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Monster Manual

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Beetles

Beetles are tough little buggers. There is no shame in scurrying away from them.

But they're beatable. Focus on one till you kill it, then go to the next. That way if you miss it, you'll at least build up your focus bonus.

Giant Beetle

Attack: +0
Defense: +2

Monstrous Beetle

Attack: +0
Defense: +1
Health: 2
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Rats

One cannot overstate the nastiness of these unusually sized rats. It’s good there are no sewers in the village.

Or are there?

Rat Of Unusual Size

Attack: +2
Defense: -2
Health: 2

Vicious Rat

Attack: +1
Defense: -1
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Snakes

A snake's offense is its best defense. You should consider the same approach.

Translation: Shoot them with your bow; don't go toe to ... toe?

Giant Snake

Attack: +4
Defense: -1

Monstrous Snake

Attack: +4
Defense: -2
Health: 2

Snakeman

Attack: +3
Defense: +1
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Swamp Trolls

There are people that say swamp trolls are ugly, smell bad, and have bad posture.

These insults rarely penetrate the troll's thick skin. Nonetheless, the trolls eat these people.

Common Swamp Troll

Attack: +3
Defense: +3

Nasty Swamp Troll

Attack: +4
Defense: +3

Old Swamp Troll

Attack: +3
Defense: +2
Health: 2
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Crocodile Warriors

What do you get when you cross a crocodile with an axe-wielding maniac?

You're looking at it. More specifically, you're gazing into its gaping jaws. Do you really want to fight that?

If you're just entering the dungeon, these crocs will eat you up. Try to get past them, get better gear, then come back and shut their traps.

Crocodile Warrior

Attack: +5
Defense: +3
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Scorpions

These scorpions may look scary, but as long as you stay away from their razor-sharp pinchers and poisonous stingers, you'll be fine.

That was a hint. Take it. Don't fight these things until you are equally well-equipped.

Giant Scorpion

Attack: +3
Defense: +2

Monstrous Scorpion

Attack: +4
Defense: +2
Health: 2

Pretty Little Scorpion

Attack: +3
Defense: +1
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Spiders

Spiders are wicked creatures with well-woven plans for your slow death. They'd love for you to stick around.

So don't! Spiders, and their human-torsoed kin, should be seen as scary obstacles, not hairy targets.

Big Hairy Spider

Attack: +4
Defense: +2

Drider

Attack: +5
Defense: +3

Spider Queen

Attack: +5
Defense: +2
Health: 2
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Frogs

Killer frogs, evil frogs, ugly frogs ... what a plague.

Hop to it.

Evil Frog

Attack: +2
Defense: +1

Frogman

Attack: +3
Defense: +2

Frogman Chief

Attack: +3
Defense: +2
Health: 2

Killer Frog

Attack: +3
Defense: +0

Ugly Frog

Attack: +1
Defense: +2
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Wereboars

Because werewolves are boring.

There's no need to tell the werewolves we said that.

Wereboar

Attack: +3
Defense: +3
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Hags

Hags have a bone to pick you with. They lack the strength to be much of a threat, but they are difficult to hit because they are difficult to look at.

Sometimes it's best to just let the hags have the last laugh.

Hag

Attack: +0
Defense: +2

Hag Witch

Spell Attack: +3
Defense: +1
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The Cavern Crawler

A cavern crawler will occasionally enter a cavern and proceed to an exit. It's just passing through, but it will attack anything that has the bad fortune of being next to it. Anything.

Anything.

Cavern Crawler

Attack: +6
Defense: +2
Health: 2
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Firebugs

When killed, firebugs burst into flame. The tile the bug was on will be blocked for 3 rounds.

A firebug will combust if it is next to a flame or explosion.

So ... fight fire with fire!

Firebug

Attack: +4
Defense: +2
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Shamblers

Shamblers are mounds of rotting vegetation that look as if they came from some black lagoon.

A shambler will not emerge from its water-filled pit unless it sees you attack or loot a weapon. (Sneaking in front of an un-emerged shamber does not increase your chance of being spotted.)

An emerged shambler will attack any monster that blocks its way to you.

If you attack a shambler in the water, it will dive, with a 30% chance of resurfacing each round.

Shambler

Attack: +4
Defense: +2
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Cave Trolls

Cave trolls are paragons of monstrosity. If any monster can pull off baby blue, it's the cave troll.

It'd be nice if you had a mithril undershirt. Do you?

Cave Troll

Attack: +5
Defense: +5

Cave Troll Chieftain

Attack: +6
Defense: +4
Health: 2

Cave Troll Savage

Attack: +6
Defense: +4
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Ettins

Everyone dreads encountering an ettin, for it will incessantly talk to itself about things over your head.

Sneaking in front of an ettin is like sneaking in front of two monsters - because, when it comes to spotting little sneaky heroes, two heads are better than one.

Ettins make good target practice for your bow. For your sword, not so much.

Burly Ettin

Attack: +8
Defense: +0
Health: 3

Grungy Ettin

Attack: +7
Defense: +1
Health: 3

Surly Ettin

Attack: +6
Defense: +2
Health: 3
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Goblins

Goblins are what you think they are. Just please shut them up.

If next to multiple goblins, and you have a good shield, try guarding by clicking the tile you are on. You'll counter-attack the ones next to you that miss. But beware, this tactic won't help much against an archer or shaman.

Goblin Archer

Missile Attack: +3
Defense: +1

Goblin Champion

Attack: +3
Defense: +2

Goblin Shaman

Spell Attack: +5
Defense: +0

Goblin w/ Mace

Attack: +2
Defense: +1

Goblin w/ Sword

Attack: +3
Defense: +1
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Ogres

The local ogres are notorious for their fashion sense, opting for sporty clothing and accessories rather than cumbersome armor.

Perhaps because they like to go clubbing?

Ogre

Attack: +6
Defense: +1
Health: 2

Ogre Mage

Spell Attack: +8
Defense: +1
Health: 2

Ogre w/ Coat

Attack: +7
Defense: +3
Health: 2

Ogre w/ Vest

Attack: +7
Defense: +2
Health: 2
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Lizardmen

Lizardmen come in a variety of sizes, colors, and shapes. (Just kidding. They're all big, green, and lizardman shaped.)

Sorry, but YOU try to think of anything clever to say about lizardmen.

Lizardman

Attack: +3
Defense: +2

Lizardman Archer

Missile Attack: +4
Defense: +1

Lizardman Captain

Attack: +5
Defense: +4

Lizardman Hulk

Attack: +4
Defense: +2
Health: 2

Lizardman Warlock

Spell Attack: +4
Defense: +2

Lizardman Warrior

Attack: +5
Defense: +3
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Gnolls

Gnolls are what would have happened if wolf domestication had gone wrong.

Terribly wrong.

Gnoll Archer

Missile Attack: +4
Defense: +1

Gnoll Champion

Attack: +5
Defense: +3

Gnoll Marauder

Attack: +4
Defense: +4

Gnoll Matron

Attack: +5
Defense: +4

Gnoll w/ Axe

Attack: +4
Defense: +2

Gnoll w/ Sword

Attack: +5
Defense: +1
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Orcs

Ahhhh ... orcs. What can one say?

Maybe just: AHHHHHH ... ORCS!

Orc

Attack: +2
Defense: +2

Orc Archer

Missile Attack: +4
Defense: +1

Orc Brute

Attack: +5
Defense: +1
Health: 2

Orc Captain

Attack: +3
Defense: +4

Orc Champion

Attack: +3
Defense: +4

Orc Guard

Attack: +2
Defense: +3

Orc Sergeant

Attack: +3
Defense: +3

Orc Shaman

Spell Attack: +6
Defense: +1

Orc Sniper

Missile Attack: +4
Defense: +2

Orc w/ Axe

Attack: +3
Defense: +3

Orc w/ Sword

Attack: +3
Defense: +3

Orc Warrior

Attack: +4
Defense: +3
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Ghouls

It is best not to sterotype giants. But it's safe to say that they all prefer rooms with high ceilings.

Just look at how high up that attack stat is! If a giant gets next to you, it's time to get going.

Degenerate Giant

Attack: +7
Defense: +0
Health: 3

Giant

Attack: +6
Defense: +1
Health: 3
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Minotaurs

The bull-headedness of minotaurs is legendary. Think twice before locking horns with one.

Minotaur

Attack: +6
Defense: +4

Minotaur Gladiator

Attack: +7
Defense: +4

Minotaur Warrior

Attack: +6
Defense: +5
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Kobolds

Imagine a small, annoying, prepubescent rat mutant that has a dragon as a great uncle. That's a kobold. Cover your ears.

If you have a good shield and are surrounded by these twerps, try guarding by clicking your own tile. When they attack you, you'll get a free counter-attack if they miss.

Kobold Champion

Attack: +2
Defense: +2

Kobold Guard

Attack: +1
Defense: +2

Kobold Spearman

Attack: +2
Defense: +1

Kobold Trickster

Spell Attack: +4
Defense: +0
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Bugbears

If you're afraid of bugbears, you're not alone. If you're not sure exactly what a bugbear is, you're not alone either.

Although one thing is clear: they have a good barber.

Bugbear Bumpkin

Attack: +5
Defense: +4

Bugbear w/ Flail

Attack: +4
Defense: +3

Bugbear w/ Hammer

Attack: +4
Defense: +4

Bugbear Warlock

Spell Attack: +7
Defense: +3
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Dung Monsters

Dung monsters are the dungeon's most repugnant creatures. Watch your step.

It is advisable to use your bow instead of your sword, purely for sanitary reasons.

Dung Monster

Attack: +4
Defense: +1
Health: 2
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Mushroom men

Discerning dungeoneers consider the mushroom man (aka myconid, fungus man, or humanoid toadstool) to be a savory complement to any adventure. Go easy on the magic ones.

Little Mushroom Man

Attack: +1
Defense: +2

Magic Mushroom Man

Spell Attack: +4
Defense: +2

Mushroom Man

Attack: +2
Defense: +3
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Werewolves

Perhaps you can use your silver tongue to get out of this.

If not, you'll just have to bite the bullet.

Werewolf

Attack: +4
Defense: +3

Werewolf Alpha

Attack: +6
Defense: +4
Health: 2

Werewolf Elder

Attack: +5
Defense: +4
Health: 2

Werewolf Hunter

Attack: +6
Defense: +3

Werewolf Sentinel

Attack: +4
Defense: +4
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Bull Orcs

So bull orcs are even worse than regular orcs. Don’t have a cow.

And don't wear red.

Bull Orc Archer

Missile Attack: +5
Defense: +2

Bull Orc Bully

Attack: +4
Defense: +2

Bull Orc Grunt

Attack: +3
Defense: +2

Bull Orc Sergeant

Attack: +4
Defense: +3

Bull Orc Shaman

Spell Attack: +7
Defense: +2

Bull Orc Warlord

Attack: +5
Defense: +4
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Firebugs

When killed, firebugs burst into flame. The tile the bug was on will be blocked for 3 rounds.

A firebug will combust if it is next to a flame or explosion.

So ... fight fire with fire!

Firebug

Attack: +4
Defense: +2
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Gas Spores

Gas spores! Ooooooohhhhh ... Ahhhhhhhh ...

If you hit a gas spore, or put a flame under or next to it, the spore will explode, causing an attack against anything adjacent. Gas spores float, so pits do not block their path.

Gas Spore Biter

Attack: +4
Defense: +1

Gas Spore Conjurer

Spell Attack: +8
Defense: +3

Gas Spore Needler

Missile Attack: +7
Defense: +2
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Purple Worms

Occasionally in the mines and ruins, a purple worm will emerge from a pit and attack a random adjacent target.

The worm will withdraw back to the depths if it has nothing adjacent to attack. Monsters attacked by the worm will attack it back. There are up to 3 worms per game.

Exception: purple worms will not attack the dwarf, and will even stay to fight by his side.

If a worm emerges next to you, move away so that it will eat something else!

Purple Worm

Attack: +7
Defense: +4
Health: 2
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Ropers

Ropers would have you believe that they are harmless stalagmites. They are not.

Ropers cannot move, but will attack with tentacles from 1, 2 or 3 spaces away.

The tentacles are highly flammable, so a roper will not attack if next to a flame.

Roper

Missile Attack: +4
Defense: +2
Health: 2
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Wraiths

Wraiths fear fire, so if you put a flame next to them, they will suffer -3 to their attack and defense.

Even the bravest of heroes will use fire against wraiths. Yes, I’m talking about Weathertop. Yes, you should know what Weathertop is.

Dread Wraith

Attack: +7
Defense: +5

Wraith

Attack: +6
Defense: +5

Wraith Captain

Attack: +7
Defense: +5

Wraith Lord

Attack: +7
Defense: +6
Health: 2

Wraith Sorcerer

Spell Attack: +9
Defense: +3
Health: 2
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Skeletons

Skeletons, in addition to being too talkative for their own good, are quite boney. This lack of flesh makes them resilient to arrow fire, so bow attacks against skeletons suffer a -3 penalty."

If you really want to taunt a skeleton, tell it that is has no guts.

Skeleton

Attack: +3
Defense: +2

Skeleton Archer

Missile Attack: +4
Defense: +1

Skeleton Giant

Attack: +6
Defense: +1
Health: 3

Skeleton Lord

Attack: +7
Defense: +4
Health: 2

Skeleton Torso

Attack: -2
Defense: +1

Skeleton w/ Crossbow

Missile Attack: +5
Defense: +3

Skeleton Warrior

Attack: +5
Defense: +3

Skeleton Witch

Spell Attack: +8
Defense: +2

Skeleton Wizard

Spell Attack: +6
Defense: +3

Smiling Skeleton

Attack: +3
Defense: +1
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Mummies

All wrapped up and no where to go. It’s really very sad. Very, very sad.

Mummies emanate despair, causing your attack stat to be lowered by 2 for each mummy that is adjacent to you. Despair does not affect your defense stat.

Crouching Mummy

Attack: +4
Defense: +3

Mummy

Attack: +4
Defense: +2

Mummy Assassin

Attack: +6
Defense: +2

Mummy Lord

Attack: +7
Defense: +4
Health: 2

Mummy Mage

Spell Attack: +7
Defense: +2

Mummy Wizard

Spell Attack: +8
Defense: +2
Health: 2
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Gargoyles

Gargoyles, although quite statuesque, are frightful to behold. But they themselves frighten easily and will reflexively turn to stone when you attack. This makes them hard to hit (get it?), but it also buys you some time.

A stone gargoyle has a 30% chance each round of returning to flesh and taking an action. Stone gargoyles return to flesh if you leave the room.

Gargoyle

Attack: +6
Defense: +9

Gargoyle Thrower

Missile Attack: +6
Defense: +7
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Ghouls

Each hit from a ghoul has a 50% chance of causing you to be stunned on the following round. If stunned, you can take no action that round.

The above applies even if you are already stunned. You have been warned.

Ghoul

Attack: +3
Defense: +2

Ghoul Beast

Attack: +4
Defense: +2
Health: 2

Ghoul Brute

Attack: +5
Defense: +3

Greater Ghoul

Attack: +4
Defense: +4
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Zombies

Zombies are a special undead monster in that they are in no way special. You got this far, you deserve a little fodder.

Maimed zombies are good for triggering a feat. (Ironic, since they have no feet.)

Maimed Zombie

Attack: +2
Defense: +1

Zombie Troll

Attack: +5
Defense: +4
Health: 2

Zombie w/ Axe

Attack: +5
Defense: +4

Zombie w/ Dagger

Attack: +4
Defense: +3

Zombie w/ Mace

Attack: +5
Defense: +2
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Ghosts

Ghosts will try to kill you. You, however, cannot kill the ghosts. You can only make them dematerialize. A ghost will dematerialize if it is hit, or it has a flame put under it, or there is an explosion next to it. If at any point all the ghosts have dematerialized, you will have rid the room of ghosts, and they will not return.

A dematerialized ghost has a 10% chance of returning each round. A returning ghost will immediately take an action.

Ancient Ghost

Attack: +5
Defense: +5

Commanding Ghost

Attack: +4
Defense: +4

Grumpy Old Ghost

Attack: +3
Defense: +3

Haunting Ghost

Attack: +4
Defense: +2

Lordly Ghost

Attack: +6
Defense: +4

Raging Ghost

Attack: +5
Defense: +3

Unfriendly Ghost

Attack: +3
Defense: +2

Wizardly Ghost

Spell Attack: +6
Defense: +3
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Firebugs

When killed, firebugs burst into flame. The tile the bug was on will be blocked for 3 rounds.

A firebug will combust if it is next to a flame or explosion.

So ... fight fire with fire!

Firebug

Attack: +4
Defense: +2
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Gas Spores

Gas spores! Ooooooohhhhh ... Ahhhhhhhh ...

If you hit a gas spore, or put a flame under or next to it, the spore will explode, causing an attack against anything adjacent. Gas spores float, so pits do not block their path.

Gas Spore Biter

Attack: +4
Defense: +1

Gas Spore Conjurer

Spell Attack: +8
Defense: +3

Gas Spore Needler

Missile Attack: +7
Defense: +2
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Reapers

Having little regard for material beings, a reaper will slay any monster that stands in its way. And it's on its way to you.

Reapers never miss, and they do an amount of damage equal to the target's health.

If you leave a reaper behind in a room, it will reappear the next time you kill a monster in the ruins. To prevent this, you must defeat it and force it back to the underworld. (Although sometimes it's good to keep death in tow.)

Yes, it's grim.

Reaper

Attack: +∞
Defense: +6
Health: 2
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The Specters

Specters are invisible unless adjacent to either you or a flame. If a specter appears right next to you, you will run in horror (away from the specter if possible).

And specters float, so pits offer no protection.

Placing a flame under a specter will engulf it until the flame reaches its lowest level. While engulfed, the specter can take no action other than to defend itself.

The Haunt of the Specters has two specters that always guard an exceptional sword, shield, or bow.

Specter

Attack: +10
Defense: +8
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The Lich Queen

The Lich Queen is a powerful spellcaster who will not leave her throne.

She will automatically spot you if you sneak next to her. And she is skeleton-like, so any bow attacks against are at -3.

The Lich always guards an exceptional sword, shield, or bow. Whether that's worth an audience with the Lich Queen is up to you.

Lich

Spell Attack: +11
Defense: +6
Health: 2
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The Mummy King

The Mummy King has been waiting to meet you. For a very long time.

The Mummy King radiates deep despair, causing a -4 penalty to your attack rolls if you are within 2 tiles of it.

The Mummy King always guards an exceptional sword, shield, or bow.

Mummy King

Attack: +9
Defense: +5
Health: 2
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Dragons

Dragons have a standard melee attack, plus a breath attack (if ready). Breath is used if the dragon is 2 spaces away, either before or after it moves. Breath will only be ready if on the prior round the dragon neither attacked nor was hit.

If reduced to 1 health, the dragon goes into a defensive mode where: if breath is ready, it behaves like a missile monster; if breath is not ready, it withdraws; if cornered, it melee attacks.

There's no penalty for sneaking next to a sleeping dragon.

For each 5 dragons in the dungeon, a room is added to the lair. For each dragon above 4 in a room, there is extra loot.

White Dragon

Melee Attack: +11
Breath Attack: +9
Defense: +10
Health: 3

Black Dragon

Melee Attack: +11
Breath Attack: +10
Defense: +10
Health: 3

Green Dragon

Melee Attack: +11
Breath Attack: +11
Defense: +10
Health: 3

Blue Dragon

Melee Attack: +11
Breath Attack: +12
Defense: +10
Health: 3

Red Dragon

Melee Attack: +11
Breath Attack: +13
Defense: +10
Health: 3
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Dragon Mages

1 out of 5 dragons will be a dragon mage. Dragon mages, distinguished by their purple glow, have these properties:

  • Behave like spell casters.
  • Breathe like standard dragons. (Casting causes loss of breath.)
  • Defense stat is 2 less than a standard dragon.

White Dragon Mage

Spell Attack: +11
Breath Attack: +7
Defense: +8
Health: 3

Black Dragon Mage

Spell Attack: +11
Breath Attack: +8
Defense: +8
Health: 3

Green Dragon Mage

Spell Attack: +11
Breath Attack: +9
Defense: +8
Health: 3

Blue Dragon Mage

Spell Attack: +11
Breath Attack: +10
Defense: +8
Health: 3

Red Dragon Mage

Spell Attack: +11
Breath Attack: +11
Defense: +8
Health: 3
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