Difference between revisions of "Merfolk avatar"
m |
|||
Line 1: | Line 1: | ||
+ | ''For a list of merfolk monsters, see [[List of merfolk]]'' | ||
+ | |||
+ | |||
<!--monster-bot-begin--> | <!--monster-bot-begin--> | ||
{{monster | {{monster |
Revision as of 08:50, 7 June 2013
For a list of merfolk monsters, see List of merfolk
siren m | |
---|---|
HP | 73-97 |
HD | 13 |
XP | 1341 |
Speed | 10 (swim: 60%) |
AC | 4 |
EV | 12 |
Will | 121 |
Attack1 | 10 (hit: plain)
|
Resistances | rDrown |
Vulnerabilities | None |
Habitat | Amphibious |
Intelligence | Normal |
Uses | Weapons & armour Starting equipment Open doors |
Holiness | Natural |
Size | Medium |
Type | mermaid, siren |
Flags | Speaks Fake spells Warm-blooded |
A young woman with a fish tail in place of legs. Sirens are capable of casting a powerful spell over their audience. |
Useful Info
A siren is similar to a mermaid, except she's more seductive. Her song forces you to move one space toward her each turn. She can't drown you, but her song can bring you into shallow water (you can be pulled into deep water only if you're a merfolk or octopode). Sirens are commonly found in the Shoals.
Tips & Tricks
- High magic resistance will let you ignore the singing effect. The spell can also be broken early by killing or confusing the siren, using a scroll of noise, or wielding a lantern of shadows to reduce your LOS so you can't see the siren anymore.
- Although random blinks and teleports can also break mesmerism if you manage to leave LOS, you cannot willingly make controlled blinks or teleports away. If you can't lose the intrinsic no matter what, try teleporting to a space occupied by a monster to force the game to send you on a random teleport instead.