The Black Marshal
Boss · Native to the Yeehaw Frontier
This article is about the creature. For the region, see the Yeehaw Frontier.
The Black Marshal is a boss creature found in the Yeehaw Frontier. It has 6,000 hitpoints and hits for up to 96, placing it in the middle of the bestiary by hitpoints (#79 of 511).
It drops The Peacemaker and 3 other items, and yields 2,700 experience and 3,400 coins on death. As a boss it attacks on the shortened 0.7-second cadence and announces its arrival in the message log.
Combat statistics
- HIT POINTS
- 6,000
- DAMAGE
- 96
- DPS
- ~137
- SPEED
- 12 / 26.4
- EXPERIENCE
- 2,700
- COINS
- 3,400
At 0.7 seconds a swing for 96, sustained contact costs roughly 137 health per second. The charge multiplier takes it from 12 to 26.4 while closing.
Behaviour
- Charges
- Multiplies its movement speed while closing mid-range distance, then drops back to base speed on contact. Freezing effects are the only reliable brake.
- Ranged
- Attacks from distance rather than closing. Breaking line of sight or forcing it into melee removes most of its threat.
- Boss
- Attacks on a 0.7-second cadence instead of the standard 1.1, and announces itself in the message log on spawn. One instance may be alive in its region at a time.
Drops
| Item | Quantity | Rarity | Type |
|---|---|---|---|
| The Peacemaker | 1 | Always | Weapon |
| Cowboy Hat | 1 | Always | Armour |
| Gold Nugget | 10 | Always | Material |
| Gold Bar | 8 | Always | Material |
Coins and experience are awarded separately and are not part of the drop table.
Location
The Black Marshal spawns inside the Yeehaw Frontier, a region of radius 20 centred on 410, 0. It occupies slot 3 of 3 on that spawn table, and being a unique boss it clears only 0.6% of rolls — and only when no other instance is alive. It shares the table with 3 other creatures.
Others on this spawn table
- Stampeding Longhorn 360 HP
- Wanted Outlaw 200 HP
- Gunslinger Wraith 180 HP
Strategy
- Fight in contact or from well outside its approach band; the middle distance is where it doubles speed.
- Close the gap. It loses most of its output once you are inside its minimum range.
- Only one may be alive in the region at a time — clear the trash first so nothing adds mid-fight.
- At 96 a hit, two connected swings will end most unarmoured players. Armour matters more than damage here.