Panhumor
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 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  | 
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 Extra info: 
 
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Infobox data from game version 2.0.207.99 
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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 | 
|---|---|---|
| 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+2021-40 (Avg: 30.5))° 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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