Draft:Ban sidhe: Difference between revisions

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连续整理怪物独立草稿:来源、能力、遗骸与策略,并同步符号索引
 
连续整理怪物独立草稿:来源、能力、遗骸与策略,并同步符号索引
 
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== Touch and scream ==
== Touch and scream ==
It makes one middle lunge, with a level-based hit bonus, and has no defensive action. A successful hit first attempts a raw 0&ndash;9 physical damage, then life drain. Negative-energy immunity prevents the drain. Otherwise the drain has equal chances to remove four character levels or reduce both strength and constitution by four; either attribute falling below three causes death. Physical absorption or displacement does not stop this separate drain check.<ref>{{Source|mmelee.c|8|49}}; {{Source|mmelee.c|121|128}}; {{Source|effect3.c|1167|1191}}; {{Source|effect3.c|323|336}}.</ref>
It makes one lunge, with a level-based hit bonus, and has no defensive action. A successful hit first attempts a raw 0&ndash;9 physical damage, then life drain. Negative-energy immunity prevents the drain. Otherwise the drain has equal chances to remove four character levels or reduce both strength and constitution by four; either attribute falling below three causes death. Physical absorption or displacement does not stop this separate drain check.<ref>{{Source|mmelee.c|8|49}}; {{Source|mmelee.c|121|128}}; {{Source|effect3.c|1167|1191}}; {{Source|effect3.c|323|336}}.</ref>


Its ranged scream deals a fixed 10 magical damage, checked against magic immunity rather than physical absorption. Ordinary ranged opportunities are at distances three through seven. The ban sidhe itself is immune to fear and sleep, but not ordinary physical damage or the elements.<ref>{{Source|mstrike.c|70|82}}; {{Source|aux1.c|498|513}}; {{Source|mon.c|12|69}}; {{Source|minit.h|157}}.</ref>
Its ranged scream deals a fixed 10 magical damage, checked against magic immunity rather than physical absorption. Ordinary ranged opportunities are at distances three through seven. The ban sidhe itself is immune to fear and sleep, but not ordinary physical damage or the elements.<ref>{{Source|mstrike.c|70|82}}; {{Source|aux1.c|498|513}}; {{Source|mon.c|12|69}}; {{Source|minit.h|157}}.</ref>

Latest revision as of 09:02, 11 September 2026

Omega 0.90.4
b Ban sidhe
FormOrdinary creature
Attacks1 physical lunge, raw 0–9, plus life drain; no defense
Special abilitiesLife drain; sonic attack; first talk summons a quail
Base level4
HP40
Hit10
Defense20
Action interval4 ticks; lower is faster
Kill experience100, when death is in sight
GenerationOrdinary and special encounters
Carried itemsNo fixed item; 0–1 random possessions
ImmunitiesFear, sleep
RemainsDead ban sidhe; 50% on normal death
Remains useInedible; no alchemy
Traits
  • Hostile
  • Flies; not intangible
Referenceminit.h in Omega 0.90.4, line 157[1]

A ban sidhe is a flying spirit attacker with a damaging scream. Its melee touch can drain levels or physical attributes, making its small ordinary damage roll a poor measure of its danger.[2]

Generation

Ban sidhe belong to ordinary random-monster pools. An ordinary specimen is initially hostile, with no fixed item and zero or one random possession.[3]

Touch and scream

It makes one lunge, with a level-based hit bonus, and has no defensive action. A successful hit first attempts a raw 0–9 physical damage, then life drain. Negative-energy immunity prevents the drain. Otherwise the drain has equal chances to remove four character levels or reduce both strength and constitution by four; either attribute falling below three causes death. Physical absorption or displacement does not stop this separate drain check.[4]

Its ranged scream deals a fixed 10 magical damage, checked against magic immunity rather than physical absorption. Ordinary ranged opportunities are at distances three through seven. The ban sidhe itself is immune to fear and sleep, but not ordinary physical damage or the elements.[5]

The first conversation produces ominous messages and attempts to summon a hostile quail beside you, then changes subsequent dialogue to ordinary evil talk. It does not itself use the damaging sonic attack. The summoned quail needs a free adjacent floor square.[6]

Remains and strategy

Normal death drops carried possessions and has a 50% chance of leaving a dead ban sidhe. The remains are inedible and cannot be transformed by alchemy. It has no hungry or greedy pacification response.[7]

Prioritize negative-energy protection before repeated melee contact. Keeping distance substitutes scream damage for the much more consequential life drain, but does not eliminate incoming damage. Its physical vulnerability permits normal weapons to work, while sleep and fear cannot disable it. Do not use its spirit identity to assume it passes through walls: it flies, but has no intangibility flag.[8]

References