Giant veaba: Difference between revisions
(converted to newer defense formatting) |
SPYRIDONM3 (talk | contribs) (HPs (160), natural armor ASG 12 brig equivalent, log2 creature description, MjE TD, other info) |
||
(13 intermediate revisions by 6 users not shown) | |||
Line 1: | Line 1: | ||
{{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 start |
|||
| picture = Giant_veaba.jpg |
|||
| level = 17 |
|||
| level = 17<!-- This will also be used at the end of the page in the Near level creature template --> |
|||
| type = Hybrid Quadruped |
|||
| family = Veaba<!-- Add creature to family page list, which will be linked on preview/save --> |
|||
| family = veaba |
|||
| type = Crustacean <!-- Creature body type --> |
|||
| body = |
|||
| otherclass = Living <!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --> |
|||
| attacks = Bites and Claws. |
|||
| otherclass2 = |
|||
| area = [[Czeroth Caverns]]<br> |
|||
| area = Czeroth Caverns<!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --> |
|||
| undead = No |
|||
| |
| area2 = |
||
| area3 = |
|||
| area4 = |
|||
| area5 = |
|||
| area6 = |
|||
| area7 = |
|||
| bcs = Yes <!-- All new creatures are BCS --> |
|||
| hitpoints = 160 |
|||
| roundtime = <!-- Creature speed --> |
|||
}} |
}} |
||
{{Creature attack attributes2 <!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY. --> |
|||
{{Creature attack attributes |
|||
| PA1 = Bite<!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --> |
|||
| physical = |
|||
| PAA = 166 |
|||
{{Creature ability|[[Bite]]|Unknown}} |
|||
| PA2 = Claw |
|||
{{Creature ability|[[Claw]]|Unknown}} |
|||
| |
| PAB = 176 |
||
| PA3 = |
|||
{{Creature ability|Charge}} |
|||
| PAC = |
|||
| BT1 = <!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --> |
|||
| BTA = |
|||
| WD1 = <!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --> |
|||
| WDA = |
|||
| WD2 = |
|||
| WDB = |
|||
| WD3 = |
|||
| WDC = |
|||
| OS1 = <!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --> |
|||
| MN1 = <!-- Combat Maneuvers insert up to MN10 --> |
|||
| MN2 = |
|||
| AB1 = Charge<!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --> |
|||
| ABA = <!-- Special abilities right column, use respective corresponding right column as needed for misc info --> |
|||
}} |
}} |
||
{{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.) --> |
|||
| asg = 12N<!-- Insert asg # and template will automatically convert to include type of armor --> |
|||
}} |
|||
| IMM1 = <!-- add IMM2 (up to 15) for additional immunities --> |
|||
{{Creature defense attributes |
|||
| Melee = 146 - 186 |
|||
| defense = |
|||
| Ranged = |
|||
{{creature ability|[[Melee]] |+186 [[Defensive strength|DS]]}} |
|||
| Bolt = 142 |
|||
{{creature ability|[[Ranged]] |<N/A> [[Defensive strength|DS]]}} |
|||
| UDF = |
|||
{{creature ability|[[Bolt]] |+142 [[Defensive strength|DS]]}} |
|||
| BarTD = 51 |
|||
{{creature ability|[[Bard Base]] |<N/A> [[Target defense|TD]]}} |
|||
| CleTD = |
|||
{{creature ability|[[Ranger Base]] |<N/A> [[Target defense|TD]]}} |
|||
| EmpTD = |
|||
{{creature ability|[[Sorcerer Base]] |<N/A> [[Target defense|TD]]}} |
|||
| PalTD = |
|||
{{creature ability|[[Wizard Base]] |<N/A> [[Target defense|TD]]}} |
|||
| RanTD = |
|||
{{creature ability|[[Cleric Base]] |<N/A> [[Target defense|TD]]}} |
|||
| SorTD = |
|||
{{creature ability|[[Empath Base]] |<N/A> [[Target defense|TD]]}} |
|||
| WizTD = |
|||
{{creature ability|[[Paladin Base]] |<N/A> [[Target defense|TD]]}} |
|||
| MjETD = 51 |
|||
{{creature ability|[[Major Elemental]] |<N/A> [[Target defense|TD]]}} |
|||
| MnETD = 51 |
|||
{{creature ability|[[Minor Elemental]] |+51 [[Target defense|TD]]}} |
|||
| MjSTD = |
|||
{{creature ability|[[Major Spiritual]] |<N/A> [[Target defense|TD]]}} |
|||
| MnSTD = 51 |
|||
{{creature ability|[[Minor Spiritual]] |+51 [[Target defense|TD]]}} |
|||
| MnMTD = |
|||
| DSP1 = <!-- Defensive spells insert up to DSP15, they will automatically link --> |
|||
| noability = |
|||
| DSP2 = |
|||
| DSP3 = |
|||
| DSP4 = |
|||
| DSP5 = |
|||
| SDA1 = <!-- Special defensive abilities list insert up to SDA10, these will not link automatically --> |
|||
}} |
}} |
||
{{Creature treasure |
{{Creature treasure |
||
| |
| coins = No |
||
| magic items = No |
|||
| gems = No |
|||
| boxes = No |
|||
| other = |
|||
| skin = a veaba claw |
| skin = a veaba claw |
||
| nobox = |
|||
| noskinvalue = |
|||
}} |
}} |
||
{{Creature end}} |
{{Creature end}} |
||
The flattened body of the giant veaba is divided into a head and trunk comprised of several segments. Pairs of legs, too numerous to count, flank each segment of the body. Just below a gaping maw, two appendages of the first segment have large claws that are equipped with poison glands. Long antennae extend from the eyeless head. |
<pre{{log2|margin-right=26em}}>The flattened body of the giant veaba is divided into a head and trunk comprised of several segments. Pairs of legs, too numerous to count, flank each segment of the body. Just below a gaping maw, two appendages of the first segment have large claws that are equipped with poison glands. Long antennae extend from the eyeless head.</pre> |
||
==Hunting strategies== |
==Hunting strategies== |
||
Like the [[cave lizard]], which is the only other inhabitant of the [[Czeroth Caverns]], if one has the necessary [[DS]] to survive a giant veaba's standard attack, then most of the work is already done for you. Giant Veabas will attack with a very simple [[AS]] based bite or claw attack 99 times out of 100. The only twist thrown into the mix is a very rarely used, however quite dangerous charging attack. In this attack, the veaba rams its torso into the victim, and heaves them through the air into an adjacent room. This in and of itself prones the target, inflicts some [[RT]], often ranging from 10 to 20 seconds, and causes an impact wound which is more often than not a rank 2 or 3 wound, with a heavy stun. This maneuver could potentially be immediately fatal, should the injury site be susceptible to crit deaths. This attack is fairly hard to dodge, has no warning, and almost always will turn a winning battle into a precarious situation. Assuming the victim does dodge, this will still inflict a base 3 RT as the character moves out of the way. Fortunately, if the attack does succeed, it is rare for the veaba to follow you into the new room and finish the job, although it does occur. This can also be an issue if another veaba or cave lizard is present in the resulting room. This maneuver however, is the only real threat the veaba has to offer, and uses it very rarely. |
Like the [[cave lizard]], which is the only other inhabitant of the [[Czeroth Caverns]], if one has the necessary [[DS]] to survive a giant veaba's standard attack, then most of the work is already done for you. Giant Veabas will attack with a very simple [[Attack strength|AS]] based bite or claw attack 99 times out of 100. The only twist thrown into the mix is a very rarely used, however quite dangerous charging attack. In this attack, the veaba rams its torso into the victim, and heaves them through the air into an adjacent room. This in and of itself prones the target, inflicts some [[RT]], often ranging from 10 to 20 seconds, and causes an impact wound which is more often than not a rank 2 or 3 wound, with a heavy stun. This maneuver could potentially be immediately fatal, should the injury site be susceptible to crit deaths. This attack is fairly hard to dodge, has no warning, and almost always will turn a winning battle into a precarious situation. Assuming the victim does dodge, this will still inflict a base 3 RT as the character moves out of the way. Fortunately, if the attack does succeed, it is rare for the veaba to follow you into the new room and finish the job, although it does occur. This can also be an issue if another veaba or cave lizard is present in the resulting room. This maneuver however, is the only real threat the veaba has to offer, and uses it very rarely. |
||
A like leveled [[sorcerer]] can easily use [[Blood Burst (701)]] or [[Mana Disruption (702)]] to quickly and easily bring about the end for a giant veaba. In some respects, Blood Burst is very effective, as you can cast it a few times and move on, removing you from the threat of the charge attack. This is even more supported by the fact that veabas drop no loot aside from skins, meaning that missing the actual decay of the creature will not cause any monetary loss. Meanwhile, Mana Disruption is more hands on and can easily stun veabas, also removing the possibility of the charge. |
A like leveled [[sorcerer]] can easily use [[Blood Burst (701)]] or [[Mana Disruption (702)]] to quickly and easily bring about the end for a giant veaba. In some respects, Blood Burst is very effective, as you can cast it a few times and move on, removing you from the threat of the charge attack. This is even more supported by the fact that veabas drop no loot aside from skins, meaning that missing the actual decay of the creature will not cause any monetary loss. Meanwhile, Mana Disruption is more hands on and can easily stun veabas, also removing the possibility of the charge. |
||
==Other information== |
==Other information== |
||
An example of a giant veaba's charge maneuver. |
|||
{{addmetext}} |
|||
<pre{{log2|margin-right=26em}}>[SMR result: -2 (Open d100: 55)] |
|||
A giant veaba suddenly rears upward, then brings its upper body rushing directly toward you! |
|||
== References == |
|||
You deftly avoid the surprise attack. |
|||
* http://www.play.net/gs4/info/bestiary/ |
|||
Roundtime: 5 sec.</pre> |
|||
{{Nearlevel |
{{Nearlevel |
||
Line 66: | Line 96: | ||
|levelp2 = 19 |
|levelp2 = 19 |
||
}} |
}} |
||
[[Category:Czeroth Caverns creatures]] |
Latest revision as of 08:18, 22 May 2021
| ||||||||||||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||||||||||
|
The flattened body of the giant veaba is divided into a head and trunk comprised of several segments. Pairs of legs, too numerous to count, flank each segment of the body. Just below a gaping maw, two appendages of the first segment have large claws that are equipped with poison glands. Long antennae extend from the eyeless head.
Hunting strategies
Like the cave lizard, which is the only other inhabitant of the Czeroth Caverns, if one has the necessary DS to survive a giant veaba's standard attack, then most of the work is already done for you. Giant Veabas will attack with a very simple AS based bite or claw attack 99 times out of 100. The only twist thrown into the mix is a very rarely used, however quite dangerous charging attack. In this attack, the veaba rams its torso into the victim, and heaves them through the air into an adjacent room. This in and of itself prones the target, inflicts some RT, often ranging from 10 to 20 seconds, and causes an impact wound which is more often than not a rank 2 or 3 wound, with a heavy stun. This maneuver could potentially be immediately fatal, should the injury site be susceptible to crit deaths. This attack is fairly hard to dodge, has no warning, and almost always will turn a winning battle into a precarious situation. Assuming the victim does dodge, this will still inflict a base 3 RT as the character moves out of the way. Fortunately, if the attack does succeed, it is rare for the veaba to follow you into the new room and finish the job, although it does occur. This can also be an issue if another veaba or cave lizard is present in the resulting room. This maneuver however, is the only real threat the veaba has to offer, and uses it very rarely.
A like leveled sorcerer can easily use Blood Burst (701) or Mana Disruption (702) to quickly and easily bring about the end for a giant veaba. In some respects, Blood Burst is very effective, as you can cast it a few times and move on, removing you from the threat of the charge attack. This is even more supported by the fact that veabas drop no loot aside from skins, meaning that missing the actual decay of the creature will not cause any monetary loss. Meanwhile, Mana Disruption is more hands on and can easily stun veabas, also removing the possibility of the charge.
Other information
An example of a giant veaba's charge maneuver.
[SMR result: -2 (Open d100: 55)] A giant veaba suddenly rears upward, then brings its upper body rushing directly toward you! You deftly avoid the surprise attack. Roundtime: 5 sec.
Near-level creatures - edit | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
|