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Let's sketch a preliminary version of the "Flying Snake" (basic creature). I took the "Snake" from Heroes 3 as a basis. The idea is that the creature can cling with its claws on its wings or with its long tail. If the idea works, I will continue to detail the creation and come up with a look for the upgraded "Snakes". Added 53 seconds ago Sorry that it loaded so large, I miscalculated a bit))) Added 35 minutes ago Below is my vision of this creature: "Wild Snake" (Level 3 Creature) A small and extremely agile creature with a nasty temper. It is almost impossible to tame Wild Snakes. In nature, they form small groups for hunting. As a rule, they settle at a great height in tree hollows (name of the tree). Attack 6 Defense 4 Damage 2 - 4 Hit Points 18 Speed 7 Initiative 12 Growth +17 (building +4) Flies. Poisonous Bite. Applies "Weakness" and "Slow". The strength of the curses depends on the number of creatures in the squad. Dodges. When subjected to a non-magical attack (except for archers and flying units), there is a 15% chance that the opponent will miss. Wild. Not susceptible to any spells that affect the mind. "Poisonous Snake" (upgrade) No one knows how or when the Ancestors managed to tame Wild Snakes, but it turned out that these creatures became the most loyal helpers. They become so attached to their masters that when they die in battle, the Poisonous Snake becomes enraged and attacks the nearest enemy squad. Attack 7 Defense 6 Damage 5 - 7 Hit Points 24 Speed 9 Initiative 14 Growth +17 (building +4) Flies. Poisonous Sting. Applies "Weakness" and "Destructive Ray". The strength of the curses depends on the number of creatures in the squad. Dodges. When subjected to a non-magical attack (except for archers and flying units), there is a 15% chance that the opponent will miss. Loyalty. Not susceptible to the "Berserk" and "Dominate" spells; if a friendly squad dies, it attacks the nearest enemy squad with double strength. Spits Poison. Can spit poison (no more than 3 times per battle) within its turn; the target receives an initiative penalty of -20% for one turn and is affected by the "Plague" spell. The amount of damage depends on the number of creatures in the squad. Activated ability. "Terrible Snake" (Two-Headed) (alternative upgrade) The connection of the Ancestors of the swamp tribes with the surrounding forests and local fauna was very strong and allowed them to use their knowledge to create the most bizarre animals. Thus, when snakes with two heads began to appear after a strange illness, the Ancients did not kill them but turned them into loyal and fierce guardians. Two-headed Snakes were unmatched in speed and attack accuracy. Attack 7 Defense 6 Damage 4 - 8 Hit Points 26 Speed 9 Initiative 14 Growth +17 (building +4) Flies. Poisonous Sting. Applies "Weakness" and "Destructive Ray". The strength of the curses depends on the number of creatures in the squad. Dodges. When subjected to a non-magical attack (except for archers and flying units), there is a 15% chance that the opponent will miss. Loyalty. Not susceptible to the "Berserk" and "Dominate" spells; if a friendly squad dies, it attacks the nearest enemy squad with double strength. Double Bite. Attacks with two heads simultaneously (no more than 3 times per battle), and the target can only block one head (thus, the defense values are only applied when calculating the damage received from one head). The target receives an initiative penalty of -10% for one turn and is affected by the "Slow" spell. Activated ability.

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