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 RIDER

HP: 12
Atk: 3
Def: 6
Ability: Immune to one element, gains +2 Atk and Def when mounted, grants +2 Def to mount
Drops: 30% Dragon Armour
These mighty kobold warriors have trained relentlessly to fight in concert with the false dragons their movement breeds. When doing so, they are extremely dangerous, as they provide their mounts with strategy and cunning that they likely lack. They are also extremely loyal to their cause; threatening their mounts enrages them.

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

SCORPION, KILLER

HP: 15
Atk: 7
Def: 6
Ability: +2~5 poison damage
Drops: 30% Scorpion Venom Gland
In old dungeons, creatures that have already been mutated may undergo a secondary transformation. These giant scorpions are bigger, stronger, and boast deadlier venom than the more common variety. They are unlikely to pursue potential prey outside of their claimed territory, so if a fight is going poorly, running is an option.

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

TYRANT LIZARD

HP: 10
Atk: 3
Def: 3
Ability: attacks deal unblockable damage
Drops: 1 Tyrant Fang
These black-scaled reptiles, though nearly human-sized, are still only juveniles. They’ve been imbued with the element of death before hatching. They are always hungry and attack anything they perceive which looks like it might be food, favouring anything that fits in their mouth in one piece. If they hear the sound of one of their own nearby, they will call out to make the sound of distress carry farther. An adult will come running if it hears this sound.

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: ???