
Combat profile
- Blunt
- Normal
- Chop
- Ignore
- Fire
- Resistant
- Frost
- Normal
- Lightning
- Normal
Drops & crafting
No item drops are recorded.
Creature facts
- Base health
- 250
- Faction
- Players
- Walk speed
- 0
- Run speed
- 0
- Swim speed
- 0
- Stagger threshold factor
- 0
Attacks and equipment
Authored base values. Creature level, world/player modifiers, projectile effects and hit conditions can change damage. These values are not DPS.
Damage resistances
Character Timed Destruction configuration 1
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Monster AI configuration 1
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Gameplay mechanics
Used by
Practical guidance
Conditional objects compare their world key against the disable flag and may delay appearance; spring/drop branches affect later hiding. Random-spawn instances combine a percentage roll with authored theme, biome, lava and elevation gates. One-shot prefab spawners remember a per-object spawn flag. Trigger spawners require elapsed network minutes, chance and population capacity, then roll levels sequentially. Spawn abilities can begin on authored awake activation or explicit setup; they choose count with an exclusive integer upper bound (equal bounds return that count), resolve target/path/height and optional global caps, then can inherit level, tame command and attack data. Damage callbacks and range triggers initiate their specific spawners. Event zones select the local overlapping event name. Ragdolls save the already-rolled CharacterDrop list at setup when dropItems is enabled, then release that saved list on owner-authoritative removal; they do not reroll loot at removal.
Creature food matching uses shared item names. Consumption searches on its interval, moves within consume range, turns within twenty degrees and removes one item before callbacks. A satiated tame creature skips the new search. Pheromone flee effects match the target creature shared name. Sleep checks separate configured wake range, sleep delay, pursuit and noise. Animals flee sensed targets, can avoid fire and clear danger after their safety timer. Structure priority/random-target flags are distinct AI inputs. HavePath requires a complete native navmesh path; ordinary GetPath may accept partial paths unless their endpoints are under terrain.
No drop table is recorded for this creature.

