Horned vor'taz: Difference between revisions
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SPYRIDONM3 (talk | contribs) (Natural armor, log2 creature description, Sor|MnE|MnS TDs, defensive spells 101, 103) |
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| BT1 = <!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --> |
| BT1 = <!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --> |
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| BTA = |
| BTA = |
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| WD1 = <!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --> |
| WD1 = Sun Burst (609)<!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --> |
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| WDA = |
| WDA = 225 |
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| WD2 = |
| WD2 = |
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| WDB = |
| WDB = |
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| OS2 = Sounds (607) |
| OS2 = Sounds (607) |
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| OS3 = Spirit Strike (117) |
| OS3 = Spirit Strike (117) |
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| OS4 = |
| OS4 = Tangle Weed (610) |
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| OS5 = |
| OS5 = |
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| MN1 = <!-- Combat Maneuvers insert up to MN10 --> |
| MN1 = <!-- Combat Maneuvers insert up to MN10 --> |
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| MN2 = |
| MN2 = |
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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.) --> |
{{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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| asg = |
| asg = 12N<!-- Insert asg # and template will automatically convert to include type of armor --> |
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| IMM1 = <!-- add IMM2 (up to 15) for additional immunities --> |
| IMM1 = <!-- add IMM2 (up to 15) for additional immunities --> |
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| Melee = |
| Melee = |
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| PalTD = |
| PalTD = |
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| RanTD = 166 |
| RanTD = 166 |
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| SorTD = |
| SorTD = 202 |
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| WizTD = |
| WizTD = |
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| MjETD = |
| MjETD = |
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| MnETD = |
| MnETD = 208 |
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| MjSTD = |
| MjSTD = |
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| MnSTD = |
| MnSTD = 192 |
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| MnMTD = |
| MnMTD = |
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| DSP1 = Natural Colors (601) <!-- Defensive spells insert up to DSP15, they will automatically link --> |
| DSP1 = Natural Colors (601) <!-- Defensive spells insert up to DSP15, they will automatically link --> |
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| DSP2 = Phoen's Strength |
| DSP2 = Phoen's Strength (606) |
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| DSP3 = Self Control (613) |
| DSP3 = Self Control (613) |
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| DSP4 = Spirit Defense (103) |
| DSP4 = Spirit Defense (103) |
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| DSP5 = |
| DSP5 = Spirit Warding I (101) |
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| DSP6 = Spirit Warding II (107) |
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| SDA1 = <!-- Special defensive abilities list insert up to SDA10, these will not link automatically --> |
| SDA1 = <!-- Special defensive abilities list insert up to SDA10, these will not link automatically --> |
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{{Creature end}} |
{{Creature end}} |
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His fanged mouth frothing and snapping at the air, the horned vor'taz glares about with hate-filled eyes. Greater than the size of a human, the frame of the vor'taz is covered in dull grey flesh which is spotted with wart-like bumps. Affixed to his heavily muscled neck, the bony skull of the vor'taz supports a cruel horn which slashes back and forth in a menacing fashion. |
<pre{{log2|margin-right=26em}}>His fanged mouth frothing and snapping at the air, the horned vor'taz glares about with hate-filled eyes. Greater than the size of a human, the frame of the vor'taz is covered in dull grey flesh which is spotted with wart-like bumps. Affixed to his heavily muscled neck, the bony skull of the vor'taz supports a cruel horn which slashes back and forth in a menacing fashion.</pre> |
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== Hunting strategies == |
== Hunting strategies == |
Latest revision as of 12:05, 25 April 2021
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His fanged mouth frothing and snapping at the air, the horned vor'taz glares about with hate-filled eyes. Greater than the size of a human, the frame of the vor'taz is covered in dull grey flesh which is spotted with wart-like bumps. Affixed to his heavily muscled neck, the bony skull of the vor'taz supports a cruel horn which slashes back and forth in a menacing fashion.
Hunting strategies
- A vor'taz cannot use its primary attack, a charge, without a leg. Although, they are still capable of casting spells.
- To eliminate a vor'taz's spell casting ability, simply remove the right arm.
- Vor'taz often walk around with Spirit Strike (117) cast upon themselves. Be careful of their first attack.
- Vor'taz spells are all nature-based. Having a ranger imbue armor with resistance to nature will help against some of their spells.
Other information
The horned vor'taz inhabits the northern sections of Gyldemar Road, north of Sylvarraend, although they are typically on the bottom of the cliff where the lesser and greater faeroth reside. Sometimes the vor'taz and the faeroth overlap territories, however, the faeroth will never go to the bottom of the cliff.
- Vor'taz are immune to attacks made with non-magical weapons.
- Typical vor'taz horns are normal skins, while shiny vor'taz horns are imbeddable.
- The vor'taz are very hard to skin.
- Vor'taz are good subjects for rogues training in subdue or cheapshots.
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