
Combat profile
- Blunt
- Normal
- Chop
- Ignore
- Fire
- Immune
- Frost
- Weak
- Lightning
- Normal
Drops & crafting
Swamp

Creature facts
- Base health
- 20
- Faction
- Demon
- Walk speed
- 5
- Run speed
- 6
- Swim speed
- 2
- Stagger threshold factor
- 0.5
- Defeat unlock
- killed_surtling
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
Effect Area 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.
Possible locations
Biomes
Appears in raids
Gameplay mechanics
Targeted by
Related achievements
Practical guidance
Burning fireplaces consume elapsedSeconds/secondsPerFuel when enabled and not infinite. Terrain, overhead blockage, smoke and optional submersion can prevent burning. Wet conditions select low/high objects and can turn off fireplaces configured to allow toggling. Cinder emission requires ownership, rejects positions inside a shield, and passes a decremented spread budget to its children. Its periodic branch additionally needs a positive spread budget, chance success and a burning fireplace when attached. Fire spread is enabled in Ashlands or by the Fire world key; burnable objects, liquid height, wetness, cleared terrain and biome gates apply. Fire damage visits characters but randomly selects one eligible non-character collider per tick. Rain and accumulated smoke can extinguish spreading fire. Effect areas refresh heat/status exposure; base value counts matching colliders rather than unique buildings.
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.
Drops
Selection mode: character drop. Entry weights are relative weights, not percentages. Min/max are authored bounds; level and resource modifiers have separate rules.
