Krolvin slaver
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Although taller than the average krolvin, the slaver retains the characteristic long-fingered hands. His sturdy musculature is apparent beneath the grey-blue skin. Thick, coarse, white hair covers his head and spreads across his shoulders and down his back.[1]
Hunting strategies
The main threat posed by a krolvin slaver is its spells Tremors (909) and especially Major Elemental Wave (435). Given these spells, and that krolvin corsairs can also tackle, as well as large encumbrance aboard the Krolvin Carrack may cause one to fall over, finding oneself prone and in roundtime is not uncommon. Under such conditions, Major Elemental Wave is particularly devastating, typically leading to stun or critical death.
The slavers typically wear rather heavy armor, often hindering their own spells, which can offer de facto assistance. However, the best hunting strategy in general involves simply not dying. If one can further impede or prevent slavers from successfully casting spells, one should not encounter any other difficulties. Their spell preparation messaging is as follows:
A krolvin slaver snarls as he chants a few words of magic.
Upon seeing this, it behooves the successful hunter to act quickly to avoid a possible Major Elemental Wave, considering any of these options:
- Right limb removal, for example by:
- ambushing
- Limb Disruption (708) (found in pale thanot wands)
- Mystic Impedance (1708) (found in smooth amber wands)
- Spirit Dispel (119)
- Silence (210)
- Elemental Dispel (417)
- Sounds (607)
- Corrupt Essence (703)
- Heavily stun them or induce roundtime
- Run away!
Of course, some of the above options, depending on the case, can be done in advance to the slaver preparing a spell, and are strongly advised.
Other information
- At least aboard the Krolvin Carrack, keeping true to its name, a krolvin slaver can enslave you:
A krolvin slaver reaches outward, his arm encircling your neck. Knocking your hands away, he bludgeons the side of your head until your eyes glaze over. Once subdued, the slaver drags you off into the dank hold.
This does not do any physical damage, but it transports you to one of the many Slave Pens on the Carrack off of the Slave Deck. The effect stuns you for a few rounds, and it sometimes also puts you in a sitting position (may have a success or level-based dependency). The krolvin slaver will of course accompany you, and it will continue to attack you in this condition.
References
Near-level creatures - edit | ||||||||||
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