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Vampire Lord
A human fully colonised by the red culture, with the strength and hunger of an old vampire.
| Encounter | Dungeon or boss encounter |
|---|
Further reference details with spoilers
| Vampire Dungeon Boss base | 60 health, 12 melee attack damage, 6 armour. |
|---|---|
| Vampire Dungeon Boss awareness | 10 tile base detection range and 20 tile pursuit range. Uses sight. Walls, darkness and concealment can affect detection. |
| Vampire Dungeon Boss movement | Can move diagonally as well as north, south, east and west. |
| Vampire Dungeon Boss first encounter | Starts asleep. Disturbing or attacking it can wake it. |
| Vampire Dungeon Boss spell damage taken | Heat: 150% of ordinary damage. Rot: 50% of ordinary damage. Control: 75% of ordinary damage. |
| Vampire Dungeon Boss status immunity | Curdled, Fermented |
| Vampire 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. Heat 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. |
| Vampire Dungeon Boss shield reinforcements | While the shield remains active, it can call reinforcements every 6 turns, up to 5 waves. Breaking the shield ends this phase. The available space can reduce how many arrive. |
| Vampire Dungeon Boss draining attack | A melee attack that reaches your active character restores health to the attacker equal to half its ordinary melee damage stat, rounded down and capped at maximum health. A block can still allow this recovery. Dodging the attack prevents it. This drain does not use the healing penalties from creature spell statuses. |
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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