Shrickhen: 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 = 76<!-- 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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| 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 = Magical |
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| attacks = Bites, Claws, Magic and Special. |
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| area = |
| area = Blighted Forest<!-- 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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| 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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{{Creature attack attributes2 <!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY. --> |
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{{Creature attack attributes |
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| PA1 = Bite<!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --> |
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| PAA = 367 |
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| PA2 = Claw |
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| PAB = 365 - 392 |
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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 = Elemental Dispel (417)<!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --> |
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| OS2 = Elemental Wave (410) |
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| OS3 = Major Elemental Wave (435) |
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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 = 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 --> |
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{{Creature ability|[[Defensive Strength]]|<Not Known>}} |
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| Melee = |
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{{Creature ability|[[Target Defense]]|<Not Known>}} |
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| Ranged = |
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| Bolt = 285 |
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| UDF = |
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| BarTD = 281 - 285 |
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| CleTD = 295 - 320 |
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| EmpTD = |
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| PalTD = 260 |
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| RanTD = |
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| SorTD = 306 - 338 |
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| WizTD = |
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| MjETD = 344 |
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| MnETD = |
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| MjSTD = |
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| MnSTD = 290 - 315 |
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| MnMTD = |
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| DSP1 = Elemental Defense II<!-- Defensive spells insert up to DSP15, they will automatically link --> |
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| DSP2 = Elemental Defense III |
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| DSP3 = Elemental Targetting |
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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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{{Creature treasure |
{{Creature treasure |
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| coins = Yes |
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| magic items = Yes |
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| gems = Yes |
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| boxes = Yes |
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| other = |
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| skin = No |
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{{Creature end}} |
{{Creature end}} |
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⚫ | <pre{{log2|margin-right=26em}}>Seemingly cobbled together from leftover bodily parts, no two shrickhen are alike. One may have the lower body of a troll supporting the torso of a fire salamander from which a dark orc's arm extends on one side and a gremlin's arm extends on the other, all topped by a timberwolf's head. A second may have a mezic's leg, a coyote's leg, a pyrothag's arm, and a shan warrior's arm, each connected in almost the right place to the torso of a krolvin warfarer, with the entire grouping utilizing the one-eyed head of a cyclops for navigation. These hideous conglomerations definitely have two things in common: a total lack of fear and an insatiable need to consume flesh.</pre> |
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⚫ | Seemingly cobbled together from leftover bodily parts, no two shrickhen are alike. One may have the lower body of a troll supporting the torso of a fire salamander from which a dark orc's arm extends on one side and a gremlin's arm extends on the other, all topped by a timberwolf's head. A second may have a mezic's leg, a coyote's leg, a pyrothag's arm, and a shan warrior's arm, each connected in almost the right place to the torso of a krolvin warfarer, with the entire grouping utilizing the one-eyed head of a cyclops for navigation. These hideous conglomerations definitely have two things in common: a total lack of fear and an insatiable need to consume flesh. |
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==Hunting strategies== |
==Hunting strategies== |
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{{addmetext}} |
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==Other information== |
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{{addmetext}} |
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The Shrickhen are easily the most dangerous of the enemies in the Labyrinth, almost certainly because they regularly use and cast [[Elemental Wave (410)]] and [[Major Elemental Wave (435)]]. Furthermore, they tend to spawn with these spells active, so upon initially entering the Labyrinth, or after killing several Shrickhen in a short period of time, caution should be exercised when engaging the newly spawned Shrickhen. Because of this, it is of the utmost importance to prevent casting by a Shricken; unlike the Dhu Goleras, who with more than a dozen spells, may cast something less dangerous, the Shricken has a very high chance of casting these two spells. |
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== References == |
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* http://www.play.net/gs4/info/bestiary/ |
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Another trick the Shricken has up its sleeve is the very rare chance that it will spontaneously rip its own arm off and throw it at you, with a fairly high ranged AS. While a Shricken can usually only do this once, the above average AS can take you offguard and hit many characters, even in defensive stance. This might be enough damage to stun you long enough for the Shrickhen to prepare and cast one of the Elemental Wave spells. Aside from this, however, the Shrickhen are not very "characteristic" undead creatures, and stun just as well as most living targets. |
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Shrickhen have a tendency to run around spelling both themselves and [[Dhu goleras|Dhu Golerases]] up with casts of [[Elemental Defense II (406)]] and [[Elemental Defense III (414)]]. They will do this even with no players in the room, and it is not an uncommon situation. Despite the risk of engaging newly spawned Shrickhens, one can also take advantage of their lack of some defensive spells if you can catch them early. They do not seem willing to cast these spells on [[Moulis]], but on rare occasions, a Moulis may cast [[Strength (509)]] on a Shrickhen.. |
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Their use of the elemental waves has one advantage, which is that they will frequently knock down [[Moulis]] and [[Dhu goleras]] in the same room as you. This will help level the playing field somewhat should you be stunned or stuck in roundtime. |
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{{Nearlevel |
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|levelp2 = 78 |
|levelp2 = 78 |
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[[Category:Blighted Forest creatures]] |
Latest revision as of 12:56, 10 April 2021
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Seemingly cobbled together from leftover bodily parts, no two shrickhen are alike. One may have the lower body of a troll supporting the torso of a fire salamander from which a dark orc's arm extends on one side and a gremlin's arm extends on the other, all topped by a timberwolf's head. A second may have a mezic's leg, a coyote's leg, a pyrothag's arm, and a shan warrior's arm, each connected in almost the right place to the torso of a krolvin warfarer, with the entire grouping utilizing the one-eyed head of a cyclops for navigation. These hideous conglomerations definitely have two things in common: a total lack of fear and an insatiable need to consume flesh.
Hunting strategies
The Shrickhen are easily the most dangerous of the enemies in the Labyrinth, almost certainly because they regularly use and cast Elemental Wave (410) and Major Elemental Wave (435). Furthermore, they tend to spawn with these spells active, so upon initially entering the Labyrinth, or after killing several Shrickhen in a short period of time, caution should be exercised when engaging the newly spawned Shrickhen. Because of this, it is of the utmost importance to prevent casting by a Shricken; unlike the Dhu Goleras, who with more than a dozen spells, may cast something less dangerous, the Shricken has a very high chance of casting these two spells.
Another trick the Shricken has up its sleeve is the very rare chance that it will spontaneously rip its own arm off and throw it at you, with a fairly high ranged AS. While a Shricken can usually only do this once, the above average AS can take you offguard and hit many characters, even in defensive stance. This might be enough damage to stun you long enough for the Shrickhen to prepare and cast one of the Elemental Wave spells. Aside from this, however, the Shrickhen are not very "characteristic" undead creatures, and stun just as well as most living targets.
Shrickhen have a tendency to run around spelling both themselves and Dhu Golerases up with casts of Elemental Defense II (406) and Elemental Defense III (414). They will do this even with no players in the room, and it is not an uncommon situation. Despite the risk of engaging newly spawned Shrickhens, one can also take advantage of their lack of some defensive spells if you can catch them early. They do not seem willing to cast these spells on Moulis, but on rare occasions, a Moulis may cast Strength (509) on a Shrickhen..
Their use of the elemental waves has one advantage, which is that they will frequently knock down Moulis and Dhu goleras in the same room as you. This will help level the playing field somewhat should you be stunned or stuck in roundtime.
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