Squamous reptilian mutant

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Squamous reptilian mutant
Level 109
Family family creatures
Body Type [[]]
Area(s) Found Hinterwilds
BCS Yes
HP
Speed
Attack Attributes
Defense Attributes
Armor
? ASG ?
Defensive Strength (DS)
Melee ?
Ranged ?
Bolt ?
Unarmed Defense Factor
UDF ?
Target Defense (TD)
Bard Base ?
Cleric Base ?
Empath Base ?
Paladin Base ?
Ranger Base ?
Sorcerer Base ?
Wizard Base ?
Minor Elemental ?
Major Elemental ?
Minor Spiritual ?
Major Spiritual ?
Minor Mental ?
Other Unique Abilities
?
Treasure Attributes
Coins ?
Gems ?
Magic Items ?
Boxes ?
Skin ?
Other ?
Clad in thick, pooling garb that conceals the worst of her tortured form, the mutant was once a being of great stature.  Now her body is hunched and bent beneath the weight of her transformation.  Her skin sloughs in places, revealing scaling reminiscent of a lizard's, the lamina pale but faintly tinged with cold color.  The monstrous alterations to the mutant's form have not spared her features.  They are an uneven mass of tumorous growths and molting, squamous skin into which two slit-pupiled eyes of monstrous golden hue are deeply set.  Pronounced venom sacs, far from symmetrical, bulge from the sides of the mutant's neck as if to match the uneven distension of her cranium.

Hunting Strategies

General Advice
Voln
  • Symbol of Transcendence can sometimes salvage a bad situation, either preemptively or used with its emergency cooldown. High CS aside, mutants are still mostly casting disablers or attacking with one of the weaker weapon bases, the cudgel, so it's possible to survive even ten rounds of stun with enough luck.
  • Symbol of Restoration can be used while Immobilized by Bind.
Bards
Clerics
  • The INFUSE SPIRIT option of Soul Ward (319) can sometimes delay mutants long enough to keep a cleric alive through lengthy stun.
Empaths
  • The REGENERATE option of Regeneration (1150) can sometimes keep an empath healed and padded to survive lengthy stun a limited number of times per day, depending on Transformation lore.
Paladins
  • Divine Incarnation (1650) Smite with enough Religion lore to reliably hit twice will usually do substantial damage to mutants, if not outright kill them, while divine energy lasts.
  • Be ready to beseech Divine Intervention (1635) at a moment's notice to get away safely after being hit by any of a mutant's dangerous spells.
Rangers
  • With enough Ranger Base ranks, Moonbeam is a nearly universal solution in the Hinterwilds and mutants are no exception.

Other Information

Hitting their arms has a disarm like effect causing you to drop your weapon.


Near-level creatures - edit
Level 107


Level 108 Level 109


Level 110


Level 111


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