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Drake Hatchling
Small, quick, already practising the family work.
| Encounter | Dungeon or boss encounter |
|---|---|
| Volcanic Dungeon base | 8 health, 3 melee attack damage. |
| Volcanic Dungeon awareness | 6 tile base detection range and 10 tile pursuit range. Uses sight. Walls, darkness and concealment can affect detection. |
| Volcanic Dungeon movement | Can move diagonally as well as north, south, east and west. |
| Volcanic Dungeon retreat | Can flee at or below 30% of its maximum health. |
| Volcanic Dungeon ranged attack | 3 base damage at up to 4 tiles. It needs a clear shot. Your armour and other defences still apply. |
| Volcanic Dungeon firing position | Usually waits for a melee ally within 3 tiles and closer to its target than it is. When cornered at close range it can still shoot without that cover. |
| Mountain Dungeon base | 8 health, 3 melee attack damage. |
| Mountain Dungeon awareness | 6 tile base detection range and 10 tile pursuit range. Uses sight. Walls, darkness and concealment can affect detection. |
| Mountain Dungeon movement | Can move diagonally as well as north, south, east and west. |
| Mountain Dungeon retreat | Can flee at or below 30% of its maximum health. |
| Mountain Dungeon ranged attack | 3 base damage at up to 4 tiles. It needs a clear shot. Your armour and other defences still apply. |
| Mountain Dungeon firing position | Usually waits for a melee ally within 3 tiles and closer to its target than it is. When cornered at close range it can still shoot without that cover. |
Further reference details with spoilers
| Dragon Lair Dungeon base | 8 health, 3 melee attack damage. |
|---|---|
| Dragon Lair Dungeon awareness | 6 tile base detection range and 10 tile pursuit range. Uses sight. Walls, darkness and concealment can affect detection. |
| Dragon Lair Dungeon movement | Can move diagonally as well as north, south, east and west. |
| Dragon Lair Dungeon retreat | Can flee at or below 30% of its maximum health. |
| Dragon Lair Dungeon ranged attack | 3 base damage at up to 4 tiles. It needs a clear shot. Your armour and other defences still apply. |
| Dragon Lair Dungeon firing position | Usually waits for a melee ally within 3 tiles and closer to its target than it is. When cornered at close range it can still shoot without that cover. |
| Deepheart Arena Dungeon base | 8 health, 3 melee attack damage. |
| Deepheart Arena Dungeon awareness | 6 tile base detection range and 10 tile pursuit range. Uses sight. Walls, darkness and concealment can affect detection. |
| Deepheart Arena Dungeon movement | Can move diagonally as well as north, south, east and west. |
| Deepheart Arena Dungeon retreat | Can flee at or below 30% of its maximum health. |
| Deepheart Arena Dungeon ranged attack | 3 base damage at up to 4 tiles. It needs a clear shot. Your armour and other defences still apply. |
| Deepheart Arena Dungeon firing position | Usually waits for a melee ally within 3 tiles and closer to its target than it is. When cornered at close range it can still shoot without that cover. |
Reading these numbers
These are base creature values. Area difficulty and dungeon floor can increase health and attack damage. Armour, spell resistance, statuses and your own defences can change the damage of a hit. Different encounters can use different versions of the same creature.
Encounter artwork with spoilers
These pictures show encounter colours, alternate coats and individual animation frames. The main image shows the family’s base art. A still frame is one moment in the game’s animation. Lighting and temporary effects can change a creature’s appearance.

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