Difference between revisions of "Hell Sentinel"

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{{monster info}}
{{monster
 
|name=Hell Sentinel
 
|glyph={{Brown|1}}
 
|tile=[[File:Hell Sentinel.png]]
 
|flags={{Glows flag}}<br>{{See invisible flag}}<br>{{Spiny flag}}<br>{{!sil flag}}
 
|resistances={{Hellfire resistance}}, {{Cold resistance 3}}, <br>{{Electricity resistance 3}}, {{Poison resistance 3}}, <br>{{Negative energy resistance 3}}, {{Torment resistance}}, <br>{{Rot resistance}}, {{Constriction resistance}}
 
|vulnerabilities={{Holy vulnerability 2}}, {{Holy wrath vulnerability}}
 
|max_chunks=0
 
|meat={{No corpse}}
 
|xp=3263
 
|holiness={{Demonic}}
 
|magic_resistance=Immune
 
|hp_range=121-168
 
|avg_hp=144
 
|armour_class=25
 
|evasion=3
 
|habitat=Land
 
|speed= 10
 
|size={{Large}}
 
|item_use={{Open doors}}
 
|attack1=40 ({{Hit type}}: {{Plain flavour}})
 
|attack2=25 ({{Hit type}}: {{Plain flavour}})
 
|attack3=
 
|attack4=
 
|hit_dice=19
 
|base_hp=5
 
|extra_hp=5
 
|fixed_hp=0
 
|intelligence={{High intelligence}}
 
|genus=Hell Sentinel
 
|species=Hell Sentinel
 
}}
 
{{Flavour|A towering monolith constructed and possessed by demonic forces. A thousand eyes leer through slits in its jagged, spiked armour.}}
 
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==Useful Info==
 
==Useful Info==
'''Hell sentinels''' are massive demonic constructs, immune to all elemental damage except for [[holy]] and [[acid]] and boasting very high AC. On top of that, they are covered in [[spiny|spines]] that deal 5d4 physical damage (subject to [[EV]] and [[AC]]) to you each time you attack. Although they lack the ability to [[torment]] you, they can still deal heavy damage in melee or at range. They can be found in [[Pandemonium]] and the [[Hell]]s, particularly [[the Iron City of Dis]], as well as rarely appearing in [[the Abyss]].
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'''Hell Sentinels''' are massive demonic constructs, immune to all elemental damage except for [[holy]] and [[acid]] and boasting very high AC. Although they lack the ability to [[torment]] you, they can still deal heavy damage in melee or at range. Between their durability and irresistible damage output, they are some of the deadliest normal enemies in the game. They can be found in [[Pandemonium]] and the [[Hell]]s, particularly [[the Iron City of Dis]], as well as rarely appearing in [[the Abyss]].
  
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{{monster spells}}
 
 
==Spells==
 
{{Spellcaster
 
|number=
 
|slot1=[[Hellfire]] (3d20)
 
|slot2=[[Hellfire]] (3d20)
 
|slot3=[[Melee spell|Melee]]
 
|slot4=[[Iron Shot]] (3d33)
 
|slot5=[[Melee spell|Melee]]
 
|slot6=''none''
 
}}
 
{{clear}}
 
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==Tips & Tricks==
 
==Tips & Tricks==
*Fast characters can avoid their passive counter-attack by kiting them with ranged attacks. That being said, the constant stream of hellfire and Iron Shots is probably worse.
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*Unlike with [[fiend]]s, merely being within LOS of one of these is not an extreme emergency. They are unable to inflict torment, and they have only normal speed. So long as you aren't a [[naga]], [[barachi]], or [[Cheibriados]] worshiper, simply walking away from one may be the best option.
*They only have 3 EV. [[Bolt of Inaccuracy]] is very effective against them.
 
*Unlike with [[fiend]]s, merely being within LOS of one of these is not an extreme emergency. They are unable to inflict torment, and they have only normal speed. So long as you aren't a [[naga]] or [[Cheibriados]] worshiper, simply walking away from one may be the best option.
 
 
*All of their attacks require a clear line of fire, so characters capable of flooding them with summoned units can eventually defeat them in safety, hiding in the background. Their massive damage output will chew through your summons quickly, however, so a source of [[MP]] [[channeling]] may be necessary.
 
*All of their attacks require a clear line of fire, so characters capable of flooding them with summoned units can eventually defeat them in safety, hiding in the background. Their massive damage output will chew through your summons quickly, however, so a source of [[MP]] [[channeling]] may be necessary.
  
 
==History==
 
==History==
Hell sentinels were added in [[0.11]], replacing [[pit fiend]]s as the iron-themed [[tier-1 demon]].
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*Prior to [[0.27]], Hell Sentinels were [[spiny]], damaging players who hit them in melee.
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*Hell Sentinels were added in [[0.11]], replacing [[pit fiend]]s as the iron-themed [[tier-1 demon]].

Latest revision as of 17:32, 20 March 2022

Version 0.28: This article may not be up to date for the latest stable release of Crawl.
Hell Sentinel 1Hell Sentinel.png
HP 94-190
HD 19
XP 1841
Speed 10
AC 25
EV 3
Will Immune
Attack1 40 (hit: plain)
Attack2 25 (hit: plain)


Resistances damnation
rF+++
rC+++
rElec+++
rPois+++
rMiasma
rN+++
rTorm
Vulnerabilities Holy
Habitat Land
Intelligence Human
Uses Open doors
Holiness Demonic
Size Large
Type Hell Sentinel, Hell Sentinel
Flags
See invisible
A towering monolith constructed and possessed by demonic forces. A thousand eyes leer through slits in its jagged, spiked armour.

Useful Info

Hell Sentinels are massive demonic constructs, immune to all elemental damage except for holy and acid and boasting very high AC. Although they lack the ability to torment you, they can still deal heavy damage in melee or at range. Between their durability and irresistible damage output, they are some of the deadliest normal enemies in the game. They can be found in Pandemonium and the Hells, particularly the Iron City of Dis, as well as rarely appearing in the Abyss.

Spells

Spell set I
Slot1 Hurl Damnation (3d20) Magical flag
Slot2 Iron Shot (3d33) Magical flag

Tips & Tricks

  • Unlike with fiends, merely being within LOS of one of these is not an extreme emergency. They are unable to inflict torment, and they have only normal speed. So long as you aren't a naga, barachi, or Cheibriados worshiper, simply walking away from one may be the best option.
  • All of their attacks require a clear line of fire, so characters capable of flooding them with summoned units can eventually defeat them in safety, hiding in the background. Their massive damage output will chew through your summons quickly, however, so a source of MP channeling may be necessary.

History