Tomb troll necromancer: 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 = 54<!-- This will also be used at the end of the page in the Near level creature template --> |
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| type = biped |
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| family = Troll<!-- Add creature to family page list, which will be linked on preview/save --> |
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| family = troll |
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| type = Biped<!-- Creature body type --> |
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| attacks = N/A |
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| otherclass = <!-- 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 = [[Marsh Keep]]<br> |
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| otherclass2 = |
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| area = Marsh Keep<!-- 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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| 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 = 400 |
| hitpoints = 400 |
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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 = Runestaff<!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --> |
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| physical = |
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| PAA = 283 |
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{{creature ability|a slime-covered willow [[runestaff]]|+283 [[Attack strength|AS]]}} |
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| PA2 = |
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| PAB = |
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{{creature ability|[[Limb Disruption (708)]]|+266 [[CS]]}} |
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| PA3 = |
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{{creature ability|[[Pain (711)]]|+266 [[CS]]}} |
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| PAC = |
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{{creature ability|[[Curse (715)]]|+266 [[CS]]}} |
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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 = Curse (715)<!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --> |
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| WDA = 266 |
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| WD2 = Limb Disruption (708) |
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| WDB = 266 |
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| WD3 = Pain (711) |
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| WDC = 266 |
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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 = <!-- 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 = <!-- 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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| Melee = |
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{{creature ability|[[Ranged]]|<N/A> [[Defensive strength|DS]]}} |
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| Ranged = |
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{{creature ability|[[Bolt]]|+203 [[Defensive strength|DS]]}} |
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| Bolt = 203 |
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{{creature ability|[[Bard Base]]|+212 to +242 [[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 = 212 - 242 |
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{{creature ability|[[Sorcerer Base]]|<N/A> [[Target defense|TD]]}} |
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| CleTD = |
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{{creature ability|[[Wizard Base]]|<N/A> [[Target defense|TD]]}} |
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| EmpTD = |
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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]]|<N/A> [[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 = |
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{{creature ability|[[Major Elemental]]|+265 [[Target defense|TD]]}} |
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| WizTD = |
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{{creature ability|[[Minor Elemental]]|<N/A> [[Target defense|TD]]}} |
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| MjETD = 265 |
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{{creature ability|[[Major Spiritual]]|<N/A> [[Target defense|TD]]}} |
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| MnETD = |
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{{creature ability|[[Minor Spiritual]]|<N/A> [[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 = |
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{{creature ability|[[Minor Mental]] |<N/A> [[Target defense|TD]]}} |
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| MnMTD = |
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| DSP1 = Elemental Defense II (406)<!-- Defensive spells insert up to DSP15, they will automatically link --> |
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| DSP2 = Fasthr's Reward (115) |
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{{creature ability|[[Elemental Defense II (406)]]}} |
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| DSP3 = Mass Elemental Defense (419) |
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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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| gems = Yes |
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| coins = Yes |
| coins = Yes |
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| magic items = Yes |
| magic items = Yes |
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| boxes = Yes |
| boxes = Yes |
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| other = None |
| other = None |
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| skin = troll eyeball |
| skin = troll eyeball |
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| nobox = |
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| noskinvalue = |
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}} |
}} |
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{{Creature end}} |
{{Creature end}} |
Revision as of 09:45, 26 November 2019
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Similar in appearance to the common tomb troll, the pale skinned necromancer shares the same patches of lanky yellow hair that sporadically cover his squat form. His oversize eyes are filled with a greater intelligence than his cousins', granting him comprehension of the darker arts of necromancy, and making the troll a terror with the magics in the realm of death. Around his wide, disgusting and oily waist, the necromancer wears a string of pouches intermingled with rotting digits of dead kinsmen.
Hunting strategies
The tomb troll necromancer will take double damage when hit by fire based spells or weapon flares. In addition, the tomb troll necromancer has a regenerative ability, as most trolls (self-healing, similar to empath spells). If the tomb troll necromancer is hit by fire, this will prevent the trolls regenerative capabilities for approximately two minutes.
Tomb troll necromancers possess many spells available to sorcerers (both offensive and defensive). In particular, they seem to favor Blood Burst and Limb Disruption. Stunning them quickly or otherwise preventing them from casting is highly recommended. It should be noted, however, that stunning a tomb troll necromancer will not prevent their regenerative capabilities from occurring.
Other information
The tomb troll necromancer can animate any dead creatures in the same room with them (though not players):
A tomb troll necromancer glances at the body of a tomb troll necromancer with a tyrannous look in her eye. Quickly, the necromancer removes a gourd rattle from her pouch and shakes it steadily as she stalks towards the corpse. The necromancer chants a dark invocation as black shadows and crimson tendrils crawl out of the rattle into the body. The necromancer abruptly ceases the ritual as she slams her rattle against the chest of the corpse! Slowly, the tomb troll necromancer begins to shudder, then she blinks her eyes and releases an unearthly moan as she rises slowly from the floor as an animated tomb troll necromancer.
If one has a culling task, the fact that tomb troll necromancers reanimate can be used to advantage. One receives a kill credit both for the initial kill and an additional credit for killing the subsequent animated tomb troll necromancer. This can reduce by up to a factor of two the number of tomb troll necromancers one needs to find in order to complete a culling task, which is useful since a total of four creatures spawn in the Marsh Keep.
References
Near-level creatures - edit | ||||||||||
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