Peacekeeper
Revision as of 10:09, 30 July 2018 by NormalPerson7 (talk | contribs) (Use templates. Hopefully this works....)
Version 0.21: This article may not be up to date for the latest stable release of Crawl.
peacekeeper 9 | |
---|---|
HP | 29-59 |
HD | 12 |
XP | 967 |
Speed | 15 |
AC | 20 |
EV | 3 |
Will | Immune |
Attack1 | 25 (bite: plain) |
Attack2 | 15 (claw: plain)
|
Resistances | rPois+++ rN+++ rElec rMiasma rTorm rDrown rF+ rC+ |
Vulnerabilities | None |
Habitat | Land |
Intelligence | Brainless |
Uses | Uses nothing |
Holiness | Non-living |
Size | Medium |
Type | golem, peacekeeper |
Flags | See invisible |
A four-legged humanoid construct, tasked with recapturing escaped slaves and punishing heretics. Long after the fall of the empire it once served, it continues to enforce imperial law, knowing no jurisdiction. |
Contents
Useful Info
Peacekeepers are fast, resilient constructs capable of hurling barbs like a manticore, pinning the player in place, while boosting the damage output of their allies. They can be found in the Desolation of Salt.
Spells
Spell set I | ||
---|---|---|
Slot1 | Throw Barbs (2d13) | Natural flag |
Slot2 | Battlecry | Vocal flag, Noisy flag |
Tips & Tricks
- Like everything in the Desolation, peacekeepers are much, much more dangerous when coupled with allies. Their barbs are annoying enough on their own, but become deadly when they hold you in place for a guardian serpent to blink a pack of might-enhanced saltlings on top of you. If you spot one, try to lure away its construct allies before engaging it.
History
Peacekeepers were added in 0.19.
Categories:
- 0.21 articles
- Bite type
- Plain flavour
- Claw type
- Poison resistance
- Poison resistance 3
- Negative energy resistance
- Negative energy 3
- Electricity resistance
- Miasma resistance
- Torment resistance
- Drown resistance
- Fire resistance
- Cold resistance
- Brainless intelligence
- Uses nothing
- Nonliving holiness
- Asphyxiation resistance
- Medium monsters
- See invisible
- Monsters
- Spellcaster