Level 4

The Realm of the Slaver.

Monsters Encountered on Level 4

... Ant, Cutthroat, Dark Giant, Dimeon, Disciple, Dungeon Bear, Dungeon Pike, Giant Badger, Green Slime, Kyu Ianmo, Morloch, Mummy, Perch, Red Gremlin, Scavenger, Skuldragl, Slaver, Strangleweed, Summoner, Warrior, Yakius, Ye'ssus:


Ant Type Insect Strength 10
Alignment Neutral Constitution 10
Size Very Small Dexterity 12
Attack 27 Land Yes
Defense 6 Water No
Character Level 8 Mob Count 12
Hits 10 Maximum Groups 4
These large ants, about six inches in size, are capable of delivering a powerful poisonous bite to poorly armored foes. With their large numbers, they can quickly destroy a weak party.
Special Abilities: None
Special Attacks: Poison
Resistances: Mind Poison 100%
Spells: None


Cutthroat Type Thief Strength 11
Alignment Neutral Constitution 10
Size Small Dexterity 15
Attack 70 Land Yes
Defense 70 Water No
Character Level 20 Mob Count 1
Hits 25 Maximum Groups 1
Skilled and experienced Goblin thieves, Cutthroats are known to travel with lesser crooks, using them as distractions while they liberate the loot and run.
Special Abilities: None
Special Attacks: Poison
Resistances: None
Spells: None


Dark Giant Type Giant Strength 18
Alignment Evil Constitution 8
Size Big Dexterity 12
Attack 70 Land Yes
Defense 45 Water No
Character Level 10 Mob Count 3
Hits 55 Maximum Groups 1
This large beast can be quite a challenge to the lesser-seasoned adventurer. A strong melee attack or spell should wipe him out for you.
Special Abilities: None
Special Attacks: None
Resistances: None
Spells: None


Dimeon Type Demon Strength 11
Alignment Evil Constitution 10
Size Normal Dexterity 12
Attack 40 Land Yes
Defense 60 Water No
Character Level 15 Mob Count 2
Hits 30 Maximum Groups 1
The weakest of the known demonic beings, the Dimeon has a poisonous touch and is well-protected.
Special Abilities: None
Special Attacks: Poison
Resistances: Disease 90%
Spells: None


Disciple Type Humanoid Strength 11
Alignment Evil Constitution 11
Size Normal Dexterity 14
Attack 50 Land Yes
Defense 44 Water No
Character Level 10 Mob Count 4
Hits 25 Maximum Groups 2
Armed with little but a raging fanaticism, these disciples of evil travel in hard enough groups to instill caution in many adventurers.
Special Abilities: None
Special Attacks: None
Resistances: None
Spells: None


Dungeon Bear Type Animal Strength 14
Alignment Neutral Constitution 10
Size Normal Dexterity 14
Attack 40 Land Yes
Defense 38 Water No
Character Level 17 Mob Count 2
Hits 25 Maximum Groups 1
A large, healthy Black Bear that has decided to make the dungeon its range, this is a dangerous creature.
Special Abilities: None
Special Attacks: None
Resistances: Poison Magic 50%, Mind 100%
Spells: None


Dungeon Pike Type Water-Dweller Strength 12
Alignment Neutral Constitution 9
Size Normal Dexterity 12
Attack 55 Land No
Defense 56 Water Yes
Character Level 15 Mob Count 3
Hits 25 Maximum Groups 2
Three-foot long predatory fish, Dungeon Pike will attempt to eat anything their own size or smaller.
Special Abilities: None
Special Attacks: None
Resistances: None
Spells: None


Giant Badger Type Animal Strength 13
Alignment Evil Constitution 10
Size Normal Dexterity 12
Attack 40 Land Yes
Defense 25 Water No
Character Level 15 Mob Count 3
Hits 25 Maximum Groups 1
Nearly the size of a Black Bear and exceptionally bad-tempered, this animal will light into anything disturbing it.
Special Abilities: None
Special Attacks: None
Resistances: Mind 100%
Spells: None


Green Slime Type Slime Strength 12
Alignment Neutral Constitution 10
Size Normal Dexterity 10
Attack 50 Land Yes
Defense 38 Water No
Character Level 15 Mob Count 2
Hits 20 Maximum Groups 2
This large slime, very similar to a large Floor Slime in appearance, is considered by some to be one of the most dangerous things in the upper reaches of the dungeon. Like its smaller kin, it can project balls of slime at a target. Not only are these balls poisonous and acidic, they can paralyze the target and even destroy items.
Special Abilities: None
Special Attacks: Poison, Paralyze, Spit Acid
Resistances: Acid 90%, Mind Disease Poison Paralysis 100%
Spells: None


Kyu Ianmo Type Water-Dweller Strength 13
Alignment Evil Constitution 11
Size Normal Dexterity 13
Attack 55 Land Yes
Defense 56 Water Yes
Character Level 20 Mob Count 2
Hits 30 Maximum Groups 3
Adult members of the Kyu race, they can be dangerous opponents in aquatic areas.
Special Abilities: None
Special Attacks: None
Resistances: None
Spells: None


Morloch Type Humanoid Strength 12
Alignment Neutral Constitution 13
Size Normal Dexterity 13
Attack 45 Land Yes
Defense 45 Water No
Character Level 12 Mob Count 2
Hits 20 Maximum Groups 1
Once Human, these creatures have abandoned the surface world and live by scavenging in the dungeon. On occasion, they will attempt to kill surface dwellers for reasons best known to themselves.
Special Abilities: None
Special Attacks: None
Resistances: Magic 40%, Mind 50%, Paralysis Drain Acid 90%
Spells: None


Mummy Type Undead Strength 11
Alignment Evil Constitution 10
Size Normal Dexterity 12
Attack 60 Land Yes
Defense 38 Water No
Character Level 10 Mob Count 2
Hits 20 Maximum Groups 1
The desecrated, preserved remains of dead humans conjured to life by dark forces. The embalming fluids used to make Mummies can poison and even paralyze anyone who gets hit by these smelly creations.
Special Abilities: None
Special Attacks: Poison, Paralyze
Resistances: Mind 100%
Spells: None


Perch Type Water-Dweller Strength 10
Alignment Neutral Constitution 8
Size Very Small Dexterity 10
Attack 30 Land No
Defense 40 Water Yes
Character Level 10 Mob Count 10
Hits 20 Maximum Groups 2
This small fish is relatively harmless, although a nasty festering wound can result from the sharp spines on its back. Something has to be at the bottom of the food chain and this little critter has the job.
Special Abilities: None
Special Attacks: Poison
Resistances: None
Spells: None


Red Gremlin Type Mythical Strength 6
Alignment Neutral Constitution 6
Size Small Dexterity 14
Attack 44 Land Yes
Defense 22 Water No
Character Level 8 Mob Count 4
Hits 22 Maximum Groups 4
Small, magical creatures, Gremlins travel in large groups and will attempt to swarm over humanoids, stealing money and items, and then vanish. All Gremlins are naturally invisible and resistant to charms. There are persistent rumors that all of the Gremlins in the depths were sent there by the being called Morash in an attempt to irritate the mad artificer Dalyn, who was experimenting with magical insects. Many Gremlins have liberated small magical tokens from Dalyn, though it's unlikely Dalyn is still in the dungeon.
Special Abilities: Invisible, Charm Resistant
Special Attacks: Steal
Resistances: Mind 100%
Spells: None


Scavenger Type Thief Strength 11
Alignment Neutral Constitution 10
Size Normal Dexterity 15
Attack 40 Land Yes
Defense 56 Water No
Character Level 7 Mob Count 2
Hits 20 Maximum Groups 2
Members of the Guild of Thieves, Scavengers aren't too fussy how they get gold.
Special Abilities: None
Special Attacks: Steal
Resistances: None
Spells: None


Skuldragl Type Humanoid Strength 11
Alignment Neutral Constitution 10
Size Normal Dexterity 15
Attack 40 Land Yes
Defense 56 Water No
Character Level 7 Mob Count 2
Hits 20 Maximum Groups 2
Bandits operating in small groups, Skuldragls attack by ambush with the intention of looting their victims' corpses.
Special Abilities: None
Special Attacks: Steal
Resistances: None
Spells: None


Slaver Type Humanoid Strength 14
Alignment Evil Constitution 14
Size Normal Dexterity 15
Attack 60 Land Yes
Defense 45 Water No
Character Level 17 Mob Count 4
Hits 35 Maximum Groups 4
These cruel, evil humanoids delight in using their strength and size to torment smaller creatures.
Special Abilities: None
Special Attacks: None
Resistances: Mind 25%
Spells: None


Strangleweed Type Indigini Strength 9
Alignment Evil Constitution 2
Size Normal Dexterity 7
Attack 50 Land Yes
Defense 25 Water No
Character Level 10 Mob Count 3
Hits 60 Maximum Groups 1
With its poison and disease, Strangleweeds are quite dangerous for the unprepared traveler. Do not lose focus on the battle and concentrate on one at a time to ensure yourself victory.
Special Abilities: None
Special Attacks: Poison, Disease
Resistances: Fire 50%, Mind 100%
Spells: None


Summoner Type Mage Strength 10
Alignment Good Constitution 9
Size Normal Dexterity 11
Attack 30 Land Yes
Defense 45 Water No
Character Level 12 Mob Count 2
Hits 40 Maximum Groups 1
Why he is called a Summoner, we are not sure, because he doesn't seem to Summon anything. He does, however, cast Mind and Damage Spells and can kill you if you aren't careful.
Special Abilities: See Invisible, Invisible
Special Attacks: None
Resistances: Magic 25%, Mind 50%
Spells: Mind, Damage


Warrior Type Warrior Strength 14
Alignment Neutral Constitution 10
Size Normal Dexterity 10
Attack 85 Land Yes
Defense 81 Water No
Character Level 17 Mob Count 2
Hits 35 Maximum Groups 2
Experienced fighters from the town's Guild, these adventurers seek glory and treasure in the dungeon.
Special Abilities: None
Special Attacks: None
Resistances: None
Spells: None


Yakius Type Devil Strength 11
Alignment Evil Constitution 9
Size Normal Dexterity 12
Attack 60 Land Yes
Defense 20 Water No
Character Level 10 Mob Count 3
Hits 25 Maximum Groups 1
One of the minor Devils in the depths, this creature has slain its fair share of wandering adventurers with its deadly claws. An all out attack will work best at dropping this foul beast before it drops you.
Special Abilities: None
Special Attacks: None
Resistances: Mind 25%
Spells: None


Ye'ssus Type Reptile Strength 11
Alignment Neutral Constitution 10
Size Normal Dexterity 12
Attack 40 Land Yes
Defense 38 Water No
Character Level 10 Mob Count 2
Hits 25 Maximum Groups 1
About four-and-a-half feet long, the deadly poisonous Ye'ssus can kill a man with a single blast of venom.
Special Abilities: None
Special Attacks: Poison
Resistances: Poison 75%
Spells: None

Demise: Revenge of the Tavern Keeper published 2021 by Decklin's Domain All Rights Reserved

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