Skeletal warhorse: Difference between revisions

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(Ranged, Bolt DS, Cleric TD)
(Updated to Template:Creature start2)
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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 -->
{{Creature start
| level = 37
| picture =
| level = 37<!-- This will also be used at the end of the page in the Near level creature template -->
| type = Quadruped
| family = Skeleton<!-- Add creature to family page list, which will be linked on preview/save -->
| family = skeleton
| type = Quadruped<!-- Creature body type -->
| attacks = Charges, Maneuvers and Stomps.
| otherclass = corporeal undead<!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) -->
| area = [[Castle Varunar]]<br>
| otherclass2 =
| undead = Yes (corporeal)
| area = Castle Varunar<!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed -->
| bcs = <Not Known>
| area2 =
| area3 =
| area4 =
| area5 =
| area6 =
| area7 =
| bcs = Yes <!-- All new creatures are BCS -->
| hitpoints =
| roundtime = <!-- Creature speed -->
}}
}}
{{Creature attack attributes2 <!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY. -->
{{Creature attack attributes
| PA1 = Charge<!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ -->
| physical =
| PAA = 250
{{creature ability|[[Stomp (attack)|Stomp]]|+240 [[Attack strength|AS]]}}
| PA2 = Stomp
{{creature ability|[[Charge (attack)|Charge]]|+250 [[Attack strength|AS]]}}
| maneuver =
| PAB = 240
| PA3 =
{{creature ability|Kick}}
| nowarding =
| PAC =
| BT1 = <!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ -->
| nobolt =
| noability =
| BTA =
| WD1 = <!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ -->
| WDA =
| WD2 =
| WDB =
| WD3 =
| WDC =
| OS1 = <!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 -->
| MN1 = Kick<!-- Combat Maneuvers insert up to MN10 -->
| MN2 =
| AB1 = <!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate -->
| ABA = <!-- Special abilities right column, use respective corresponding right column as needed for misc info -->
}}
}}
{{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.) -->
{{Creature defense attributes
| asg = <!-- Insert asg # and template will automatically convert to include type of armor -->
| defense =
| IMM1 = <!-- add IMM2 (up to 15) for additional immunities -->
{{creature ability|[[Melee]] |<N/A> [[Defensive strength|DS]]}}
| Melee =
{{creature ability|[[Ranged]] |+187 [[Defensive strength|DS]]}}
| Ranged = 187
{{creature ability|[[Bolt]] |+187 [[Defensive strength|DS]]}}
| Bolt = 187
{{creature ability|[[Bard Base]] |<N/A> [[Target defense|TD]]}}
| UDF =
{{creature ability|[[Ranger Base]] |<N/A> [[Target defense|TD]]}}
| BarTD =
{{creature ability|[[Sorcerer Base]] |<N/A> [[Target defense|TD]]}}
| CleTD = 111
{{creature ability|[[Wizard Base]] |<N/A> [[Target defense|TD]]}}
| EmpTD =
{{creature ability|[[Cleric Base]] |+111 [[Target defense|TD]]}}
| PalTD =
{{creature ability|[[Empath Base]] |<N/A> [[Target defense|TD]]}}
| RanTD =
{{creature ability|[[Paladin Base]] |<N/A> [[Target defense|TD]]}}
| SorTD =
{{creature ability|[[Major Elemental]] |<N/A> [[Target defense|TD]]}}
| WizTD =
{{creature ability|[[Minor Elemental]] |<N/A> [[Target defense|TD]]}}
| MjETD =
{{creature ability|[[Major Spiritual]] |<N/A> [[Target defense|TD]]}}
| MnETD =
{{creature ability|[[Minor Spiritual]] |<N/A> [[Target defense|TD]]}}
| MjSTD =
{{creature ability|[[Major Mental]] |<N/A> [[Target defense|TD]]}}
| MnSTD =
{{creature ability|[[Minor Mental]] |<N/A> [[Target defense|TD]]}}
| noability =
| MnMTD =
| DSP1 = <!-- Defensive spells insert up to DSP15, they will automatically link -->
| DSP2 =
| DSP3 =
| DSP4 =
| DSP5 =
| SDA1 = <!-- Special defensive abilities list insert up to SDA10, these will not link automatically -->
}}
}}
{{Creature treasure
{{Creature treasure
| coins = ?
| coins =
| magic items = ?
| magic items =
| gems = ?
| gems =
| boxes = ?
| boxes =
| other = ?
| other =
| skin = a skeletal warhorse jaw
| skin = a skeletal warhorse jaw
| nobox =
| noskinvalue =
}}
}}
{{Creature end}}
{{Creature end}}

Revision as of 14:27, 15 August 2019

Skeletal warhorse
Level 37
Family Skeleton family creatures
Body Type Quadruped
Classification(s) corporeal undead
Area(s) Found Castle Varunar
BCS Yes
HP
Speed
Attack Attributes
Physical Attacks
Charge 250 AS
Stomp 240 AS
Combat Maneuvers
Kick
Defense Attributes
Armor
? ASG
Defensive Strength (DS)
Melee
Ranged 187
Bolt 187
Unarmed Defense Factor
UDF
Target Defense (TD)
Bard Base
Cleric Base 111
Empath Base
Paladin Base
Ranger Base
Sorcerer Base
Wizard Base
Minor Elemental
Major Elemental
Minor Spiritual
Major Spiritual
Minor Mental
Treasure Attributes
Coins
Gems
Magic Items
Boxes
Skin a skeletal warhorse jaw
Other

A bulky skeleton belies the skeletal warhorse's speed and quick reflexes. Even encased in heavy steel barding and lacking its muscular body, the warhorse charges, stomps and bites with the same ferocity it displayed in life. Now, long decomposed, its hide has turned to a moldy gray and the once-proud mane hangs in tattered strands.

Hunting strategies

This section has not been added yet; please add to it now!

Other information

Skeletal warhorse kick attacks can cause injuries (both on impact and landing), knock the player prone, cause roundtime, forcing stance down, and also sending you flying into the next room.

An example of a skeletal warhorse's kick attack (along with the apparent effects, this also forced the character from guarded stance down to offensive):

A skeletal warhorse wheels quickly, plants its front hooves firmly on the ground and kicks at you with both hind legs!
Time seems to slow to a crawl as you make a feeble attempt to leap to the side. Your lethargic movement is much too slow to avoid the powerful kick, and the warhorse's hooves hammer into you with devastating force!
   ... 33 points of damage!
   Massive blow removes your left foot!
You fall screaming to the ground grasping your mangled left leg!
You are stunned for 8 rounds!
The impact of the blow picks you up and hurls you through the air!

You slam into the ground with a sickening **THUD**!
   ... 19 points of damage!
   Arm jerked painfully upward.
Roundtime: 20 sec.

Flying into the next room:

!R>A skeletal warhorse wheels quickly, plants its front hooves firmly on the ground and kicks at you with both hind legs!^M Time seems to slow to a crawl as you make a feeble attempt to leap to the side. Your lethargic movement is much too slow to avoid the powerful kick, and the warhorse's hooves hammer into you with devastating force!
   ... 25 points of damage!
   A fine blow splits the back of the hand.
   Tendrils of vapor intertwine as the wound seals before your eyes.
   You are stunned for 1 round!
The impact of the blow picks you up and hurls you east!
[Castle Varunar, Inner Ward]
The east and north sections of the inner wall meet here. Set between the two walls, a stout watchtower rises several stories over the inner ward grounds. A sturdy wooden door hanging on its rusted hinges leads into the tower's interior.
Obvious paths: south, west
You slam into the ground with a sickening **THUD**!
   ... 15 points of damage!
   A strong blow bursts the left calf open in a spray of vapor.
   New muscle erupts from the middle of the wound, consuming the injured tissue.
Roundtime: 20 sec.

References

Near-level creatures - edit
Level 35 Level 36 Level 37 Level 38 Level 39
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