Difference between revisions of "Endoplasm"
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− | {{ | + | {{version027}} |
{{list of | jellies}} | {{list of | jellies}} | ||
{{monster info}} | {{monster info}} | ||
==Useful Info== | ==Useful Info== | ||
− | ''' | + | '''Endoplasms''' are puddles of creeping, animated filth. Barely more durable than [[rat]]s or [[frilled lizard]]s, they are most notable for being able to [[Freeze]] their foes. |
+ | |||
+ | {{monster spells}} | ||
==Tips & tricks== | ==Tips & tricks== | ||
− | + | *Endoplasms are fragile and practically defenseless; even the naturally cold-vulnerable [[Djinn]] can usually kill them before they can pose any sort of threat. | |
+ | *Freeze doesn't miss and ignores armour; don't engage endoplasms in melee if you have 5 or fewer HP remaining. | ||
+ | |||
+ | ==History== | ||
+ | *Prior to [[0.27]], endoplasms were known as [[ooze]]s; they were slightly stronger, but did not know Freeze. |
Revision as of 04:26, 8 August 2021
Version 0.27: This article may not be up to date for the latest stable release of Crawl.
For a list of all jellies, see list of jellies.
endoplasm J | |
---|---|
HP | 3-8 |
HD | 1 |
XP | 7 |
Speed | 10 |
AC | 1 |
EV | 3 |
Will | 0 |
Attack1 | 3 (hit: plain)
|
Resistances | rPois+ rAcid+++ |
Vulnerabilities | None |
Habitat | Land |
Intelligence | Brainless |
Uses | Uses nothing |
Holiness | Natural |
Size | Little |
Type | jelly, endoplasm |
Flags | See invisible Unblindable Web immune |
A glob of grey sludge that has somehow developed a rudimentary awareness and limited motility. It periodically draws heat from its surroundings to sustain itself, freezing enemies unfortunate enough to be adjacent at the time.
“Sea horses floundering in the slimy mud, |
Contents
Useful Info
Endoplasms are puddles of creeping, animated filth. Barely more durable than rats or frilled lizards, they are most notable for being able to Freeze their foes.
Spells
Spell set I | ||
---|---|---|
Slot1 | Freeze (1d5) | Natural flag |
Tips & tricks
- Endoplasms are fragile and practically defenseless; even the naturally cold-vulnerable Djinn can usually kill them before they can pose any sort of threat.
- Freeze doesn't miss and ignores armour; don't engage endoplasms in melee if you have 5 or fewer HP remaining.