Difference between revisions of "Alligator"
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Revision as of 13:32, 3 May 2013
alligator t | |
---|---|
HP | 52-95 |
HD | 12 |
XP | 1092 |
Speed | 10 (act: 80%; swim: 60%) |
AC | 5 |
EV | 9 |
Will | 48 |
Attack1 | 30 (bite: plain) |
Attack2 | 15 (tail slap: plain)
|
Resistances | rDrown |
Vulnerabilities | None |
Habitat | Amphibious |
Intelligence | Insect |
Uses | Uses nothing |
Holiness | Natural |
Size | Large |
Type | crocodile, alligator |
Flags | Submerges Fake spells Cold-blooded Silence immune |
A reptile that's quite happy to ignore you. If you don't, or you get too close, it'll put on a great burst of speed and crush you in its massive jaws! |
Useful Info
Alligators are a mean step up from crocodiles. They lie in wait in deep water for an adventurer to walk by before ambushing them with surprising speed and powerful bites. When heavily injured, they will then retreat to the water to regenerate in safety. They can be found in the Swamp, occasionally along with a pack of baby alligators.
Spells
Spell set | |
---|---|
Slot1 | none |
Slot2 | none |
Slot3 | Swiftness |
Slot4 | none |
Slot5 | none |
Slot6 | none |
Tips & Tricks
- They are faster than their speed of 10 would suggest. Their "act" value of 80% means that even on land, they attack at roughly the same rate as a speed 12-13 monster, while their "swim" value of 60% means they are Spriggan speed in water. Add in their Swiftness spell which works on land, and you have a monster that is considerably faster than average.
- Their magic resistance is non-trivial, but a gifted Hexer can overcome it. In addition, they lack any elemental resistances and are cold-blooded, making Conjurations reasonably effective against them, particularly from a distance. They also lack see invisible or sense invisible, making invisibility an appealing option against them.