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Dungeon Eyes
https://dungeoneyes.com/enemies/
ANGRY DRUNK
HP: 5
Atk: 1 (chance to miss, chance to crit for 2)
Def: 2
Drops: 50% 1 Empty Mug
APE
HP: ???
Atk: ???
Def: ???
ASSASSIN
HP: ??? (13-Def)
Atk: 5?
Def: ???
Stronger when solo.
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, GIANT
HP: ??? (15?)
Atk: ??? (3?)
Def: ??? (2?)
Stat guesses from how it's the size of an OWLBEAR
BAT, VENOM
HP: ?
Atk: 3 poison
Def: ?
Ability: Assume same as regular BAT
Swarms with regular bats in group. Indistinguishable when roosting.
BAATLE
HP: ???
Atk: 4?
Def: 3?
Can see in the dark?
BUGBEAR GOON
HP: 7 (7-2-Def + 10-2-Def, 10-2-Def + 5-2-Def)
Atk: 2
Def: 2
Can see in the dark. Uses equipment.
BUZZER
HP: ???
Atk: ???
Def: ??? (likely 3+, insects seem tough)
CENTIPEDE
HP: 7-8? (4 * 4-Def, 10-Def, 7-Def + 5-Def)
Atk: 4? 1-2 poison
Def: 2? "minor damage" from 4
Drops: 30% 1 Centipede Venom Gland
DRAGON TAMER
HP: ??? (7-Def standing)
Atk: 2?
Def: 1?
Drops: 30% Dragon Robe
Several elemental types, red is Fire. Image has black, green, yellow, purple, white, blue, and red.
Can see in the dark.
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.
GHOUL
HP: 8? (6-Def + 6-Def)
Atk: 2? <=4 (D3-T19)
Def: 1? "huge damage" from 6
Ability: Attack target is paralyzed for one turn (cannot move or take actions).
Commands skeletons - changes tactics but not stats
GUARD
HP: 6-8? (6-Def + 4-Def)
Atk: 1
Def: 1?
Black-metal equipment is Imperial and must be discarded at the end of the dungeon to avoid getting caught.
GUARD DOG
HP: ??? (Ball and Chain drop + 2)
Atk: 2
Def: 1?
Could be lured with just a shout. Can traverse ladders.
HOBGOBLIN GOON
HP: 5-6? (9-1-Def, 8-1-Def)
Atk: 2
Def: 1?
Can see in the dark. Uses equipment. Not to be confused with Bugbear.
JUSTICIAR
HP: ???
Atk: ??? ranged
Def: 1??
Abilities: Curse for -2 Atk/-2 Def for rest of dungeon (lasted at least 13 turns)
KOBOLD MINER
HP: 4? (5-Def KO, 4-Def + 3-Def)
Atk: 1?
Def: 1?
Can see in the dark.
MAGICROW
HP: ???
Atk: Blue: 3? Ranged (Crossbow plus crow dealt 0 vs 6 Def)
Def: ???
Drops: Crowstone
Guards at distance
Image has variants with blue, yellow, and green eyes. Hinted to do different things.
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.
RAT
HP: 1
Atk: 1
Def: 0
Drops: 30% 1 Rat Tail
RAT, BLOOD
HP: 1? (3-Def)
Atk: 7
Def: 0?
Drops: 30% 1 Rat Tail
Red-tinted. Killer rodent. Look at the bones!
RAT, DIRE
HP: 3
Atk: 2
Def: 1
Drops: 70% 1 Rat Tail
RAT, FLUFFY (Squirrel)
HP: 1?
Atk: 1 ranged
Def: 0?
Drops: (30% 1 Squirrel Tail?)
RAT, KING
HP: 10
Atk: ???
Def: ???
Ability: +1 Atk to other rats in its group?
Drops: 1 Crown, 1 Rat Hide Armour, 1 Rat Tail
RAT, PANCAKE (BEAVER)
HP: 3
Atk: 2
Def: 1
Beavers. Good at swimming (no underwater penalty), don't seem to be affected by lack of air.
RAT, PLAGUE
HP: 4
Atk: 3 poison
Def: 1 (3 dealt "modest damage" d4t5)
Drops: 70% 1 Rat Tail
RAT KING
HP: 10? (8-Def alive, 11-Def dead)
Atk: 5
Def: 0?
Drops: 5 Rat Tails
Ability: When damaged, regular RAT appears and can enter combat starting next turn. One rat per attack.
Big pile of rats. Not to be confused with a king rat.
RUST MONSTER
HP: 15? (16+Justiciar one-shot)
Atk: ???
Def: ???
Only attacks for iron/steel, including rusty items. Distracted by ferrous items. Converts items to rusty while eating them. Can't rust gold.
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.
SCORPION
HP: >9??
Atk: 9 with poison. (Split across 2 attacks including tail?)
Def: 3??
Drops: 30% Scorpion Venom Gland
May count as a spider?
SKELETON
HP: 4 (5-Def oneshots, 4-Def leaves standing)
Atk: 1
Def: 1
No muscles. No brains either. Can use weapons, but not wands.
Can see in the dark.
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: 2
Def: 2?
No muscles. No brains either. Stronger palette shift.
Can see in the dark.
SKELETON DOG
HP: 3 (4-Def oneshots, 2-Def + 3-Def)
Atk: 1? "More dangerous" with non-dog skeletons
Def: 1
Can see in the dark.
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.
Can't see in the dark.
SPIDER, GIANT
HP: 9
Atk: 4, +1-2 poison
Def: 3
Drops: 30% Spider Venom Gland
Often near webs (unnoticeable to Trap Detection I) which immobilize and -1Atk/-1Def anyone stuck in them.
Webs have 0 Defense and 2-3 HP (may be weak to fire).
Climbing: Can climb walls and ceilings.
Smallish: Can be lifted by other characters and enter small openings, and can still reach high places like a regular size character.
Spider Venom: Deals 1-2 extra poison damage when attacking.
Unloyal: Ceases to be a pet at the end of the dungeon
STALKROACH
HP: ? (5-Def is "modest")
Atk: 4
Def: 3-4?
Hides in chests (unnoticeable to Trap Detection I), sucker punches the opener then runs away to hide in another chest. Moves ~2 rooms per turn (ran Turn 11 while we stayed put, then we moved 2 rooms Turn 12 and saw it just leaving).
Can see in the dark.
STRAY DOG
HP: 3
Atk: 2 (frenzied)
Def: 1
Frenzied when in groups.
Can see in the dark.
SUN-HEAD, TARNISHED
HP: 9-10 (5-def, 7-def, 7-def) (8-def, 6-def survived) (min 8)
Atk: 5 regular melee / 5 holy ranged
Def: 3, 4 vs holy (including solar armour)
Drops: 50% Solar Armour, Tarnished
Attacks at range even when not approached.
Focuses on attackers wearing solar armour.
Lights up the room.
THUG
HP: 6 (8-Def, 6-Def + 4-Def, 4-Def + 4-Def)
Atk: 1
Def: 1?
Drops: 1-3 Gold Coins
Alert, noticing at a distance. Can be reasoned with.
Cannot see in the dark.
WOLF SPIDER
Stupid Pun
HP: 5
Atk: 2
Def: 1
Chase Down: Can be sent to attack distant targets within sight of owner. Can climb walls and ceilings to reach target.
Small: Can be lifted by other characters and enter small openings, but can’t reach high places without help.
Unloyal: Ceases to be a pet at the end of the dungeon.
@KingMarth
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