Draft:Bog thing

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Omega 0.90.4
B Bog thing
FormOrdinary creature
Attacks2 physical attacks, raw 0–29 each, plus immobility; 2 defenses
Special abilitiesGrappling; fear and attribute-damaging touch
Base level5
HP80
Hit22
Defense8
Action interval12 ticks; lower is faster
Kill experience275, when death is in sight
GenerationOrdinary and special encounters
Carried itemsNo fixed item; 0–1 random possessions
ImmunitiesPhysical damage
RemainsSwamp slime; 50% on normal death
Remains usePoisonous; no alchemy
Traits
  • Hostile
  • Water-only movement
Referenceminit.h in Omega 0.90.4, line 179[1]

A bog thing is a water-bound, physically immune grappler. It can immobilize the player and then turn existing fear into severe damage and attribute loss.[2]

Generation

Bog things belong to ordinary random-monster pools, the dedicated sewer selection and the countryside swamp encounter table. Ordinary construction gives no fixed item and zero or one random possession.[3]

Grappling and terror

The bog thing makes two physical attacks, each with a raw 0–29 damage roll, and has two defensive actions. A successful hit adds one immobility count even if armor or displacement prevents the direct damage. Immobility prevents ordinary movement and jumping; it is not sleep that removes all ordinary actions. One count expires at each game-minute status check.[4]

Its special touch requires adjacency and an already immobile player. If you are not afraid, it attempts to add two fear counts, blocked by fear immunity. If you are already afraid, it instead attempts 50 damage and reduces strength and constitution by one each; either attribute below three causes death. This latter branch does not recheck fear immunity. The special action does not independently require hostility.[5]

The creature's only innate immunity is physical damage. Its water-only restriction takes priority over the door-opening movement behavior, so it cannot simply pursue onto dry floor. It can still strike a player standing adjacent on shore. It has no feeding or valuable-gift response.[6]

Remains and strategy

Normal death drops possessions and has a 50% chance of leaving swamp slime. It is poisonous food and has no alchemical transformation.[7]

Attack from beyond adjacency when terrain permits, using damage that bypasses physical immunity. Fear immunity prevents newly induced fear but is not enough if an existing fear effect already satisfies the punishment branch. Do not interpret a displaced grapple's damage message as proof that you remain mobile. While caught, options that do not require walking remain relevant, but merely trying to jump away fails.

References