Endoplasm
From Ashenzari's Archive
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Trunk-only: This article pertains to a feature of Crawl which is being tested. It will likely change before the next release, and may even be removed entirely.
For a list of all jellies, see list of jellies.
| endoplasm J | |
|---|---|
| HP | 3-8 |
| HD | 1 |
| XP | 1 |
| Speed | 10 |
| AC | 1 |
| EV | 3 |
| Will | None |
| Attack1 | 3 (hit: plain)
|
| Resistances | rAcid+++ |
| Vulnerabilities | None |
| Habitat | Land |
| Intelligence | Brainless |
| Uses | Uses nothing |
| Holiness | Natural |
| Size | Little |
| Type | jelly, endoplasm |
| Flags | See invisible Unblindable Amorphous No skeleton |
| 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, |
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
| Tile | Name | Damage | Range | Flags |
|---|---|---|---|---|
| Freeze | 1d5 | 1 | 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.