Latched onto: Difference between revisions

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m (fixed wrong info)
(whips also do this)
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{{effect|&rlatched onto|Has been latched onto.\nCan't move without breaking free first.|LatchedOnto}}
{{effect|&rlatched onto|Has been latched onto.\nCan't move without breaking free first.|LatchedOnto}}
{{name}} is an effect that can be applied by {{favilink|madpole|plural}} and {{favilink|maghammer|plural}}. In addition to this, the {{name}} creature will take damage every end of turn by the latched onto weapon. Every attempt to move while being {{name}} requires a [[Strength]] [[save]] of a specified difficulty. If this fails, the creature is unable to move. Every action also requires a strength save of 15 (if madpole) or 20 (if maghammer). If this succeeds, the creature will break free.  
{{name}} is an effect that can be applied by {{favilink|madpole|plural}}, {{favilink|maghammer|plural}}, and {{favilink|leather whip|plural}}. In addition to this, the {{name}} creature will take damage every end of turn by the latched onto weapon. Every attempt to move while being {{name}} requires a [[Strength]] [[save]] of a specified difficulty. If this fails, the creature is unable to move. Every action also requires a strength save of 15 (if madpole) or 20 (if maghammer). If this succeeds, the creature will break free.  


If the {{name}} creature [[juke]]s or [[teleportation|teleports]] away, {{name}} will immediately end.
If the {{name}} creature [[juke]]s or [[teleportation|teleports]] away, {{name}} will immediately end.
{{Effect Navbox}}
{{Effect Navbox}}

Revision as of 19:31, 7 April 2021

latched onto
ID

LatchedOnto

latched onto

Has been latched onto.
Can't move without breaking free first.

latched onto is an effect that can be applied by madpoles, maghammers, and leather whips. In addition to this, the latched onto creature will take damage every end of turn by the latched onto weapon. Every attempt to move while being latched onto requires a Strength save of a specified difficulty. If this fails, the creature is unable to move. Every action also requires a strength save of 15 (if madpole) or 20 (if maghammer). If this succeeds, the creature will break free.

If the latched onto creature jukes or teleports away, latched onto will immediately end.