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The Marsh-Walker Elder

Many heads, one mind, and the mind is older than the cellars.

Reference
EncounterDungeon or boss encounter
Further reference details with spoilers
Further reference details
Wetland Dungeon Boss base50 health, 6 melee attack damage.
Wetland Dungeon Boss awareness10 tile base detection range and 20 tile pursuit range. Uses sight. Walls, darkness and concealment can affect detection.
Wetland Dungeon Boss movementCan move diagonally as well as north, south, east and west.
Wetland Dungeon Boss first encounterStarts asleep. Disturbing or attacking it can wake it.
Wetland Dungeon Boss regenerationCan recover up to 4 health when it acts, stopping at full health. Healing penalties can reduce or prevent this recovery.
Wetland Dungeon Boss spell damage takenHeat: 125% of ordinary damage. Rot: 50% of ordinary damage.
Wetland Dungeon Boss spell shieldCan raise a 30 health shield when a surviving hit first takes it from above half health to half health or less. Cold spells deal three times their usual damage to this shield. Other damaging spells can also wear it down. At danger tier 3 or above, physical attacks cannot damage the shield.
Wetland Dungeon Boss shield reinforcementsWhile the shield remains active, it can call reinforcements every 8 turns, up to 4 waves. Breaking the shield ends this phase. The available space can reduce how many arrive.

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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