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Deep Sea Serpent
A deep sea serpent
General
Type Sea monster
Category Sea creatures
Alignment Evil
Karma −6,000
Fame 6,000
Behavior Attacks on sight
Speed Medium
Stats
Strength 251–425
Dexterity 87–135
Intelligence 87–155
Hit points 151–255
Stamina 87–135
Mana 87–155
Damage 6–14
Armor 60
Resources
Carving 1 raw ribs, 8 blue scales

The Deep Sea Serpent is a bigger, tougher relative of the sea serpent with a bluish hide. It breathes fire, and it's the rarer of the two serpents that come up when fishers pull treasure out of the deep.

Overview

  • In-game name: a deep sea serpent
  • Corpse: a deep sea serpents corpse
  • Behavior: it attacks the nearest target it sees and fights like a spellcaster (mage AI), mixing spells with melee.
  • Water only: it swims and can't leave the water.

Stats

Stat Value
Strength 251–425
Dexterity 87–135
Intelligence 87–155
Hit points 151–255
Stamina 87–135 (same as its Dexterity)
Mana 87–155 (same as its Intelligence)
Melee damage 6–14
Armor rating 60
Fame / Karma 6,000 / −6,000

Skills

Skill Range
Magic Resistance 60.1–75.0
Tactics 60.1–70.0
Wrestling 60.1–70.0

Its Magery and Evaluating Intelligence are never set (0), so although it uses the spellcaster AI its spells usually fizzle; the fire breath is its real ranged attack.

Abilities

Fire breath

The deep sea serpent breathes fire at its target.

  • Chance: 50% each time it gets a chance to act in combat, then it waits 30–45 seconds before it can breathe again.
  • Damage: 5% of its current hit points, at most 200 (a full-health deep sea serpent deals about 7–12). It does less damage as it gets hurt. (100% fire damage; the type doesn't matter under New Bradford's combat rules.)
  • Range: the target has to be within its sight range and in line of sight.
  • It stops for about a second to breathe, so you can see it coming.
  • A peacemade (calmed) or summoned deep sea serpent can't use it.

Magic

It fights with the mage AI: it closes to melee range but casts between swings. Its Magery is 0.0 and its Evaluating Intelligence 0.0.

  • Damage spells: Magic Arrow.
  • Other spells: about 1 cast in 8 is Poison (only if you aren't poisoned already). It may also Bless itself, curse you (Weaken, Clumsy or Feeblemind) or drain your mana (Mana Drain).
  • Healing: it cures itself when poisoned, and sometimes heals itself (Greater Heal when badly hurt), more often the higher its Magery.
  • Dispel: with up to 155 Intelligence it can cast Dispel on your summoned creatures (more reliably the higher its Magery).

Loot

Every deep sea serpent carries:

  • Gold: about 30–75 in total (from its "Meager" loot)
  • 4 sulfurous ash or 4 black pearls (even chance)

It may also carry:

  • A magic weapon, armor piece or shield (up to 2 chances, from about 1% down to 0.2% each)
  • A musical instrument (about 0.1% or less)

Carving

Use a blade on the corpse to get:

  • 1 raw ribs
  • 8 blue scales

Location

  • Fishing in deep water: when a fisher in deep water pulls up a special fishing net (needs 80 Fishing), a treasure map (90) or a message in a bottle (100), a serpent comes up with it instead: a deep sea serpent 1 time in 4, otherwise a sea serpent. It appears within 10 tiles on deep water with the fished item in its pack, and the fisher sees "Uh oh! That doesn't look like a fish!"
  • Special fishing nets: casting a special fishing net in deep water raises 1–3 sea monsters (2–5 if the net is one of the rare 1-in-100 coloured ones). Each is picked at random with equal odds: sea serpent, deep sea serpent, water elemental or kraken. A fabled fishing net raises 4 more than that, plus a leviathan. Every monster raised by a net goes straight for the person who cast it.

Tips

  • Like the sea serpent it can't leave the water, so fight it from a boat or the shore.
  • It carries no treasure map, unlike the smaller sea serpent.
  • Carve it for 8 blue scales and a piece of meat.
  • If it came up with your fished item, the item is in its pack.