Draft:Elder etheric grue

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Omega 0.90.4
G Elder etheric grue
FormOrdinary creature
Attacks4 physical attacks, including 1 lunge, raw 0–19 each; 70% poison chance per hit; 2 defenses
Special abilitiesPoison; accepts safe food
Base level7
HP150
Hit30
Defense30
Action interval4 ticks; lower is faster
Kill experience450, when death is in sight
GenerationOrdinary and special encounters
Carried itemsNo fixed item; 0–1 random possessions
ImmunitiesPoison, fear
RemainsDead elder etheric grue; 50% on normal death
Remains useInedible; no alchemy
Traits
  • Hostile and hungry
  • Flies; not intangible
Referenceminit.h in Omega 0.90.4, line 237[1]

An elder etheric grue is a flying poisonous predator. Unlike the ordinary etheric grue, it is neither intangible nor immune to physical damage, and it can be pacified with food.[2]

Generation

Elder etheric grues belong to ordinary random-monster pools and a dedicated Astral Plane selection. Ordinary construction gives no fixed item and zero or one random possession.[3]

Poison attacks

The elder grue makes three ordinary attacks and one lunge, each with a raw 0–19 physical roll, and has two defensive actions. Every successful hit has a 70% chance to add twenty poison counts unless the player has poison immunity. Poison normally deals three damage and loses one count at each game-minute status check; repeated applications accumulate. Preventing direct damage with armor or displacement does not cancel the separate poison check.[4]

It is immune to poison and fear, but not sleep, physical damage or the elements. It flies over water but cannot pass through walls, and has no ranged or special attack. Safe food pacifies it; poisonous food fails to damage this poison-immune creature and consumes the hungry response while leaving it hostile.[5]

Remains and strategy

Normal death drops possessions and has a 50% chance to leave a dead elder etheric grue. Despite its poisonous attacks, the corpse is inedible rather than poisonous food. It has no alchemical transformation.[6]

Poison immunity or safe feeding addresses its main additional threat. Ordinary weapons work against this species, and sleep can disable it despite being ineffective against many other late-game creatures. Its four attacks make prolonged unprotected melee risky, while the absence of ranged attacks rewards keeping actual distance. Do not copy the ordinary grue's physical-immunity assumptions into this encounter.

References