Feature: Skephid
devilbringer opened this issue · 0 comments
Spawning criteria - Holystone in pure darkness, can also spawn from dedicated nest blocks inside caves. Also less so on Aether Grass in pure darkness.
Behaviour type - hostile/hazard
Health pool and Damage types - low health pool, weak to impact, strong against slash and pierce
Attacks - hostile mode - web projectiles (slow/bind)
hazard mode - web tripwires that can bind players and alert nearby nests
Description - The Skephid is a relatively harmless but quite hazardous creature found in the Aether’s caves. They stick to walls and ceilings in darkness and lay long, difficult to spot webs in hopes of trapping potential prey. If something larger than their usual prey, like a player, walks into their webs, it will bind and slow them and potentially alert nearby skephid nests to their presence. Skephids will proceed to shoot balls of webbing at the intruder in hopes that one of the more hostile creatures in the caves finds and disposes of them. Skephids present more of an environmental hazard than a distinct threat, but coupled with the other cave borne hostile creatures, they may cause some difficulty in escaping or sneaking around more pressing threats. If an item or block entity touches a Skephid web line, it will trigger the trap and remove the web, but the Skephid will obtain and carry the item/block and attempt to run away with it in an attempt to hide and stash the item in a nearby nest block.
Skephids drop cloudtwine and more rarely a spinneret item that can be used to craft some form of web based trap, potentially a tripwire alternative. The idea is you’ll be able to turn this hazard they present into another tool in your own arsenal. Trap ideas need expansion, though.