Draft:Bog thing
| B Bog thing | |
|---|---|
| Form | Ordinary creature |
| Attacks | 2 physical attacks, raw 0–29 each, plus immobility; 2 defenses |
| Special abilities | Grappling; fear and attribute-damaging touch |
| Base level | 5 |
| HP | 80 |
| Hit | 22 |
| Defense | 8 |
| Action interval | 12 ticks; lower is faster |
| Kill experience | 275, when death is in sight |
| Generation | Ordinary and special encounters |
| Carried items | No fixed item; 0–1 random possessions |
| Immunities | Physical damage |
| Remains | Swamp slime; 50% on normal death |
| Remains use | Poisonous; no alchemy |
Traits
| |
| Reference | minit.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
- ↑ 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 8–148; mmelee.c in Omega 0.90.4, lines 227–311; aux2.c in Omega 0.90.4, lines 689–727; time.c in Omega 0.90.4, lines 47–74; item.c in Omega 0.90.4, lines 63–139. Ordinary construction, combat, timing and remains.
- ↑ minit.h in Omega 0.90.4, line 179; mmelee.c in Omega 0.90.4, lines 118–123; mspec.c in Omega 0.90.4, lines 384–404.
- ↑ lev.c in Omega 0.90.4, lines 11–70; lev.c in Omega 0.90.4, lines 105–120; lev.c in Omega 0.90.4, lines 280–395; minit.h in Omega 0.90.4, line 179.
- ↑ mmelee.c in Omega 0.90.4, lines 8–20; mmelee.c in Omega 0.90.4, lines 118–123; aux2.c in Omega 0.90.4, lines 218–225; command3.c in Omega 0.90.4, lines 558–562; time.c in Omega 0.90.4, lines 19–38.
- ↑ mspec.c in Omega 0.90.4, lines 384–404; aux1.c in Omega 0.90.4, lines 498–513.
- ↑ minit.h in Omega 0.90.4, line 179; util.c in Omega 0.90.4, lines 93–159; inv.c in Omega 0.90.4, lines 410–467.
- ↑ mon.c in Omega 0.90.4, lines 134–203; item.c in Omega 0.90.4, lines 79–85; minit.h in Omega 0.90.4, line 179.