Difference between revisions of "Hell Sentinel"

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==Spells==
 
==Spells==
 
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{{Spellcaster

Revision as of 18:04, 2 December 2014

Version 0.15: This article may not be up to date for the latest stable release of Crawl.
Hell Sentinel 1Hell Sentinel.png
HP 121-168
HD 19
XP 3263
Speed 10
AC 25
EV 3
Will Immune
Attack1 40 (hit: plain)
Attack2 25 (hit: plain)


Resistances damnation, rC+++,
rElec+++, rPois+++,
rN+++, rTorm,
rRot, rConstr
Vulnerabilities Holy, Holy wrath
Habitat Land
Intelligence High
Uses Open doors
Holiness Demonic
Size Large
Type Hell Sentinel, Hell Sentinel
Flags Glows
See invisible
Spiny
Silence immune
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. On top of that, they are covered in 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 Hells, particularly the Iron City of Dis, as well as rarely appearing in the Abyss.

Spells

Spell set
Slot1 Hellfire (3d20)
Slot2 Hellfire (3d20)
Slot3 Melee
Slot4 Iron Shot (3d33)
Slot5 Melee
Slot6 none

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.
  • They only have 3 EV. Bolt of Inaccuracy is very effective against them.
  • 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 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

Hell sentinels were added in 0.11, replacing pit fiends as the iron-themed tier-1 demon.