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Lycanthrope

Bestiary entry · 3,150 HP

Lycanthrope is an enemy body with 3,150 HP, heavy at weight 1.8. It fights with 3 authored moves. It sees 220° ahead and gives chase from 24 m. A kill pays 12 coins (the cap).

Swings

The body's entries in the shared attack table — the swings with real frame data. This is not the whole repertoire: transformations, casts, summons and every other behaviour live as states, listed below.
MoveDamageDeliveryHeightActive atReachKnockbackHitstunBlock stunStamina
claw_l100meleemid0.2 s of 0.48 s2.2 m322f (367 ms)24f (400 ms)10
claw_r100meleemid0.18 s of 0.46 s2.2 m322f (367 ms)24f (400 ms)10
maul200meleemid0.3 s of 0.66 s2.3 m1030f (500 ms)30f (500 ms)10

Abilities & behaviour (23)

Every state this body can enter, read off the live instance. A boss's identity lives here rather than in the swing table — Dracula's bat form and his wandless cast are states, not AttackData rows. Descriptions are the programmer's own note at the top of each state.

Offensive (4)

StateWhat it is
CounterParry stance — the Taunt's answer to a fast swing it can't out-speed.
LungeHeavy lunge.
MimicCombatReplay the player's combo against the player.
ThrownBeing suplexed (combat/pair_throw.gd's victim half): the pair runner owns the body — this state just holds the CharacterBody still (the kept hips tracks fly the rig through the arc), keeps playing whatever p01 clip the runner cues, and reports its own exit so any preemption (a teammate's hit landing — the interrupt rule — or death) frees the thrower into their tech stagger.

Movement, reaction & AI (19)

StateWhat it is
ApproachCommit and close the gap.
BlockShared guard stance.
DashA superhuman movement burst — much faster and shorter than the dodge roll (MimicMove), and unlike a roll it keeps the body upright and facing the player, so it reads as a juke/close, not an escape tumble.
DeadDeath: no more sink-and-vanish.
ExitGuard"where DO you think you're going!".
FlailLow-hp flail — the setup half of the signature.
FleeBack away from the player (hurt + timid).
HurtHit reaction.
IdleThe unaware resting beat.
KnockdownBalance-break knockdown, enemy side.
MenaceThe walk-down.
MimicMoveMirror the player's dodge-roll: a quick directional burst at `dodge_speed` that decays to a slide, then drop back to Stalk.
PounceThe zig-zag pounce.
SearchLost the player: walk to where they were last seen, scan around, then give up.
SnatchThe grab — a standing suplex.
StalkThe Ditto's signature behavior: pace the player on a ring of radius `standoff`, circling and periodically swapping direction to "peek" rather than beelining.
SuplexThe signature finisher — an air-chase piledrive.
TauntThe laugh — entered by dashing out of the player's reach after building a big duel lead (Npc.hit_lead() >= TAUNT_LEAD, see the smug checks in stalk/approach/mimic_combat).
WanderAimless roaming for when there's no target / the player is lost.

In dungeons

Pool entryPower costWeightPer-tile chanceMax/roomGatesAtmosphere biasPairs with
lycanthrope30.152.5%1depth ≥ 5danger 0.8, weird 0.2
Rooms fill a power budget, not a headcount: each body costs its power rating, so two heavy bodies fill a room as fast as five light ones. Per-tile chance is the roll on a tile that has already selected this entry — the effective rate is far lower.

On islands

Power costCommon everywhereComes out at nightClaws out of the ground
2.2No
It appears only where a biome or an authored island calls for it.
Full rules: Overworld spawns.

Drops

PayoutAmountNotes
Coins12Always. Scales with max HP, then capped.
Gem16%Per kill, multiplied by the killer's luck. Which gem depends on run depth.
Diamond2%Per kill, multiplied by luck and by run depth.
Health orbsup to 40%Only for a hurt killer — the chance rises as the killer's own health falls.

Source

FieldValue
Sceneres://enemies/lycanthrope/lycanthrope.tscn
Scriptres://enemies/lycanthrope/lycanthrope.gd
ClassCharacterBody3D
Categories: Bestiary