Monsters are the enemies in Dungeonfell and fall into one of three catagories: basic monsters, elite monsters, and boss monsters. Each type of monster has it’s own stats, moves, and appearance and will only appear in it’s home biome.

 

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Pharoah’s Tomb

Basic Monsters

 

Tomb Bat

  • 45 Health Points
  • 9 Accuracy
  • 35 Speed
  • 3 Break Points
  • 2 Defence

 

 

 

Move 1 Attacks all Delvers for 5 damage and 1 Burn
Move 2 Grants 10 Armour to a Monster
Move 3 Attacks a Delvers for 14 damage

 

Scorpion

  • 48 Health Points
  • 9 Accuracy
  • 60 Speed
  • 4 Break Points
  • 3 Defence

 

 

 

Move 1 Attacks a Delvers for 7 damage and 2 Weak
Move 2  Attacks a Delvers for 10 damage and gains 10 Armour
Move 3 Attacks all Delvers for 12 damage

 

Crypt Walker

  • 70 Health Points
  • 9 Accuracy
  • 50 Speed
  • 3 Break Points
  • 4 Defence

 

 

 

Move 1 Attacks a Delvers for 20 damage
Move 2  Attacks a Delvers for 10 damage and gains 10 Armour
Move 3
Grants 10 Armour to all Monsters

 

Mummy

  • 75 Health Points
  • 10 Accuracy
  • 58 Speed
  • 4 Break Points
  • 2 Defence

 

 

 

Move 1 Attacks a Delvers for 7 damage and 2 Vulnerable
Move 2 Gain 3 Focused and 3 Berserk
Move 3
Attacks a Delvers for 15 damage and Lifesteals

 

Cat Warrior

  • 70 Health Points
  • 10 Accuracy
  • 80 Speed
  • 4 Break Points
  • 3 Defence

 

 

 

Move 1 Grants 2 Focused to all Monsters
Move 2 Attacks a Delver for 7 damage twice and apply 1 Weak
Move 3
Attacks a Delvers for 25 damage

 

Sobek Warrior

  • 80 Health Points
  • 9 Accuracy
  • 55 Speed
  • 5 Break Points
  • 3 Defence

 

 

 

Move 1 Grants 10 Armour and 2 Thorns to all Monsters
Move 2 Guards a Monster and gains 10 Armour
Move 3
Attacks all Delvers for 12 damage
Move 4
Attacks a Delvers for 12 damage and 1 Stun

 

Arcane Sentinel

  • 90 Health Points
  • 9 Accuracy
  • 48 Speed
  • 5 Break Points
  • 3 Defence

 

 

 

Move 1 Attacks a Delvers for 20 damage
Move 2 Attacks all Delvers for 10 damage and 2 Weak
Move 3
Deal 10 damage and gain 2 Berserk and 2 Focused

 

Guardian Sentinel

  • 90 Health Points
  • 10 Accuracy
  • 30 Speed
  • 5 Break Points
  • 4 Defence

 

 

 

Move 1 Sunders a Delver and deals 15 damage
Move 2 Attacks all Delvers for 15 damage
Move 3
Gains 1 Fortify

 

Pharaoh’s Lich

  • 140 Health Points
  • 10 Accuracy
  • 40 Speed
  • 6 Break Points
  • 4 Defence

 

 

 

Move 1 Attacks a Delver for 15 damage and Lifesteals
Move 2 Grants 10 Armour to all Monsters
Move 3
Attacks a Delver for 15 damage and 2 Burn
Move 4
Attacks all Delvers for 12 damage
Passive
Reinforce Crypt Walker

 

Jackal Guard

  • 150 Health Points
  • 10 Accuracy
  • 85 Speed
  • 5 Break Points
  • 4 Defence

 

 

 

Move 1 Grants 3 Focused to all Monsters
Move 2 Attacks all Delvers for 16 damage
Move 3
Sunders a Delver and deals 18 damage
Passive
At 50% HP, gains Focused and Berkserk and skips Move 1

 

Pharaoah’s Lich

  • 180 Health Points
  • 10 Accuracy
  • 40 Speed
  • 6 Break Points
  • 4 Defence

 

 

 

Move 1 Attacks a Delver for 20 damage and Lifesteals
Move 2 Grants 15 Armour to all Monsters
Move 3
Attacks a Delver for 15 damage and 4 Burn
Move 4
Attacks all Delvers for 15 damage
Passive
Reinforce Crypt Walker

 

Jackal Guard

  • 180 Health Points
  • 10 Accuracy
  • 85 Speed
  • 6 Break Points
  • 4 Defence

 

 

 

Move 1 Grants 3 Focused to all Monsters
Move 2 Attacks all Delvers for 16 damage
Move 3
Sunders a Delver and deals 20 damage
Passive
At 50% HP, gains Focused and Berkserk and skips Move 1

 

Sepheris

  • 140 Health Points
  • 9 Accuracy
  • 90 Speed
  • 6 Break Points
  • 3 Defence

 

 

 

Move 1 Applies 3 Weak to all Delvers
Move 2 Attacks all Delvers for 15 damage
Move 3
Attacks a Delver for 8 damage 3 times and apply 1 Weak
Move 4
Attacks a Delver for 10 damage and 1 Stun
Passive +1 Accuracy against Weak Delvers