Sand devil: Difference between revisions
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| picture = sand_devil.jpg |
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| level = 48<!-- This will also be used at the end of the page in the Near level creature template --> |
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| family = Reptilian <!-- Add creature to family page list, which will be linked on preview/save --> |
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| type = Quadruped <!-- Creature body type --> |
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| otherclass = Living <!-- 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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==Other information== |
==Other information== |
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== References == |
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* [http://www.play.net/gs4/info/bestiary/creature.asp?creature=1418 Sand devil on Play.net bestiary] |
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{{Nearlevel |
{{Nearlevel |
Revision as of 09:55, 17 August 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!
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