Back to the Rogue Main PageBack to my home pageMonsters abound in the dungeons, and their characters vary widely. Any additions or corrections to this list would be greatly appreciated!

In this table:
Carry the percent chance that the monster will be carrying something
Flags:

(M)ean = May wake up when you enter the room, as opposed to simply ignoring you until you attack it.
(F)lying = flies, harder to hit
(R)egen = Regenerates hit points
(G)reedy = runs for the gold when you enter the room
(I)nvis = is invisible
str (strength) is first dice value
hpt (hit points) calculated as [monster's level]d8.
exp (experience points gained) increases by 10 for a monster past level 26. Adjusted with monster's HP and level.
lvl the monster's level (goes up by one for every level past 26)
amr is AD&D armor class. Substract 11 and negate for Rogue armor class. Decreases (improves) by one for each level past 26.
dmg is the damage that this monster may cause (using all dice) Dice are calculated as follows: xdy means take x random numbers from 1 to y and add them.

Name

CARRY

Flags

str

exp

lvl

amr

hpt

dmg

aquator

0

M

XX

20

5

2

___

0d0/0d0

bat

0

F

XX

1

1

3

___

1d2

centaur

15

 

XX

25

4

4

___

1d6/1d6

dragon

100

M

XX

6800

10

-1

___

1d8/1d8/3d10

emu

0

M

XX

2

1

7

___

1d2

venus flytrap

0

M

XX

80

8

3

___

%%%d0

griffin

20

MFR

XX

2000

13

2

___

4d3/3d5/4d3

hobgoblin

0

M

XX

3

1

5

___

1d8

ice monster

0

M

XX

15

1

9

___

1d2

jabberwock

70

 

XX

4000

15

6

___

2d12/2d4

kestral

0

MF

XX

1

1

7

___

1d4

leprechaun

(100?)

G

XX

10

3

8

___

1d2

medusa

40

M

XX

200

8

2

___

3d4/3d4/2d5

nymph

100

 

XX

37

3

9

___

0d0

orc

15

G

XX

5

1

6

___

1d8

phantom

0

I

XX

120

8

3

___

4d4

quagga

30

M

XX

32

3

2

___

1d2/1d2/1d4

rattlesnake

0

M

XX

9

2

3

___

1d6

snake

0

M

XX

1

2

8

___

1d3

troll

50

RM

XX

120

6

4

___

1d8/1d8/2d6

ur-vile

0

M

XX

190

7

-2

___

1d3/1d3/1d3/4d6

vampire

20

RM

XX

350

8

1

___

1d10

wraith

0

 

XX

55

5

4

___

1d6

xeroc

30

 

XX

100

7

7

___

3d4

yeti

30

 

XX

50

4

6

___

1d6/1d6

zombie

0

M

XX

6

2

8

___

1d

Special monster notes: Aquators rust your armor (decrease by one per solid hit)
Ice monsters can freeze you (for several moves, giving other monsters a go at you!)
Leprechauns steal gold if given the chance to hit you.
Medusas confuse you with their gaze, making it difficult to accomplish anything.
Nymphs steal magic items if given a chance to hit you.
Vampires steal maximum hit points, if you hit zero, you die
Wraiths drain experience points, if you hit zero you die
Xeroc's mimic (photocopy?) other items, giving you a nasty surprise when you try to pick them up!. Zapping a hiding Xeroc with a wand of cancellation will reveal it.

If monster is held or sleeping, you get a +4 to hit

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