Night hound: 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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| picture = |
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| level = 24<!-- This will also be used at the end of the page in the Near level creature template --> |
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| type = Quadruped |
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| family = Canine <!-- Add creature to family page list, which will be linked on preview/save --> |
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| family = hound |
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| type = Quadruped<!-- Creature body type --> |
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| attacks = Bites, Claws and Magic. |
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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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| area = [[Graveyard]] |
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| otherclass2 = |
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| undead = Yes (Corporeal) |
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| area = The Graveyard |
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| area2 = |
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| area3 = |
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| area4 = |
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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 = 210 |
| hitpoints = 210 |
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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 = Bite<!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --> |
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| physical = |
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| PAA = 192 |
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{{creature ability|[[Bite (attack)|Bite]]|+192 [[Attack strength|AS]]}} |
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| PA2 = Claw |
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{{creature ability|[[Claw (attack)|Claw]]|+202 [[Attack strength|AS]]}} |
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| PAB = 202 |
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| PA3 = |
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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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{{creature ability|Breath attack|Poison gas}} |
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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 = <!-- 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 = Breath attack<!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --> |
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| ABA = Poison gas<!-- 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 = 8N<!-- 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]] |+105 [[Defensive strength|DS]]}} |
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| Melee = 105 |
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{{creature ability|[[Ranged]] |<N/A> [[Defensive strength|DS]]}} |
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| Ranged = |
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{{creature ability|[[Bolt]] |<N/A> [[Defensive strength|DS]]}} |
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| Bolt = 143 |
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{{creature ability|[[UCS|Unarmed]] |+143 [[UDF]]}} |
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| UDF = |
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{{creature ability|[[Bard Base]] |+97 [[Target defense|TD]]}} |
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| BarTD = 97 |
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{{creature ability|[[Ranger Base]] |<N/A> [[Target defense|TD]]}} |
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| CleTD = 99 |
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{{creature ability|[[Sorcerer Base]] |+104 [[Target defense|TD]]}} |
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| EmpTD = |
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{{creature ability|[[Wizard Base]] |<N/A> [[Target defense|TD]]}} |
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| PalTD = |
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{{creature ability|[[Cleric Base]] |+99 [[Target defense|TD]]}} |
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| RanTD = |
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{{creature ability|[[Empath Base]] |<N/A> [[Target defense|TD]]}} |
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| SorTD = 104 |
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{{creature ability|[[Paladin Base]] |<N/A> [[Target defense|TD]]}} |
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| WizTD = |
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{{creature ability|[[Major Elemental]] |+106 [[Target defense|TD]]}} |
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| MjETD = 106 |
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{{creature ability|[[Minor Elemental]] |+101 to +107 [[Target defense|TD]]}} |
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| MnETD = 101 - 107 |
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{{creature ability|[[Major Spiritual]] |<N/A> [[Target defense|TD]]}} |
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| MjSTD = |
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{{creature ability|[[Minor Spiritual]] |<N/A> [[Target defense|TD]]}} |
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| MnSTD = |
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{{creature ability|[[Major Mental]] |<N/A> [[Target defense|TD]]}} |
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| MnMTD = 97 |
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{{creature ability|[[Minor Mental]] |+97 [[Target defense|TD]]}} |
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| DSP1 = <!-- Defensive spells insert up to DSP15, they will automatically link --> |
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{{creature ability|[[CvA]] |+25}} |
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| DSP2 = |
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{{creature ability|[[AsG]] |8}} |
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| DSP3 = |
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{{creature ability|[[Hitpoint|Hitpoints]] |212 |<N/A> [[Health]]}} |
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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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}} |
}} |
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{{Creature treasure |
{{Creature treasure |
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| other = No |
| other = No |
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| skin = a night hound hide |
| skin = a night hound hide |
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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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__NOTOC__ |
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You have never seen anything quite like a night hound, so you are not really sure what to make of it or how dangerous it might be. |
<pre{{log2|margin-right=26em}}>You have never seen anything quite like a night hound, so you are not really sure what to make of it or how dangerous it might be.</pre> |
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==Hunting strategies== |
==Hunting strategies== |
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Night hounds have a breath attack, and attack similarly to other hounds (casting a spell and following with an immediate attack). This breath attack causes a cloud to form in the air, which lingers and can cause damage over time for each round that a player stays in its vicinity. Casting [[Purify Air (207)]] on a character will negate the effects of this cloud. Once killed, any active cloud created by a night hound will immediately dissipate harmlessly. |
Night hounds have a breath attack, and attack similarly to other hounds (casting a spell and following with an immediate attack). This breath attack causes a cloud to form in the air, which lingers and can cause damage over time for each round that a player stays in its vicinity. Casting [[Purify Air (207)]] on a character will negate the effects of this cloud. Once killed, any active cloud created by a night hound will immediately dissipate harmlessly. |
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==Other information== |
==Other information== |
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Zephyr hounds do not have "descriptions" in the old parts of the game, you are not able to make sense of what you are seeing. However, their fur was black, and they are described when generating. They were a special kind of "composite" entity from [[Rolemaster]]. Night hounds were supposed to be immune to sleep effects (unaffected by [[Sleep (501)]]), which is part of their relevance for [[A Popular History of Shadow Valley|Shadow Valley]]. |
Zephyr hounds do not have "descriptions" in the old parts of the game, you are not able to make sense of what you are seeing. However, their fur was black, and they are described when generating. They were a special kind of "composite" entity from [[Rolemaster]]. Night hounds were supposed to be immune to sleep effects (unaffected by [[Sleep (501)]]), which is part of their relevance for [[A Popular History of Shadow Valley|Shadow Valley]]. The poisonous gas cloud is part of their Rolemaster lore, though the mists in Shadow Valley are also poisonous, as would have been the clouds of the [[dust beetle|dust beetles]]. |
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While they are treated as undead --- immune to [[Blood Burst (701)]], [[Curse (715)#Nightmare|Nightmare]], and [[Evil Eye (717)]] --- they are not immune to [[Mind Jolt (706)]]. |
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Special messages: |
Special messages: |
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</pre> |
</pre> |
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==Behind |
==Behind the Scenes== |
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In context the night hounds are probably an allusion to [http://www.hplovecraft.com/writings/texts/fiction/h.aspx "The Hound"] by H.P. Lovecraft. It is a story about grave robbers who collect [[Moaning spirit#Behind |
In context the night hounds are probably an allusion to [http://www.hplovecraft.com/writings/texts/fiction/h.aspx "The Hound"] by H.P. Lovecraft. It is a story about grave robbers who collect [[Moaning spirit#Behind the Scenes|skulls]], and discover an amulet from the Necronomicon of [[Abdullahi Hazalred Faendryl|Abdul Alhazred]] on the body of an [[Ancient ghoul master|ancient ghoul]]. They hear the howling of a [[Waern|gigantic hound]], with references to shadows cast by the moon. The story refers to a [[Sheruvian monk|corpse-eater cult]] on the [[Hooded figure#Behind the Scenes|plateau of Leng]], which [[Isles of transfer|coexists]] in various realities. This story refers also to [[Spectral miner#Behind the Scenes|"knockers"]], with an unambiguous allusion to [http://www.eapoe.org/works/poems/ravent.htm "The Raven"] (about a [[Muylari|dreaming demon]] of [[The Dark Path#Behind the Scenes|shadow]]), as well as [[Jaron Galarn#Behind the Scenes|other stories]] by Poe. |
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Consider: " |
Consider: "Down unlit and illimitable corridors of eldritch phantasy sweeps the black, shapeless Nemesis that drives me to self-annihilation." And, "I had hastened to the terrible scene in time to hear a whir of wings and see a vague black cloudy thing silhouetted against the rising moon", as well as "I pronounced the last daemoniac sentence I heard afar on the moor the faint baying of some gigantic hound. The moon was up, but I dared not look at it. And when I saw on the dim-litten moor a wide nebulous shadow sweeping from mound to mound, I shut my eyes and threw myself face down upon the ground." He had acquired an amulet akin to the one in [http://www.hplovecraft.com/writings/texts/fiction/mo.aspx "The Mound"] story which led to the equivalent of the secluded valley. |
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Something else to consider are the [https://en.wikipedia.org/wiki/Hounds_of_Tindalos Hounds of Tindalos] which haunt those who have travelled through time, residing in the "angles" rather than the "curves" of time, and materializing out of smoke as a head emerges followed by the body. They were cited in [http://hplovecraft.com/writings/texts/fiction/wid.aspx "The Whisperer in Darkness"] immediately before a reference to Yig the serpent demon, and would be another subtle example of temporal distortion motifs in Shadow Valley. They have been thought to reside in [http://pathfinderwiki.com/wiki/Leng Leng], which provides the way to the cold waste of Kadath, which has the shantak who resemble [[Muylari#Behind the Scenes|Terrorites]]. |
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== Resources == |
== Resources == |
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* [https://en.wikipedia.org/wiki/Hound Hound on Wikipedia] |
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* [http://www.play.net/gs4/info/bestiary/ Night hound is not listed on the Play.net bestiary] |
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{{Nearlevel |
{{Nearlevel |
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|levelp2 = 26 |
|levelp2 = 26 |
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}} |
}} |
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[[Category:Icemule Environs creatures]] |
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[[Category:Glatoph creatures]] |
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[[Category:Olbin Pass creatures]] |
Latest revision as of 10:12, 24 June 2022
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You have never seen anything quite like a night hound, so you are not really sure what to make of it or how dangerous it might be.
Hunting strategies
Night hounds have a breath attack, and attack similarly to other hounds (casting a spell and following with an immediate attack). This breath attack causes a cloud to form in the air, which lingers and can cause damage over time for each round that a player stays in its vicinity. Casting Purify Air (207) on a character will negate the effects of this cloud. Once killed, any active cloud created by a night hound will immediately dissipate harmlessly.
The warding roll the cloud imposes has your TD become drastically lower, making the +72 CS in the excerpt below misleading.
An example of a night hound's breath attack:
The shadowy cloud seeps languidly in your direction. CS: +72 - TD: +231 + CvA: -7 + d100: +71 == -95 Warded off! You breathe in some of the gas... As your lungs fill with the dark cloudy substance, instantly your nervous system feels as though it was made of oil-soaked rags and touched with a match! The sensation leaves you quickly, but leaves an aftertaste of pain throughout your nervous system. ... 10 points of damage!
Other information
Zephyr hounds do not have "descriptions" in the old parts of the game, you are not able to make sense of what you are seeing. However, their fur was black, and they are described when generating. They were a special kind of "composite" entity from Rolemaster. Night hounds were supposed to be immune to sleep effects (unaffected by Sleep (501)), which is part of their relevance for Shadow Valley. The poisonous gas cloud is part of their Rolemaster lore, though the mists in Shadow Valley are also poisonous, as would have been the clouds of the dust beetles.
While they are treated as undead --- immune to Blood Burst (701), Nightmare, and Evil Eye (717) --- they are not immune to Mind Jolt (706).
Special messages:
The shadows before you coalesce and take shape in the form of a night hound, its golden eyes gleaming within its shadowy head! The night hound barks and shuffles backwards on its paws. The night hound sniffs at the air and growls low in the throat.
Behind the Scenes
In context the night hounds are probably an allusion to "The Hound" by H.P. Lovecraft. It is a story about grave robbers who collect skulls, and discover an amulet from the Necronomicon of Abdul Alhazred on the body of an ancient ghoul. They hear the howling of a gigantic hound, with references to shadows cast by the moon. The story refers to a corpse-eater cult on the plateau of Leng, which coexists in various realities. This story refers also to "knockers", with an unambiguous allusion to "The Raven" (about a dreaming demon of shadow), as well as other stories by Poe.
Consider: "Down unlit and illimitable corridors of eldritch phantasy sweeps the black, shapeless Nemesis that drives me to self-annihilation." And, "I had hastened to the terrible scene in time to hear a whir of wings and see a vague black cloudy thing silhouetted against the rising moon", as well as "I pronounced the last daemoniac sentence I heard afar on the moor the faint baying of some gigantic hound. The moon was up, but I dared not look at it. And when I saw on the dim-litten moor a wide nebulous shadow sweeping from mound to mound, I shut my eyes and threw myself face down upon the ground." He had acquired an amulet akin to the one in "The Mound" story which led to the equivalent of the secluded valley.
Something else to consider are the Hounds of Tindalos which haunt those who have travelled through time, residing in the "angles" rather than the "curves" of time, and materializing out of smoke as a head emerges followed by the body. They were cited in "The Whisperer in Darkness" immediately before a reference to Yig the serpent demon, and would be another subtle example of temporal distortion motifs in Shadow Valley. They have been thought to reside in Leng, which provides the way to the cold waste of Kadath, which has the shantak who resemble Terrorites.
Resources
Near-level creatures - edit | ||||||||||
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