Overview
An armoured scavenger feeds on carcasses near its home ground and defends that ground — but it warns first.
Warning, then commitment
When you come close, it turns its armoured side toward you, raises its claw and shows a ?. It does not attack yet. It commits (!) if you:
- keep approaching after the warning;
- attack it;
- interfere with the carcass it is feeding on;
- step right into its personal space.
Directional armour
It keeps its armoured side turned toward its threat. Hits on that side are strongly reduced and visibly deflected. Its flank and lighter side take normal damage. There is no glowing weak spot — you have to get around it. It turns and sidesteps better in shallow water than on dry ground.
The grab
After a slow, readable wind-up it clamps its target and drags them sideways toward shallow water.
Retreat
Deep water is its escape route, never a hunting ground. A fleeing scavenger heads for deep water and submerges, where it cannot be hit, then surfaces later and walks home with no health restored. It never follows you out into deep water.
Connections
See also
- Creature behaviour Game system
- Snares and grabs Game system
Creatures with this behaviour
- Tideclaw Creature