Difference between revisions of "Yaktaur"
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|resistances=None | |resistances=None | ||
|vulnerabilities=None | |vulnerabilities=None | ||
− | |max_chunks= | + | |max_chunks=8 |
|meat={{Clean corpse}} | |meat={{Clean corpse}} | ||
|xp=399 | |xp=399 |
Revision as of 20:18, 10 May 2013
yaktaur c | |
---|---|
HP | 30-58 |
HD | 8 |
XP | 399 |
Speed | 10 |
AC | 4 |
EV | 4 |
Will | 32 |
Attack1 | 15 (hit: plain)
|
Resistances | None |
Vulnerabilities | None |
Habitat | Land |
Intelligence | Normal |
Uses | Weapons & armour Starting equipment Open doors |
Holiness | Natural |
Size | Big |
Type | yaktaur, yaktaur |
Flags | Speaks Warm-blooded |
A hybrid with the torso of a robust man atop the body of a yak. Although they excel in ranged combat, they are also formidable foes in close quarters. |
Useful Info
Yaktaurs are half-yak, half-human hybrids; essentially stronger, more dangerous relatives of centaurs. Yaktaurs have more HP, wield crossbows instead of bows (for higher damage and accuracy), and usually travel in packs, but lack a centaur's speed. They are common menaces throughout the deepest parts of the Dungeon, as well as the Vaults.
Tips & Tricks
- Treat them like you would centaurs: lure them into melee range around corners, defend yourself with Repel Missiles/Deflect Missiles, and be prepared for fire or cold damage if they have branded weapons (which they often do). In spite of their flavour text, they are not actually very menacing in melee. The biggest change in strategy is to try not to get into melee with one or two yaktaurs while the rest of the pack gets time to shoot at you. Giving yaktaurs a few turns to pepper you with bolts can be surprisingly lethal.
- Unlike centaurs, yaktaurs are easy to run from. If you encounter a pack and don't have a chokepoint to force them through, feel free to flee.