Monsters

Monster List

Monster Book Order

Monster (Family)
123456789
MamelSweet NutFearabbitMutaikonKid SquidZalokleftPorkyFO-UβField Knave
SproutantBlade BeeGyazaNaptapirFolyEliganBoy CartMyrimanManeater
ColumNigiri BabyPumphantasmSwordsmanBored KappaGyadonPop TankMosealJack Wand
SeedieFroggoFloatyMudkinHopodileGazerAbsorbiphantKumonigiriBoss Group
ChintalaKarakuroidN'dubbaPolygon SpinnaFlamebirdZapdonPunisherShaggaShopkeeper
Grass KidTiger TosserMixerMetalheadYanpiiDragonFirepuffExplochin
Pin KidCurse GirlScorpionCheer-HamScoopieDJ MageCrow TenguChow

Element Order

ElementMonsters (Family or Individual)Info
Swift 1Pin Kid | Karakuroid | Floaty | Foly | Boy Cart | Ornery Tank | Chow | ShopkeeperDouble speed, attacks once
Swift 2Gitan Mamel | Cranky Tank | FO-UβDouble speed, attacks twice
SlowZapdon | Pop TankOne action every 2 turns
RustGrass Kid | Pin Kid | Sweet Nut | Karakuroid | Swordsman | Flamebird | Scoopie
Zapdon | Boy Cart | Pop Tank | Absorbiphant | Punisher | FO-Uβ | Shagga
Splash water from a Water Pot
to apply a negative effect.
NormalMamel | Colum | Chintala | Nigiri Baby | Froggo | Tiger Tosser | Curse Girl | Floaty
Mixer | Naptapir | Swordsman | Cheer-Ham | Yanpii | Eligan | Zapdon | Porky
Boy Cart | Punisher | Kumonigiri | Field Knave | Maneater | Shopkeeper
No type-effective weakness
CyclopsMetalhead | Foly | Gazer | ExplochinWeak to Anti-Cyclops rune
DrainScorpion | Polygon Spinna | Absorbiphant | MyrimanWeak to Anti-Drain rune
DragonHopodile | Dragon | Firepuff | ShaggaWeak to Anti-Dragon rune
ExplodeSweet Nut | Pop Tank | ExplochinWeak to Anti-Explode rune
MetalKarakuroid | N'dubba | Scoopie | Pop Tank | FO-UβWeak to Anti-Metal rune
PlantSproutant | Seedie | Grass Kid | Pin Kid | Sweet Nut | Pumphantasm | MutaikonWeak to Anti-Plant rune
MagicFearabbit | Polygon Spinna | Gazer | DJ MageWeak to Anti-Magic rune
FloatingBlade Bee | Pumphantasm | Foly | Flamebird | Gyadon | Firepuff | Crow Tengu
FO-Uβ | Chow
Weak to Anti-Floating rune
AquaticGyaza | Mudkin | Kid Squid | Bored Kappa | Hopodile | Zalokleft | Moseal
Explochin
Weak to Anti-Aquatic rune
PowerSproutant | Scorpion | Metalhead | Eligan | Gyadon | Zapdon | Porky | Pop Tank
Absorbiphant
Appears in power houses
GreedSweet Nut | Froggo | Curse Girl | Mixer | Swordsman | Zalokleft | GyadonAppears in greed houses
ProjectileGrass Kid | Tiger Tosser | Floaty | Mutaikon | Bored Kappa | Scoopie | Porky
Boy Cart | Field Knave
Appears in projectile houses
ExplosiveSweet Nut | Flamebird | Dragon | Firepuff | Pop Tank | ExplochinAppears in explosive houses
HarassKarakuroid | Fearabbit | Polygon Spinna | Cheer-Ham | Yanpii | Scoopie | Gazer
DJ Mage | Absorbiphant | Myriman | Explochin
Appears in harassment houses

Details

Table Key

  • Lv - Monster's Level. (Day Monster / Night Monster)
  • Name - Monster's name.
  • HP - Monster's HP.
  • AP - Monster's Attack Power.
  • DP - Monster's Defense Power.
  • Exp - Experience Points granted when defeated.
  • GP - Growth Points granted when defeated.
  • SP - Special attack usage rate (%).
    • 1st value = Rate when adjacent / 2nd value = Rate when distant.
  • DR - Item drop rate (%).
  • Elem - Monster's Element (Type, Special House Group, etc.).
  • Abilities - Monster's special attacks and innate abilities.
  • Notes - Other notes / commentary.

Mamel

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 1 1 Mamel 5 2 1 2 1 0,0 4 - None. Mascot monster for the Shiren series.
2 1 2 Pit Mamel 11 6 3 5 2 0,0 4 - Slightly stronger Mamel.
3 1 3 Cave Mamel 6 60 19 888 100 0,0 4 - Converts all damage that
doesn't ignore defense to 1.
Direct attacks deal 1 damage to it.
Fixed damage is still effective.
Direct attacks are effective if Sealed.
4 1 4 Gitan Mamel 12 84 38 5500 444 0,0 100 Swift 2 Double speed, 2 attacks.
Converts all damage that
doesn't ignore defense to 1.
Drops 2000 Gitan.
Same as above, but double speed.
Often appears with Kappa Trolls and
Kleptoads, so pick up the Gitan it drops.
Seal it or equip a Counter rune shield if
you don't have rocks / used Dodger Pot.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 1 5 Dark Mamel 24 14 3 22 15 0,0 4 - None. Stronger than daytime counterparts.
2 1 6 Dark Pit Mamel 35 30 4 43 80 0,0 8 -
3 1 7 Dark Cave Mamel 40 52 6 220 450 0,0 16 - -
4 1 8 Dark Gitan Mamel 68 88 8 600 500 0,0 100 Swift 2 Double speed, 2 attacks.
Drops 2000 Gitan.
Drops blessed Gitan even if defeated
by other monsters, and can appear
alongside Kappa monsters.

Sproutant

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 2 1 Sproutant 5 2 1 3 2 0,0 4 Plant
Power
The entire monster family gains
immunity to the status condition
after one is inflicted.
If a different status condition is
inflicted, the new one overwrites
the previous immunity.
It can't gain immunity to Sealed.
Same stats as Mamel. Its ability is
like a worse version of Absorbiphant.
2 2 2 Sproutyrant 60 22 10 14 80 0,0 4 Low exp, despite its strength.
3 2 3 Sprouterror 88 44 24 680 240 0,0 4 High attack, so don't underestimate it.
4 2 4 Sproutitan 99 85 38 1580 345 0,0 4 High power and solid defenses.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 2 5 Vile Sproutant 35 30 3 43 36 0,0 4 Plant
Power
Same as daytime abilities. Be careful using Crawling Confusion
and Pot Party abilities.
2 2 6 Vile Sproutyrant 37 40 4 140 190 0,0 8
3 2 7 Vile Sprouterror 56 50 5 280 270 0,0 16
4 2 8 Vile Sproutitan 58 53 6 360 360 0,0 20

Colum

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 3 1 Colum 7 7 1 4 2 0,0 4 - Rolls back 10 tiles if defeated
by a direct attack, damaging
anything it collides with equal
to damage received.
Doesn't roll if slain diagonally
using Breeze Blade.
Same stats as Seedie.
2 3 2 Cololum 45 15 9 33 16 0,0 4 - Hated on 1F of Rousing Paradise.
3 3 3 Colocolum 66 40 18 550 150 0,0 4 - Shopkeepers, NPCs, and ally monsters
turn hostile if it collides with them.
4 3 4 Colocolocolum 130 75 22 1300 330 0,0 4 - Extremely high HP, and high attack.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 3 5 Bad Colum 14 5 2 3 6 0,0 4 - Same as daytime abilities. Bad Colums slain by other monsters
roll too, so consider rushing stairs or
eating a Juicy Peach on floors where
these appear to avoid accidents.
2 3 6 Bad Cololum 50 33 3 90 60 0,0 8 -
3 3 7 Bad Colocolum 60 46 4 180 120 0,0 16 -
4 3 8 Bad Colocolocolum 70 66 5 360 450 0,0 20 -

Seedie

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 4 1 Seedie 7 7 1 4 1 0,0 4 Plant None. Deals 6~8 damage without a shield.
Loop attack → retreat to heal HP → attack to defeat it safely.
Keeps the Sparrow NPC in business.
2 4 2 Beanie 45 23 10 125 50 0,0 4 Lower attack compared to Shiren 4.
3 4 3 Nuttie 57 51 16 850 90 0,0 4
4 4 4 Grainie 83 70 27 1250 250 0,0 4
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 4 5 Hateful Seedie 35 30 4 56 35 0,0 4 Plant None. -
2 4 6 Hateful Beanie 45 40 6 130 100 0,0 8 -
3 4 7 Hateful Nuttie 63 60 8 260 260 0,0 16 -
4 4 8 Hateful Grainie 75 92 10 380 420 0,0 20 -

Chintala

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 5 1 Chintala 19 9 4 12 6 0,0 4 - None. Over double HP compared to Shiren 4.
2 5 2 Mid Chintala 45 15 9 33 10 0,0 4 - Weak. Big Chintala's stats are about 10F behind.
3 5 3 Big Chintala 65 30 11 100 40 0,0 4 -
4 5 4 Huge Chintala 92 82 28 3600 300 0,0 4 - High offense, just like Shiren 4.
Stats are the same as Bouncy.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 5 5 Evil Chintala 14 5 2 3 4 0,0 4 - None. -
2 5 6 Evil Mid Chintala 35 32 4 56 50 0,0 8 - -
3 5 7 Evil Big Chintala 50 56 8 380 220 0,0 16 - -
4 5 8 Evil Huge Chintala 63 75 16 500 300 0,0 20 - -

Grass Kid

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 6 1 Grass Kid 28 10 1 5 3 21,16 0 Rust
Plant
Projectile
Throws grass. (Pierces)
Spreads grass in a 1 tile radius.
Becomes Pin Kid after using
grass. Drops its grass if slain.
High HP and attack early on.
Slay it before it uses its grass
to obtain grasses, but it can
one-shot with Dragon Grass.
2 6 2 Grass Dude 60 25 11 160 40 21,16 0 Same as Grass Kid. Becomes
Pin Dude after using grass, and
carries up to 2 grass items.
Dracon Grass + Fencer combo
can cause equipment loss in
Pitfall of Life.
3 6 3 Grass Poppa 74 49 17 640 210 21,16 0 Same as Grass Kid. Becomes
Pin Poppa after using grass,
and carries up to 3 grass items.
Ideal monster to farm grass.
It has high attack so don't let
your guard down.
4 6 4 Grass Gramps 94 80 22 1060 390 21,16 0 Same as Grass Kid. Becomes
Pin Gramps after using grass,
and carries up to 4 grass items.
Very high attack. Level it down
if you want to farm grass.
Sleepy Grass or Rage Grass
can easily lead to a collapse.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 6 5 Dark Grass Kid 23 14 1 18 10 21,16 0 Rust
Plant
Projectile
Same as Grass Kid. Becomes
Foul Pin Kid after using grass.
If it picks up grass, that grass
won't be blessed when slain,
but grass it generates on its
own will be blessed.
Blessed grass is usually nice,
but remember that some bad
effect ones like Rage Grass
become more dangerous.
2 6 6 Dark Grass Dude 43 26 2 90 160 21,16 0 Same as Grass Kid. Becomes
Foul Pin Dude after using grass,
and carries up to 2 grass items.
3 6 7 Dark Grass Poppa 56 43 3 250 300 21,16 0 Same as Grass Kid. Becomes
Foul Pin Poppa after using grass,
and carries up to 3 grass items.
4 6 8 Dark Grass Gramps 66 57 5 420 460 21,16 0 Same as Grass Kid. Becomes
Foul Pin Gramps after using
grass, and carries up to 4 grass.

Pin Kid

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 7 1 Pin Kid 28 8 1 5 1 0,0 0 Swift 1
Rust
Plant
Double speed, 1 attack.
Runs away, but attacks if adjacent.
Picks up grass, becomes Grass Kid.
Lower attack than Grass Kid or
Grass Dude, but double speed.
Troublesome in hallways.
2 7 2 Pin Dude 60 20 10 100 20 0,0 0 Same as Pin Kid, but becomes
Grass Dude.
3 7 3 Pin Poppa 76 48 16 400 80 0,0 0 Same as Pin Kid, but becomes
Grass Poppa and can generate
grass on its own.
Similar attack as Grass Poppa.
Generates its own grass after
a number of turns pass, so it's
excellent for farming grass.
4 7 4 Pin Gramps 94 60 20 860 140 0,0 0 Same as Pin Kid, but becomes
Grass Gramps and can generate
grass on its own.
Significant attack boost when
it becomes Grass Gramps. (+20)
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 7 5 Foul Pin Kid 23 14 1 18 12 0,0 0 Swift 1
Rust
Plant
Same as Pin Kid, but becomes
Dark Grass Kid.
Runs away, but it has random
movement since it's a night
monster, so it may end up
approaching you and attacking.
It's best to avoid going near it.
It still tries to move toward grass,
but it can't move in a straight line
so it might take a bit to pick it up.
2 7 6 Foul Pin Dude 37 24 2 100 84 0,0 0 Same as Pin Kid, but becomes
Dark Grass Dude.
3 7 7 Foul Pin Poppa 58 22 3 220 110 0,0 0 Same as Pin Kid, but becomes
Dark Grass Poppa and can
generate grass on its own.
4 7 8 Foul Pin Gramps 66 39 4 440 240 0,0 0 Same as Pin Kid, but becomes
Dark Grass Gramps and can
generate grass on its own.

Sweet Nut

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 8 1 Sweet Nut 16 11 5 15 4 0,0 0 Rust
Explode
Plant
Greed
Explosive
Eats thrown items, but has a 1/3
chance to explode.
Doubles exp for every item it eats.
(x2 → x4 → x8 → ... → x1024 max)
Doesn't act on the turn it eats.
It won't eat if inflicted with:
Napping, Asleep, Sound Asleep,
Sealed, Paralyzed, S-Paralyzed,
Onigiri, Tottering
Its explosion can be used to
wipe out a group of enemies.
Aiming for the x1024 multiplier
is unrealistic.
2 8 2 Acrid Nut 36 21 8 35 18 0,0 0
3 8 3 Spicy Nut 57 52 16 150 270 0,0 0
4 8 4 Bitter Nut 65 70 22 400 430 0,0 0
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 8 5 Putrid Sweet Nut 55 30 1 70 35 0,0 0 Rust
Explode
Plant
Greed
Explosive
Same as daytime abilities. High attack, but can be disposed
of in the same way as daytime
Sweet Nuts.
2 8 6 Putrid Acrid Nut 60 40 3 150 96 0,0 0 Leave a 1 tile gap if aiming for
exp in case it explodes. Keep an
eye on nearby enemies so that
they don't defeat it after raising
its exp multiplier.
3 8 7 Putrid Spicy Nut 65 76 5 320 350 0,0 0
4 8 8 Putrid Bitter Nut 75 85 8 700 543 0,0 0

Blade Bee

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 9 1 Blade Bee 28 10 1 5 4 16,0 0 Floating Can back away after attacking.
Special attack has double attack
power and inflicts Confused, but
also makes it collapse. (0 exp)
Its special has 100 accuracy.
Lower attack than in Shiren 4,
but more HP and appears earlier.
You risk getting one-shot by its
special early on without a shield.
Low exp, despite its strength.
2 9 2 Dagger Bee 46 27 14 165 100 16,0 0 Incredible amount of skill points
for how early it appears.
3 9 3 Katana Bee 75 47 20 400 120 16,0 0 Same as Blade Bee, but can
jump to a different tile within a
2 tile radius after attacking
instead of backing away.
Far lower attack than Shiren 4,
but higher HP and defense. Its
stinger still hurts.
4 9 4 Zanbeeto 83 63 27 1200 250 16,0 0 Don't get stung by Zanbeeto2 in
Storm Forest at all costs.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 9 5 Dark Blade Bee 23 14 1 18 15 16,0 4 Floating Same as daytime abilities. -
2 9 6 Dark Dagger Bee 37 46 3 42 100 16,0 8 -
3 9 7 Dark Katana Bee 48 55 4 225 260 16,0 16 -
4 9 8 Dark Zanbeeto 52 76 5 335 350 16,0 20 -

Nigiri Baby

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 10 1 Nigiri Baby 23 12 7 18 6 0,0 4 - Collapses if hit by onigiri. (Non-sealed)
Nullifies Onigiri status, heals HP instead.
Not threatening, and chokes
on thrown onigiri like usual.
2 10 2 Nigiri Morph 55 20 11 124 60 18,0 4 - Turns an item into a Large Onigiri when
adjacent, excluding equipped items.
Collapses if hit by onigiri. (Non-sealed)
Nullifies Onigiri status, heals HP instead.
Only drops Onigiri.
Blessed pots are protected.
Higher attack, so get creative
for Nigiri Morph Factory.
3 10 3 Nigiri Boss 66 40 20 550 125 32,0 4 - Inflicts Onigiri status when adjacent.
Collapses if hit by onigiri. (Non-sealed)
Nullifies Onigiri status, heals HP instead.
Only drops Large Onigiri.
Stats from equipment are 0
while you have Onigiri status,
and you risk collapsing from
fire, explosions, or Decay Traps.
4 10 4 Nigiri King 97 69 30 3750 170 18,0 4 - Inflicts Onigiri status when adjacent.
Turns an item into a Large Onigiri when
adjacent, including equipped items.
Prioritizes transforming pots into onigiri.
Collapses if hit by onigiri. (Non-sealed)
Nullifies Onigiri status, heals HP instead.
Only drops Huge Onigiri.
Both special attack effects are
troublesome, so don't give it a
chance to act when adjacent.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 10 5 Foul Nigiri Baby 33 24 4 40 15 0,0 4 - Same as Nigiri Baby. Chokes on thrown onigiri like
its daytime counterpart.
2 10 6 Foul Nigiri Morph 47 43 5 120 20 22,0 8 - Same as daytime abilities, but turns
items into Rotten Onigiri, and only drops
Rotten Onigiri.
Higher attack than Nigiri Morph
and only makes Rotten Onigiri,
so there's no reason to farm it.
3 10 7 Foul Nigiri Boss 63 55 7 240 45 40,0 16 - You can't use abilities if you
have Onigiri status, and any
torch you had equipped is lost.
4 10 8 Foul Nigiri King 73 88 12 360 220 22,0 20 -

Froggo

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 11 1 Froggo 23 12 7 18 1 24,0 100 Greed Steals Gitan and warps, and then
runs from Shiren at double speed.
Doesn't use direct attacks.
Stands on Gitan if it's on the ground.
Drops Gitan when defeated.
Heals HP when hit by Gitan.
Place Gitan on the ground in a
room to lure and hunt Froggos.
2 11 2 Froggucci 47 26 15 215 5 26,0 100
3 11 3 Froggon 67 40 20 850 20 28,0 100
4 11 4 Kleptoad 80 55 17 1000 100 30,16 100 Picks up Gitan and throws it in a
straight line from up to 10 tiles away.
Reflects thrown Gitan.
Steals Gitan and warps, and then
runs from Shiren at double speed.
Doesn't use direct attacks.
Drops Gitan when defeated.
Won't throw Gitan after stealing.
Often appears with Gitan Mamel
and Kappa Troll, so don't leave
Gitan on the ground.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 11 5 Snide Froggo 26 24 0 5 5 48,0 100 Greed Same as Froggo, but also uses
direct attacks. (Not after stealing)
It uses direct attacks even if it
doesn't have a status condition.
2 11 6 Snide Froggucci 50 36 5 10 20 48,0 100
3 11 7 Snide Froggon 70 50 6 15 90 48,0 100
4 11 8 Snide Kleptoad 85 65 8 20 260 48,21 100 Same as Kleptoad, but also uses
direct attacks. (Not after stealing)
Keep in mind that it can throw
blessed Gitan dropped by night
monsters fighting each other.

Karakuroid

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 12 1 Karakuroid 32 14 8 45 9 38,38 4 Swift 1
Rust
Metal
Harass
Double speed, 1 attack.
Initially Napping, and wakes
if you enter or exit the room.
Creates traps inside the room
based on the floor's trap table.
Can't set traps on entrances.
Stops acting for 2 turns after
creating a trap.
Occasionally creates a trap
when defeated.
Decent attack and double speed.
Stops moving when it sets a trap.
The trap it sets when defeated can
be created in hallways, so lure it onto
an item before defeating it.
Let it set arrow traps along the wall to
collect wood, iron, and poison arrows.
2 12 2 Steamroid 55 25 16 240 35 38,38 4
3 12 3 Electroid 65 38 20 770 80 38,38 4
4 12 4 Cyberoid 96 80 40 3950 300 38,38 4 High stats, double speed. Use a
Water Pot or hit it after it sets a trap.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 12 5 Dark Karakuroid 10 8 1 2 25 38,38 4 Swift 1
Rust
Metal
Harass
Same as daytime abilities. Night monsters move randomly, so it
often stays in the room setting traps.
It's dangerous to wait in hallways if
it's awake, since it's double speed.
2 12 6 Dark Steamroid 42 36 3 180 100 38,38 8
3 12 7 Dark Electroid 53 53 5 360 190 38,38 16
4 12 8 Dark Cyberoid 64 76 8 500 260 38,38 20

Tiger Tosser

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 13 1 Tiger Tosser 32 16 10 45 10 33,33 4 Projectile Throws an adjacent creature at
Shiren, or throws him at other
creatures or onto traps.
Range of 5 tiles, deals 5 damage.
Throws you into a Monster House
if in range.
Lower attack than in Shiren 4.
2 13 2 Tiger Hurler 68 45 18 350 35 33,33 4 Same as Tiger Tosser, but range
of 10 tiles, and deals 10 damage.
Higher attack than in Shiren 4.
Not a pushover compared to other
monsters on the same floor range.
3 13 3 Tiger Chucker 71 58 24 850 60 33,33 4 Same as Tiger Tosser, but range
of 15 tiles, and deals 15 damage.
4 13 4 Tiger Ace 93 72 32 2000 170 33,33 4 Same as Tiger Tosser, but range
of 20 tiles, and deals 20 damage.
Often appears with enemies you
don't want to be next to like
Swordmaster, Zalokleft King,
Nigiri King, Gyandoron, Ultra Gazer.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 13 5 Dark Tosser 16 9 1 10 18 33,33 4 Projectile Same as Tiger Tosser, but range
of 5 tiles, and deals 10 damage.
Dangerous when it throws night
monsters from outside your view.
It's difficult to predict or defend
against it.
2 13 6 Dark Hurler 52 45 6 130 35 33,33 8 Same as Tiger Tosser, but range
of 10 tiles, and deals 20 damage.
3 13 7 Dark Chucker 65 66 9 260 220 33,33 16 Same as Tiger Tosser, but range
of 15 tiles, and deals 30 damage.
4 13 8 Dark Ace 73 75 11 520 300 33,33 20 Same as Tiger Tosser, but range
of 20 tiles, and deals 40 damage.

Curse Girl

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 14 1 Curse Girl 20 18 4 24 7 24,0 0 Greed Curses or seals 1 item if adjacent.
Exorcism Scroll deals 100 damage,
and Imabikiso levels it up.
Curse Traps grant Buffed status.
Low HP. (Porky Rock one-shots)
Somewhat high attack.
2 14 2 Cursister 40 22 10 110 20 27,0 0 Shoot an arrow → direct attack.
3 14 3 Curspinster 54 34 21 820 60 30,0 0 Same as Curse Girl, but curses
or seals 2 items.
Curses/seals 2 items, so be careful.
Often appears with Horrabbit.
4 14 4 Cursenior 78 39 24 1800 130 33,0 0 Higher defenses, so it's a bit trickier.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 14 5 Foul Curse Girl 32 24 3 34 18 24,0 0 Greed Same as daytime abilities. Easy to avoid its special at night.
2 14 6 Foul Cursister 39 30 4 120 35 27,0 0
3 14 7 Foul Curspinster 55 46 5 240 130 30,0 0
4 14 8 Foul Cursenior 67 57 7 360 160 33,0 0

Fearabbit

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 15 1 Fearabbit 20 15 4 15 9 21,21 4 Magic
Harass
Attracts up to 3 creatures in the
same room. Traps don't trigger
if you land on them.
Doesn't use its special if adjacent.
Can't be attracted by Fearabbits.
Bad if other enemies are in the room.
Use Scout on floors where it appears.
Depending on turn order, you can get
hit by other enemies on the same turn.
2 15 2 Scarabbit 55 26 13 130 35 21,21 4 Same as Fearabbit, but attracts
up to 5 creatures.
Attracts more enemies than Fearabbit.
Focus on this monster if you see it
inside a Monster House.
3 15 3 Horrabbit 71 42 20 850 80 16,6 4 Attracts up to 3 creatures on the
same floor. Traps don't trigger
if you land on them.
Doesn't use its special if adjacent.
Can't be attracted by Fearabbits.
Attracts from anywhere on the current
floor. Use Steady Shield or Extinction
Scroll to prevent it from attracting you.
Often appears with tricky enemies.
4 15 4 Terrabbit 83 53 30 1200 200 16,6 4 Same as Horrabbit, but attracts
up to 5 creatures.
Attracts more enemies than Horrabbit.
Pretty high attack.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 15 5 Dark Fearabbit 28 20 2 32 56 21,21 4 Magic
Harass
Same as daytime abilities. Bad if attracted from out of view.
Can lead to a collapse if Red Aura
enemies or high power monsters like
Filthy Shagga were in the same room.
2 15 6 Dark Scarabbit 42 32 3 160 80 21,21 8
3 15 7 Dark Horrabbit 45 44 5 320 130 16,6 16 Extremely dangerous without Steady
Shield. Night monsters generally hit
hard, so you risk instantly collapsing.
Some players use Crawling Confusion
+ Electrocute to defeat it before it
has a chance to use its special.
4 15 8 Dark Terrabbit 61 60 6 400 220 16,6 20

Gyaza

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 16 1 Gyaza 28 19 10 45 20 0,0 4 Aquatic Converts effects other than
direct attacks to 2 damage.
Talismans still affect nearby
monsters.
Status runes, explosions, and
Expulsion Scroll work, along
with Nixer Scroll.
Far weaker than in Shiren 4, but
tricky for no direct attack restrictions.
2 16 2 Death Gyaza 55 37 20 270 90 0,0 4 On par with Lv1 Gyaza in Shiren 4.
Not too scary with strong equipment.
3 16 3 Hell Gyaza 70 62 30 1340 300 0,0 4 Starting to have decent stats.
4 16 4 Doom Gyaza 85 80 35 3200 600 0,0 4 Weaker than other end game power
type monsters, but terrifying when
limit broken.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 16 5 Evil Gyaza 32 24 3 34 40 0,0 4 Aquatic Converts effects other than
direct attacks to 2 damage.
Talismans still affect nearby
monsters.
Status runes, explosions, and
Expulsion Scroll work, along
with abilities.
Basically only abilities are effective.
Gen's shots deal 2 damage.
2 16 6 Evil Death Gyaza 47 40 4 200 260 0,0 8
3 16 7 Evil Hell Gyaza 56 60 5 450 350 0,0 16
4 16 8 Evil Doom Gyaza 68 77 6 600 500 0,0 20

Pumphantasm

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 17 1 Pumphantasm 35 20 12 43 24 0,0 0 Plant
Floating
Can pass through walls.
Unpredictable movement,
sometimes doesn't attack.
Items that pierce, rocks,
talismans, Electric Staff
are still effective.
Equip a Wall Clip Bracelet
to land direct attacks.
Likely to attack when adjacent.
Erratic movement, but slowly
approaches you.
Easily picks off allies in hallways.
2 17 2 Pumphantom 66 39 18 390 40 0,0 0
3 17 3 Pumpanshee 77 52 20 850 80 0,0 0 Often appears with higher level
Fearabbits, and dangerous if
attracted inside a hallway.
Helps to have talismans on hand.
4 17 4 Pumptergeist 84 80 24 2500 170 0,0 0
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 17 5 Vile Pumphantasm 43 35 2 60 30 0,0 0 Plant
Floating
Same as daytime abilities.
Room type abilities work
even if it's in a wall.
Irritating when waiting for daytime.
Pot Party works even if it's in a wall.
Other night monsters move toward
Shiren, but Vile Pumphantasms aim
for the nearest creature.
2 17 6 Vile Pumphantom 53 45 5 120 100 0,0 0
3 17 7 Vile Pumpanshee 65 62 4 240 160 0,0 0
4 17 8 Vile Pumptergeist 77 70 9 380 260 0,0 0

Floaty

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 18 1 Floaty 23 12 7 18 6 23,0 4 Swift 1
Projectile
Double speed, 1 attack.
Special warps you 1~3 floors
when 3 of them surround you.
Initially Napping in a group of 3.
Steady Shield nullifies its warp.
Buffed to Swift 1 in this game,
and no longer guaranteed to
wake when you enter the room.
Use Inacc. Talisman or Invincible
Grass to safely warp floors.
2 18 2 Poofy 55 27 11 24 40 23,0 4
3 18 3 Jouncy 73 45 21 900 80 23,0 4 High attack and tricky to take on
in a group. Talismans are nice.
4 18 4 Bouncy 92 82 28 4200 170 23,0 4 Very high attack, and extremely
dangerous to fight as a group.
Spirit Ham makes it even worse.
If you don't hurry, the stairs room
can become full of Bouncy.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 18 5 Evil Floaty 33 24 2 40 14 23,0 4 Swift 1
Projectile
Same as daytime abilities. Levels up by defeating each other.
Bad if you only have Fine Torch
since it moves at double speed.
Wait for day in a hallway if you lack
Super Torch or Monster Detector.
2 18 6 Evil Poofy 43 35 4 90 40 23,0 8
3 18 7 Evil Jouncy 55 47 5 150 90 23,0 16
4 18 8 Evil Bouncy 86 88 14 300 150 23,0 20

N'dubba

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 19 1 N'dubba 32 16 8 16 8 0,0 0 Metal Disguised as item, attacks if you
try to pick it up. Can be picked up
if you go on it with Swap Staff, etc.
Reveals itself and attacks if you
try to use or insert it.
Identified when changing floors.
Remains when time of day changes,
but vanishes if revealed. Can be sold.
Revealed if merchandise is identified.
Initially Napping if in a Gitan room.
Strong threat in Pitfall of Life.
Metal, but not weak to water.
2 19 2 N'twyn 70 34 17 360 20 0,0 0 Disguised as item, doesn't reveal
itself if picked up.
Reveals itself and attacks if you
try to use or insert it.
Identified when changing floors.
Remains when time of day changes,
but vanishes if revealed. Can be sold.
Revealed if merchandise is identified.
Unlike N'mach, you can check
if an item is real by inserting it
into a pot.
3 19 3 N'mach 77 48 22 800 40 0,0 0 Disguised as item, doesn't reveal
itself if picked up.
Reveals itself and attacks if you
try to use or insert it.
Not identified when changing floors.
Remains when time of day changes,
but vanishes if revealed. Can be sold.
Revealed if merchandise is identified.
Unlike Shiren 4, you can check
if items are disguised N'machs
by identifying.
Doesn't appear on as many
floor ranges in this game.
4 19 4 N'dup 92 60 28 3200 80 0,0 0 Has the ability of N'dubba, N'twyn,
or N'mach selected at random.
N'dubba, N'mach abilites are
dangerous on late game floors,
so it's best to ignore items on
floors where it can appear,
especially in DLC dungeons
where limit broken N'dup is in
the monster table.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 19 5 Dark N'dubba 35 32 4 56 20 0,0 0 Metal Same as daytime abilities. Higher attack and more of a
threat than its day counterpart.
2 19 6 Dark N'twyn 45 45 5 150 50 0,0 0
3 19 7 Dark N'mach 63 60 8 300 160 0,0 0
4 19 8 Dark N'dup 72 70 9 450 260 0,0 0

Mixer

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 20 1 Mixer 40 15 6 15 8 0,0 0 Greed Eats up to 2 thrown items and
synthesizes them.
Gains Buffed status by 1 stage
per eaten item.
Eaten scrolls turn into Wet Scrolls.
Eaten items are placed on the
ground when time of day changes.
Drops eaten items if inflicted with
Tottering status.
Number of items it eats +1 if it
eats Stomach Expander, and
-1 if it eats Stomach Shrinker,
blessed = +2 / -2, max of 8 items.
Won't eat if it's inflicted with:
Napping, Asleep, Sound Asleep,
Sealed, Paralyzed, S-Paralyzed,
Onigiri, Tottering
The key to early game synthesis.
Its attacks don't hurt that much
if you have a strong shield.
2 20 2 Mixermon 70 34 20 360 20 0,0 0 Same as Mixer, but eats 3 items. High stats for when appears.
Defeat it without taking damage.
3 20 3 Mixergon 77 48 25 800 50 0,0 0 Same as Mixer, but eats 4 items. Higher attack, and basically
immune to projectiles. Appears
as early as 1F in Lost Well.
4 20 4 Mixerdon 92 82 35 2200 100 0,0 0 Same as Mixer, but eats 5 items. Its attack power is ridiculous
after eating 5 items.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 20 5 Dark Mixer 45 20 4 43 25 0,0 0 Greed Same as Mixer. Try to stop other monsters from
defeating it while synthesizing.
Daytime often has monsters
that can destroy ground items
on floors where these spawn,
so collect the item quickly after
time of day changes.
2 20 6 Dark Mixermon 60 40 6 230 80 0,0 0 Same as Mixer, but eats 3 items.
3 20 7 Dark Mixergon 72 60 10 460 130 0,0 0 Same as Mixer, but eats 4 items.
4 20 8 Dark Mixerdon 90 86 12 780 220 0,0 0 Same as Mixer, but eats 5 items.

Scorpion

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 21 1 Scorpion 45 21 9 41 12 19,0 2 Drain
Power
Lowers strength by 1 if adjacent.
Antidote Grass deals 50 damage.
Poison Grass and Poison Arrows
grant Buffed status.
Troublesome monster with
high attack on early floors of
Pitfall of Life.
2 21 2 VeniScorp 70 45 22 480 30 19,0 2 Same as Scorpion, but lowers
strength by 2.
Higher stats. Losing 2 strength
greatly lowers damage output.
3 21 3 StunScorp 80 60 25 1100 80 19,0 2 Same as Scorpion, but lowers
max strength by 1.
High attack and defense.
Max strength can't be restored
by Antidote Grass or Heal Pot.
4 21 4 BlightScorp 95 89 36 2700 170 19,0 2 Same as Scorpion, but lowers
max strength by 2.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 21 5 Dark Scorpion 27 16 2 28 25 19,0 4 Drain
Power
Same as Scorpion, but lowers
strength by 2.
Easy to avoid its special at night.
2 21 6 Dark VeniScorp 65 55 5 100 180 19,0 8 Same as Scorpion, but lowers
strength by 3.
3 21 7 Dark StunScorp 75 65 6 260 260 19,0 16 Same as Scorpion, but lowers
max strength by 2.
4 21 8 Dark BlightScorp 86 85 14 520 420 19,0 20 Same as Scorpion, but lowers
max strength by 3.

Mutaikon

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 22 1 Mutaikon 42 15 12 49 8 19,19 6 Plant
Projectile
Throws Poison Grass 2 tiles ahead.
Antidote Grass deals 50 damage.
Poison Grass and Poison Arrows
grant Buffed status.
Only drops Poison Grass.
Poison Grass lowers strength
by 1 and inflicts Slow status.
Easy to get discouraged if you
get hit multiple times.
2 22 2 Dazikon 46 23 16 260 20 22,22 6 Same as Mutaikon, but throws
Confusion Grass within a 2 tile
radius instead, or Poison Grass
if Shiren is already Confused.
Only drops Confusion Grass.
Actions are limited for a
long time if you're confused
and slow, and it can throw
from outside of your view.
3 22 3 Dozikon 61 39 20 790 80 25,25 6 Same as Mutaikon, but throws
Sleepy Grass within a 3 tile radius
instead, or Poison Grass if Shiren
is already Asleep.
Only drops Sleepy Grass.
Mean grass, and long range.
Risk of sleeping forever if
slowed at the same time.
Keep an Alert or Cleansing
bracelet equipped.
4 22 4 Mesmerikon 75 50 26 1300 170 28,28 6 Same as Mutaikon, but throws
Rage Grass within a 5 tile radius
instead, or Poison Grass if Shiren
is already Berserk.
Only drops Rage Grass.
Evil incarnate, like in Shiren 4.
Use a Dodger Pot, Immunity
Scroll, or blessed Peach.
Cleansing Bracelet also helps.
Not in many dungeons.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 22 5 Dark Mutaikon 33 20 3 40 7 19,19 6 Plant
Projectile
Same as Mutaikon.
Missed grass vanishes.
No issue with a Super Torch.
2 22 6 Dark Dazikon 37 24 4 100 100 22,22 8 Same as Dazikon.
Missed grass vanishes.
Abilities can be used like
normal while you're Confused.
3 22 7 Dark Dozikon 56 45 6 200 170 25,25 16 Same as Dozikon.
Missed grass vanishes.
Doesn't throw grass as often
as its day counterpart.
4 22 8 Dark Mesmerikon 58 53 8 400 220 28,28 20 Same as Mesmerikon.
Missed grass vanishes.
Berserk at night causes a
collapse, so use Crawling
Confusion to make it safer to
search for the stairs.

Naptapir

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 23 1 Naptapir 32 27 11 46 10 23,0 4 - Occasionally inflicts Asleep status
in a 1 tile radius when it's Napping,
Asleep, or Sound Asleep.
Chance to yawn if slain, inflicting
Asleep status in a 1 tile radius.
Always generated Napping, and
won't wake up when you enter or
exit the room.
Shiren won't fall asleep if in a wall.
Ridiculous HP and attack along
with its troublesome ability means
there's no merit to attacking it.
Be wary of Naptapirs that spawn
next to a room entrance.
2 23 2 Snooztapir 80 50 15 480 89 23,0 4 -
3 23 3 Doztapir 100 70 20 800 170 28,0 4 -
4 23 4 Comatapir 120 90 27 1150 300 28,0 4 -
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 23 5 Dark Naptapir 24 14 3 22 10 23,0 4 - Same as daytime abilities. Easier to deal with than daytime.
It can be woken up by other night
monsters, so be a little careful.
2 23 6 Dark Snooztapir 48 35 4 150 152 23,0 8 -
3 23 7 Dark Doztapir 65 42 6 300 256 28,0 16 -
4 23 8 Dark Comatapir 102 57 8 450 484 28,0 20 -

Swordsman

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 24 1 Swordsman 45 15 9 36 40 19,0 2 Rust
Greed
Knocks away your equipped
shield if adjacent, sending it
behind you.
Fight with your back against a wall.
The Swordsman monster levels up
if a parried item defeats a creature.
Cannon Arm status from Can. Arm
Bracelet or Dracon Grass cause
disarmed items to pierce through
walls and creatures.
2 24 2 Fencer 67 29 24 730 90 19,0 2 Same as Swordsman, but
also knocks away weapons.
3 24 3 Sensei 75 55 30 1500 250 19,0 2 Same as Fencer, but also
knocks away bracelets.
4 24 4 Swordmaster 100 85 36 3300 400 19,0 2 Knocks away your equipped
shield, weapon, or bracelet
if adjacent, sending it
somewhere within 10 tiles.
High stats, and putting your back
against a wall is meaningless.
Equip an Anti-Parry Brce.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 24 5 Evil Swordsman 35 15 1 120 56 19,0 4 Rust
Greed
Same as daytime abilities. Easy to avoid its special at night.
2 24 6 Evil Fencer 47 22 2 220 140 19,0 8
3 24 7 Evil Sensei 68 50 3 440 260 19,0 16
4 24 8 Evil Swordmaster 86 88 14 660 350 19,0 20

Mudkin

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 25 1 Mudkin 45 15 9 33 7 38,0 0 Aquatic Lowers upgrade value of equipped
weapon or shield by 1, and can
remove an item's tag.
Chance to duplicate itself when hit.
Doesn't use direct attacks.
Hard to deal with in Pitfall of Life
since you don't want to unequip
your weapon and shield.
Plate items before 9F if possible.
2 25 2 Muddy 55 17 11 54 20 38,0 0 Same as Mudkin, but lowers
upgrade value by 2.
-
3 25 3 Mudster 77 40 20 150 30 38,0 0 Lowers upgrade value of equipped
weapon and shield by 1, and can
remove an item's tag.
Erases 1 rune from an equipped
weapon or shield.
Chance to duplicate itself when hit.
Doesn't use direct attacks.
Erases a rune even if the weapon
or shield has the Rustproof rune.
Erasing a rune is a separate
attack from upgrade value loss.
Rustproof still prevents lowering
of upgrade value.
4 25 4 Mudder 83 50 24 950 50 38,0 0 Same as Mudster, but lowers
upgrade value by 2 and turns
invisible on water tiles.
Bracelets like Monster Detector
reveal invisible Mudsters.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 25 5 Shady Mudkin 20 18 2 24 13 56,0 0 Aquatic Lowers upgrade value of equipped
weapon or shield by 2, puts out
equipped torches, and can remove
an item's tag.
Chance to duplicate itself when hit.
Uses direct attacks.
It limit breaks by itself defeating
duplicates, so don't assume it
has low attack power.
2 25 6 Shady Muddy 27 26 3 28 48 56,0 0 Same as Shady Mudkin, but lowers
upgrade value by 4.
3 25 7 Shady Mudster 52 29 4 100 130 56,0 0 Lowers upgrade value of equipped
weapon and shield by 2, puts out
equipped torches, and can remove
an item's tag.
Erases 1 rune from an equipped
weapon or shield.
Chance to duplicate itself when hit.
Uses direct attacks.
4 25 8 Shady Mudder 65 46 5 450 190 56,0 0 Same as Shady Mudster, but
lowers upgrade value by 3 and
turns invisible on water tiles.

Polygon Spinna

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 26 1 Polygon Spinna 45 15 9 33 11 32,0 2 Drain
Magic
Harass
Lowers max fullness by 3 or max
HP by 1 when adjacent.
Warps in front of you in rooms.
Hunger Traps grant Buffed status.
Losing max HP is bad in
Pitfall of Life.
Repeatedly step away to
recover HP while fighting.
Dangerous in single room
Monster Houses since you'll
be immediately surrounded.
2 26 2 Polygon Shaka 70 34 11 360 35 28,0 2 Same as Polygon Spinna, but max
fullness by 5 or max HP by 2.
3 26 3 Polygon Singa 76 55 25 820 60 24,0 2 Same as Polygon Spinna, but max
fullness by 7 or max HP by 3.
4 26 4 Polygon Stunna 86 65 28 1400 200 20,0 2 Same as Polygon Spinna, but max
fullness by 10 or max HP by 5.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 26 5 Evil PolySpinna 25 18 3 26 13 23,0 4 Drain
Magic
Harass
Lowers max fullness by 5 or max
HP by 2 when adjacent.
Occasionally warps in front of you
in rooms.
Hunger Traps grant Buffed status.
Not a 100 chance to warp in
front of you, so it's easy to not
realize that they're in the room.
Take it one step at a time on
floors where they can appear.
2 26 6 Evil PolyShaka 45 33 4 70 35 23,0 8 Same as Evil PolySpinna, but max
fullness by 7 or max HP by 3.
3 26 7 Evil PolySinga 63 60 8 150 80 23,0 16 Same as Evil PolySpinna, but max
fullness by 10 or max HP by 4.
4 26 8 Evil PolyStunna 72 78 10 300 160 23,0 20 Same as Evil PolySpinna, but max
fullness by 15 or max HP by 6.

Metalhead

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 27 1 Metalhead 55 19 11 55 15 34,34 4 Cyclops
Power
Attacks 2 tiles ahead and
through corners.
Charges strength to deal a
critical hit on the next turn,
dealing double damage.
Moving cancels its charge.
Use zigzag movement to avoid
critical hits. Its charge is basically
a free hit when solo, but is tricky
to work around with allies.
2 27 2 Ironhead 60 38 16 230 70 34,34 4 Weaker than in Shiren 4, but critical
hits still deal significant damage.
3 27 3 Steelhead 65 58 25 650 200 34,34 4
4 27 4 Doomhead 73 90 35 3800 500 34,34 4
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 27 5 Dark Metalhead 27 16 3 28 40 34,34 4 Cyclops
Power
Same as daytime abilities. Hits other monsters from 2 tiles
away, so it tends to survive and
limit break easily.
You'll get hit before it enters your
field of view with only a Fine Torch.
Dark Doomhead has the highest
attack stat among night monsters.
2 27 6 Dark Ironhead 66 59 7 150 140 34,34 8
3 27 7 Dark Steelhead 74 72 9 300 260 34,34 16
4 27 8 Dark Doomhead 88 100 10 450 500 34,34 20

Cheer-Ham

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 28 1 Cheer-Ham 34 10 7 28 5 0,0 4 Harass Runs away, but attacks if cornered.
Moves toward monsters in its view.
Cheers for creatures in a 1 tile radius,
raising attack power by 1 stage and
letting them survive a fatal hit.
Its cheer also affects Shiren and his
allies.
No longer appears with Gyaza,
but still dangerous if it shows
up next to strong enemies.
Its cheer stacks when multiple
Cheer-Hams are adjacent.
Particularly irritating when it
cheers for Explochin monsters.
2 28 2 Go-Ham! 45 15 10 50 20 0,0 4 Same as Cheer-Ham, but raises
attack power by 2 stages.
3 28 3 Rally Ham 55 22 15 130 30 0,0 4 Same as Cheer-Ham, but raises
attack power and defense by 1
stage.
4 28 4 Spirit Ham 65 39 20 790 50 0,0 4 Same as Cheer-Ham, but raises
attack power and defense by 2
stages.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 28 5 Mean Cheer-Ham 23 14 1 18 17 0,0 4 Harass Same as daytime abilities. Often slain by night monsters
it tries to cheer for, so it's just
limit break fodder.
2 28 6 Mean Go-Ham! 47 27 5 36 60 0,0 8
3 28 7 Mean Rally Ham 50 36 5 100 130 0,0 16
4 28 8 Mean Spirit Ham 67 57 7 126 220 0,0 20

Kid Squid

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 29 1 Kid Squid 42 20 11 66 5 16,0 4 Aquatic Blinds an adjacent target.
Turns into Squid Sushi Scroll if
hit by onigiri, granting exp at
the same time.
Blind overwrites Farseeing status.
Check if unidentified scrolls are
selection type scrolls by reading
them while Blind.
2 29 2 Squidfficial 55 23 15 110 45 18,0 4 Same as Kid Squid, but its ink
blinds targets in a 1 tile radius.
Only appears in Destiny's Descent
in the base game.
3 29 3 King Squid 65 55 24 1300 50 20,18 4 Same as Kid Squid, but its ink
blinds all targets within its view.
Causes you to lose Super status.
Use an Immunity Scroll or blessed
Peach in one room Monster Houses.
4 29 4 Squidperor 85 72 30 2200 200 25,18 4
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 29 5 Evil Kid Squid 20 18 2 24 7 23,0 4 Aquatic Same as daytime abilities. Walking around while Blind usually
leads to accidents.
2 29 6 Evil Squidfficial 39 30 3 65 35 23,0 8
3 29 7 Evil King Squid 55 56 4 270 100 23,18 16 Causes you to lose Super status.
4 29 8 Evil Squidperor 57 90 5 540 190 23,18 20

Foly

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 30 1 Foly 46 20 2 400 6 100,100 0 Swift 1
Cyclops
Floating
Double speed, 1 attack.
Moves along the wall in rooms.
Changes color and abilities every 8 turns.
Red: Nullifies and reflects direct attacks.
Blue: 15 damage lightning to all creatures
in the room after it acts, and levels up if it
defeats someone. Lightning occurs even
after it uses a direct attack.

Green: Heals your HP by 100 after you hit
it with a direct attack.

Purple: Counters with an ailment if hit:
Berserk, Grounded, Inaccurate, Confused,
or Shadow Bound.

Green and Purple effects won't occur if
defeated in one hit, and only 1 Foly can
be present on a floor at a time.
Often slays new players.
Beware of its direct attacks
if it limit breaks from lightning.
Paralyze it or throw a Hide Pot
to make it a non-issue.
1 30 5 Dark Foly 33 24 4 8 19 100,100 0 Found in Inori Cave. (13-14F)
Lightning deals 1 damage to
other night monsters, so it
doesn't limit break as often as
its day counterpart.

Bored Kappa

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 31 1 Bored Kappa 50 18 11 48 7 0,0 4 Aquatic
Projectile
Stands on item, throws it at Shiren.
Catches and tosses thrown items
back at you if the item is a category
it can throw. Range of 3 tiles.
Items it throws always miss.
Can't throw Gitan, shields, or swords.
Moves toward items, but stops and
uses direct attacks if adjacent.
Don't underestimate it just
because it always misses.
If you're standing on a trap,
it'll activate when the item
lands on it, and Sleep Trap
is particularly bad.
Thrown Truestrike Arrows
will always hit you.
2 31 2 Kappa Pest 65 25 17 180 20 0,0 4 Stands on item, throws it at Shiren.
Catches and tosses thrown items
back at you if the item is a category
it can throw. Range of 5 tiles.
Can't throw Gitan or weapons.
Moves toward items, but stops and
uses direct attacks if adjacent.
Thrown items can land in open pots.
Shiren might equip the item it throws,
and the prior equipped item falls to
the ground.
Appears with Mixermon
in some dungeons, so
don't let it throw your
shield after synthesizing.
3 31 3 Vexing Kappa 77 48 20 800 60 0,0 4 Same as Kappa Pest, but range of
10 tiles, and can throw weapons.
-
4 31 4 Kappa Troll 89 63 30 1700 170 0,0 4 Same as Kappa Pest, but throws
items from anywhere on the
current floor, and can throw Gitan
and weapons.
Often appears with Gitan
Mamel, Kleptoad, Snide
Kleptoad, etc. so you can
get one-shot by Gitan.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 31 5 Dark Bored Kappa 14 5 2 3 7 0,0 4 Aquatic
Projectile
Same as daytime abilities. Doesn't stand on items.
2 31 6 Dark Kappa Pest 38 35 3 50 25 0,0 8 Limit break raises power
of thrown items, so eat a
Juicy Peach to stay safe.
3 31 7 Dark Vexing Kappa 63 55 5 100 60 0,0 16 Blessed items deal more
damage. Helps to leave
space open in pots.
4 31 8 Dark Kappa Troll 66 75 8 200 160 0,0 20 Blessed Gitan is an
instant collapse.

Hopodile

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 32 1 Hopodile 50 22 10 50 9 0,0 4 Dragon
Aquatic
Moves like a chess knight
when Shiren is in view.
Does a 10 damage jump attack
if you're standing in range of a
chess knight hop.
Doesn't appear as early as
Shiren 4, but higher stats.
2 32 2 Hipadile 60 48 15 480 40 0,0 4 Same as Hopodile, but jump
attack deals 20 damage.
Powerful monster that lives up
to being called a Dragon type.
3 32 3 Oingodile 77 63 22 1100 150 0,0 4 Same as Hopodile, but jump
attack deals 30 damage.
Easier to deal with if you have
2 type effective runes.
4 32 4 Boingodile 95 88 29 4300 500 0,0 4 Same as Hopodile, but jump
attack deals 40 damage.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 32 5 Evil Hopodile 24 12 3 22 14 0,0 4 Dragon
Aquatic
Same as Hopodile, but jump
attack deals 15 damage.
More likely to be approached
by it compared to other night
monsters.
2 32 6 Evil Hipadile 27 16 5 100 75 0,0 8 Same as Hopodile, but jump
attack deals 25 damage.
3 32 7 Evil Oingodile 57 53 7 220 180 0,0 16 Same as Hopodile, but jump
attack deals 35 damage.
4 32 8 Evil Boingodile 61 65 9 420 500 0,0 20 Same as Hopodile, but jump
attack deals 45 damage.

Flamebird

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 33 1 Flamebird 33 16 11 75 9 56,0 0 Rust
Floating
Explosive
Thrown items burn up.
Fire damage restores HP.
Duplicates from explosions.
Heals an adjacent monster's
HP by 30 if they're hurt.
Not bad on its own, but a bit tricky
if it's supporting a different enemy.
Troublesome for don't use direct
attacks restrictions.
2 33 2 Sparkbird 43 20 25 200 25 56,0 0 Same as Flamebird, but heals
60 HP.
3 33 3 Flarebird 54 34 28 820 80 100,100 0 Thrown items burn up.
Fire damage restores HP.
Duplicates from explosions.
Warps next to a hurt monster
within Shiren's view (3 tiles)
and heals HP of all monsters
in a 1 tile radius by 30.
Heals adjacent monster HP even
when it's not near Shiren.
Doesn't heal much HP individually,
but a group can fully restore HP in
one turn. To make things worse,
it's useless to throw talismans at it.
4 33 4 Blazebird 76 59 33 1400 170 100,100 0 Same as Flarebird, but heals
60 HP.
If you can't defeat it in a single hit,
you might end up being walled in.
Use Seal Staff or Cannon Arm +
talismans.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 33 5 Dark Flamebird 20 16 2 24 13 56,0 0 Rust
Floating
Explosive
Same as Flamebird, but heals
40 HP.
Much easier to deal with at night.
It can cure Hiding status enemies
after Pot Party is used.
2 33 6 Dark Sparkbird 34 18 4 40 60 56,0 0 Same as Flamebird, but heals
70 HP.
3 33 7 Dark Flarebird 63 55 7 120 130 100,100 0 Same as Flarebird, but heals
40 HP.
Don't use Pot Party if you're next
to a night monster on floors where
these appear. It's best to memorize
the floors it appears on.
4 33 8 Dark Blazebird 86 75 14 240 190 100,100 0 Same as Flarebird, but heals
70 HP.

Yanpii

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 34 1 Yanpii 36 22 15 170 6 22,22 4 Harass Headbutts if lined up, dealing
knockback based on distance.
Headbutt deals 10 damage.
If you hit a wall, go into the wall
1 tile and take 10 more damage.
Headbutts even if another
creature is in-between.
Lower attack than in Shiren 4.
Knockback is equal to twice
the distance between the two
of you before the headbutt.
It's risky to have a Wall Clip
Bracelet equipped on floors
where Yanpiis appear.
2 34 2 Sr. Yanpii 49 33 17 450 90 22,22 4 Same as Yanpii, but 20 damage.
If you hit a wall, go into the wall
2 tiles and take 20 more damage.
Try not to get separated from
allies during the main story
due to a headbutt.
3 34 3 Lt. Yanpii 78 60 21 1200 180 22,22 4 Same as Yanpii, but 30 damage.
If you hit a wall, go into the wall
3 tiles and take 30 more damage.
It can trigger Thief Mode if it
headbutts you out of a store
while shopping.
4 34 4 Boss Yanpii 97 71 35 3200 250 22,22 4 Same as Yanpii, but 40 damage.
If you hit a wall, go into the wall
4 tiles and take 40 more damage.
80 damage if you hit a wall,
so don't fight with your back
against a wall.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 34 5 Sinful Yanpii 10 5 1 10 40 22,22 4 Harass Same as Yanpii, but 15 damage.
If you hit a wall, go into the wall
1 tile and take 10 more damage.
Special deals more damage.
Same dangers as daytime,
but hard to predict or defend
against due to poor visibility.
2 34 6 Sinful Sr. Yanpii 48 53 2 50 80 22,22 8 Same as Yanpii, but 25 damage.
If you hit a wall, go into the wall
2 tiles and take 20 more damage.
3 34 7 Sinful Lt. Yanpii 56 75 4 150 160 22,22 16 Same as Yanpii, but 35 damage.
If you hit a wall, go into the wall
3 tiles and take 30 more damage.
4 34 8 Sinful Boss Yanpii 61 80 9 360 260 22,22 20 Same as Yanpii, but 45 damage.
If you hit a wall, go into the wall
4 tiles and take 40 more damage.

Scoopie

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 35 1 Scoopie 43 16 11 75 9 16,0 4 Rust
Metal
Harass
Shovels dirt at an adjacent target,
which can hit through corners.
Dirt fills 1 open pot if it hits you,
and inflicts Blind if it hits an ally.
Can't insert or take items from
Preservation Pots filled with dirt.
Dirt randomly turns into grass
when you change floors.
New monster that ruins pots.
Protect fragrance pots by placing
them on the ground beforehand.
Dirt can't go into sealed pots.
2 35 2 Spadie 49 23 17 190 45 20,0 4
3 35 3 Trowelie 66 40 20 550 130 22,18 4 Throws dirt within a 4 tile radius.
Won't throw dirt if it can't see you.
Dirt fills 1 open pot if it hits you,
and inflicts Blind if it hits an ally.
Can't insert or take items from
Preservation Pots filled with dirt.
Dirt randomly turns into grass
when you change floors.
Dirt throwing range of 4 tiles.
Dodger Pot can be used to dodge
dirt, but ideally you'll want to save
it for later.
4 35 4 Shovelie 86 85 35 2345 345 25,18 4 Same as Trowelie, but throws
dirt within a 6 tile radius.
High attack, so it's a bad idea to
place pots down while fighting it.
Floors often overlap with Porgon,
so it's fine to use a Dodger Pot.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 35 5 Wicked Scoopie 22 16 2 22 20 16,0 4 Rust
Metal
Harass
Same as daytime abilities. Easy to avoid its special at night.
2 35 6 Wicked Spadie 37 28 4 210 100 20,0 8
3 35 7 Wicked Trowelie 45 46 6 320 200 22,18 16 It doesn't throw dirt often, but you
tend to get hit by dirt from outside
your view due to low visibility.
4 35 8 Wicked Shovelie 52 56 8 420 300 25,18 20

Zalokleft

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 36 1 Zalokleft 43 14 9 50 3 20,0 100 Aquatic
Greed
Steals 1 item and warps if adjacent,
excluding equipped items.
Picks up a floor item and warps.
Runs from Shiren after stealing.
Doesn't use direct attacks.
Always generated Napping.
Drops an item from a unique table
if slain before stealing an item, or
the stolen item if slain after it stole.
Always drops 1 item from a
unique Zalokleft item table.
Hard to reclaim stolen item
on water floors.
2 36 2 Green Zalokleft 55 17 11 240 10 25,0 100
3 36 3 Iron Zalokleft 71 42 13 850 40 33,0 100
4 36 4 Zalokleft King 80 61 15 1900 80 25,0 100 Steals 1 item and vanishes if
adjacent, including equipped items.
Picks up a floor item and vanishes.
Doesn't use direct attacks.
Always generated Napping.
Drops an item from a unique table
when defeated.
Impossible to reclaim stolen
item since it vanishes from
the current floor.
Use arrows if you don't have
the Anti-Theft rune.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 36 5 Bad Zalokleft 48 28 2 130 5 48,0 100 Aquatic
Greed
Steals 1 item and warps if adjacent,
excluding equipped items.
Picks up a floor item and warps.
Item becomes cursed or sealed.
Always generated Napping.
Drops an item from a unique table
if slain before stealing an item, or
the stolen item if slain after it stole.
Uses direct attacks.
Dropped items are blessed,
but the item isn't likely to be
anything special.
Stolen item turns cursed or
sealed, so keep that in mind
if you're thinking about
reclaiming the item.
2 36 6 Bad G. Zalokleft 55 29 4 250 20 48,0 100
3 36 7 Bad I. Zalokleft 65 30 5 300 40 48,0 100
4 36 8 Bad Zalokleft King 70 31 6 400 190 48,0 100 Steals 1 item and vanishes if
adjacent, including equipped items.
Picks up a floor item and vanishes.
Always generated Napping.
Drops an item from a unique table
when defeated.
Uses direct attacks.
Impossible to reclaim stolen
item since it vanishes from
the current floor.

Eligan

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 37 1 Eligan 58 32 16 220 50 0,0 4 Power None. Significantly weaker than in Shiren 4.
Still pretty strong for when it appears, though.
2 37 2 Eligagan 62 62 22 680 100 0,0 4 Attack is on par with Eligan in Shiren 4.
3 37 3 Eligagon 96 80 40 3000 200 0,0 4 Formidable stats, and stronger than a decent
number of monsters that have special abilities.
4 37 4 Elizgagon 100 103 48 5000 400 0,0 4 Extremely high offense and defense.
It doesn't have a type effective weakness,
and often appears with Despoiler late game.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 37 5 Dark Eligan 33 24 4 40 24 0,0 4 Power None. Far weaker than their day counterparts.
2 37 6 Dark Eligagan 45 38 5 150 100 0,0 8
3 37 7 Dark Eligagon 70 69 10 220 180 0,0 16
4 37 8 Dark Elizgagon 79 80 11 330 420 0,0 20

Gyadon

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 38 1 Gyadon 55 17 11 165 19 21,0 4 Floating
Power
Greed
Reduces a staff's count to 0. Protect staves by storing them
in pots or by placing them down.
Perceptive Pot nullifies pecking.
2 38 2 Gyairas 64 49 22 440 35 21,0 4 Turns a scroll or talisman
into Piece of Paper.
3 38 3 Gyandora 83 59 27 1200 80 21,0 4 Reduces a pot's capacity to 0.
All items in the pot vanish.
Bad if it pecks Preservation Pots.
Used for 2 item Fever Pots.
4 38 4 Gyandoron 95 75 36 2800 200 21,0 4 Reduces a staff's count to 0.
Turns a scroll or talisman
into Piece of Paper.
Reduces a pot's capacity to 0.
Erases 1 sword or shield rune,
excluding equipped items.
Randomly uses 1 of 4 specials,
so it might not peck anything if
you don't have an item that fits
the selected item category.
Often appears with Tiger Ace.
Anti-Peck rune blocks all specials.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 38 5 Violent Gyadon 10 5 1 4 18 21,0 4 Floating
Power
Greed
Same as daytime abilities. Easy to avoid its special at night.
2 38 6 Violent Gyairas 51 42 6 230 80 21,0 8
3 38 7 Violent Gyandora 65 60 9 360 160 21,0 16
4 38 8 Violent Gyandoron 70 86 10 480 220 21,0 20

Gazer

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 39 1 Gazer 26 11 9 19 8 43,0 2 Cyclops
Magic
Harass
Hypnotizes Shiren when
adjacent, making him
attack or use an item.
Only on 20-21F in Destiny's Descent
in the DS version, but appears on
early floors of DLC dungeons.
2 39 2 Super Gazer 66 35 20 550 15 43,0 2 Likely your first Gazer encounter.
If unlucky, you could lose equipment
or be unable to act until you collapse.
3 39 3 Hyper Gazer 83 42 24 1300 80 43,0 2 High HP, so it's difficult to defeat it in
1 hit without type effective runes.
4 39 4 Ultra Gazer 93 62 38 1850 130 43,18 100 Hypnotizes Shiren from
anywhere within its view,
making him attack or use
an item.
Drops 5000 Gitan if slain.
Terrifying long-range hypnosis.
Drops 5000G, which can one-shot
any end game monster that it hits.
Use Anti-Hypno rune, Reflection Pot,
Immune status, Extinction Scroll, etc.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 39 5 Evil Gazer 33 24 3 40 10 43,0 2 Cyclops
Magic
Harass
Same as daytime abilities. Often appears on floors with water
or air tiles in Destiny's Descent,
leading to item loss.
2 39 6 Evil Super Gazer 47 39 4 120 35 43,0 2
3 39 7 Evil Hyper Gazer 53 50 5 240 100 43,0 2
4 39 8 Evil Ultra Gazer 59 70 6 390 260 43,18 100 Doesn't use its hypnosis as often
as its day counterpart.

Zapdon

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 40 1 Zapdon 79 59 22 330 33 100,100 4 Slow
Rust
Power
1 action every 2 turns.
25 damage lightning attack
if Shiren is within view after
taking damage 3 times.
Always uses its lightning
attack after electric damage.
Slow but powerful monster.
Runs at double speed (1 attack)
if it spawns with a yellow aura.
2 40 2 Huistdon 108 69 25 660 220 100,100 4 Same as Zapdon, but
lightning deals 30 damage.
3 40 3 Bunchukdon 137 79 28 1280 400 100,100 4 Same as Zapdon, but
lightning deals 35 damage.
Lower attack than in Shiren 4,
but more HP. Be careful not to
get sandwiched by monsters
while fighting it in hallways.
4 40 4 Zotdon 165 90 35 2222 600 100,100 4 Same as Zapdon, but
lightning deals 40 damage.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 40 5 Dark Zapdon 47 43 4 120 40 100,100 4 Slow
Rust
Power
1 action every 2 turns.
40 damage lightning attack
to all characters in the room
after taking damage 3 times.
Always uses its lightning
attack after electric damage.
Between abilities and other
night monster attacks, it mostly
collapses before it has a chance
to use its lightning attack.
2 40 6 Dark Huistdon 78 75 5 200 220 100,100 8 Same as Dark Zapdon, but
lightning deals 50 damage.
3 40 7 Dark Bunchukdon 72 78 9 300 300 100,100 16 Same as Dark Zapdon, but
lightning deals 60 damage.
4 40 8 Dark Zotdon 82 96 13 450 500 100,100 20 Same as Dark Zapdon, but
lightning deals 70 damage.

Dragon

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 41 1 Dragon 75 42 22 560 50 20,33 22 Dragon
Explosive
Breathes 20 damage fire
in a straight line.
High item drop rate.
Dragons in Shiren 5 deal less
fire damage than other games.
Often generated Napping.
2 41 2 Sky Dragon 80 55 26 1600 120 25,15 22 Breathes 20 damage fire
at a target in the room.
High item drop rate.
Lowest fire damage in the series,
but breathes fire more often than
Archdragon or Abyss Dragon,
so it's dangerous in large rooms.
3 41 3 Archdragon 92 82 30 3333 240 30,6 22 Breathes 30 damage fire
at a target from anywhere
on the current floor.
High item drop rate.
Burns Shiren to a crisp from any
position on the current floor.
Lowest fire damage in the series,
and doesn't breathe fire very often,
but dangerous if multiple spawn.
4 41 4 Abyss Dragon 120 106 50 6666 600 35,6 22 Same as Archdragon,
but fire deals 40 damage.
Top-class attack and defense.
Often appears until 99F in places
where it naturally spawns.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 41 5 Evil Dragon 32 24 3 100 100 20,33 22 Dragon
Explosive
Same as Dragon,
but fire deals 50 damage.
Fire deals a whopping 50 damage.
It uses its special more often than
other night monsters.
2 41 6 Evil Sky Dragon 55 38 5 300 200 25,15 22 Same as Sky Dragon,
but fire deals 50 damage.
Wait for daytime in a hallway if
you lack a Monster Detector.
3 41 7 Evil Archdragon 93 65 12 600 300 30,6 22 Same as Archdragon,
but fire deals 60 damage.
Won't breathe fire often, but deals
a lot of damage when it does.
Use Zen Pot or Extinction Scroll.
4 41 8 Evil Abyss Dragon 104 81 14 900 500 35,6 22 Same as Archdragon,
but fire deals 70 damage.
Its fire damage is ridiculous, and it
often survives a Kaboom Bullet.

DJ Mage

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 42 1 DJ Mage 45 22 13 110 8 64,47 6 Magic
Harass
Fires a magic bullet with a random
effect in a straight line: Warp,
knockback, switch positions,
Swift (1 stage).
Higher stats than in Shiren 4.
Its magic often helps you out.
2 42 2 MC Mage 56 26 17 360 25 64,47 6 Fires a magic bullet with a random
effect in a straight line: Blind,
Confused, transient, 20 damage.
Effects that limit actions.
Bad if other enemies are nearby.
3 42 3 MC Wizard 62 32 20 800 60 64,47 6 Fires a magic bullet with a random
effect in a straight line: Level -1,
Sealed, Paralyzed, Cloned, Berserk
Berserk can easily end a run
by making you walk straight at
MC Wizard or causing accidents
with traps and Shopkeepers, etc.
4 42 4 MC Sorceror 73 45 21 1000 100 64,47 6 Fires a magic bullet with a random
effect in a straight line: Empathy,
Onigiri, Slow (1 stage), Level -3,
reduce HP to 1/4 of current HP
Extremely dangerous effects.
You can even lose 1-on-1 if you
get hit by Onigiri and Slow.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 42 5 Dark DJ Mage 22 16 2 22 18 64,47 6 Magic
Harass
Same as daytime abilities. Uses magic less often, but
limited visibility makes it more
dangerous.
2 42 6 Dark MC Mage 36 30 6 50 72 64,47 8 You might get one-shot if a limit
broken monster is near the
stairs after getting hit by the
transient effect.
3 42 7 Dark MC Wizard 50 40 8 150 130 64,47 16 Berserk or Sealed often lead to
a collapse at night.
4 42 8 Dark MC Sorceror 70 66 10 400 190 64,47 20 Fewer effects that cause an
immediate collapse compared
to MC Wizard.

Porky

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 43 1 Porky 47 21 8 100 35 19,17 6 Power
Projectile
Throws a Porky Rock within
a 2 tile radius. (20 damage)
Only drops Porky Rocks.
Only found in Destiny's Descent
in the DS version, but appears
elsewhere in PS Vita dungeons.
2 43 2 Porko 65 36 18 840 70 19,20 6 Same as Porky,
but range of 4 tiles.
3 43 3 Porkon 75 52 20 1600 200 19,23 6 Same as Porky,
but range of 6 tiles.
Its range and throw frequency
can be irritating in hallways.
4 43 4 Porgon 86 85 35 3700 400 19,23 6 Same as Porky,
but range of 10 tiles.
Uses special attacks more than
Archdragon and Abyss Dragon.
If you see it on a maze floor, use
a Dodger Pot or Extinction Scroll.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 43 5 Sinister Porky 20 18 2 50 30 19,17 6 Power
Projectile
Throws a Porky Rock within
a 2 tile radius. (20 damage)
Only drops Porky Rocks.
Porky Rocks that miss vanish.
Still dangerous, even if its rock
throwing frequency isn't as high
as daytime.
Makes it difficult to safely cycle
time of day in hallways.
2 43 6 Sinister Porko 42 52 3 100 140 19,20 8 Same as Sinister Porky,
but range of 4 tiles.
3 43 7 Sinister Porkon 62 72 4 250 220 19,23 16 Same as Sinister Porky,
but range of 6 tiles.
4 43 8 Sinister Porgon 74 85 6 500 350 19,26 20 Same as Sinister Porky,
but range of 10 tiles.

Boy Cart

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 44 1 Boy Cart 43 20 11 75 2 100,80 6 Swift 1
Rust
Projectile
Double speed, 1 attack.
Shoots Wood Arrows.
Moves away if you get close.
Shoots even if another enemy
is in-between.
Doesn't attack in hallways.
Only drops Wood Arrows.
Higher stats than in Shiren 4.
Fight it in a hallway for safety.
2 44 2 Cross Cart 56 28 17 180 7 100,80 6 Same as Boy Cart, but shoots
and drops Iron Arrows.
3 44 3 Strong Cart 65 38 20 600 9 100,80 6 Same as Boy Cart, but shoots
and drops Knockback Arrows.
Knockback Arrows can be
collected using a Dodger Pot.
Level up a Lv1-2 Boy Cart, or
level down a Pierce Cart or
Pop Tank to create one on
floors where it doesn't spawn.
4 44 4 Pierce Cart 74 50 22 1100 15 100,80 6 Same as Boy Cart, but shoots
and drops Silver Arrows.
Turns into Pop Tank if it gains
a level.
Silver Arrows pierce through
walls and creatures, so they
can't be collected.
If an Extinction Scroll was
thrown at a Pop Tank, the
Pierce Cart will limit break
instead of leveling up.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 44 5 Dark Boy Cart 14 5 2 3 8 100,80 6 Swift 1
Rust
Projectile
Double speed, 1 attack.
Shoots Wood Arrows.
Moves away if you get close.
Uses direct attacks, and
attacks in hallways.
Arrows that miss vanish.
Only drops Wood Arrows.
Unlike Shiren 4, Dark Boy Cart
has unpredictable movement
in this game, meaning it can
slay other monsters and limit
break, greatly raising attack.
It usually tries to move away,
but it can also approach and
use direct attacks.
Its arrows deal 1 damage to
other enemies.
2 44 6 Dark Cross Cart 35 30 4 43 18 100,80 8 Same as Dark Boy Cart, but
shoots and drops Iron Arrows.
3 44 7 Dark Strong Cart 50 41 8 86 35 100,80 16 Same as Dark Boy Cart, but
shoots and drops Knockback
Arrows
.
4 44 8 Dark Pierce Cart 75 70 9 150 80 100,80 20 Same as Dark Boy Cart, but
shoots and drops Silver Arrows.

Pop Tank

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 45 1 Pop Tank 40 25 12 120 12 75,40 2 Slow
Rust
Explode
Metal
Power
Explosive
1 action every 2 turns.
Fires a cannonball in a straight
line, dealing 20 damage.
Uses other enemies and walls
to hit you with the blast, even
if you're not lined up.
Items caught in the blast vanish.
Won't fire if another enemy is
blocking its line of sight.
Turns into Pierce Cart if it loses
a level.
Smart AI like in Shiren 4.
Often levels up after being
attracted by a Fearabbit.
2 45 2 Grampa Tank 60 37 15 400 75 75,40 2 Rust
Explode
Metal
Power
Explosive
Same as Pop Tank,
but blasts deal 30 damage
and regular speed.
Scout your surroundings
to avoid getting blasted.
Particularly fearsome if
you can't one-shot it.
3 45 3 Ornery Tank 83 48 19 1600 80 75,40 2 Swift 1
Rust
Explode
Metal
Power
Explosive
Same as Pop Tank,
but blasts deal 40 damage
and double speed (1 attack).
Running away isn't viable.
Ailments wear off in half
the time since it's swift.
4 45 4 Cranky Tank 86 62 20 3200 200 75,40 2 Swift 2
Rust
Explode
Metal
Power
Explosive
Same as Pop Tank,
but blasts deal 50 damage
and double speed (2 attacks).
Rivals Abyss Dragon in
its ability to cause dread.
You'll take 100 damage
per turn without Anti-Blast
rune, and with 62 attack,
it hits hard even if Sealed.
Use an Extinction Scroll.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 45 5 Dark Pop Tank 20 18 2 24 18 75,55 4 Slow
Rust
Explode
Metal
Power
Explosive
1 action every 2 turns.
Fires a cannonball in a straight
line, dealing 30 damage.
Uses other enemies and walls
to hit you with the blast, even
if you're not lined up.
Items caught in the blast vanish.
Won't fire if another enemy is
blocking its line of sight.
Uses direct attacks.
Unlike daytime, it won't
always fire a cannonball
when the blast would be
able to hit you, and it can
use direct attacks when
you're adjacent to it.
2 45 6 Dark Grampa Tank 45 32 3 130 35 75,55 8 Rust
Explode
Metal
Power
Explosive
Same as Dark Pop Tank,
but blasts deal 40 damage
and regular speed.
3 45 7 Dark Ornery Tank 47 50 4 260 130 75,55 16 Swift 1
Rust
Explode
Metal
Power
Explosive
Same as Dark Pop Tank,
but blasts deal 50 damage
and double speed (1 attack).
Double speed means it
can ambush in hallways
if you don't have a torch,
so be wary if cycling time.
4 45 8 Dark Cranky Tank 66 60 6 500 260 75,55 20 Swift 2
Rust
Explode
Metal
Power
Explosive
Same as Dark Pop Tank,
but blasts deal 60 damage
and double speed (2 attacks).
It's damage output from
blasts is high, and it can
one-shot you with direct
attacks if it's limit broken.
Try to defeat it from
outside its range.

Absorbiphant

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 46 1 Absorbiphant 43 22 10 110 12 100,100 4 Rust
Drain
Power
Harass
Absorbs status conditions inflicted
on itself, or from a creature within
a 1 tile radius.
Its turn ends if it absorbs from
another creature, but not when it
absorbs its own status condition.
Immune to ailments, even Sealed.
Absorbing a status condition fully
restores its HP, and it also gains
Buffed status. (1 stage)
It can absorb all positive status
conditions except Super status
and Special Onigiri effects.
Powers up by absorbing
status conditions. The
Anti-Drain rune is usually
enough to one-shot it.
2 46 2 Digestiphant 56 28 17 180 25 100,100 4 Same as Absorbiphant, but gains
Buffed status (2 stages).
One absorption boosts
attack by 2 stages, so
don't underestimate it.
3 46 3 Spongiderm 71 42 20 850 50 100,100 4 Same as Absorbiphant, but gains
Buffed status (1 stage) and
Bolstered status (1 stage).
Absorbing boosts both
attack and defense.
Only takes 1 damage if it
absorbs multiple times.
4 46 4 Osmammoth 76 59 28 1400 170 100,100 4 Same as Absorbiphant, but gains
Buffed status (2 stages) and
Bolstered status (2 stages).
One absorption boosts
attack and defense by 2
stages. Use Gitan or an
Unlucky Staff before it
gets out of hand.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 46 5 Dark Absorbiphant 10 5 1 3 20 100,100 4 Rust
Drain
Power
Harass
Same as daytime abilities. Nemesis of Pot Party and
Crawling Confusion.
May not be able to slay
blue aura ones if you lack
pure damage abilities like
Kaboom Bullet.
Its attack and defense
reset if it limit breaks.
2 46 6 Dark Digestiphant 43 35 5 60 60 100,100 8
3 46 7 Dark Spongiderm 56 44 6 360 130 100,100 16
4 46 8 Dark Osmammoth 72 78 9 444 220 100,100 20

Punisher

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 47 1 Punisher 55 42 10 210 90 13,0 4 Rust Occasionally lands a critical hit
that deals double damage.
Powerful and lacks a weakness
other than water from a Water Pot.
Its critical hit rate isn't too high, but
it's best to plan for the critical hit.
Surprisingly low HP, so projectiles
are effective.
2 47 2 Debaser 73 55 21 680 240 13,0 4
3 47 3 Ruiner 80 65 24 1900 480 18,0 4
4 47 4 Despoiler 95 85 30 3600 720 18,0 4
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 47 5 Hell's Punisher 20 18 2 24 30 20,0 4 Rust Same as daytime abilities. Water Pot isn't enough to reduce
its damage to 1 if it limit breaks.
2 47 6 Hell's Debaser 45 38 3 150 130 20,0 8
3 47 7 Hell's Ruiner 60 56 5 300 320 20,0 16
4 47 8 Hell's Despoiler 80 70 12 450 600 20,0 20

Firepuff

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 48 1 Firepuff 50 25 20 175 8 89,0 4 Dragon
Floating
Explosive
Breathes 10 damage fire at
a target 1 tile in front.
Chance to fail fire breath.
Fire can go through corners.
Occasionally uses direct attacks.
Higher stats than in Shiren 4, but
it's hard to say it lives up to being
called a dragon. Breathes fire even
if you're on a Sanctuary Scroll.
2 48 2 Flamepuff 64 39 22 400 75 89,0 4 Same as Firepuff, but fire
deals 20 damage.
3 48 3 Blazepuff 73 56 24 1250 35 89,0 4 Same as Firepuff, but fire
deals 30 damage.
Significantly buffed from Shiren 4,
and it finally resembles a dragon.
4 48 4 Pyrepuff 85 70 26 2650 80 89,0 4 Same as Firepuff, but fire
deals 40 damage.
Above average attack and defense.
Its direct attacks can be more
painful than its fire.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 48 5 Evil Firepuff 33 24 4 40 24 89,0 4 Dragon
Floating
Explosive
Same as Firepuff, but fire
deals 20 damage.
Fire deals a lot more damage.
Don't let your guard down just
because it's a cute little Firepuff.
2 48 6 Evil Flamepuff 43 35 5 80 45 89,0 8 Same as Firepuff, but fire
deals 40 damage.
3 48 7 Evil Blazepuff 65 62 9 160 100 89,0 16 Same as Firepuff, but fire
deals 60 damage.
4 48 8 Evil Pyrepuff 73 71 11 320 190 89,0 20 Same as Firepuff, but fire
deals 80 damage.

Crow Tengu

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 49 1 Crow Tengu 37 16 11 24 6 0,0 0 Floating Disguises itself as a different
monster from the current
floor's monster table.
It can't use special attacks of
the monster it's disguised as.
Reveals itself when Sealed or
defeated.
Often appears on the same floors
as common Extinction Scroll
targets, so you should seal the
target before throwing the scroll.
Sometimes overlaps with Mixers
in PS Vita dungeons, so shoot an
arrow or check if the Mixer is
able to move over water or air
tiles before synthesizing.
2 49 2 Falcon Tengu 55 17 11 66 20 0,0 0
3 49 3 Eagle Tengu 65 26 13 130 60 0,0 0
4 49 4 Phoenix Tengu 70 34 25 360 100 0,0 0
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 49 5 Bad Crow Tengu 35 40 4 43 5 0,0 0 Floating Same as daytime abilities. Higher attack than their daytime
counterparts.
2 49 6 Bad Falcon Tengu 45 50 5 150 23 0,0 0
3 49 7 Bad Eagle Tengu 73 60 11 300 70 0,0 0
4 49 8 Bad Phoenix Tengu 86 88 14 450 190 0,0 0

FO-Uβ

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 50 1 FO-Uβ 3 35 13 111 50 0,0 100 Swift 2
Rust
Floating
Metal
Double speed, 2 attacks.
Runs away from Shiren.
Only takes 1 damage from direct
and fixed damage attacks.
Warps if it gets hit by an attack.
Can summon a Myriman when hit.
Drops 1~3 Life Grass when slain.
Bonus monster that drops grass.
Only takes 1 damage from any
attack, even when Sealed.
Takes 2 damage if your sword
has Anti-Metal or Anti-Floating.
No longer warps when Sealed,
but will approach and attack
instead, making it easier to slay.
2 50 2 FO-U 4 39 15 444 150 0,0 100 Same as FO-Uβ, but summons
Billman, drops 1~3 Cheery Grass.
3 50 3 FO-UZ 5 42 17 888 300 0,0 100 Same as FO-Uβ, but summons
Trillman, warps if you're within
3 tiles, drops 1~3 Strength Grass.
4 50 4 FO-UZZ 6 80 40 5555 777 0,0 100 Same as FO-Uβ, but summons
Googoman, warps if you're within
3 tiles, drops 1~3 Revival Grass.
Lots of HP, but drops valuable
Revival Grass if you defeat it.
High attack, so be careful if you
decide to seal it.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 50 5 εFO-Uβ 3 24 2 50 100 0,0 100 Swift 2
Rust
Floating
Metal
Double speed, 2 attacks.
Runs away from Shiren.
Only takes 1 damage from direct
and fixed damage attacks, abilities.
Uses direct attacks when adjacent.
Warps if it gets hit by an attack.
Can summon a Dark Myriman if hit.
Drops 1~3 Life Grass when slain.
Converts abilities to 1 damage
as well, so use arrows instead.
Anti-Metal and Anti-Floating
increase your direct attack
damage like dayime, but it's a
bit risky since you might get hit
by a direct attack if you miss.
2 50 6 εFO-U 3 30 3 100 300 0,0 100 Same as εFO-Uβ, but summons Dark
Billman, drops 1~3 Cheery Grass.
3 50 7 εFO-UZ 3 40 4 130 450 0,0 100 Same as εFO-Uβ, but summons Dark
Trillman, warps if you're within 3 tiles,
drops 1~3 Strength Grass.
Warps when you go near it.
Use Knockback Arrows.
Its HP is fully healed if it slays
a monster and limit breaks.
4 50 8 εFO-UZZ 3 50 5 200 600 0,0 100 Same as εFO-Uβ, but summons Dark
Googoman, warps if you're within 3
tiles, drops 1~3 Revival Grass.
Drops blessed Revival Grass,
but is very difficult to defeat.
Occasionally collapses from a
different night monster's attack,
but it usually wins encounters
and heals HP by limit breaking.

Myriman

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 51 1 Myriman 108 32 10 500 7 21,0 4 Drain
Harass
Inflicts Grassnesia if adjacent. Item amnesia prevents you from
using or throwing items of the
affected category for 100 turns.
It's possible to encounter Trillmans
during the main story, but it requires
a setup you're extremely unlikely to
encounter while playing normally.
(See Tower of Miracles for details)
2 51 2 Billman 114 40 15 700 32 21,0 4 Inflicts Scrollnesia if adjacent.
3 51 3 Trillman 118 51 18 1050 150 21,0 4 Inflicts Staffnesia if adjacent.
4 51 4 Googoman 128 63 25 2450 320 21,0 4 Inflicts Potnesia if adjacent.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 51 5 Dark Myriman 30 19 3 250 15 21,0 4 Drain
Harass
Same as daytime abilities. Easy to avoid its special at night.
2 51 6 Dark Billman 50 30 4 800 70 21,0 8
3 51 7 Dark Trillman 60 45 5 1500 290 21,0 16
4 51 8 Dark Googoman 70 60 6 2020 420 21,0 20

Moseal

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 52 1 Moseal 60 10 6 25 4 50,32 10 Aquatic Doesn't move on its own.
Tackles if lined up vertically
within 10 tiles, deals 10 damage.
Turns Apathetic after tackling.
High item drop rate.
It's Apathetic after tackling,
so that's your chance.
Tackles hurt other enemies,
so you can easily level it up.
Can be tricky in long rooms
or Monster Houses.
High item drop rate, so hunt
them if you're not in a rush.
2 52 2 Momoseal 70 17 8 40 12 50,32 12 Same as Moseal, but tackle deals
20 damage, range of 15 tiles.
3 52 3 Momomoseal 80 26 10 400 80 50,32 14 Same as Moseal, but tackle deals
30 damage, range of 20 tiles.
4 52 4 Momomomoseal 90 37 15 670 100 50,32 16 Same as Moseal, but tackle deals
40 damage, range of 25 tiles.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 52 5 Bad Moseal 23 18 1 18 30 50,32 4 Aquatic Doesn't move on its own.
Tackles if lined up vertically,
dealing 15 damage.
Turns Apathetic after tackling.
Stationary powerhouse that
destroys incoming creatures,
showing how important it is
to get the first hit.
2 52 6 Bad Momoseal 55 45 3 1111 150 50,32 4 Same as Bad Moseal, but tackle
deals 25 damage.
Very high exp compared to
other night monsters on the
same floor, which can be
boosted further by having it
defeat other enemies and
letting it limit break.
3 52 7 Bad Momomoseal 80 55 5 2222 300 50,32 4 Same as Bad Moseal, but tackle
deals 35 damage.
4 52 8 Bad Momomomoseal 90 70 7 3333 500 50,32 4 Same as Bad Moseal, but tackle
deals 45 damage.

Kumonigiri

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 53 1 Kumonigiri 25 15 8 35 18 0,0 4 - Only drops Onigiri. No abilities besides only dropping Onigiri.
2 53 2 Pandanigiri 55 40 18 350 120 0,0 4 - High attack for the floors it appears on.
3 53 3 Onigirizzly 69 52 29 700 250 0,0 4 - Basically a much weaker Eligan monster.
Its Onigiri drop rate is low, and there's
nothing noteworthy about it.
4 53 4 Kodionigiri 78 62 39 1200 300 0,0 4 -
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 53 5 Dark Kumonigiri 20 18 2 24 20 0,0 4 - Only drops Onigiri. The Onigiri it drops is always blessed.
2 53 6 Dark Pandanigiri 34 50 4 100 75 0,0 8 -
3 53 7 Dark Onigirizzly 63 60 8 220 180 0,0 16 -
4 53 8 Dark Kodionigiri 72 78 9 440 300 0,0 20 -

Shagga

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 54 1 Shagga 70 44 25 480 100 0,0 4 Rust
Dragon
None. Doesn't attack multiple times,
but high HP and attack.
2 54 2 Nashagga 85 55 27 1060 200 0,0 4 2 attacks in 1 turn. (1 animation)
The displayed damage is the
total after 2 attacks.
Only attacks 1 time if Sealed.
Attacks twice in a row.
It performs 2 attacks twice
if its speed is raised 2 stages.
(Similar for higher levels)
3 54 3 Lashagga 106 70 32 1980 300 0,0 4 Same as Nashagga, but 3 attacks. Regularly deals 3 digit damage.
4 54 4 Bashagga 120 88 42 4500 400 0,0 4 Same as Nashagga, but 4 attacks. Deals ridiculous damage.
Extremely high HP, so don't
plan on defeating it in one hit.
Bashagga2 appears in Storm
Forest and Trapper's Sandbox,
and can deal 800+ damage.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 54 5 Filthy Shagga 52 65 6 160 200 0,0 4 Rust
Dragon
Same as daytime abilities. High attack even at Lv1.
Act with the assumption that
you'll collapse if you get hit by
Filthy Shagga monsters.
2 54 6 Filthy Nashagga 65 70 7 320 300 0,0 8 Terrifying attack power.
Don't get hit by its attacks.
3 54 7 Filthy Lashagga 80 80 9 480 400 0,0 16
4 54 8 Filthy Bashagga 100 90 13 600 600 0,0 20 Stronger than day version.
Deals 300+ damage to other
enemies before limit breaking.
1 Kaboom Bullet might not be
enough to defeat it.
Yellow aura is a nightmare.

Explochin

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 55 1 Explochin 62 14 7 15 7 0,0 0 Cyclops
Explode
Aquatic
Explosive
Harass
Turns red and stops moving
after losing 35+ HP.
Explodes after losing 50+ HP.
Explosion leaves you with 1 HP.
Use arrows or rocks even when
adjacent to manage its HP and
prevent it from exploding.
Easy to one-shot if you have
multiple type effective runes.
Seal it if a Cheer-Ham is nearby.
Can be used to block off rooms.
Dangerous if Yanpii headbutts it.
2 55 2 Concusschin 72 18 8 200 60 0,0 0 Turns red and stops moving
after losing 40+ HP.
Explodes after losing 58+ HP.
3 55 3 Fulminachin 83 48 9 1600 100 0,0 0 Turns red and stops moving
after losing 46+ HP.
Explodes after losing 67+ HP.
4 55 4 Detonachin 96 70 10 2300 130 0,0 0 Turns red and stops moving
after losing 53+ HP.
Explodes after losing 77+ HP.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 55 5 Evil Explochin 40 18 0 35 49 0,0 0 Cyclops
Explode
Aquatic
Explosive
Harass
Explodes after losing a
certain amount of HP.
Explodes from enemy attacks.
Items caught in the blast vanish.
Explodes even if you use abilities
like Pot Party if condition is met.
2 55 6 Evil Concusschin 45 55 1 70 80 0,0 0
3 55 7 Evil Fulminachin 75 66 2 150 160 0,0 0
4 55 8 Evil Detonachin 85 75 3 300 220 0,0 0

Chow

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 56 1 Chow 8 4 1 1 1 0,0 100 Swift 1
Floating
Double speed, 1 attack.
Runs away from other creatures.
Monsters attack Chow instead
of Shiren if one is visible.
Always drops a floor table item.
Doesn't use direct attacks.
Drops an item if slain by Shiren.
Higher levels drop better items,
so do all you can to defeat it.
Other monsters focus on it,
similar to Cloned status, and
will level up if they defeat it.
Can be used as bait to hunt
other monsters by paralyzing it
or trapping it in a corner using
Fort. Staff inside a room.
2 56 2 Snacky 9 9 1 1 2 0,0 100 Same as Chow, but drops a
shop table item.
3 56 3 Munchy 10 10 1 1 3 0,0 100
4 56 4 Mealy 11 15 1 1 4 0,0 100 Same as Chow, but drops a
Mealy table item.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 56 5 Plump Chow 12 4 1 1 5 0,0 100 Swift 1
Floating
Double speed, 1 attack.
Runs away from other creatures.
Monsters attack Plump Chow
instead of Shiren if one is visible.
Always drops a floor table item.
Uses direct attacks.
Trickier to defeat than their day
counterparts, but still try to
defeat them when possible.
Easy with Crawling Confusion.
It can use direct attacks, but it
doesn't deal much damage.
2 56 6 Plump Snacky 13 10 1 1 6 0,0 100 Same as Plump Chow, but drops
a shop table item.
3 56 7 Plump Munchy 14 16 1 1 7 0,0 100
4 56 8 Plump Mealy 15 17 1 1 8 0,0 100 Same as Plump Chow, but drops
a Mealy table item.

Field Knave

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 57 1 Field Knave 23 12 7 18 4 18,24 2 Projectile Turns ground items into Weeds.
Throws Weeds at Shiren when
he's lined up within 10 tiles.
Gains Swift status if hit by Weeds.
Only drops Weeds.
Somewhat rare monster.
Ultimate Bad Madam Ateska
fortune changes all initial
monsters into Field Knaves.
2 57 2 Pot Knave 43 16 11 75 8 18,24 2 Same as Field Knave, but the
Weeds it throws goes into an
open pot in your inventory.
Useful as a food source if you
have a Preservation Pot, but
it's very rare in the base game.
3 57 3 Item Knave 54 34 21 820 40 18,24 2 Same as Field Knave, but the
Weeds it throws knocks an
inventory item away and takes
that item's place.
Pots often break if knocked
away by Weeds, so use a
Perceptive Pot or Anti-Parry
Brce.
to protect your items.
4 57 4 Knave King 78 39 24 1800 90 18,24 2 Same as Item Knave, but can
also turn an inventory item into
Weeds if adjacent, including
equipped items.
Knocking an item away is bad,
let alone turning it into Weeds.
Don't give it a chance to act.
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 57 5 Dark Field Knave 20 14 2 20 10 18,24 2 Projectile Same as daytime abilities. Splendid monster who turns
valuable night monster drops
into Weeds.
2 57 6 Dark Pot Knave 39 22 3 120 45 18,24 2 Rare outside Destiny's Descent.
Don't let it ruin important pots.
3 57 7 Dark Item Knave 58 30 4 350 80 18,24 2 Knocks away items from out
of view. For your items' sake,
don't walk around on floors
where it appears if you don't
have a Perceptive Pot or
Anti-Parry Brce.
4 57 8 Dark Knave King 66 57 5 700 190 18,24 2

Maneater

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 58 1 Maneater 100 65 30 1000 400 18,32 31 - Regular speed, but changes
to double speed (1 attack)
when it sees Shiren.
Can roar if in same room.
Roars can inflict Paralyzed.
Ignores Sanctuary Scrolls,
and only takes 10 damage
from thrown Gitan.
High item drop rate.
(Shop table item)
Attack, defense, and
exp increase based on
current floor depth.
2 58 2 Villeater 120 70 30 2000 600 18,32 31 -
3 58 3 Mounteater 140 75 30 3000 800 18,32 31 -
4 58 4 Isleater 160 80 30 4000 900 18,32 31 -
Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 58 5 Dark Maneater 60 70 5 15 500 18,32 31 - Same as daytime abilities,
but only takes 1 damage
from thrown Gitan.
Attack, defense, and
exp increase based on
current floor depth.
The item it drops is
always blessed, but it
doesn't offer much exp.
Multiple abilities might
be needed to defeat it
due to its high HP, so
you could let them slay
each other instead.
2 58 6 Dark Villeater 85 80 9 20 600 18,32 31 -
3 58 7 Dark Mounteater 110 90 13 25 900 18,32 31 -
4 58 8 Dark Isleater 123 110 17 30 999 18,32 31 - Much higher stats than
Dark Mounteater, so be
careful.
  • Maneater family monsters have additional stat scaling based on floor number:
    AP: +(F x 0.5), DP: +(F x 0.25), Exp: +((F - 1) x 10)

Jack Wand

Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
59 1 Jack Wand 400 35 10 0 0 37,37 0 - Immune to select statuses.
Cures ailments after 1 turn.
Scatters staves in the room,
which shoot magic bullets if
you're lined up with them.
Magic effects include Electric,
Knockback, Swap, Unlucky,
Seal, Slow, Paralysis, Boring,
Mage, etc.
Boss of First Cavern.
59 2 Queen Wand 500 40 13 0 0 40,40 0 - Boss of Adventure Cave.
59 3 King Wand 600 45 16 0 0 43,43 0 - Boss of Restriction Cave.
59 4 Ace Wand 700 50 19 0 0 46,46 0 - Boss of Mage Training Facility.
59 5 Emperor Wand 800 55 22 0 0 49,49 0 Swift 1 Same as Jack Wand, but
double speed (1 attack).
Boss of Explosive Hideout.
59 6 Kaiser Wand 900 60 25 0 0 52,52 0 Boss of Demon Lord Playground.
59 7 God Wand 1000 65 28 0 0 55,55 0 Swift 2 Same as Jack Wand, but
double speed (2 attacks).
Boss of Dragon's Territory.
  • Boss enemies of the 7 co-op dungeons.
    • Also encountered by wishing to fight Jack Wand monsters in Inori Cave.

Boss Group

Reeva Statue

Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
60 1 Reeva Statue 600 70 10 0 0 46,46 0 - Immune to select statuses.
(Cloned, Laughing, etc.)
Cures ailments after 1 turn.
Converts explosions to 50 damage.
(Example: 4-2-8 Pot)
Nullifies Sanctuary Scroll.
Moves:
・Direct attack
・Light Bullet - Ranged, inflicts ailment
・Beam - Ranged, pierces
・Shockwave - 15 damage + knockback
・Warp to a new spot in the room
・Summon - Shaggas and Death Gyazas
Boss of Tower of Fortune.

Gr. Reeva Statue

Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
61 1 Gr. Reeva Statue 1200 75 20 0 0 46,46 0 - Immune to select statuses.
Cures ailments after 1 turn.
Converts explosions to 50 damage.
(Example: 4-2-8 Pot)
Nullifies Sanctuary Scroll.
Reflects projectiles and thrown items.
Only takes 2 damage from Gitan.
Moves:
・Direct attack
・Shockwave - 15 damage + knockback
・Lightning - Damage to all creatures
・Earthquake - Unequips your items
・Gust - Knockback
・Stray Missile - 40 damage cannonball
・Monsters - Summons Sky Dragons
Boss of Tower of Miracles.
  • DS version has an additional prophecy move called Tidal Wave.
    • Shuffles characters positions, equipment rusts, scrolls get wet.

Gendolucika

Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
62 1 Gendolucika 600 70 15 0 0 46,46 0 - Immune to select statuses.
Cures ailments after 1 turn.
Converts explosions to 50 damage.
(Example: 4-2-8 Pot)
Summons monsters.
Moves away to keep a set distance.
Uses a piercing attack that deals 40
damage and makes you trip if lined up.
Uses an attack that deals knockback
when you're adjacent.
Nullifies Sanctuary Scroll.
Only takes 2 damage from Gitan.
Boss of Old Road.

Shopkeeper

Lv Img Name HP AP DP Exp GP SP DR Elem Abilities Notes
1 shopkeeper Shopkeeper (Red) 200 150 30 0 0 0,0 0 - Only takes 2 damage from abilities.
Immune to Three Screams and
Transmogrification.
Ignores Sanctuary Scrolls.
Thrown Gitan is effective.
Found in regular shops.
Shopkeepers don't vanish
when time of day changes.
1 Shopkeeper (Blue) 200 150 30 0 0 0,0 0 - Same color as the Peddler
in Shiren 4.
1 Shopkeeper (Green) 200 160 40 0 0 0,0 0 - Found in Pick-A-Choice shops.
Higher stats than red and blue
Shopkeepers.
1 Shopkeeper (Gold) 250 180 60 0 0 0,0 0 Swift 1 Same as above, but double speed.
(1 attack)
Found in elite shops.
Double speed, and highest
stats among all Shopkeepers.

Limit Break

Stats

NameHPAtkDefExp
Gitan Mamel212168476875
Sproutitan299170471975
Colocolocolum2130150271625
Grainie283140331562
Huge Chintala292164354500
Grass Gramps294160271325
Pin Gramps294120241075
Bitter Nut26514027500
Zanbeeto283126331500
Nigiri King297138374687
Kleptoad280110211250
Cyberoid296160504937
Tiger Ace293144402500
Cursenior27878302250
Terrabbit283106371500
Doom Gyaza285160434000
Pumptergeist284160303125
Bouncy292164355250
N'dup292120354000
Mixerdon292164432750
BlightScorp295178453375
Mesmerikon275100321625
Comatapir2120180331437
Swordmaster2100170454125
Mudder283100301187
Polygon Stunna286130351750
Doomhead273180434750
Spirit Ham2657825987
Squidperor285144372750
Foly246402500
Kappa Troll289126372125
Boingodile295176365375
Blazebird276118411750
Boss Yanpii297142434000
Shovelie286170432931
Zalokleft King280122182375
Elizgagon2100206606250
Gyandoron295150453500
Ultra Gazer293124472312
Zotdon2165180432777
Abyss Dragon2120212628332
MC Sorceror27390261250
Porgon286170434625
Pierce Cart274100271375
Cranky Tank286124254000
Osmammoth276118351750
Despoiler295170374500
Pyrepuff285140323312
Phoenix Tengu2776831450
FO-UZZ26160506943
Googoman2128126313062
Momomomoseal2907418837
Kodionigiri278124481500
Bashagga2120176525625
Detonachin296140122875
Mealy2113011
Knave King27878302250
Shopkeeper
(Red)
200300370
Shopkeeper
(Blue)
200300370
Shopkeeper
(Green)
200320500
Shopkeeper
(Gold)
250360750

NameHPAtkDefExp
Isleater2160160+(F*0.5)37+(F*0.25)5000+((F-1)*10)