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The Marsh-Walker Elder
Many heads, one mind, and the mind is older than the cellars.
| Encounter | Dungeon or boss encounter |
|---|
Further reference details with spoilers
| Wetland Dungeon Boss base | 50 health, 6 melee attack damage. |
|---|---|
| Wetland Dungeon Boss awareness | 10 tile base detection range and 20 tile pursuit range. Uses sight. Walls, darkness and concealment can affect detection. |
| Wetland Dungeon Boss movement | Can move diagonally as well as north, south, east and west. |
| Wetland Dungeon Boss first encounter | Starts asleep. Disturbing or attacking it can wake it. |
| Wetland Dungeon Boss regeneration | Can 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 taken | Heat: 125% of ordinary damage. Rot: 50% of ordinary damage. |
| Wetland Dungeon Boss spell shield | Can 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 reinforcements | While 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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