Sand devil: Difference between revisions
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| family = Devil<!-- Add creature to family page list, which will be linked on preview/save --> |
| family = Devil<!-- Add creature to family page list, which will be linked on preview/save --> |
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| type = Reptilian<!-- Creature body type --> |
| type = Reptilian<!-- Creature body type --> |
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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) --> |
| otherclass = Living <!-- 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 = Fhorian Village<!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --> |
| area = Fhorian Village<!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --> |
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[[Category:Fhorian Village creatures]] |
Revision as of 18:48, 20 March 2020
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Mutiple attack abilities, including a command of many offensive spells, make the sand devil a most dangerous adversary. Its name comes from the appearance of its leathery, yellowish, reptilian head crowned with two long, upright, black horns. The sand devil swirls in and out of areas, constantly rotating to keep the wind and dust whipping around it. This allows its sharp claws to remain hidden, emerging suddenly from the sandstorm to slash at surprised foes.
Hunting strategies
When a sand devil moves into a new room, it takes approximately one round (around 5 seconds) to make a movement, which then automatically casts the spell Sandstorm. This sandstorm takes about two rounds to form, in which time the sand devil may attack or cast spells on itself.
Popular hunting styles include utilizing sandstorm nullifying spells such as Elemental Dispel, or disabling/stunning the sand devil before it can make a move, as the sandstorm does not form until the sand devil makes an action movement. Also, PEERing into other rooms can show you if sandstorms have developed already, so you can avoid those rooms until the sand devil leaves the room, in which case the sandstorm dissipates.
Only one sand storm will be in the room regardless of the amount of sand devils. Killing the sand devil that started the sandstorm will make that sandstorm dissipate. Other sand devils in that room must begin a new sandstorm at that point.
Sorcerers
Sorcerer's can handle these with ease. 719 generally gets them with one cast. If it doesn't, finish them with 702.
Other information
This section has not been added yet; please add to it now!
References
Near-level creatures - edit | ||||||||||
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