Monster index
20 monsters so far.
All monsters
Section titled “All monsters”| Name | Level | Health | Guard | To-hit | Damage | Avg damage | Behaviour |
|---|---|---|---|---|---|---|---|
| Kobold | 1 | 5 * | 8 | +1 * | 1d4 * | 2.5 | Fights back only |
| Goblin | 2 | 9 * | 9 | +2 * | 1d4 * | 2.5 | Attacks on sight |
| Stalker | 3 | 14 * | 10 | +3 * | 1d6 * | 3.5 | Fights back only |
| Orc | 4 | 18 * | 11 | +4 * | 1d6 * | 3.5 | Attacks on sight |
| Female Orc | 4 | 18 * | 10 | +4 * | 1d6 * | 3.5 | Attacks on sight |
| Hobgoblin | 5 | 23 * | 12 | +5 * | 1d8 * | 4.5 | Attacks on sight |
| Goblin Chief | 5 | 23 * | 11 | +5 * | 1d8 * | 4.5 | Attacks on sight |
| Gnoll | 6 | 27 * | 13 | +6 * | 2d6 | 7.0 | Attacks on sight |
| Bugbear | 7 | 32 * | 14 | +7 * | 2d6 * | 7.0 | Attacks on sight |
| Ogre | 8 | 36 * | 15 | +8 * | 2d8 | 9.0 | Attacks on sight |
| Forgotten Dead | 8 | 40 | 14 | +8 * | 3d6 | 10.5 | Attacks on sight |
| Troll | 9 | 41 * | 16 | +9 * | 2d10 | 11.0 | Attacks on sight |
| Stone Golem | 10 | 45 * | 17 | +10 * | 2d10 | 11.0 | Attacks on sight |
| Orc Warlord | 10 | 120 | 13 | +10 * | 2d8 * | 9.0 | Attacks on sight |
| Ogre Warlord | 10 | 140 | 17 | +10 * | 2d8 * | 9.0 | Attacks on sight |
| Lizardfolk | 13 | 59 * | 15 | +13 * | 3d6 * | 10.5 | Attacks on sight |
| Cyclop | 15 | 68 * | 20 | +15 * | 3d8 | 13.5 | Attacks on sight |
| Skeleton | 16 | 72 * | 20 | +20 | 6d8 | 27.0 | Attacks on sight |
| Skeleton Warrior | 20 | 90 * | 24 | +20 * | 6d8 | 27.0 | Attacks on sight |
| Skeleton Knight | 25 | 350 | 32 | +25 * | 6d12 | 39.0 | Attacks on sight |
There are only two behaviours. Attacks on sight monsters charge you from a distance; fights back only monsters wait for you to swing first. The Kobold and the Stalker are the latter, but either behaviour engages the moment you’re within 5m — “fights back only” just means it won’t charge from range, not that you can walk right past it.
Movement and attack parameters
Section titled “Movement and attack parameters”Use this to work out whether you can outrun something, or time a gap between its swings. Chase range is where it starts following you; attack range is where it can reach you.
| Name | Walk speed | Run speed | Attack range | Chase range | Attack interval |
|---|---|---|---|---|---|
| Kobold | 0.7 | 3.2 | 2 m | 20 m | 1.90s |
| Goblin | 0.8 | 3.5 | 2 m | 22 m | 1.85s |
| Stalker | 1 | 8 | 3 m | 25 m | 4.10s |
| Orc | 1 | 4.5 | 2 m | 25 m | 1.80s |
| Female Orc | 1 | 4.5 | 2 m | 25 m | 1.80s |
| Hobgoblin | 1.5 | 4.6 | 2.2 m | 26 m | 1.70s |
| Goblin Chief | 0.8 | 4 | 2 m | 25 m | 1.75s |
| Gnoll | 1.5 | 5.2 | 2.3 m | 28 m | 1.70s |
| Bugbear | 1.9 | 5.4 | 2.4 m | 28 m | 1.70s |
| Ogre | 1.8 | 5.1 | 2.6 m | 28 m | 1.90s |
| Forgotten Dead | 0.78 | 3 | 1.6 m | 32 m | 3.00s |
| Troll | 2.3 | 6.5 | 2.8 m | 28 m | 1.80s |
| Stone Golem | 1.5 | 4.4 | 2 m | 28 m | 1.90s |
| Orc Warlord | 1 | 5 | 2.2 m | 28 m | 1.70s |
| Ogre Warlord | 1.8 | 5.6 | 2.8 m | 28 m | 1.80s |
| Lizardfolk | 2.15 | 6.04 | 2 m | 22 m | 1.80s |
| Cyclop | 2.58 | 7.25 | 3 m | 25 m | 1.80s |
| Skeleton | 0.78 | 3 | 1.6 m | 32 m | 3.00s |
| Skeleton Warrior | 0.8 | 3.1 | 2.2 m | 32 m | 2.00s |
| Skeleton Knight | 0.83 | 3.2 | 2.6 m | 32 m | 2.80s |
Your baseline movement speed is 3.0 (3.3 with the well-fed ×1.1 buff). Against that table: the Stalker runs at 8.0, so provoking one means you cannot escape it. The Orc at 4.5 and the Goblin Chief at 4.0 will also catch you. Only the Kobold (3.2) can be shaken off.
Where they spawn
Section titled “Where they spawn”Dungeon monsters spawn by floor depth; surface monsters spawn in designated regions. A higher weight means it turns up more often within its depth range.
| Name | Dungeon depth | Spawn weight | Notes |
|---|---|---|---|
| Kobold | Floors 1 – 4 | 2 | |
| Goblin | Floors 3 – 8 | 3 | |
| Stalker | Floors 5 – 11 | 2 | |
| Orc | Floors 5 – 13 | 2 | |
| Female Orc | Floors 5 – 12 | 1 | |
| Hobgoblin | Floors 6 – 15 | 2 | |
| Goblin Chief | Does not spawn in dungeons | — | Boss, placed on the dungeon’s bottom floor |
| Gnoll | Floors 7 – 20 | 2 | |
| Bugbear | Floors 8 – 20 | 2 | |
| Ogre | Floors 9 – 20 | 2 | |
| Forgotten Dead | Floors 1 – 5 | 3 | |
| Troll | Floors 10 – 20 | 2 | |
| Stone Golem | Floors 11 – 20 | 2 | |
| Orc Warlord | Does not spawn in dungeons | — | Boss, placed on the dungeon’s bottom floor |
| Ogre Warlord | Does not spawn in dungeons | — | Boss, placed on the dungeon’s bottom floor |
| Lizardfolk | Floors 12 – 20 | 2 | |
| Cyclop | Floors 14 – 20 | 2 | |
| Skeleton | Floors 6 – 15 | 3 | |
| Skeleton Warrior | Floors 11 – 20 | 2 | |
| Skeleton Knight | Does not spawn in dungeons | — | Boss, placed on the dungeon’s bottom floor |
The weapon a monster carries is the weapon it drops — a deliberate design, so what you can see is what you can get. Ordinary monsters drop at 10%. The three dungeon bosses (Goblin Chief, Orc Warlord, Ogre Warlord) no longer drop their weapon themselves — it’s now a guaranteed drop from that dungeon’s chest instead; see Dungeons.
| Monster | Weapon dropped | Drop rate | Weapon damage |
|---|---|---|---|
| Kobold | Small Sword | 10% | 1d4 |
| Goblin | Small Sword | 10% | 1d4 |
| Orc | Goblin Sword | 10% | 1d4 |
| Female Orc | Goblin Sword | 10% | 1d4 |
| Hobgoblin | Notched Iron Sword | 10% | 1d8 |
| Bugbear | Morningstar | 10% | 1d8 |
| Ogre | Greatclub | 10% | 1d8 |
| Lizardfolk | Steel Longsword | 10% | 1d10 |
| Cyclop | Greatclub | 10% | 1d8 |
| Skeleton Warrior | Morningstar | 10% | 1d8 |
The Iron Sword isn’t sold in shops — the only way to get it now is the Orc Warrens dungeon chest (see Dungeons).
Bonus drops
Section titled “Bonus drops”Some monsters also roll for a food item on kill, independently of the weapon drop — low odds, but it doesn’t compete with the weapon roll.
| Monster | Bonus drop | Chance |
|---|---|---|
| Kobold | Apple | 1% |
| Goblin | Apple | 1% |
| Orc | Cheese | 1% |
| Female Orc | Cheese | 1% |
| Hobgoblin | Jerky | 1% |
| Goblin Chief | Apple | 5% |
Level defaults
Section titled “Level defaults”Blank fields use this table.
| Level | Health | To-hit | Damage roll | Avg damage |
|---|---|---|---|---|
| 1 | 5 | +1 | 1d4 | 2.5 |
| 2 | 9 | +2 | 1d4 | 2.5 |
| 3 | 14 | +3 | 1d6 | 3.5 |
| 4 | 18 | +4 | 1d6 | 3.5 |
| 5 | 23 | +5 | 1d8 | 4.5 |
| 6 | 27 | +6 | 1d8 | 4.5 |
| 7 | 32 | +7 | 2d6 | 7.0 |
| 8 | 36 | +8 | 2d6 | 7.0 |
| 9 | 41 | +9 | 2d8 | 9.0 |
| 10 | 45 | +10 | 2d8 | 9.0 |
| 11 | 50 | +11 | 2d8 | 9.0 |
| 12 | 54 | +12 | 2d8 | 9.0 |
How hits are resolved
Section titled “How hits are resolved”Attacks roll an exploding d20 (a natural 20 rolls again and adds — see Combat for the full mechanic):
roll total + attack bonus > target Guard → hitroll total + attack bonus ≤ target Guard → missSo Guard is the number you have to beat. Your own Guard comes from DEX
(clamp(10 + DEX modifier, 1, 20), which lands around 7–14 in practice) plus
whatever your equipment adds.