Rotting Citadel arbalester: Difference between revisions
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{{Creature start2 <!-- 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 --> |
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{{Creature start |
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| picture = |
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| level = 58<!-- This will also be used at the end of the page in the Near level creature template --> |
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| type = biped |
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| family = Humanoid <!-- Add creature to family page list, which will be linked on preview/save --> |
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| family = Citadel soldier |
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| type = Biped<!-- Creature body type --> |
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| attacks = N/A |
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| otherclass = Corporeal undead<!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --> |
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| area = [[The Citadel]]<br> |
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| otherclass2 = |
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| undead = Yes (corporeal) |
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| area = The Citadel<!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --> |
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| area2 = |
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| area3 = |
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| area4 = |
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| area5 = |
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| area6 = |
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| area7 = |
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| bcs = Yes <!-- All new creatures are BCS --> |
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| hitpoints = 300 |
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| roundtime = <!-- Creature speed --> |
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}} |
}} |
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{{Creature attack attributes2 <!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY. --> |
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{{Creature attack attributes |
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| PA1 = Heavy crossbow<!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --> |
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| physical = |
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| PAA = 312 |
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{{creature ability|[[heavy crossbow]]|+312 [[Attack strength|AS]]}} |
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| PA2 = |
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| PAB = |
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{{creature ability|[[Sweep]]}} |
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| PA3 = |
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| PAC = |
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| BT1 = <!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --> |
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| BTA = |
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| WD1 = <!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --> |
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| WDA = |
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| WD2 = |
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| WDB = |
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| WD3 = |
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| WDC = |
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| OS1 = <!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --> |
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| MN1 = Sweep<!-- Combat Maneuvers insert up to MN10 --> |
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| MN2 = |
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| AB1 = <!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --> |
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| ABA = <!-- Special abilities right column, use respective corresponding right column as needed for misc info --> |
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}} |
}} |
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{{Creature defense attributes2 <!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --> |
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{{Creature defense attributes |
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| asg = 12<!-- Insert asg # and template will automatically convert to include type of armor --> |
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| defense = |
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| IMM1 = <!-- add IMM2 (up to 15) for additional immunities --> |
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{{creature ability|[[Melee]]| <N/A> [[Defensive strength|DS]]}} |
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| Melee = 272 |
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{{creature ability|[[Ranged]]|+261 [[Defensive strength|DS]]}} |
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| Ranged = 261 |
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{{creature ability|[[Bolt]]|<N/A> [[Defensive strength|DS]]}} |
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| Bolt = 251 |
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{{creature ability|[[Bard Base]]|+185 [[Target defense|TD]]}} |
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| UDF = |
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{{creature ability|[[Ranger Base]]|<N/A> [[Target defense|TD]]}} |
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| BarTD = 185 |
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{{creature ability|[[Sorcerer Base]]|+224 [[Target defense|TD]]}} |
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| CleTD = 202 |
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{{creature ability|[[Wizard Base]]|<N/A> [[Target defense|TD]]}} |
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| EmpTD = |
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{{creature ability|[[Cleric Base]]|+202 [[Target defense|TD]]}} |
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| PalTD = 173 |
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{{creature ability|[[Empath Base]]|<N/A> [[Target defense|TD]]}} |
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| RanTD = |
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{{creature ability|[[Paladin Base]]|<N/A> [[Target defense|TD]]}} |
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| SorTD = 224 |
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{{creature ability|[[Major Elemental]]|<N/A> [[Target defense|TD]]}} |
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| WizTD = |
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{{creature ability|[[Minor Elemental]]|+224 [[Target defense|TD]]}} |
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| MjETD = |
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{{creature ability|[[Major Spiritual]]|<N/A> [[Target defense|TD]]}} |
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| MnETD = 224 |
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{{creature ability|[[Minor Spiritual]]|<N/A> [[Target defense|TD]]}} |
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| MjSTD = |
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{{creature ability|[[Major Mental]] |<N/A> [[Target defense|TD]]}} |
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| MnSTD = |
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{{creature ability|[[Minor Mental]] |<N/A> [[Target defense|TD]]}} |
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| MnMTD = |
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| DSP1 = <!-- Defensive spells insert up to DSP15, they will automatically link --> |
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| DSP2 = |
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| DSP3 = |
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| DSP4 = |
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| DSP5 = |
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| SDA1 = <!-- Special defensive abilities list insert up to SDA10, these will not link automatically --> |
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}} |
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{{Creature treasure |
{{Creature treasure |
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| magic items = Yes |
| magic items = Yes |
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| gems = Yes |
| gems = Yes |
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| other = None |
| other = None |
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| skin = None |
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| skin = none |
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| nobox = |
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| noskinvalue = |
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}} |
}} |
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{{Creature end}} |
{{Creature end}} |
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__NOTOC__ |
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A rusted conical helmet, wrapped in a band of buff and blue, sits above the empty eye sockets of a skull draped in the rotting remains of a rotting Citadel arbalester's face. Residual juices drip from the head of the arbalester and down a ragged surcoat of buff and blue cinched with a tattered leather belt buckled with a rusted shield stamped with a large letter "E." A quiver hangs from the belt, flush with feathered bolts and within easy reach of the arbalester's gloved hands. |
A rusted conical helmet, wrapped in a band of buff and blue, sits above the empty eye sockets of a skull draped in the rotting remains of a rotting Citadel arbalester's face. Residual juices drip from the head of the arbalester and down a ragged surcoat of buff and blue cinched with a tattered leather belt buckled with a rusted shield stamped with a large letter "E." A quiver hangs from the belt, flush with feathered bolts and within easy reach of the arbalester's gloved hands. |
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==Hunting strategies== |
==Hunting strategies== |
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It's well advised to somehow prevent arbalesters from firing at all unless you are absolutely certain they cannot hit you. Besides having a very short roundtime between shots (about 3 seconds), successful shots hit the eyes often enough it's possible they are aiming for them. Stunning, inducing [[Roundtime|RT]], and removing an arm are all good options. |
It's well advised to somehow prevent arbalesters from firing at all unless you are absolutely certain they cannot hit you. Besides having a very short roundtime between shots (about 3 seconds), successful shots hit the eyes often enough it's possible they are aiming for them. Stunning, inducing [[Roundtime|RT]] (e.g. [[Slow (504)]], [[Pious Trial (1602)]], etc), and removing an arm are all good options. |
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==Other information== |
==Other information== |
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Arbalesters can set their arrows on fire, which can then result in flares: |
Arbalesters can set their arrows on fire, which can then result in flares: |
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<pre{{log2|margin-right=350px}}> |
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<div {{log}}> |
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A rotting Citadel arbalester pulls a linen-wrapped bolt and a piece of flint from her quiver. She strikes the flint against the bolt's metal tip and the linen is immediately set ablaze! |
A rotting Citadel arbalester pulls a linen-wrapped bolt and a piece of flint from her quiver. She strikes the flint against the bolt's metal tip and the linen is immediately set ablaze! |
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A rotting Citadel arbalester cocks her arbalest and loads it with a wooden burning bolt. |
A rotting Citadel arbalester cocks her arbalest and loads it with a wooden burning bolt. |
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A rotting Citadel arbalester fires a wooden burning bolt at you!<br> |
A rotting Citadel arbalester fires a wooden burning bolt at you!<br> |
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AS: +312 vs DS: +306 with AvD: +22 + d100 roll: +96 = +124 |
AS: +312 vs DS: +306 with AvD: +22 + d100 roll: +96 = +124 |
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... and hits for 4 points of damage! |
... and hits for 4 points of damage! |
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Tap to the arm pricks some interest but not much else. |
Tap to the arm pricks some interest but not much else. |
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** As a rotting Citadel arbalester's burning bolt hits you, it emits a burst of flame! ** |
** As a rotting Citadel arbalester's burning bolt hits you, it emits a burst of flame! ** |
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... 20 points of damage! |
... 20 points of damage! |
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Flames incinerate muscle tissue in neck exposing the trachea. More than you ever wanted to see. |
Flames incinerate muscle tissue in neck exposing the trachea. More than you ever wanted to see. |
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You are stunned for 4 rounds! |
You are stunned for 4 rounds! |
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The burning bolt burns away into nothingness. |
The burning bolt burns away into nothingness. |
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</ |
</pre> |
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==See Also== |
==See Also== |
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*[[River's Rest hunting expansion (saved post)]] |
*[[River's Rest hunting expansion (saved post)]] |
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== References == |
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*[http://www.play.net/gs4/info/bestiary/creature.asp?creature=1697 Rotting Citadel arbalester on Play.net bestiary] |
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{{Nearlevel |
{{Nearlevel |
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|levelp2 = 60 |
|levelp2 = 60 |
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}} |
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[[Category:The Citadel creatures]] |
Latest revision as of 18:46, 24 June 2020
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A rusted conical helmet, wrapped in a band of buff and blue, sits above the empty eye sockets of a skull draped in the rotting remains of a rotting Citadel arbalester's face. Residual juices drip from the head of the arbalester and down a ragged surcoat of buff and blue cinched with a tattered leather belt buckled with a rusted shield stamped with a large letter "E." A quiver hangs from the belt, flush with feathered bolts and within easy reach of the arbalester's gloved hands.
Hunting strategies
It's well advised to somehow prevent arbalesters from firing at all unless you are absolutely certain they cannot hit you. Besides having a very short roundtime between shots (about 3 seconds), successful shots hit the eyes often enough it's possible they are aiming for them. Stunning, inducing RT (e.g. Slow (504), Pious Trial (1602), etc), and removing an arm are all good options.
Other information
Arbalesters can set their arrows on fire, which can then result in flares:
A rotting Citadel arbalester pulls a linen-wrapped bolt and a piece of flint from her quiver. She strikes the flint against the bolt's metal tip and the linen is immediately set ablaze! A rotting Citadel arbalester cocks her arbalest and loads it with a wooden burning bolt. A rotting Citadel arbalester fires a wooden burning bolt at you!
AS: +312 vs DS: +306 with AvD: +22 + d100 roll: +96 = +124 ... and hits for 4 points of damage! Tap to the arm pricks some interest but not much else. ** As a rotting Citadel arbalester's burning bolt hits you, it emits a burst of flame! ** ... 20 points of damage! Flames incinerate muscle tissue in neck exposing the trachea. More than you ever wanted to see. You are stunned for 4 rounds! The burning bolt burns away into nothingness.
See Also
Near-level creatures - edit | ||||||||||
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