Experiment Mobs
General Spawning
Spawn naturally in Laboratory Structures. The group size and spawn weight depends on the Experiment.
Spawned from Challenge Watchers as a special mob during a Challenge Raid.
Tier-Unique Mechanics
Stasis
When an Experiment first spawns naturally, they will be in 'Stasis'. While in Stasis, they are incapable of movement and a mycelium vein entity envelopes the Experiment. If a target enters their follow range or the Experiment is damaged, they will exit Stasis. There is no way for an Experiment to re-enter Stasis. This mechanic only exists for lore reasons; it serves as an explanation for how the Experiments were able to remain alive inside the Structures for 200 years.
Shared Aspects & Capabilities
Experiments are hostile to most non-Spore mobs, with the exceptions being Animals and Fish (unless Should attack Animals is enabled via the Config) and mobs included in the Mobs Not Targeted blacklist within the Config.
Experiments inflict Mycelium Infection for 30 seconds when dealing melee damage.
Capable of breaking blocks with a hardness of 1 or lower.
Can perform short dashes in liquids to pursue a target.
Experiments have a 5% chance to drop a Scent upon death unless they are freezing.
Experiments will be in Stasis upon spawning.
Able to utilize Kill Points to grant themselves buffs.
Present a weakness to the cold.
Experiments are not influenced by Horde Mentality. However, Infected and Evolved will attempt to pair up with them.
Experiments can be Linked.
Trivia
None of the Experiments have any special drops upon death. This is because they could be easily farmed due to their spawning conditions.
Gallery
A Lacerator in Stasis.
A picture posted in the Discord server teasing a Lacerator in Stasis before the mechanic was released.