ENEMIES
ANGRY DRUNK
HP: ???
Atk: ???
Def: ???
Drops: 50% 1 Empty Mug
ANGRY SPIRIT
HP: ???
Atk: ???
Def: ???
Drops: 30% 1 Potion of Ectoplasm
ANGRY WRAITH
HP: ???
Atk: ???
Def: ???
Drops: 1 Potion of Ectoplasm
APE
HP: ???
Atk: ???
Def: ???
ASSASSIN
HP: ???
Atk: ???
Def: ???
BAATLE
HP: ???
Atk: ???
Def: ???
BAT
HP: 1
Atk: 1
Def: 0
Ability: +1 Def when roosting, 30% chance to avoid any attack when flying
A large species of bat that appears in dungeons. They hang from high ceilings and are usually content to ignore trespassers. If one bat in a group is attacked, all nearby bats will swarm the nearest target, even if they were attacked by someone else. Once disturbed in this way, bats fly around and attack anyone who passes by.
BAT, FIRE
HP: ???
Atk: ???
Def: ???
BAT, HOLY
HP: ???
Atk: ???
Def: ???
BAT, ICE
HP: ???
Atk: ???
Def: ???
BAT, LIGHTNING
HP: ???
Atk: ???
Def: ???
BAT, VENOM
HP: ???
Atk: ???
Def: ???
BAT, ZOMBIE
HP: ???
Atk: ???
Def: ???
BATBEAST
HP: 10
Atk: 5 or 4 ranged
Def: 3
Ability: +1 Atk and Def on the ground, ranged attack directs nearby bats to attack
The mutant batbeast seems to have more in common with wolves than most bats, engaging in group hunting strategies alongside lesser bats. They prefer to attack from the air with sonic waves, allowing their smaller cousins to take on the risk of melee combat, but if they find they aren’t doing any damage that way they will land to make better use of their claws and fangs. The most dangerous batbeasts are those that serve as mounts for more intelligent creatures, though this is a rare occurrence.
BATTLESMITH
HP: ???
Atk: ???
Def: ???
BEAVER
HP: ???
Atk: ???
Def: ???
BLOWFISH
HP: 5
Atk: 1
Def: 2
Abilities: Def +5 against poison, deals unblockable damage, deals 1 unblockable damage to nearby attackers, explodes dealing 5 poison damage in an area nearby upon defeat, aquatic
A strange combination of fish and naval mine. They show little intelligence and tend to bob in place and lash out randomly at anything they identify as either food or an enemy. However, their extremely sharp spines and their tendency to explode violently makes them serious threats.
BOOKWORM
HP: ???
Atk: ???
Def: ???
BUGBEAR GOON
HP: ???
Atk: ???
Def: ???
BUZZER
HP: ???
Atk: ???
Def: ???
CENTIPEDE
HP: ???
Atk: ???
Def: ???
Drops: 30% 1 Centipede Venom Gland
CHICKEN
HP: ???
Atk: ???
Def: ???
Drops: 50% 1 Egg
CORN KNIGHT
HP: ???
Atk: ???
Def: ???
Drops: 1 Corn
DRAGON TAMER
HP: ???
Atk: ???
Def: ???
Drops: 30% Dragon Robe
DRIDER, BURNED
HP: ???
Atk: ???
Def: ???
ELEMENTAL WISP
HP: 3
Atk: 3 ranged
Def: 0
Abilities: Aligned with one element, deals aligned element damage, immune to aligned element damage, immune to non-elemental damage
Wisps are semi-sentient building blocks of the elemental plane. When brought to the material plane, they are more like scavengers, gathering in groups with similar beings for safety and feeding off of magical energy. They are highly reactive, both in that they attack anything they perceive as a threat with little provocation, and in that they are known to change states in a variety of ways. They are fully immune to all physical damage, but can be easily countered with offensive magic.
FAITHLESS
HP: 15
Atk: 5
Def: 5
Abilities: +3 Atk and Def when in darkness, cannot block holy damage
The Faithless are otherworldly creatures not unique to dungeons, and might appear at any religious site which has been desecrated. They typically seek to desecrate the location further, thereby spawning more of their kind. They are known to hide themselves, but can be forced to appear if their hiding place is reconsecrated in some way. Additionally, they are known to become more active when in darkness, possibly due to the long-held belief that the God of the Sun is the greatest of all gods.
FLYTRAP
HP: 4
Atk: 3
Def: 2
Abilities: +2 Atk against undead, +2 damage from fire, immobile
A strange plant creature only found in the presence of certain other extremely rare plants. They seem to have some kind of symbiotic relationship with these other plants, protecting them if as best they can despite not being able to move. In practice, though, all they can really do is mindlessly attack anything that gets close to them.
GHAST
HP: ???
Atk: ???
Def: ???
GHOUL
HP: ???
Atk: ???
Def: ???
GIANT BULLFROG
HP: 8
Atk: 6, or 3 at range
Def: 4
Ability: pulls targets of ranged attack close, swallows Small targets to prevent escape and inflict -2 Atk and Def, aquatic
Amphibians grown to enormous size aren’t uncommon in dungeons containing significant amounts of water. Though they aren’t especially powerful, they are dangerous for smaller creatures. They target these creatures preferentially, but their favourite food appears to be giant flies, insectoids, or any sort of giant insect, arachnid, bug, etc. Since they attempt to crush a creature they’ve swallowed before they attack anything else, this can be used as a strategy to sneak past them if effective bait can be acquired somehow.
GIANT FLY
HP: ???
Atk: ???
Def: ???
GIANT MAGGOT
HP: ???
Atk: ???
Def: ???
GUARD
HP: ???
Atk: ???
Def: ???
GUARD DOG
HP: ???
Atk: ???
Def: ???
GUARD DOG, DUNGEON
HP: ???
Atk: ???
Def: ???
GUARD ELITE
HP: ???
Atk: ???
Def: ???
GUARD ENFORCER
HP: ???
Atk: ???
Def: ???
HELLHOUND
HP: ???
Atk: ???
Def: ???
HOBGOBLIN GOON
HP: ???
Atk: ???
Def: ???
IMP
HP: ???
Atk: ???
Def: ???
IMPERIAL GOLEM, MINIATURE
HP: 20
Atk: 8, or 7 holy damage at range
Def: 10
Ability: melee attack hits an area, deals 1 unblockable damage if all damage would otherwise be resisted, immune to holy and poison damage, +5 damage from lightning, +5 Def against fire and ice
Drops: Golem Core
A semi-autonomous golem made to augment the forces of the Imperial Guard. The miniature models lack the raw power of the full-size ones, but are able to operate in smaller spaces such as dungeons. However, they have no intelligence to speak of and will mindlessly attack the closest target they identify as a threat or trespasser unless a handler is nearby to give orders.
JOCKROACH
HP: ???
Atk: ???
Def: ???
JUSTICIAR
HP: ???
Atk: ???
Def: ???
JUSTICIAR, SUPREME
HP: 15
Atk: 3, or 6 holy damage at range
Def: 3
Ability: Can impose -3 Atk and Def on one creature at range at a time until Supreme Justiciar is defeated, can grant +3 Atk and Def to self or one creature at range at a time until Supreme Justiciar is defeated, 30% chance to avoid any attack and provides light while flying, can’t miss, immune to holy damage
The highest rank of Justiciar, blessed to wield the Emperor’s power and granted authority over all other Imperial agents except for the Emperor himself, His personal retinue, and the Champions. They often take command of Guards in order to investigate unusual events or track down known criminals. Unless they have specific orders to do otherwise, they may give chase to fleeing opponents, along with any Guards they command.
KIDNEY PINCHER
HP: ???
Atk: ???
Def: ???
KOBOLD
HP: ???
Atk: ???
Def: ???
KOBOLD CHILD
HP: ???
Atk: ???
Def: ???
KOBOLD MINER
HP: ???
Atk: ???
Def: ???
LADYBAATLE
HP: ???
Atk: ???
Def: ???
LAND EAGLE
HP: ???
Atk: ???
Def: ???
LIGHTNING BUG
HP: ???
Atk: ???
Def: ???
MAGICROW
HP: 1
Atk: 1
Def: 0
Ability: 30% chance to avoid any attack when flying, can cast one spell
Drops: Crowstone
In those rare cases when a dungeon is accessible to the outside air, occasionally crows will be attracted to the various shiny objects that appear there, such as gems, coins, and keys. These crows may mutate into magicrows, each one capable of casting a single spell. There is little hope of identifying what spell this is until the magicrow casts it in self-defense, though the colour of the bird’s eyes can serve as a hint. Magicrows retain an ordinary crow’s penchant for stashing small objects in difficult to reach areas.
MAGICROW, ELDER
HP: ???
Atk: ???
Def: ???
Drops: 1-3 Crowstones
MAMMOTH
HP: 30
Atk: 7
Def: 4
Ability: melee attack hits an area, deals 1 unblockable damage if all damage would otherwise be resisted, +5 Def against ice damage
Drops: 1 Mammoth Hide Armour, 5 Raw Meat, 2 Mammoth Tusks
Ordinary livestock that has been rendered hostile by a dungeon. Mammoths attack wildly, flailing their trunks and tusks to hit as many targets as they can. If they can’t reach a target, they are smart enough to look for a way around. A mammoth in a dungeon is a very violent animal, but as it was formerly domesticated, it can sometimes be rendered docile if it doesn’t feel threatened. A mammoth that is made docile and then attacked again, however, goes on a rampage from which there is no return.
MERCHANT
HP: ???
Atk: ???
Def: ???
Drops: 3-5 Gold Coins
MERCHANT GUARD
HP: ???
Atk: ???
Def: ???
MESSENGER PIGEON
HP: ???
Atk: ???
Def: ???
NECROMANCER
HP: 12
Atk: 1
Def: 0
Ability: deals unblockable damage, grants +1 Atk to all allied undead in sight, cannot be targeted if near an allied undead, 30% chance to create a Skeleton when attacking
Drops: 3 Imbued Skulls
Those mages who specialize in raising and controlling undead are called necromancers. Though they usually learn their craft outside of a dungeon, most end up living in one in order to practice and perfect it. If a necromancer is present, it usually means that every undead around, no matter how far away, are under their control. They aren’t very threatening by themselves, but they can direct their minions to deadly effect, always with the intention of creating more corpses to animate.
OWLBEAR
HP: 15
Atk: 3
Def: 2
Ability: Can attack twice, +1 Atk when at 5 HP or less
Drops: 20% random Owlbear item
A creature that could only have emerged from a dungeon. The owlbear is notoriously aggressive and violent, and becomes even more so when injured. It can quickly tear apart individual targets, but when surrounded prefers to spread its attacks out. Despite its ferocity, there are many known instances of an owlbear being raised from an egg and tamed. An owlbear near other types of creatures has likely been tamed, but one by itself or with only other owlbears will almost always be murderous beyond all reason.
OWLBEAR, ZOMBIE
HP: ???
Atk: ???
Def: ???
PET MASTER
HP: UNKNOWN
Atk: UNKNOWN
Def: UNKNOWN
Ability: 1000% chance to evade all forms of damage, even ones that can’t miss
The master of pets. This mysterious man is found sometimes in dungeons, but appears to be uninterested in exploring, and doesn’t appear to be a dungeon creature himself. His only desire is to seek out other pet owners and challenge them to pet duels. Though gloating in victory, he is magnanimous in defeat, and offers unique rewards to those who can best him. Some say his true power has yet to be revealed.
POTATOBEAST
HP: ???
Atk: ???
Def: ???
Drops: 1-3 Potatoes
PUMPKING
HP: ???
Atk: ???
Def: ???
Drops: 1 Pumpkin
RAT
HP: ???
Atk: ???
Def: ???
Drops: 30% 1 Rat Tail
RAT, BLOOD
HP: ???
Atk: ???
Def: ???
Drops: 30% 1 Rat Tail
RAT, DIRE
HP: ???
Atk: ???
Def: ???
Drops: 70% 1 Rat Tail
RAT, DIRE ZOMBIE
HP: ???
Atk: ???
Def: ???
RAT, KING
HP: ???
Atk: ???
Def: ???
Drops: 1 Crown, 1 Rat Hide Armour, 1 Rat Tail
RAT KING
HP: ???
Atk: ???
Def: ???
Drops: 5 Rat Tails
RAT, PLAGUE
HP: ???
Atk: ???
Def: ???
Drops: 70% 1 Rat Tail
ROOSTER
HP: ???
Atk: ???
Def: ???
ROTFANG COBRA
HP: ???
Atk: ???
Def: ???
Drops: Rotfang Hood, Rotfang Venom Gland
RUST MONSTER
HP: ???
Atk: ???
Def: ???
SALAVAMANDER
HP: 22
Atk: 7
Def: 3
Ability: immune to fire damage, 30% chance to attack all nearby creatures with fire damage; nearby floor deals 3 fire damage on the following turn
Drops: Magma Shield
A hideously bloated creature distantly descended from an ordinary amphibian. It appears almost unable to move, and thinks of eating above all else. In addition to whatever living creatures it can cram inside its giant mouth, the salavamander also ingests small boulders. These are melted down inside its body to become fuel for its spitting magma attack. The magma takes time to cool once expelled and still presents a passive hazard for a few seconds. Though the salavamander could only possibly have come to be within a dungeon, it seems its creation may have been directed rather than random.
SALVESHELL TORTOISE
HP: 25
Atk: 5
Def: 15
Ability: can heal 8 HP at range, recovers 3 HP at end of turn
Drops: Salveshell Armour
A massive nearly-immortal tortoise distantly descended from an ordinary reptile. Since almost nothing is strong enough to kill it, it forms unusual cooperative bonds with other creatures. Unlike an ordinary turtle where the shell serves to protect the internal organs, the shell of this animal instead restrains is powerful regenerative properties. It uses these properties to keep itself and its allies alive, which frees its allies to use whatever powers they have on offense.
SCIENTIST
HP: ???
Atk: ???
Def: ???
SCORPION
HP: ???
Atk: ???
Def: ???
Drops: 30% Scorpion Venom Gland
SHOCKTAIL
HP: ???
Atk: ???
Def: ???
SHOCKTAIL LIZARD
HP: ???
Atk: ???
Def: ???
Drops: Shocktail Javelin
SKELETAL DOG
HP: ???
Atk: ???
Def: ???
SKELETAL SWARMFISH
HP: 2
Atk: 2
Def: 1
Ability: immune to poison damage, targets take +1 damage for every Skeletal Swarmfish in the area past the 3rd, aquatic
While ordinary swarmfish only exhibit their infamous feeding frenzies when truly starved, these undead versions do so at all times despite obviously having no reason to feed at all. Like many undead they mindlessly attack whatever comes close, with the exception of other undead. The more swarmfish in an area, the more viciously they attack, so if they can’t be avoided their numbers should be reduced quickly.
SKELETITAN
HP: ???
Atk: ???
Def: ???
SKELETON
HP: 4
Atk: 1
Def: 1
Ability: immune to poison damage, +2 Atk and Def during the month of October
This animated skeleton fights back when confronted, choosing random targets, but exhibits no initiative in chasing opponents that run or in defending items or locations. This can change if a skeleton is created or controlled by another creature rather than spawning randomly from a dungeon. Additionally, during certain spooky times, skeletons become far more powerful than normal. It is best to avoid them in this state.
SKELETON, REINFORCED
HP: ???
Atk: ???
Def: ???
SKULL CRAB
HP: ???
Atk: ???
Def: ???
Drops: 50% Raw Meat
SKULL CRAB MATRIARCH
HP: ???
Atk: ???
Def: ???
Drops: Crab Plate Armour
SNALE
HP: 2
Atk: 3 poison damage at range
Def: 3
Ability: Attack targets affected as if by Cheap Ale for 2 turns
Drops: 1 Cheap Ale
An impossible creature that only ever appears in dungeons, and only under very specific circumstances. It seeks out sources of ale to consume, even leaching alcohol through solid pipes. They are usually very passive until disturbed. Once attacked, however, snales will fight back by spraying intoxicating ale long distances from the spout on its shell/barrel. Once aggravated it continues to attack any visible target until killed.
SOLAR GUARDIAN
HP: 18
Atk: 7, or 7 holy damage at range.
Def: 4
Ability: Def +5 against holy damage, provides light
Drops: 50% Solar Armour
A powerful servant of the old God of the Sun. They guard holy sites and attack trespassers, and tend to focus those who wear stolen solar armour or who carry other relics they shouldn’t have. They aren’t particularly intelligent, but they are known to cooperate when they gather. Oddly, they seem to have no particular allegiance to the Emperor, the new God of the Sun.
SOLAR GUARDIAN, TARNISHED
HP: ???
Atk: ???
Def: ???
Drops: 50% Tarnished Solar Armour
SPIDER
HP: 9
Atk: 4
Def: 3
Ability: +1-2 poison damage
Drops: 30% Spider Venom Gland
SPIDER, PURPLE WIDOW
HP: ???
Atk: ???
Def: ???
SQUIRREL
HP: ???
Atk: ???
Def: ???
STALKROACH
HP: ???
Atk: ???
Def: ???
STIRGE
HP: ???
Atk: ???
Def: ???
STRAY DOG
HP: ???
Atk: ???
Def: ???
STUMP CRAWLER
HP: ???
Atk: ???
Def: ???
Drops: 1 Honeycomb, 1 Centipede Poison Gland, or nothing
THUG
HP: ???
Atk: ???
Def: ???
Drops: 1-3 Gold Coins
TREMATOCHET
HP: ???
Atk: ???
Def: ???
Drops: All unexpended Tomatoes
UNDEAD KNIGHT
HP: 20
Atk: 4
Def: 5
Mov: 2
Ability: immune to poison damage, melee attack can either hit all targets on same level or can hit single target for 1 unblockable damage, can make a single target ranged attack with damage equal to total melee Atk
Given that the Emperor disbanded the tradition of knighthood nearly two hundred years ago, this undead creature is clearly very old. It appears to retain its combat skills as well as its tactical mind, allowing it to use optimal attacks against optimal targets most of the time. Additionally, their will to fight causes them to actively seek out opponents, favouring invaders but occasionally targeting other dungeon residents as well.
WOLF
HP: ???
Atk: ???
Def: ???
WOLF, DIRE
HP: 12
Atk: 6
Def: 3
Ability: +1 Atk if part of a larger group than target, grants +1 Atk to all nearby Wolves, gains +1 Def per nearby Wolf
Drops: 50% Wolf Hide Armour
Once thought to be very ancient wolves from deep in the forest, it is now known that dire wolves are a separate species. Dire wolves rarely form packs of their own, instead preferring to commandeer a pack of smaller wolves to do their bidding. Like most canines, they excel at fighting as a group, and will direct their pack to focus on the largest, most intimidating targets in most cases. They can be distracted with meat, but since they eat so much of it, any other wolves nearby won’t be getting a share and will remain alert and hostile.
WOLF, WINTER
HP: ???
Atk: ???
Def: ???
WOLF SPIDER
HP: 5
Atk: 2
Def: 1
WORG
HP: ???
Atk: ???
Def: ???
ZOMBIE
HP: ???
Atk: ???
Def: ???
ZOMBIE, BLOATED
HP: ???
Atk: ???
Def: ???
Drops: 1 Zombie Plague Sample
ZOMBIE, GODEATER
HP: ???
Atk: ???
Def: ???