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Marsh-Walker

A human changed by the deep cultures of the wetlands. Its poison comes from its altered body.

Reference
EncounterDungeon or boss encounter
Dungeon door behaviourCan open shut dungeon doors. Companion, livestock and aquatic forms cannot.
Wetland Dungeon base9 health, 2 melee attack damage.
Wetland Dungeon awareness6 tile base detection range and 12 tile pursuit range. Uses sight. Walls, darkness and concealment can affect detection.
Wetland Dungeon movementCan move diagonally as well as north, south, east and west.
Wetland Dungeon retreatCan flee at or below 25% of its maximum health.
Wetland Dungeon ranged attack2 base damage at up to 5 tiles. It needs a clear shot. Your armour and other defences still apply.
Wetland Dungeon ranged afflictionAn unblocked hit can apply Poison for 12 turns. Status resistance can prevent it.
Jungle Dungeon base9 health, 2 melee attack damage.
Jungle Dungeon awareness6 tile base detection range and 12 tile pursuit range. Uses sight. Walls, darkness and concealment can affect detection.
Jungle Dungeon movementCan move diagonally as well as north, south, east and west.
Jungle Dungeon retreatCan flee at or below 25% of its maximum health.
Jungle Dungeon ranged attack2 base damage at up to 5 tiles. It needs a clear shot. Your armour and other defences still apply.
Jungle Dungeon ranged afflictionAn unblocked hit can apply Poison for 12 turns. Status resistance can prevent it.

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.

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