Draft:Doberman death-hound: Difference between revisions
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{{Version box|version=0.90.4}} | {{Version box|version=0.90.4}} | ||
{{Monster infobox | |||
|name=Doberman death-hound | |||
|glyph=d | |||
|color=brown | |||
|level=4 | |||
|hp=40 | |||
|hit=20 | |||
|defense=10 | |||
|speed=2 | |||
|xp=120, when death is in sight | |||
|attacks=3 lunges: 0–14 physical each before absorption; no defensive actions | |||
|abilities=No ranged or magical special attack | |||
|generation=[[#Generation and behavior|Mansions and random pools]] | |||
|items=No fixed item or random starting treasure | |||
|immunities=Fear, sleep | |||
|remains=Dead doberman death-hound; 50% on normal death | |||
|remains_use=No food or alchemical benefit | |||
|traits=<li>Normally hostile</li><li>Moves on a [[#The chain|breakable chain]]</li> | |||
|sources={{Source|minit.h|147}}<ref name="card-rules">{{Source|lev.c|373|394}}; {{Source|mon.c|134|203}}; {{Source|mmelee.c|8|51}}; {{Source|time.c|47|74}}; {{Source|item.c|63|139}}; {{Source|itemf1.c|662|748}}. Ordinary construction, combat, timing and remains.</ref> | |||
}} | |||
A '''doberman death-hound''' is a fast guard dog, displayed as a brown '''d'''. Five occupy each normally populated [[Draft:Mansions|mansion]] layout. Their chains can limit pursuit, but they are dangerous melee opponents and cannot be disabled with fear or sleep. | A '''doberman death-hound''' is a fast guard dog, displayed as a brown '''d'''. Five occupy each normally populated [[Draft:Mansions|mansion]] layout. Their chains can limit pursuit, but they are dangerous melee opponents and cannot be disabled with fear or sleep.<ref name="minit-h-147">{{Source|minit.h|147}}.</ref> | ||
__TOC__ | |||
== Generation and behavior == | == Generation and behavior == | ||
Death-hounds guard mansion corridors. Ordinary houses and hovels do not have fixed dog positions. They can also appear in sufficiently strong random-monster pools, wilderness encounters and summons. The original mansion dogs start hostile; choosing nighttime for a burglary does not automatically put them to sleep. | Death-hounds guard mansion corridors. Ordinary houses and hovels do not have fixed dog positions. They can also appear in sufficiently strong random-monster pools, wilderness encounters and summons. The original mansion dogs start hostile; choosing nighttime for a burglary does not automatically put them to sleep. | ||
A death-hound attacks with three lunges and has no ranged attack or special magical attack. Its base damage is 15 per attack before the attack and damage rules are applied, not a fixed loss of 45 HP each round. It is immune to '''fear and sleep''', but has no innate ordinary-damage immunity. | A death-hound attacks with three lunges and has no ranged attack or special magical attack. Its base damage is 15 per attack before the attack and damage rules are applied, not a fixed loss of 45 HP each round. It is immune to '''fear and sleep''', but has no innate ordinary-damage immunity.<ref name="house-c-load_house">{{Source|house.c|9}} (<code>load_house</code>).</ref><ref name="lev-c-make_creature">{{Source|lev.c|317}} (<code>make_creature</code>).</ref><ref name="mon-c-m_pulse">{{Source|mon.c|12}} (<code>m_pulse</code>).</ref> | ||
== The chain == | == The chain == | ||
When the dog begins its chained pursuit, it establishes an anchor position. Moving more than five squares from that anchor pulls it back. A different creature occupying the anchor can release the chain, allowing subsequent unchained pursuit. | When the dog begins its chained pursuit, it establishes an anchor position. Moving more than five squares from that anchor pulls it back. A different creature occupying the anchor can release the chain, allowing subsequent unchained pursuit. | ||
The chain is not a universal five-square safety boundary: wandering movement and other ways of relocating creatures do not all follow the same pursuit rule. A dog generated through a random wandering encounter need not behave exactly like a mansion guard at its starting post. | The chain is not a universal five-square safety boundary: wandering movement and other ways of relocating creatures do not all follow the same pursuit rule. A dog generated through a random wandering encounter need not behave exactly like a mansion guard at its starting post.<ref name="mmove-c-m_move_leash">{{Source|mmove.c|256}} (<code>m_move_leash</code>).</ref><ref name="mon-c-m_pulse" /> | ||
== Strategy == | == Strategy == | ||
| Line 25: | Line 41: | ||
Death-hounds have no fixed starting treasure. Their corpse is not nutritious food and has no alchemical transformation, so the main reward for fighting one is removing an obstacle rather than obtaining a valuable ingredient. | Death-hounds have no fixed starting treasure. Their corpse is not nutritious food and has no alchemical transformation, so the main reward for fighting one is removing an obstacle rather than obtaining a valuable ingredient. | ||
== References == | |||
<references /> | |||
[[Category:Drafts]] | [[Category:Drafts]] | ||
Latest revision as of 09:44, 10 September 2026
| d Doberman death-hound | |
|---|---|
| Form | Ordinary creature |
| Attacks | 3 lunges: 0–14 physical each before absorption; no defensive actions |
| Special abilities | No ranged or magical special attack |
| Base level | 4 |
| HP | 40 |
| Hit | 20 |
| Defense | 10 |
| Action interval | 2 ticks; lower is faster |
| Kill experience | 120, when death is in sight |
| Generation | Mansions and random pools |
| Carried items | No fixed item or random starting treasure |
| Immunities | Fear, sleep |
| Remains | Dead doberman death-hound; 50% on normal death |
| Remains use | No food or alchemical benefit |
Traits
| |
| Reference | minit.h in Omega 0.90.4, line 147[1] |
A doberman death-hound is a fast guard dog, displayed as a brown d. Five occupy each normally populated mansion layout. Their chains can limit pursuit, but they are dangerous melee opponents and cannot be disabled with fear or sleep.[2]
Generation and behavior
Death-hounds guard mansion corridors. Ordinary houses and hovels do not have fixed dog positions. They can also appear in sufficiently strong random-monster pools, wilderness encounters and summons. The original mansion dogs start hostile; choosing nighttime for a burglary does not automatically put them to sleep.
A death-hound attacks with three lunges and has no ranged attack or special magical attack. Its base damage is 15 per attack before the attack and damage rules are applied, not a fixed loss of 45 HP each round. It is immune to fear and sleep, but has no innate ordinary-damage immunity.[3][4][5]
The chain
When the dog begins its chained pursuit, it establishes an anchor position. Moving more than five squares from that anchor pulls it back. A different creature occupying the anchor can release the chain, allowing subsequent unchained pursuit.
The chain is not a universal five-square safety boundary: wandering movement and other ways of relocating creatures do not all follow the same pursuit rule. A dog generated through a random wandering encounter need not behave exactly like a mansion guard at its starting post.[6][5]
Strategy
Keep a retreat route that does not pass through another guard or a portcullis. A chain can provide breathing room during a chase, but it is not a reason to stand adjacent to the dog or assume it can never reach a particular corridor.
Sleep and fear are poor answers to this opponent. Ranged physical or elemental attacks avoid its lunges while it remains at a distance, provided the room gives you a clear line and enough time. Mansion automatons add a separate poison-cloud threat; preparing for the dog alone does not make the building safe.
Death-hounds have no fixed starting treasure. Their corpse is not nutritious food and has no alchemical transformation, so the main reward for fighting one is removing an obstacle rather than obtaining a valuable ingredient.
References
- ↑ lev.c in Omega 0.90.4, lines 373–394; mon.c in Omega 0.90.4, lines 134–203; mmelee.c in Omega 0.90.4, lines 8–51; time.c in Omega 0.90.4, lines 47–74; item.c in Omega 0.90.4, lines 63–139; itemf1.c in Omega 0.90.4, lines 662–748. Ordinary construction, combat, timing and remains.
- ↑ minit.h in Omega 0.90.4, line 147.
- ↑ house.c in Omega 0.90.4, line 9 (
load_house). - ↑ lev.c in Omega 0.90.4, line 317 (
make_creature). - ↑ 5.0 5.1 mon.c in Omega 0.90.4, line 12 (
m_pulse). - ↑ mmove.c in Omega 0.90.4, line 256 (
m_move_leash).