Difference between revisions of "Alligator"

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==Useful Info==
 
==Useful Info==
'''Alligators''' are a mean step up from [[crocodile]]s. 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 alligator]]s.
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'''Alligators''' are a mean step up from [[crocodile]]s. They lie in wait, [[submerge]]d in [[deep water]], until an adventurer walks by before ambushing it with surprising speed and powerful bites. They can be found in [[the Swamp]], often with a pack of [[baby alligator]]s.
  
 
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Revision as of 14:40, 26 June 2013

Version 0.12: This article may not be up to date for the latest stable release of Crawl.


alligator tAlligator.png
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, submerged in deep water, until an adventurer walks by before ambushing it with surprising speed and powerful bites. They can be found in the Swamp, often 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.