Gaunt feral selkie: Difference between revisions
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321FLAPTIME (talk | contribs) m (Adding DESCRIPTION for humanoid form and Sweep attack for same) |
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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 --> |
{{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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| PA1 = <!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --> |
| PA1 = <!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --> |
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| PAA = |
| PAA = |
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| BT1 = Hand of Tonis (505) |
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| BT2 = Major Cold (907)<!-- 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 = <!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --> |
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| WDA = |
| WDA = |
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| OS1 = Hand of Tonis (505) |
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| OS1 = Earthen Fury <!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --> |
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| OS2 = Earthen Fury (917) <!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --> |
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| MN1 = Headbutt |
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| MN2 = Bull Rush |
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| MN3 = Sweep<!-- Combat Maneuvers insert up to MN10 --> |
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| AB1 = <!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --> |
| 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 --> |
| ABA = <!-- Special abilities right column, use respective corresponding right column as needed for misc info --> |
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| MnSTD = ? |
| MnSTD = ? |
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| MnMTD = ? |
| MnMTD = ? |
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| DSP1 = Iron Skin (1202) |
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| DSP2 = Foresight (1204) |
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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 special other|Transformation}} |
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{{Creature special other|?}} <!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --> |
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{{Creature treasure |
{{Creature treasure |
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| coins = ? |
| coins = ? |
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{{Creature end}} |
{{Creature end}} |
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<pre{{log2|margin-right=26em}}>Clad in sealskin and sailcloth, the feral selkie is a half-krolvin in his middle years. Her hair is unkempt and her eyes are wild and unfocused. Rattling bones, dried iceblossoms, and bits of kelp adorn her ritualistic attire, held in place by bits of fraying twine. Unwashed and obviously addled, the selkie looks as if she has one foot firmly in a world that you cannot see.</pre> |
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Or: |
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<pre{{log2|margin-right=26em}}>The selkie's large, dark eyes hold more than a glimmer of unnatural intellect. His fur is soft and sleek over an agile musculature more suited to the water than dry land. The selkie's sharp teeth are yellowed and an overwhelming odor of fish guts rises from his mouth in a noxious cloud.<!-- Creature description text from in-game verb DESCRIBE goes here.--> </pre> |
<pre{{log2|margin-right=26em}}>The selkie's large, dark eyes hold more than a glimmer of unnatural intellect. His fur is soft and sleek over an agile musculature more suited to the water than dry land. The selkie's sharp teeth are yellowed and an overwhelming odor of fish guts rises from his mouth in a noxious cloud.<!-- Creature description text from in-game verb DESCRIBE goes here.--> </pre> |
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==Hunting Strategies== |
==Hunting Strategies== |
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Selkies have a humanoid form and a seal form. |
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Selkies are aggressive melee attackers with multiple SMR attacks, including [[Headbutt]] and [[Bull Rush]]. |
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In humanoid form, they act as [[Wizard|wizards]], casting [[Hand of Tonis (505)]](both bolt and SMR versions), [[Major Cold (907)]] and [[Earthen Fury (917)]]. They also [[Sweep]]. |
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They may transform into seal form: |
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<pre{{log2|margin-right=26em}}>A look of intense concentration knits a gaunt feral selkie's features. Autumnal colors flash beneath his skin as his hands sprout webbing, inflating into slick flippers. His features contort and shift as his musculature rearranges. At the same time, his skin becomes sleekly furred and spotted. He falls to the ground in his newfound seal form and raises his whiskered snout skyward!</pre> |
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In seal form, they act as a melee attacker, using [[Charge (attack)]], [[Bite (attack)]], [[Headbutt]] and [[Bull Rush]]. |
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They can also shift back to humanoid form: |
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<pre{{log2|margin-right=26em}}>Tremors pass through a gaunt feral selkie's body, followed by flashes of autumnal color that glow beneath his skin. His hair sprouts longer and thins in places, becoming bristly and revealing blue-grey flesh. His sharp teeth soften and become decidedly humanoid. As he rises from the ground to stand bipedally, the last vestiges of his seal form recede, leaving him decidedly humanoid in shape and stature.</pre> |
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They wear several [[Minor Mental]] spells, including [[Brace (1214)|Brace]], which will cause weapon droppage when a selkie parries or their arms are struck. |
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{{addmetext}} |
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Bony protrusions will cause weapon droppage much like the [[monk]] spell, [[Brace (1214)|Brace]]. |
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They do a lot of galumphing in seal form. |
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{{Nearlevel |
{{Nearlevel |
Latest revision as of 16:18, 6 August 2024
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Clad in sealskin and sailcloth, the feral selkie is a half-krolvin in his middle years. Her hair is unkempt and her eyes are wild and unfocused. Rattling bones, dried iceblossoms, and bits of kelp adorn her ritualistic attire, held in place by bits of fraying twine. Unwashed and obviously addled, the selkie looks as if she has one foot firmly in a world that you cannot see.
Or:
The selkie's large, dark eyes hold more than a glimmer of unnatural intellect. His fur is soft and sleek over an agile musculature more suited to the water than dry land. The selkie's sharp teeth are yellowed and an overwhelming odor of fish guts rises from his mouth in a noxious cloud.
The feral selkie is medium in size, about six feet high in his current state.
Hunting Strategies
Selkies have a humanoid form and a seal form.
In humanoid form, they act as wizards, casting Hand of Tonis (505)(both bolt and SMR versions), Major Cold (907) and Earthen Fury (917). They also Sweep.
They may transform into seal form:
A look of intense concentration knits a gaunt feral selkie's features. Autumnal colors flash beneath his skin as his hands sprout webbing, inflating into slick flippers. His features contort and shift as his musculature rearranges. At the same time, his skin becomes sleekly furred and spotted. He falls to the ground in his newfound seal form and raises his whiskered snout skyward!
In seal form, they act as a melee attacker, using Charge (attack), Bite (attack), Headbutt and Bull Rush.
They can also shift back to humanoid form:
Tremors pass through a gaunt feral selkie's body, followed by flashes of autumnal color that glow beneath his skin. His hair sprouts longer and thins in places, becoming bristly and revealing blue-grey flesh. His sharp teeth soften and become decidedly humanoid. As he rises from the ground to stand bipedally, the last vestiges of his seal form recede, leaving him decidedly humanoid in shape and stature.
They wear several Minor Mental spells, including Brace, which will cause weapon droppage when a selkie parries or their arms are struck.
Other Information
They do a lot of galumphing in seal form.
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