Property Value
Combat Properties
Health Health Icon.gif 1450
Experience Experience Icon.gif 1000
Speed Haste Icon.gif 125
Armor Armor Icon.gif 38
Est. Max Dmg 326+?
Summon (not possible)
Convince (not possible)
General Properties
Name Crawler
Classification Myriapods
Hive Born
Spawn Type
Bestiary Properties
Class Vermin
Difficulty Medium
Occurrence Common
Charm Points 25 Charm Icon.gif
Kills to Unlock 1000
Elemental Properties
Physical 100%
Earth 0%
Fire 108%
Death 95%
Energy 100%
Holy 105%
Ice 107%
Heal 100%
Life Drain 100%
Drown 100%
Immunity Properties
Paralysable ?
Senses Invis.
Behavioural Properties
Runs at 40
Walks around Energy
Walks through Poison
Other Properties
Version 9.4
December 14, 2011
Status Active
You see a crawler.


    The Crawler seems to be less specialised than its hive brethren. It has been observed that they fill in any role that is needed. They even change their given role so quickly sometimes that an observer might come to the conclusion that Crawlers could make decisions consciously. Still, this is disputed and it seems more likely that they are only extremely sensitive to the commands or needs of the hive. Be it as it may, the Crawler can be encountered in each part of the hive and on the battlefield. They fight less aggressive and more coordinated than their brethren, though, they lack somewhat the strength of the others. They are even known for their retreats in a battle, just to regroup and attack again. Crawlers are swift and seem never to get tired. Even in futile tasks, they will not give up. Their tireless persistence is one of their most notable traits. They seem to be able to exist for an incredible long time without any form of nourishment and are one of the few Hive Born that can operate a significant amount of time underwater. As allrounder, they often aid their brethren in battles and seem to be capable fighters on their own.
    Speed and effectiveness are the hallmarks of the Crawlers. Their true status in the hive, however, is somewhat enigmatic. Their use for the war against the Deeplings is somewhat limited. Although some of them accompany the marching armies of the hive, most of them stay back as rear guards and to expand hive structures in gained territory. However, groups of them also accompany greater armies to harass their opponents and particularly to single out weakened targets.



    Melee (0-120+, can poison you for up to 4 hp/turn), Stalagmite (100-180?), Haste.

    Damage Taken From Elements

    • Physical
    • Holy
    • Death
    • Fire
    • Energy
    • Ice
    • Earth


    Hive, Hive Outpost.


    Fights in close combat. A crawler will retreat at 40 (2.76%, deep red) health.


    Similar to a Giant Spider, but somewhat weaker.
    Mages below level 40 avoid being too close to Crawlers as two can easily send a mage to temple.

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