Draft:Demon serpent
| S Demon serpent | |
|---|---|
| Form | Ordinary creature |
| Attacks | 2 physical lunges, raw 0–29 each; 60% poison chance per hit; no defense |
| Special abilities | Fireballs; fear; level-6 spells; summons frost demons at 2–29 HP |
| Base level | 6 |
| HP | 100 |
| Hit | 40 |
| Defense | 20 |
| Action interval | 7 ticks; lower is faster |
| Kill experience | 250, when death is in sight |
| Generation | Ordinary and special encounters |
| Carried items | No fixed item; 0–3 random possessions |
| Immunities | Fire, poison, fear, sleep |
| Remains | Demon serpent's jewel; 50% on normal death |
| Remains use | Inedible jewel; no alchemy |
Traits
| |
| Reference | minit.h in Omega 0.90.4, line 211[1] |
A demon serpent is a swimming demon with poisonous lunges, fireballs and spellcasting. Unlike several other demons, its normal melee combines physical damage with poison rather than dealing fire damage.[2]
Generation
Demon serpents occur in ordinary random pools, the deep Astral Plane and the Volcano. A wounded frost demon lord can summon two. They begin hostile, with zero through three random possessions and no fixed item.[3]
Description
It makes two physical lunges, raw damage 0–29 each, and has no defensive actions. Each hit has a 60% chance to add thirty poison counts; poison immunity blocks the poisoning, while armor blocking the physical damage does not independently prevent it. Poison accumulates and damages the player during minute-status checks.[4]
Its fireball has raw damage 0–29 and an area effect. Ordinary ranged distances are three or four. The serpent is itself immune to fire, poison, fear and sleep.[5]
Its demonic special action can frighten an eligible visible player or attempt level-6 spellcasting, including dispelling. Fear immunity blocks the fear; level 19 or higher prevents that particular new-fear branch. At 2–29 HP, it also uses its remaining strength to reduce itself to 1 HP and try to summon two hostile frost demons beside the player. Summoning needs adjacent free floor and can occur even if the serpent is peaceful.[6]
Remains and strategy
Normal death has a 50% chance to leave a demon serpent's jewel. The jewel is inedible and has no alchemical transformation; the poisonous attack does not make the jewel poisonous food.[7]
Poison and fire protection cover two major threats but leave physical damage and other spells. Water does not contain a swimming serpent. Avoid a prolonged low-health standoff, because the reinforcements appear beside the player rather than beside their summoner.
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 211.
- ↑ lev.c in Omega 0.90.4, lines 142–195; lev.c in Omega 0.90.4, lines 280–394; mspec.c in Omega 0.90.4, lines 82–99.
- ↑ minit.h in Omega 0.90.4, line 211; mmelee.c in Omega 0.90.4, lines 109–117; effect3.c in Omega 0.90.4, lines 537–545; aux2.c in Omega 0.90.4, lines 201–208.
- ↑ mon.c in Omega 0.90.4, lines 390–417; mstrike.c in Omega 0.90.4, lines 8–40; effect1.c in Omega 0.90.4, lines 340–433; minit.h in Omega 0.90.4, line 211.
- ↑ mspec.c in Omega 0.90.4, lines 67–99; mspec.c in Omega 0.90.4, lines 135–215; effect3.c in Omega 0.90.4, lines 7–43.
- ↑ mon.c in Omega 0.90.4, lines 193–201; item.c in Omega 0.90.4, lines 63–139; itemf1.c in Omega 0.90.4, lines 664–749.