Dybbuk: 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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| level = 48<!-- This will also be used at the end of the page in the Near level creature template --> |
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| family = Chimeric <!-- Add creature to family page list, which will be linked on preview/save --> |
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| type = Hybrid |
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| type = Hybrid<!-- Creature body type --> |
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| family = dybbuk |
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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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| otherclass2 = Boss |
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| attacks = Bites, Claws and Weapons. |
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| area = |
| area = Bonespear Tower<!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --> |
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| bcs = Yes <!-- All new creatures are BCS --> |
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| hitpoints = 400 |
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| roundtime = <!-- Creature speed --> |
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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 = Length of Rusted Chain<!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --> |
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| PAA = 291 |
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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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| OS1 = <!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --> |
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| MN1 = <!-- 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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{{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 = <!-- 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 --> |
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{{Creature ability|[[Defensive Strength]]|<Not Known>}} |
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| Melee = 198 - 208 |
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{{Creature ability|[[Target Defense]]|<Not Known>}} |
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| Ranged = |
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| Bolt = |
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| UDF = |
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| BarTD = 155 - 161 |
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| CleTD = 176 |
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| EmpTD = |
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| PalTD = |
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| RanTD = 134 |
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| SorTD = 179 - 194 |
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| WizTD = |
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| MjETD = 196 |
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| MnETD = 195 |
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| MjSTD = |
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| MnSTD = |
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| MnMTD = |
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| DSP1 = <!-- Defensive spells insert up to DSP15, they will automatically link --> |
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| SDA1 = <!-- Special defensive abilities list insert up to SDA10, these will not link automatically --> |
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{{Creature treasure |
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| coins = |
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| magic items = |
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| gems = |
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| boxes = |
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| other = [[Glowing violet essence dust]] |
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| skin = None |
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{{Creature end}} |
{{Creature end}} |
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The dybbuk is a piecemeal composition of horror, its mismatched sections of body coalesced into a whole that would frighten a banshee. The thing lumbers, managing to look clumsy and menacing at the same time. The skin is pallid and stretched, and in places, gaping wounds reveal worse atrophy than that evident on the abomination's exterior. Huge hands grope before the dybbuk's trunk, sweeping around it in flailing arcs and leaving no doubt that close proximity to the creature spells dire results. |
The dybbuk is a piecemeal composition of horror, its mismatched sections of body coalesced into a whole that would frighten a banshee. The thing lumbers, managing to look clumsy and menacing at the same time. The skin is pallid and stretched, and in places, gaping wounds reveal worse atrophy than that evident on the abomination's exterior. Huge hands grope before the dybbuk's trunk, sweeping around it in flailing arcs and leaving no doubt that close proximity to the creature spells dire results. |
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==Hunting strategies== |
==Hunting strategies== |
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Dybbuks do not cast magic or have maneuvers. They will sometimes be buffed by [[eidolon]]s. It is typically best to leave the dybbuks for last, since the [[waern]] have a hand biting maneuver that causes stunned RT with the potential to disarm, and the eidolons mostly cast warding spells (such as [[716|Pestilence]] and [[718|Torment]]) and curses that push down TD or cause itching which will also disarm. Dybbuks have more hit points than waern and eidolon. |
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{{addmetext}} |
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Due to the risk of being disarmed and knocked down in Bonespear Tower, it is common for magic users to bring cheap runestaves with [[Elemental Blade (411)]]. It will sometimes happen that a waern bites your hand off, for example, where the wound and stun makes you vulnerable so that another waern bites your other hand inflicting disease rounds, and then the tower shakes knocking you to the ground in an especially vulnerable way. The elemental flares will sometimes instant kill the waern and dybbuks, particularly by blowing up their heads. Eidolons are non-corporeal. |
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==Other information== |
==Other information== |
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When you are dead they will "rake ribbons of flesh from your face", which is a rank 3 head wound. |
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{{addmetext}} |
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==Behind the Scenes== |
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Dybbuks are [[The Temple of Darkness#Behind the Scenes|soul transference]] possession spirits in [https://en.wikipedia.org/wiki/Dybbuk Jewish folklore]. Their physical appearance in Bonespear Tower hints at the [[Uthex Kathiasas|transmogrification]] of life in whatever they were before becoming [[undead]], which is a [[Maleskari#Behind the Scenes|recurring theme]] in Bonespear Tower as a subtle homage to [[The Broken Lands]]. In the mythology they were warded off by properly made [https://en.wikipedia.org/wiki/Mezuzah mezuzah], which was writing at the top of a doorway proclaiming the divine lord of the house, which is embodied by the [[Maleskari|writing]] on the tower door. The [[mezic|mezics]] would presumably be [[Spectral miner#Behind the Scenes|cultists]] of [[Maleskari]], the Demon Lord of Death and Undeath. |
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The subtext for their description is the apparent basis of Bonespear Tower on Clark Ashton Smith's [http://www.eldritchdark.com/writings/short-stories/27/the-colossus-of-ylourgne "The Colossus of Ylourgne"], where the dwarf sorcerer Nathaire and his students plunder the graveyards to construct a hundred foot skeleton, and then piece together flesh from the many bodies to cover the skeleton. Nathaire transfers his spirit into the colossus, and carries his disciples with them. The twist in the Bonespear Tower story is that the tower is made animate with the demon Maleskari, and the dwarf Bonespear apparently betrayed his cultists by attempting to become the demon. |
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== References == |
== References == |
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* [https://en.wikipedia.org/wiki/Dybbuk Dybbuk on Wikipedia] |
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* http://www.play.net/gs4/info/bestiary/ |
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{{Nearlevel |
{{Nearlevel |
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|levelp2 = 50 |
|levelp2 = 50 |
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}} |
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[[Category:Bonespear Tower creatures]] |
Latest revision as of 09:08, 9 August 2020
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The dybbuk is a piecemeal composition of horror, its mismatched sections of body coalesced into a whole that would frighten a banshee. The thing lumbers, managing to look clumsy and menacing at the same time. The skin is pallid and stretched, and in places, gaping wounds reveal worse atrophy than that evident on the abomination's exterior. Huge hands grope before the dybbuk's trunk, sweeping around it in flailing arcs and leaving no doubt that close proximity to the creature spells dire results.
Hunting strategies
Dybbuks do not cast magic or have maneuvers. They will sometimes be buffed by eidolons. It is typically best to leave the dybbuks for last, since the waern have a hand biting maneuver that causes stunned RT with the potential to disarm, and the eidolons mostly cast warding spells (such as Pestilence and Torment) and curses that push down TD or cause itching which will also disarm. Dybbuks have more hit points than waern and eidolon.
Due to the risk of being disarmed and knocked down in Bonespear Tower, it is common for magic users to bring cheap runestaves with Elemental Blade (411). It will sometimes happen that a waern bites your hand off, for example, where the wound and stun makes you vulnerable so that another waern bites your other hand inflicting disease rounds, and then the tower shakes knocking you to the ground in an especially vulnerable way. The elemental flares will sometimes instant kill the waern and dybbuks, particularly by blowing up their heads. Eidolons are non-corporeal.
Other information
When you are dead they will "rake ribbons of flesh from your face", which is a rank 3 head wound.
Behind the Scenes
Dybbuks are soul transference possession spirits in Jewish folklore. Their physical appearance in Bonespear Tower hints at the transmogrification of life in whatever they were before becoming undead, which is a recurring theme in Bonespear Tower as a subtle homage to The Broken Lands. In the mythology they were warded off by properly made mezuzah, which was writing at the top of a doorway proclaiming the divine lord of the house, which is embodied by the writing on the tower door. The mezics would presumably be cultists of Maleskari, the Demon Lord of Death and Undeath.
The subtext for their description is the apparent basis of Bonespear Tower on Clark Ashton Smith's "The Colossus of Ylourgne", where the dwarf sorcerer Nathaire and his students plunder the graveyards to construct a hundred foot skeleton, and then piece together flesh from the many bodies to cover the skeleton. Nathaire transfers his spirit into the colossus, and carries his disciples with them. The twist in the Bonespear Tower story is that the tower is made animate with the demon Maleskari, and the dwarf Bonespear apparently betrayed his cultists by attempting to become the demon.
References
Near-level creatures - edit | ||||||||||
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