Draft:Demon serpent

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Omega 0.90.4
S Demon serpent
FormOrdinary creature
Attacks2 physical lunges, raw 0–29 each; 60% poison chance per hit; no defense
Special abilitiesFireballs; fear; level-6 spells; summons frost demons at 2–29 HP
Base level6
HP100
Hit40
Defense20
Action interval7 ticks; lower is faster
Kill experience250, when death is in sight
GenerationOrdinary and special encounters
Carried itemsNo fixed item; 0–3 random possessions
ImmunitiesFire, poison, fear, sleep
RemainsDemon serpent's jewel; 50% on normal death
Remains useInedible jewel; no alchemy
Traits
  • Hostile
  • swims
Referenceminit.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