Animated slush: Difference between revisions
SPYRIDONM1 (talk | contribs) (updated treasure attributes section) |
SPYRIDONM3 (talk | contribs) (Natural armor ASG 1 cloth, log2 creature description, pound attack (icy appendage), bolt AS) |
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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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| picture = Animated_Slush_Colored.jpg |
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⚫ | |||
| level = 54<!-- This will also be used at the end of the page in the Near level creature template --> |
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| type = Amorphous |
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| family = Elemental <!-- Add creature to family page list, which will be linked on preview/save --> |
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| family = slush |
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| type = Elemental<!-- Creature body type --> |
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| attacks = Pounds |
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| otherclass = Magical<!-- 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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| area = [[Gossamer Valley]]<br> |
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| area = Gossamer Valley<!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --> |
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| undead = No |
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| bcs = < |
| bcs = Yes <!-- All new creatures are BCS --> |
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| hitpoints = 260 |
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| roundtime = ? <!-- Creature speed --> |
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}} |
}} |
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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 = Pound<!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --> |
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| physical = |
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| PAA = (icy appendage) 288 - 298 |
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| BT1 = Minor Water (903)<!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --> |
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| bolt = |
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| BTA = 291 |
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{{Creature ability|[[Minor Water (903)]]}} |
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| WD1 = Torment (718)<!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --> |
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| maneuver = |
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| WDA = 127 |
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{{Creature ability|[[Elemental Wave (410)]]}} |
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| OS1 = <!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --> |
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{{Creature ability|[[Major Elemental Wave (435)|Major Elemental Wave]]}} |
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| MN1 = Elemental Wave (410) <!-- Combat Maneuvers insert up to MN10 --> |
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{{Creature ability|[[Slush Wall]]}} |
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| MN2 = Major Elemental Wave |
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| MN3 = Slush wall |
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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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}} |
}} |
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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 = 1N<!-- Insert asg # and template will automatically convert to include type of armor --> |
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| defense = |
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| IMM1 = <!-- add IMM2 (up to 15) for additional immunities --> |
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{{creature ability|[[Melee]] |<N/A> [[Defensive strength|DS]]}} |
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⚫ | |||
{{creature ability|[[Ranged]] |<N/A> [[Defensive strength|DS]]}} |
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| Ranged = ? |
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{{creature ability|[[Bolt]] |+242 to +250 [[Defensive strength|DS]]}} |
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| Bolt = 242 - 250 |
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{{creature ability|[[Bard Base]] |+185 to +197 [[Target defense|TD]]}} |
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| UDF = ? |
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{{creature ability|[[Ranger Base]] |<N/A> [[Target defense|TD]]}} |
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| BarTD = 185 - 197 |
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{{creature ability|[[Sorcerer Base]] |+212 [[Target defense|TD]]}} |
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| CleTD = 202 |
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{{creature ability|[[Wizard Base]] |<N/A> [[Target defense|TD]]}} |
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| EmpTD = 192 |
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{{creature ability|[[Cleric Base]] |<N/A> [[Target defense|TD]]}} |
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| PalTD = ? |
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{{creature ability|[[Empath Base]] |+192 [[Target defense|TD]]}} |
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| RanTD = ? |
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{{creature ability|[[Paladin Base]] |<N/A> [[Target defense|TD]]}} |
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| SorTD = 212 |
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{{creature ability|[[Major Elemental]] |<N/A> [[Target defense|TD]]}} |
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| WizTD = ? |
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{{creature ability|[[Minor Elemental]] |+223 [[Target defense|TD]]}} |
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| MjETD = ? |
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{{creature ability|[[Major Spiritual]] |<N/A> [[Target defense|TD]]}} |
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| MnETD = 223 |
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{{creature ability|[[Minor Spiritual]] |+200 [[Target defense|TD]]}} |
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| MjSTD = ? |
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{{creature ability|[[Major Mental]] |<N/A> [[Target defense|TD]]}} |
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| MnSTD = 200 |
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{{creature ability|[[Minor Mental]] |<N/A> [[Target defense|TD]]}} |
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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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}} |
}} |
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{{Creature treasure |
{{Creature treasure |
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| gems = ? |
| gems = ? |
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| boxes = ? |
| boxes = ? |
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| other = |
| other = Gold Dust |
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| skin = ? |
| skin = ? |
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| nobox = |
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| noskinvalue = |
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}} |
}} |
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{{Creature end}} |
{{Creature end}} |
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⚫ | <pre{{log2|margin-right=26em}}>An animated slush could easily be mistaken for a huge pile of snow that has partially melted then refrozen. It presents a squat, icy white cone ten feet wide at the base but only rising five feet high. The edges are slightly transparent and tinged a light blue, while the interior is dark, with portions seeming more solid than others. Rippling over the terrain, its exact motion indiscernible, the animated slush unerringly finds its prey, yet it displays no sensory glands of any type.</pre> |
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⚫ | An animated slush could easily be mistaken for a huge pile of snow that has partially melted then refrozen. It presents a squat, icy white cone ten feet wide at the base but only rising five feet high. The edges are slightly transparent and tinged a light blue, while the interior is dark, with portions seeming more solid than others. Rippling over the terrain, its exact motion indiscernible, the animated slush unerringly finds its prey, yet it displays no sensory glands of any type. |
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==Hunting strategies== |
==Hunting strategies== |
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Animated slushes are the most dangerous of the three inhabitants of [[Gossamer Valley]]. In addition to possessing several spells, they have a "slush wall" maneuver which is effectively an ice based Major Elemental Wave that they can use without having to prepare it as a spell. Aside from their [[Minor Water (903)]] bolt, all of their spells and the maneuver possess knockdown AND RT inducing capacities. If [[glacial morph]]s are present, this can quickly lead to death or heavy injury, as their high [[AS]] takes advantage of your now prone state. |
Animated slushes are the most dangerous of the three inhabitants of [[Gossamer Valley]]. In addition to possessing several spells, they have a "slush wall" maneuver which is effectively an ice based Major Elemental Wave that they can use without having to prepare it as a spell. Aside from their [[Minor Water (903)]] bolt, all of their spells and the maneuver possess knockdown AND RT inducing capacities. If [[glacial morph]]s are present, this can quickly lead to death or heavy injury, as their high [[Attack strength|AS]] takes advantage of your now prone state. |
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Given their liquid-like nature, animated slushes do not take wounds to any part of the body. In addition to this, they are highly resistant to damage, both physical and, to a lesser degree, magical. However, they are highly susceptible to fire based magic and weapon flares. In this respect, it is highly advisable for melee combatants to bring drake or fire flaring weapons when intending to combat slushes. (In fact, any attempt to wound them with a |
Given their liquid-like nature, animated slushes do not take wounds to any part of the body. In addition to this, they are highly resistant to damage, both physical and, to a lesser degree, magical. However, they are highly susceptible to fire based magic and weapon flares. In this respect, it is highly advisable for melee combatants to bring drake or fire flaring weapons when intending to combat slushes. (In fact, any attempt to wound them with a weapon that does not possess fire, steam, or plasma flares will not succeed.) Clerics and empaths would be best served using [[Fire Spirit (111)]], bolting Sorcerers can use [[Web (118)]] coupled with [[Fire Spirit (111)]] and/or golden wands, [[Pain (711)]], or batter them down with [[Mana Disruption (702)]] and [[Disintegrate (705)]]. Wizards should use any of their array of fire based spells. |
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Slushes are not easily disabled or stunned, so unlike many creatures with dangerous maneuvers, there is little that can be done to prevent them from performing them. For example, while a sorcerer could use [[Corrupt Essence (703)]] to prevent a slush from performing a Major Elemental Wave, this will not prevent them from using the virtually identical and just as dangerous Slush Wall maneuver. |
Slushes are not easily disabled or stunned, so unlike many creatures with dangerous maneuvers, there is little that can be done to prevent them from performing them. For example, while a sorcerer could use [[Corrupt Essence (703)]] to prevent a slush from performing a Major Elemental Wave, this will not prevent them from using the virtually identical and just as dangerous Slush Wall maneuver. |
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== References == |
== References == |
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* [https://en.wikipedia.org/wiki/Slush Slush on Wikipedia] |
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* http://www.play.net/gs4/info/bestiary/ |
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{{Nearlevel |
{{Nearlevel |
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|levelp2 = 56 |
|levelp2 = 56 |
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}} |
}} |
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[[Category:Gossamer Valley creatures]] |
Latest revision as of 10:24, 22 April 2021
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An animated slush could easily be mistaken for a huge pile of snow that has partially melted then refrozen. It presents a squat, icy white cone ten feet wide at the base but only rising five feet high. The edges are slightly transparent and tinged a light blue, while the interior is dark, with portions seeming more solid than others. Rippling over the terrain, its exact motion indiscernible, the animated slush unerringly finds its prey, yet it displays no sensory glands of any type.
Hunting strategies
Animated slushes are the most dangerous of the three inhabitants of Gossamer Valley. In addition to possessing several spells, they have a "slush wall" maneuver which is effectively an ice based Major Elemental Wave that they can use without having to prepare it as a spell. Aside from their Minor Water (903) bolt, all of their spells and the maneuver possess knockdown AND RT inducing capacities. If glacial morphs are present, this can quickly lead to death or heavy injury, as their high AS takes advantage of your now prone state.
Given their liquid-like nature, animated slushes do not take wounds to any part of the body. In addition to this, they are highly resistant to damage, both physical and, to a lesser degree, magical. However, they are highly susceptible to fire based magic and weapon flares. In this respect, it is highly advisable for melee combatants to bring drake or fire flaring weapons when intending to combat slushes. (In fact, any attempt to wound them with a weapon that does not possess fire, steam, or plasma flares will not succeed.) Clerics and empaths would be best served using Fire Spirit (111), bolting Sorcerers can use Web (118) coupled with Fire Spirit (111) and/or golden wands, Pain (711), or batter them down with Mana Disruption (702) and Disintegrate (705). Wizards should use any of their array of fire based spells.
Slushes are not easily disabled or stunned, so unlike many creatures with dangerous maneuvers, there is little that can be done to prevent them from performing them. For example, while a sorcerer could use Corrupt Essence (703) to prevent a slush from performing a Major Elemental Wave, this will not prevent them from using the virtually identical and just as dangerous Slush Wall maneuver.
Other information
Like glacial morphs, the Animated Slush does not drop gems, but will drop various amounts of gold dust that is needed to train in Perception to find.
References
Near-level creatures - edit | ||||||||||
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