Swamp worm
Version 0.30: This article may not be up to date for the latest stable release of Crawl.
For a list of all worms, see list of worms.
swamp worm w | |
---|---|
HP | 23-47 |
HD | 10 |
XP | 162 |
Speed | 12 (move: 120%) |
AC | 3 |
EV | 12 |
Will | 10 |
Attack1 | 26 (bite: plain)
|
Resistances | rDrown |
Vulnerabilities | None |
Habitat | Amphibious |
Intelligence | Animal |
Uses | Uses nothing |
Holiness | Natural |
Size | Medium |
Type | worm, swamp worm |
Flags | No skeleton |
A large slimy worm, adept at swimming through the muck of this foul swamp.
“The fool, as I think, at the chasm’s brink, |
Contents
Useful Info
Swamp worms are quick-acting, amphibious predators that can drag their enemies toward them. Their melee bite is nasty enough to be a threat to lightly-armored characters. They are common pests in the Swamp, and appear in a handful of other water-themed vaults.
Spells
Spell set I | ||
---|---|---|
Slot1 | Harpoon Shot (2d13) | Natural flag |
Tips & Tricks
- Thanks to Harpoon Shot, swamp worms can be big threats. They can pull you off the stairs, and/or pull you towards a pack of dangerous enemies. If you get pulled into a bad situation, don't be afraid to burn consumables or use god abilities.
- Due to their low willpower, Hexes are very effective. A scroll of fear will prevent them from using Harpoon Shot.
History
- Prior to 0.22, they could not use Harpoon Shot, but would submerge in water, rendering them invisible unless you were right next to them.
- Prior to 0.18, they were unable to leave the water and follow you. They could also submerge again if you walked away from them.