|Locations||A Massive Ziggurat|
|Monster Parts||body, head|
An ancient protector spirit emerges to beat you down, but before it can make a move, a jet of water erupts from the ruins, washing the spirit away (or at least diluting it until you can't see it any more). In its place floats a misty, sentient-water version of the spirit, and it doesn't look any more friendly than the spirit did.
It blasts you in the face with cool mist. It'd be refreshing if it weren't hitting so hard. Oof! Ooh! Ouch! Ooh!
It sticks a misty tendril down your throat and into your lungs, drowning you from the inside out.
It mists over your eyes. You trip over a vine and crack your head on a stone. Eek! Ouch! Ouch! Ooh!
It wraps a misty tendril around your neck and squeezes. It's not fun. Ugh! Oof! Eek! Ugh!
It turns into steam, searing you with a steamy tendril. Ow! Ouch! Ouch! Eek! (hot damage)
It wafts mist at you, until you get run over by gorillas. Ugh!
It reaches a tendril down your mouth and fills your lungs up with water, then your stomach, then all the rest of your empty cavities. It's roundly unpleasant. (CRITICAL HIT!)
It blasts you in the face with cool mist. It's rather refreshing.
It sticks a misty tendril into your mouth, but you blow it back out.
It tries to mist over your eyes, but your eyes refuse to get misty.
It tries to wrap a misty tendril around you, but you didn't tell it to play misty for you.
It turns into steam, opening your pores.
It wafts mist at you, but it looks like any attack completely mist you.
It stops to ponder all the misty, water-colored memories of the way it used to be, before it was a sentient water-based approximation of a spirit. (FUMBLE!)
|You acquire an item: ancient amulet (100% chance)*|
|You acquire an item: Ancient Protector Soda (100% chance)*|
- Is immune to physical damage.
- Is not considered a ghost, so equipment that deals damage to ghosts (such as a Spectral axe or Giant motorcycle boots) does not function against it.
- Damage dealt to the Protector Spurt has a hard cap of 21 damage per source and round. However multiple sources of damage are caped individually, allowing for higher damage to be dealt per round.