soothing melody:&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;The shadows around you are melting away,&lt;br /&gt;
    Keep faith and keep courage, soon comes the new day...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A siren sings a soothing melody:&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;They cannot hurt you now, as long as you&#039;re with me,&lt;br /&gt;
    There is no need for worry while you&#039;re in the deep blue sea...&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
A siren sings a soothing melody:&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;Sleep, sleep, above the blue deep,&lt;br /&gt;
    I will all your sorrows and secrets keep...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A siren sings a soothing melody:&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;Heartache and worry, anger and toil,&lt;br /&gt;
    Shed yourself of all of these, oh child of the soil...&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
A siren sings a soothing melody:&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;Let me make you comfortable, lay down here and rest,&lt;br /&gt;
    Trust me to do everything for you that is best...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A siren sings a soothing melody:&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;I swear that I&#039;ll follow and love you so sweetly,&lt;br /&gt;
    So surrender your heart and trust me completely...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A siren sings a soothing melody:&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;Let me whisper of worlds of wonder, a new paradise in view,&lt;br /&gt;
    Stay here with me &#039;til break of morning, under skies of amber hue...&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
A siren sings a soothing melody:&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;I wonder if the coastline will bring the man to be mine,&lt;br /&gt;
    And when our days of sunshine will free me from the dark...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A siren sings a soothing melody:&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;Who has the strength to take his place beside me?&lt;br /&gt;
    Do you know how to calm the storm inside me?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A siren sings a soothing melody:&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;My love is true and strong and reaches all of my sugar-sanded beaches,&lt;br /&gt;
    The measure of my sure devotion stretches farther than Charl&#039;s wide ocean...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A siren sings a soothing melody:&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;I can give you everything, make each moment better than it seems,&lt;br /&gt;
    Fill your days with lyrical lays and dance around you in your dreams...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A siren sings a soothing melody:&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;I can cure you of every hunger,&lt;br /&gt;
    I can make you feel stronger and younger...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A siren sings a soothing melody:&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;Keep this heart of gold of mine safe in your vault of steel,&lt;br /&gt;
    Lock it up all for your own, no one can break the seal...&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [http://www.play.net/gs4/info/bestiary/creature.asp?creature=1688 Siren on Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 94&lt;br /&gt;
|levelm1 = 95&lt;br /&gt;
|level = 96&lt;br /&gt;
|levelp1 = 97&lt;br /&gt;
|levelp2 = 98&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ruined Temple creatures]]&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Triton_combatant&amp;diff=125528</id>
		<title>Triton combatant</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Triton_combatant&amp;diff=125528"/>
		<updated>2019-11-27T17:18:25Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 98&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Triton&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Ruined Temple&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Claw&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 414&lt;br /&gt;
| PA2 = Trident&lt;br /&gt;
| PAB = 424&lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Charge&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = Disarm Weapon&lt;br /&gt;
| MN3 = Feint&lt;br /&gt;
| MN4 = Tackle&lt;br /&gt;
| MN5 = Triton&#039;s Horn&lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 20&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 324&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = 283 - 295&lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 369&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 375 - 390&lt;br /&gt;
| MnETD = 386&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The triton combatant stands hunched, her head thrust forward, and neck enveloped by heavy, muscled shoulders.  Tiny alien eyes stare from a prominently bony brow, regarding the world with stubborn truculence.  A mottled brown ridge rises from the amphibian&#039;s forehead and sweeps up and back, hugging her skull.  This heavy protuberance, covered with damp, leathery skin, provides her with formidable head and neck protection.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
Triton combatants carry a version of Triton’s Horn.  When blown, they can cause either a fear effect that can cause adventurers to flee the immediate area, reduce stance, or even become immobilized, a Song of Depression effect which slows adventures, or a unique warding spell.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A triton combatant draws forth a silver-spined dextral conch shell and brings it to her bulbous lips.  A terrible, blaring force rumbles forth from the shell, rattling your frame to its very core!&amp;lt;br&amp;gt;&lt;br /&gt;
Your heart leaps for an instant, but you control the urge to run.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A triton combatant draws forth a silver-spined dextral conch shell and brings it to her bulbous lips.  A terrible, blaring force rumbles forth from the shell, rattling your frame to its very core!&lt;br /&gt;
Your heart leaps into your throat in reaction to the tremendous sound!&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An example of a successful triton combatant&#039;s charge:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A triton combatant rushes forward at you with her silvery blue trident and attempts a charge!&lt;br /&gt;
[Roll result: 166 (open d100: 91)]&lt;br /&gt;
A triton combatant lunges at you with an expert charge and you flip through the air, landing on your head with a crash!&lt;br /&gt;
 ... 20 points of damage!&lt;br /&gt;
 Strike to temple! Saved by a thick skull!&lt;br /&gt;
Roundtime: 21 sec.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;north&lt;br /&gt;
You are still stunned.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
Spawn, death, and decay&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A triton combatant charges briskly into the area!&lt;br /&gt;
&lt;br /&gt;
The triton combatant gurgles once and goes still, a wrathful look on her face.&lt;br /&gt;
&lt;br /&gt;
A triton combatant sweeps his silvery blue trident out in an arc behind him, his eyes darting around as if seeking out his next opponent. &#039;&#039;&#039;(upon killing an adventurer)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Movement&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A triton combatant briefly combs the shadows. &#039;&#039;&#039;(searching for hidden adventurer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A triton combatant lets out a truncated gurgle as he glances about with eyes narrowed, anger clear in the sound&#039;s undertones. &#039;&#039;&#039;(failing to find a hidden adventurer)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Idle&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Irritated, a triton combatant weaves her head from side to side, hissing softly between her teeth.&lt;br /&gt;
&lt;br /&gt;
The triton combatant stretches, rolling his powerful shoulders backwards.&lt;br /&gt;
&lt;br /&gt;
A triton combatant brings his brine-stained parma up before him, holding his silvery blue trident out and away at an angle behind him. &lt;br /&gt;
&lt;br /&gt;
Plucking a stone from the ground, a triton combatant skips it across the surface of the water, then pauses, staring at the place where it finally sinks. &#039;&#039;&#039;(on 2nd floor only)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
*[http://www.play.net/gs4/info/bestiary/creature.asp?creature=1681 Triton combatant on Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 96&lt;br /&gt;
|levelm1 = 97&lt;br /&gt;
|level = 98&lt;br /&gt;
|levelp1 = 99&lt;br /&gt;
|levelp2 = 100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ruined Temple creatures]]&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Triton_radical&amp;diff=125524</id>
		<title>Triton radical</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Triton_radical&amp;diff=125524"/>
		<updated>2019-11-27T16:57:39Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 100&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Triton&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Ruined Temple&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Scaling fork&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 430&lt;br /&gt;
| PA2 = Trident&lt;br /&gt;
| PAB = ?&lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = Censure (316)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 415&lt;br /&gt;
| WD2 = Divine Strike (1615)&lt;br /&gt;
| WDB = 424&lt;br /&gt;
| WD3 = Divine Wrath (335)&lt;br /&gt;
| WDC = 403&lt;br /&gt;
| WD4 = Frenzy (216)&lt;br /&gt;
| WDD = 409&lt;br /&gt;
| WD5 = Judgment (1630)&lt;br /&gt;
| WDE = 409&lt;br /&gt;
| OS1 = Heroism (215)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Spirit Strike (117)&lt;br /&gt;
| MN1 = Bull Rush&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = Charge&lt;br /&gt;
| MN3 = Shield Charge&lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 12&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 338 - 407&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 275 - 326&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 375&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = 345&lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 420&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 428 - 453&lt;br /&gt;
| MnETD = 414 - 438&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Divine Shield&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Fasthr&#039;s Reward&lt;br /&gt;
| DSP3 = Lesser Shroud &lt;br /&gt;
| DSP4 = Mantle of Faith&lt;br /&gt;
| DSP5 = Warding Sphere&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = None&lt;br /&gt;
 | skin = an elongated triton spine&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
Glaring angrily and gnashing his sharp yellowed teeth, the triton radical stalks along muttering to himself as if involved in angry debate with a phantasmal antagonist.  Pale, red-rimmed eyes sit deep in a heavy-boned skull, which perches upon a long, slender neck.  The radical&#039;s body pitches forward alarmingly, so only the weight of his tail prevents a return to a four-legged posture.  Upon his tapered brow is set a golden crown bearing a large, wave-etched crystal drop.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Triton Radicals act like polearm using Paladins. They are a dangerous both physically and magically. They also cast group buffs that protect other Nelemar creatures. &lt;br /&gt;
&lt;br /&gt;
It is very important to remember that they cannot be stunned and that the scaling fork used by the 3rd floor radicals has high crit weighting. Triton Radicals are fully capable of killing an adventure even when on the ground with a severed leg. In fact, Mstrike doesn&#039;t require you to be standing and it is unlikely an adventure in offensive stance will survive more than 2 hits, let alone all 4 swings even with padded armor and redux. For this reason, it is recommend that squares attempt to sever the right hand/arm of a Triton Radical to prevent any sort of attack. &lt;br /&gt;
==Other information==&lt;br /&gt;
* Triton radicals cannot be stunned.&lt;br /&gt;
&lt;br /&gt;
* Spawns with the following spells already cast: [[Fasthr&#039;s Reward (115)]], [[Spirit Strike (117)]], [[Lesser Shroud (120)]], [[Heroism (215)]], [[Mantle of Faith (1601)]] and can cast [[Warding Sphere (310)]] and [[Divine Shield (1609)]] as well. They will frequently refresh their [[Spirit Strike (117)]] spell after it wears off.&lt;br /&gt;
&lt;br /&gt;
* Triton radicals that spawn on the 2nd floor use &#039;&#039;&#039;a wide silvery green trident&#039;&#039;&#039; and &#039;&#039;&#039;a spike-studded silvery blue round shield&#039;&#039;&#039; (large shield, spiked, 10 lb) while those that appear on the 3rd floor use &#039;&#039;&#039;a corroded bronze scaling fork&#039;&#039;&#039; (crit weighted, amount is unknown but is a high amount). All of this gear will crumble.&lt;br /&gt;
&lt;br /&gt;
* Can instantly cast [[Censure (316)]] and [[Divine Strike (1615)]] without any preparation messaging.&lt;br /&gt;
&lt;br /&gt;
* Triton radicals can cast a version of [[Divine Wrath (335)]] that manifests as an &#039;&#039;&#039;eerie crimson mist&#039;&#039;&#039;. Characters who directly LOOK at the mist are stunned and suffer major eye injuries.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
A triton radical raises an outstretched hand to the air!&lt;br /&gt;
A triton radical bows her head in supplication as an eerie silence overtakes the area.  A cold mist drifts in, blanketing the area in its clammy embrace.&lt;br /&gt;
&lt;br /&gt;
Flames from the very bowels of the world&#039;s core erupt to consume you!&lt;br /&gt;
&lt;br /&gt;
An eerie calm falls over the area like a suffocating blanket of heat.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
Spawn, death, and decay&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A triton radical charges into view, her determination clear in her battle-ready stance!&lt;br /&gt;
&lt;br /&gt;
The triton radical gurgles once and goes still, a wrathful look on her face.&lt;br /&gt;
&lt;br /&gt;
The triton radical pauses momentarily, thoughtfully considering your corpse. &#039;&#039;&#039;(upon killing an adventurer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A triton radical takes a clawed hand and carves a crude, stylized waterdrop into your flesh!  With an intent nod, she leans back to admire her work. &#039;&#039;&#039;(causes additional wounds on a dead adventurer)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Movement&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A triton radical strides in, a wary look on her face.&lt;br /&gt;
&lt;br /&gt;
A triton radical strides in, gliding swiftly through the water with a wary look on his face.&lt;br /&gt;
&lt;br /&gt;
A triton radical strides north, a wary look on his face.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A triton radical searches methodically through the environs. &#039;&#039;&#039;(searching for hidden player)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A triton radical lets out a truncated gurgle as she glances about with eyes narrowed, anger clear in the sound&#039;s undertones. &#039;&#039;&#039;(failing to find a hidden player)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A triton radical swiftly snaps around to face you in your hiding place! &#039;&#039;&#039;(finding a hidden player)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spellcasting&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A triton radical steeples her clawed fingers together, murmuring a quick incantation.&lt;br /&gt;
&lt;br /&gt;
A triton radical raises an outstretched hand to the air! &#039;&#039;&#039;(casting defensive or AoE offensive spell)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A triton radical brings a hand forward, pointing at you! &#039;&#039;&#039;(casting offensive spell)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A triton radical brings a hand forward, pointing at a triton executioner!&lt;br /&gt;
An invisible force guides a triton executioner. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A triton radical raises an outstretched hand to the air!&lt;br /&gt;
Religious fervor infuses a triton radical&#039;s voice as he speaks an incantation in an unknown language.&lt;br /&gt;
You are forced out of hiding.&lt;br /&gt;
  CS: +415 - TD: +354 + CvA: -4 + d100: +54 == +111&lt;br /&gt;
  Warding failed!&lt;br /&gt;
Although you cannot understand a triton radical&#039;s words, your soul quails involuntarily at the sacred power within them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A triton radical brings a hand forward, pointing at you!&lt;br /&gt;
A triton radical becomes enshrouded in a swirling vortex of energy that quickly expands outward from him, forming an ethereal sphere!&lt;br /&gt;
A blast of multihued plasma flares out from the center of the ethereal sphere, striking you!&lt;br /&gt;
  CS: +409 - TD: +354 + CvA: -4 + d100: +31 == +82&lt;br /&gt;
  Warded off!&lt;br /&gt;
&lt;br /&gt;
The ethereal sphere in a triton radical&#039;s hand vanishes from sight.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Idle&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
With a shudder running along his spine, a triton radical shakes excess moisture from his skin.&lt;br /&gt;
&lt;br /&gt;
Squinting, a triton radical gazes into the heavens, her head slightly cocked.&lt;br /&gt;
&lt;br /&gt;
A triton radical cringes, the webbed spines running along her back flattening instinctively.&lt;br /&gt;
&lt;br /&gt;
Stopping briefly, the triton radical gestures with his delicate hands as if caught up in an internal debate.&lt;br /&gt;
&lt;br /&gt;
A triton radical beats his tail on the surface of the water, drenching the surroundings. &lt;br /&gt;
&lt;br /&gt;
The triton radical glances up and down the length of the prop, his dark eyes gleaming. &#039;&#039;&#039;(radical is holding a non-standard weapon)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== References ==&lt;br /&gt;
* [http://www.play.net/gs4/info/bestiary/creature.asp?creature=1685 Triton radical on Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 98&lt;br /&gt;
|levelm1 = 99&lt;br /&gt;
|level = 100&lt;br /&gt;
|levelp1 = 101&lt;br /&gt;
|levelp2 = 102&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ruined Temple creatures]]&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Tegursh_sentry&amp;diff=125517</id>
		<title>Tegursh sentry</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Tegursh_sentry&amp;diff=125517"/>
		<updated>2019-11-27T16:46:23Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 30&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Sentry&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Sorcerer&#039;s Isle&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Falchion&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 215 - 225&lt;br /&gt;
| PA2 = Jeddart-axe&lt;br /&gt;
| PAB = 225&lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Shield Charge&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 199&lt;br /&gt;
| Ranged = 189&lt;br /&gt;
| Bolt = 197&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 96&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 115&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = 120&lt;br /&gt;
| MjSTD = 111&lt;br /&gt;
| MnSTD = 111&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = a tegursh claw&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
Taller than a common human and of substantially heavier build, the &#039;&#039;&#039;tegursh sentry&#039;&#039;&#039; is a solid mass of bone and gristle overlaid with bony plates that cover most of his torso, legs, and arms.  Beady, black eyes rimmed in red peer out from a twisted, deformed face, clearly orcish but with an elongated snout.  The sentry&#039;s arms are as thick as tree branches, ending in three incredibly sharp claws.  Unlike any orc you have seen, this creature has an armored tail tipped with pointy spikes.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
The tegursh sentry is large in size and about seven feet high in her current state.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
A tegursh sentry backs away, the expression on her scaly face a mixture of fear and loathing.&lt;br /&gt;
&lt;br /&gt;
A tegursh sentry brings her ram&#039;s horn up to her lips and sounds a loud blast!&lt;br /&gt;
&lt;br /&gt;
A tegursh sentry scowls angrily.&lt;br /&gt;
&lt;br /&gt;
The sentry holds her iron falchion to parry, baring her teeth in frightened rage.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [http://www.play.net/gs4/info/bestiary/ Tegursh sentry is not listed on the Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 28&lt;br /&gt;
|levelm1 = 29&lt;br /&gt;
|level = 30&lt;br /&gt;
|levelp1 = 31&lt;br /&gt;
|levelp2 = 32&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sorcerer&#039;s Isle creatures]]&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Martial_eagle&amp;diff=125353</id>
		<title>Martial eagle</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Martial_eagle&amp;diff=125353"/>
		<updated>2019-11-26T16:48:02Z</updated>

		<summary type="html">&lt;p&gt;GS4-SOTSONA: Updated to Template:Creature start2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 28&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Eagle&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Avian&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Sorcerer&#039;s Isle&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Bite&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 230&lt;br /&gt;
| PA2 = Claw&lt;br /&gt;
| PAB = 230&lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = 139&lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 97&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = 93&lt;br /&gt;
| MnSTD = 93&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = a martial eagle talon&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
Larger than a typical halfling, this powerfully built raptor has glossy brown feathers over its wings, which extend for at least four feet to either side of its stocky body.  Its head and upper chest are the same dark brown, making its golden eyes all the more dramatic.  Its underparts are pale, streaked with black, matching its flight feathers.  The majestic bird&#039;s powerful talons are well equipped to trap and maul prey.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [http://www.play.net/gs4/info/bestiary/ Martial eagle is not listed on the Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 26&lt;br /&gt;
|levelm1 = 27&lt;br /&gt;
|level = 28&lt;br /&gt;
|levelp1 = 29&lt;br /&gt;
|levelp2 = 30&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sorcerer&#039;s Isle creatures]]&lt;/div&gt;</summary>
		<author><name>GS4-SOTSONA</name></author>
	</entry>
</feed>