Juvenile Bashmu
Charm50
Kills to unlock2,500
Walks through
EnergyFirePoison
Can't pass—
Damage taken
Weak
120%110%
Resistant
95%95%95%
Neutral
100%100%100%100%
Abilities
Max damage
1800
Energy900 · 50%
Earth500 · 28%
Physical400 · 22%
Location
Loot
27 items · sorted by chance
×1-19
Platinum Coin74%×1-2
Great Spirit Potion13.7%Empty11.1%×1-4
Ultimate Health Potion10.7%
Blue Crystal Shard5.8%
Bashmu Tongue5.7%
Bashmu Feather4.1%
Green Crystal Shard3.6%
Cyan Crystal Fragment3.4%
Lightning Legs2.5%
Violet Gem2.5%
Yellow Gem2.3%
Red Gem2.3%
Lightning Pendant2.0%
Diamond Sceptre2.0%
Violet Crystal Shard1.7%
War Hammer1.6%
Green Gem1.5%
Bashmu Fang1.4%
Amber Staff1.3%
Dragonbone Staff1.3%
Lightning Boots1.3%
Crystal Mace1.0%
Spellweaver's Robe0.94%
Chaos Mace0.92%
Pair of Iron Fists0.87%
Skull Staff0.85%
Platinum Coin74%×1-2
Great Spirit Potion13.7%Empty11.1%×1-4
Ultimate Health Potion10.7%
Blue Crystal Shard5.8%
Bashmu Tongue5.7%
Bashmu Feather4.1%
Green Crystal Shard3.6%
Cyan Crystal Fragment3.4%
Lightning Legs2.5%
Violet Gem2.5%
Yellow Gem2.3%
Red Gem2.3%
Lightning Pendant2.0%
Diamond Sceptre2.0%
Violet Crystal Shard1.7%
War Hammer1.6%
Green Gem1.5%
Bashmu Fang1.4%
Amber Staff1.3%
Dragonbone Staff1.3%
Lightning Boots1.3%
Crystal Mace1.0%
Spellweaver's Robe0.94%
Chaos Mace0.92%
Pair of Iron Fists0.87%
Skull Staff0.85%Immunity Properties
Paralysable✗
Sense Invis✓
Notes
Juvenile Bashmu are the younger versions of Bashmus.
Both versions of Bashmu are able to inflict damage over time upon a player, which is poison and electrify at the same time. The status of being electrified isn't shown on the status bar however, only the poisoning, but you can see that the charges of lightning pendant or strange amulet slowly disappear. To dispose of being electrified and poisoned, player must simply use Cure Poison spell or wait till these effects wear off.
Behaviour
A juvenile bashmu attacks in melee range. A juvenile bashmu never retreats.
