Panhumor
Level: 27 | |
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Acid Res: 100 Elec Res: 100 Cold Res: 100 Heat Res: 100 | |
Character
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J |
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ID?
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Panhumor |
Faction
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oozes (Loved100 Reputation) |
Demeanor
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neutral |
Gender
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Skills
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Skills
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Mutations
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Mutations
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Experience?
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675 XP |
XP Tier
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5 |
Role
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Brute |
Extra info:
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Infobox data from game version 2.0.207.99
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Humors are the eroded bits of the earth: dust flaked off a million-year-old wall of shale, runoff brine dripped through a hairline crack of chrome, dew clung to the lips of a pipe after it's belched its septic vapor. Under the right conditions, at time scales inscrutable to kith and kin, the bits are heaped together by the geometry of entropy and remorphed into the prime material anew.
A panhumor is a creature belonging to the oozes faction. It has no natural spawning location and can only be spawned in dynamic encounters.
The panhumor, as its namesake implies, combines the 4 forms of humors and gyrohumors into a single form, having the properties and abilities of all 4 at once.[1]
Being oozes, panhumors are immune to abilities and effects that target the mind of a creature, such as Sunder Mind.[2] Additionally, panhumors cannot slip on slippery liquids such as slime, or become stuck in sticky liquids such as asphalt. Finally, panhumors bleed slime instead of blood, and cannot be knocked prone.[3]
Pseudopods
Panhumors attack in melee with their giant pseudopods, of which they possess 4. Each individual pseudopod is a cudgel weapon with a to-hit bonus of +4 and a penetration value of 8. Each pseudopod has a base damage value of 0, but will deal 1d8+1213-20 (Avg: 16.5) elemental damage,[4] with each pseudopod dealing a different kind of elemental damage. Pseudopods may also have additional effects depending on their associated element. The name of each pseudopod will be changed to reflect these elemental properties.[5]
Pseudopod | Element | Additional Effect |
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flaming pseudopod | Fire | Heats target by 1d20+5051-70 (Avg: 60.5)° T on hit, up to a maximum of 400° T |
hoary pseudopod | Cold | Cools target by -1d20-20Lua error: Module:Dice:349:
I couldn't understand this as part of an expression: -1d20-20.° T on hit |
acidic pseudopod | Acid | N/A |
sparking pseudopod | Shock | Releases an electric disharge on hit that deals 1d61-6 (Avg: 3.5) electric damage and can arc to adjacent creatures |
Panhumors will always have the sparking pseudopod equipped on their primary limb.
On Death
When a panhumor dies, it will explode. This explosion will have several elemental properties:[6]
- Heats adjacent creatures by 1000° T
- Cools adjacent creatures by -1000° T
- Spawns several pools of acid randomly in adjacent tiles, with each tile (including the one the panhumor was occupying) having a 75% chance of being filled with a 10d1010-100 (Avg: 55) dram pool
- Releases electric discharges into random adjacent tiles, with each dealing 1d201-20 (Avg: 10.5) electric damage and having the potential to arc to adjacent creatures
Acid Trail
When a panhumor enters a tile, it will create a pool of acid with a volume of 10d1010-100 (Avg: 55) drams in that tile.[6] This will occur even if there is already acid or another liquid present in that tile.
Stats
Panhumors naturally have 100 heat resistance, cold resistance, acid resistance, and electric resistance.[4] This means they are completely immune to these damage types, as well as being immune to forced changes in temperature.
Additionally, panhumors have a +5 bonus to their movement speed.[1]
References
This information is reliable as of patch 2.0.201.70. |
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