Monsters

Monster List

Monsters

Monster (Family) ~ Notebook Order
12345
MamelShaggaNigiri BabyHoppin' BatterWater Ninja
ChintalaBowboyFroggoFierousTree Ninja
OctoplingPop TankThiefwalrusZapdonMetal Ninja
SpearfishBored KappaHat UrchinSchubellEarth Ninja
Death ReaperPorkyCurse GirlN'dubbaHannya Monk
PumphantasmDragonMudkinMixerKitsune Monk
FirepuffGhost RadishSwordsmanEgg ThingOkina Monk
ArmordilloSkull MagePullfrogGolden Egg ThingOkame Monk
Masked SamuraiGazerFloor DragonChowTengu Monk
Ghost SamuraiTwisty HaniTiger ThrowerDark OwlBoss Group
TaurPolygon SpinnaKarakuroidCrow Tengu
MetalheadScorpionSoldier AntFluffy Bunny
HenField KnaveExplochinFire Ninja

Shop NPCs

Shop NPCs
1
Shopkeeper
Guard Dog
Shop Guard

Details

Table Explanation

  • Lv = Monster's level.
  • HP = Monster's hit points.
  • Atk = Monster's attack power.
  • Def = Monster's defense power.
  • Exp = Experience points awarded when the monster is defeated.
  • Speed = Monster's action speed.
    • Slow = Half speed.
    • Normal = Regular speed.
    • Swift 1 = Double speed, 1 attack.
    • Swift 2 = Double speed, 2 attacks.
  • Type = Monster type.
    • Aquatic = Weak to Watersplitter, can move across water tiles.
    • Beast = Weak to Primal Axe.
    • Cyclops = Weak to Cyclops Bane.
    • Draining = Weak to Drain Slayer.
    • Dragon = Weak to Dragonkiller.
    • Exploding = Weak to Crescent Blade.
    • Floating = Weak to Sky Sword, can move across air and water tiles.
    • Ghost = Weak to Sickle of Salvation, HP restoring items deal damage.
    • Metal = Weak to Steel Severer.
    • Normal = No type-effective weakness.

Regular Monsters

Mamel Family

Lv1 : Mamel
HP
8
Atk
3
Def
4
Exp
2
Speed
Normal
Type
Normal
A very weak monster with low Attack Power and HP.
One of the safest monsters to test unidentified staves on, since
Unlucky Staff displays a message even against a Lv1 monster now.
Despite its name being based on "mammal", it's not a Beast type.
Lv2 : Pit Mamel
HP
11
Atk
5
Def
8
Exp
5
Speed
Normal
Type
Normal
A weak monster with low Attack Power and HP
that is only just a little stronger than Mamel.
It's not dangerous if you're careful.
Leave a 1 tile gap when testing unidentified items on it.
Level it up using Fortune Staff, Fortune Grass, Disguising Staff, etc.
and hunt the resulting Cave Mamel for lots of experience points.
Lv3 : Cave Mamel
HP
5
Atk
100
Def
100
Exp
2000
Speed
Normal
Type
Normal
Normal attacks do little damage.
Its HP is low, so using things like Rock will defeat it easily.
Defeating it grants lots of Experience Points.
Only takes 1 damage from normal attacks and arrows.
Sealing it removes this ability, but it still has 100 defense.
Can be slain in 1 hit using a Rock, Knockback Staff, Rotten Onigiri, etc.
Lv4 : Gitan Mamel
HP
20
Atk
100
Def
999
Exp
3333
Speed
Swift 2
Type
Normal
Normal attacks do little damage.
This strong enemy moves at double speed, but its HP is low,
so using things like Rock will defeat it easily.
Defeating it grants lots of Experience Points and Gitan.
Always drops 2000 Gitan when defeated.
Only takes 1 damage from normal attacks and arrows.
Can be slain in 1 hit using a Porky's Rock or Thunderbolt Staff.

Chintala Family

Lv1 : Chintala
HP
15
Atk
9
Def
4
Exp
12
Speed
Normal
Type
Beast
A monster without any particular abilities.
A bit more threatening than a Pit Mamel, but that's about it.
Lv2 : Mid Chintala
HP
45
Atk
23
Def
10
Exp
27
Speed
Normal
Type
Beast
A monster without any particular abilities.
Given its medium size, it's stronger than Chintala.
Quite formidable for how early it appears in some dungeons.
The model grows bigger with each level up, similar to Shiren 2.
Lv3 : Big Chintala
HP
85
Atk
40
Def
33
Exp
350
Speed
Normal
Type
Beast
A monster without any particular abilities.
Given its big size, it's stronger than Mid Chintala.
Appears in Training Path of Shopping and Isle of the Mighty.
Lv4 : Huge Chintala
HP
185
Atk
60
Def
40
Exp
1350
Speed
Normal
Type
Beast
A monster without any particular abilities.
Given its huge size, it's stronger than Big Chintala.
Its napping animation makes it look like a cute, oversized plush.
Appears in Training Path of Shopping and Isle of the Mighty.

Octopling Family

Lv1 : Octopling
HP
14
Atk
4
Def
6
Exp
4
Speed
Normal
Type
Aquatic
Seeks out and helps other monsters.
While on water, Attack Power increases and HP recovers each turn.
Heals 2 HP per turn while on a water tile.
Doesn't follow behind other Octopling family monsters.
Prioritizes moving toward other monsters instead of attacking Shiren.
Lv2 : Fresh Octopling
HP
60
Atk
19
Def
14
Exp
55
Speed
Normal
Type
Aquatic
Seeks out and helps other monsters.
Its Attack Power increases if an adjacent monster is defeated.
While on water, Attack Power increases and HP recovers each turn.
Heals 9 HP per turn while on a water tile.
Attack power is boosted by 1 stage when an adjacent monster is slain.
The boost is skipped if the Fresh Octopling is napping or paralyzed.
19 shield strength reduces a boosted Fresh Octopling's damage to 1.
Lv3 : Famed Octopling
HP
99
Atk
25
Def
30
Exp
420
Speed
Normal
Type
Aquatic
Seeks out and helps other monsters.
Gives covering fire from a distance, dealing 5 damage.
Its Attack Power increases if an adjacent monster is defeated.
While on water, Attack Power increases and HP recovers each turn.
Heals 14 HP per turn while on a water tile.
Attack power is boosted by 1 stage when an adjacent monster is slain.
Shoots rocks that deal 5 damage from a distance:
- When adjacent to another monster in a room: 3 tile range.
- When not adjacent to another monster or in a hallway: 1 tile range.
Lv4 : Superb Octopling
HP
199
Atk
64
Def
48
Exp
1260
Speed
Normal
Type
Aquatic
Seeks out and helps other monsters.
Gives covering fire from a distance, dealing 5 damage.
Its Action Speed increases by 1 if an adjacent monster is defeated.
While on water, Attack Power increases and HP recovers each turn.
Heals 29 HP per turn while on a water tile.
Action speed is boosted by 1 stage when an adjacent monster is slain.
Rock throwing range is the same as Famed Octopling.
Only naturally appears in Heart of Serpentcoil Island.

Spearfish Family

Lv1 : Spearfish
HP
16
Atk
6
Def
2
Exp
7
Speed
Normal
Type
Aquatic
Walks on water.
While on water, Attack Power increases and HP recovers each turn.
Heals 2 HP per turn while on a water tile.
Deals 6~7 damage without a shield, or 11~14 damage on a water tile.
Occasionally drops a Spearscale Shield when defeated.
Lv2 : Lt. Spearfish
HP
60
Atk
24
Def
17
Exp
55
Speed
Normal
Type
Aquatic
Tries to flee to water when its HP gets low.
While on water, Attack Power increases and HP recovers each turn.
Heals 9 HP per turn while on a water tile.
Attempts to flee towards a water tile when HP ≤ 12.
Occasionally drops a Spearscale Shield when defeated.
Lv3 : Capt. Spearfish
HP
100
Atk
39
Def
30
Exp
410
Speed
Normal
Type
Aquatic
Tries to flee to water when its HP gets low.
While on water, it shoots water up to 3 tile(s) away that deals 15
damage and may get items in your inventory wet.
While on water, Attack Power increases and HP recovers each turn.
Heals 15 HP per turn while on a water tile.
Attempts to flee towards a water tile when HP ≤ 20.
It won't shoot water when it's not standing on a water tile.
Occasionally drops a Spearscale Shield when defeated.
Lv4 : Admiral Spearfish
HP
200
Atk
59
Def
50
Exp
1410
Speed
Normal
Type
Aquatic
Tries to flee to water when its HP gets low.
While on water, it shoots water up to 5 tile(s) away that deals 25
damage and may get items in your inventory wet.
While on water, Attack Power increases and HP recovers each turn.
Heals 30 HP per turn while on a water tile.
Attempts to flee towards a water tile when HP ≤ 40.
It won't shoot water when it's not standing on a water tile.
Occasionally drops a Spearscale Shield when defeated.

Death Reaper Family

Lv1 : Death Reaper
HP
22
Atk
6
Def
5
Exp
9
Speed
Swift 1
Type
Ghost, Floating
Damaged by items that restore HP, such as Herb.
Splashing it with water greatly decreases its Attack Power.
Can be pretty dangerous when Shiren doesn't have a shield,
so try to reach Lv3 before descending to where this monster spawns.
Lv2 : Hell Reaper
HP
45
Atk
12
Def
15
Exp
30
Speed
Swift 2
Type
Ghost, Floating
Damaged by items that restore HP, such as Herb.
Splashing it with water greatly decreases its Attack Power.
Swift 2 action speed makes it very dangerous without a shield.
Lv3 : Soul Reaper
HP
75
Atk
40
Def
40
Exp
555
Speed
Swift 2
Type
Ghost, Floating
Moves through walls.
Damaged by items that restore HP, such as Herb.
Splashing it with water greatly decreases its Attack Power.
Detects Shiren from anywhere on the floor.
Step in place in a room instead of entering a hallway right away.
Lv4 : King Reaper
HP
225
Atk
65
Def
50
Exp
1555
Speed
Swift 2
Type
Ghost, Floating
Moves through walls.
Damaged by items that restore HP, such as Herb.
Splashing it with water greatly decreases its Attack Power.
Generally the same as Soul Reaper, but much higher stats.
Throw an Eradication Scroll at it if your equipment is lacking.

Pumphantasm Family

Lv1 : Pumphantasm
HP
23
Atk
16
Def
10
Exp
25
Speed
Normal
Type
Ghost, Floating
Moves through walls as it wanders aimlessly.
Damaged by items that restore HP, such as Herb.
High attack power for a monster that can appear as early as 3F.
Rocks and items with piercing properties can hit them inside walls.
Throw HP restoring items or Gitan bags to one-shot them if needed.
Damage: Herb = 25, Otogirisou = 100, Healing Grass = 200,
Life Grass or Rejuvenation Pot = Instantly defeated.
Lv2 : Pumpanshee
HP
60
Atk
35
Def
22
Exp
250
Speed
Normal
Type
Ghost, Floating
Moves through walls as it wanders aimlessly.
Damaged by items that restore HP, such as Herb.
Beware of Behemoth versions of Pumphantasm family monsters,
since both their attack power and range are increased.
Lv3 : Pumplich
HP
100
Atk
50
Def
30
Exp
800
Speed
Normal
Type
Ghost, Floating
Moves through walls as it wanders aimlessly.
Damaged by items that restore HP, such as Herb.
Higher attack power for when it appears, as usual.
Appears alongside Soul Reaper in Heart of Serpentcoil Island.
Lv4 : Pumplord
HP
185
Atk
75
Def
35
Exp
1850
Speed
Normal
Type
Ghost, Floating
Moves through walls as it wanders aimlessly.
Damaged by items that restore HP, such as Herb.
HP and attack power are on the high end, so don't lower your guard.
Appears alongside Battler in Heart of Serpentcoil Island.

Firepuff Family

Lv1 : Firepuff
HP
20
Atk
7
Def
7
Exp
13
Speed
Normal
Type
Dragon, Floating
Breathes fire at adjacent foes, dealing 10 damage.
This attack may fail.
100% special attack usage rate around corners.
Breathes fire even if Shiren is standing on a Sanctuary Scroll.
Its fire breath can be used to obtain Grilled Onigiri.
Lv2 : Flamepuff
HP
50
Atk
25
Def
20
Exp
175
Speed
Normal
Type
Dragon, Floating
Breathes fire at adjacent foes, dealing 20 damage.
This attack may fail.
HP is on the low side, so it's not too hard to defeat it.
Appears near the end of dungeons like Domain of Staves and Scrolls.
Lv3 : Blazepuff
HP
135
Atk
55
Def
35
Exp
1050
Speed
Normal
Type
Dragon, Floating
Breathes fire at adjacent foes, dealing 30 damage.
This attack may fail.
Much higher stats than Flamepuff, and its fire breath is painful.
Quick Tip (Requires Floating Bracelet or Waterwalk Bracelet):
Lure it above water and utilize Onigiri Payback to obtain Rotten Onigiri,
then have a different Blazepuff grill the Rotten Onigiri.
Lv4 : Pyrepuff
HP
255
Atk
75
Def
45
Exp
1550
Speed
Normal
Type
Dragon, Floating
Breathes fire at adjacent foes, dealing 40 damage.
This attack may fail.
Very formidable stats, as you'd expect from a proper Dragon type.
Occasionally seen in Heart of Serpentcoil Island thanks to Chow.
Only naturally appears in Isle of the Mighty.

Armordillo Family

Lv1 : Armordillo
HP
20
Atk
11
Def
15
Exp
15
Speed
Normal
Type
Beast
Hurls itself at the target, dealing 5 damage.
Knocks the target back 2 tile(s) and makes them drop items.
Avoid tripping via Balance Staff, Sumo status, or Unmoving Wall.
Zabuton nullifies the damage, but doesn't prevent Shiren from tripping.
Shiren won't trip if he lands on a water or air tile after the tackle.
Fighting with your back against a wall doesn't prevent dropping items.
Items fall within 3 forward directions + 2 tiles ahead (4 tiles total),
pots can break, and any items that land on an air tile will vanish.
Lv2 : Brodillo
HP
70
Atk
36
Def
38
Exp
450
Speed
Normal
Type
Beast
Hurls itself at the target, dealing 10 damage.
Knocks the target back 3 tile(s) and makes them drop items.
Stronger than a Minotaur, despite its cute appearance.
Very troublesome to deal with in Training Path of Inference.
Lv3 : Popdillo
HP
100
Atk
51
Def
45
Exp
1200
Speed
Normal
Type
Beast
Hurls itself at the target, dealing 15 damage.
Knocks the target back 4 tile(s) and makes them drop items.
Its tackle one-shots Lv1 Shiren in Isle of the Mighty without HP+X runes.
Appears in Training Path of Shopping and Isle of the Mighty.
Lv4 : Grampadillo
HP
175
Atk
71
Def
56
Exp
1400
Speed
Normal
Type
Beast
Hurls itself at the target, dealing 20 damage.
Knocks the target back 5 tile(s) and makes them drop items.
End game threat for Heart of Serpentcoil Island (12 Celestial Stones).
It's best to carry a Balance Staff or maintain Sumo status.

Masked Samurai Family

Lv1 : Masked Samurai
HP
47
Atk
18
Def
18
Exp
48
Speed
Normal
Type
Normal
Resurrects as Ghost Samurai when defeated.
Splashing it with water greatly decreases its Attack Power.
Ghost Samurai spawns 4~9 turns after Masked Samurai is slain.
Sealed or Onigiri status prevents Ghost Samurai from spawning.
If a character is standing on the tile where Masked Samurai was located,
Ghost Samurai will spawn on a nearby surrounding tile instead.
If an Eradication Scroll has been thrown at Ghost Samurai this adventure,
Masked Samurai won't be able to resurrect when it's defeated.
Lv2 : Raging Samurai
HP
100
Atk
45
Def
37
Exp
400
Speed
Normal
Type
Normal
Resurrects as Ghost Samurai when defeated.
Splashing it with water greatly decreases its Attack Power.
Much stronger than Masked Samurai - It's approaching Dragon's stats.
Don't neglect to hunt Ghost Samurai on Masked Samurai floors.
Lv3 : Great Samurai
HP
149
Atk
58
Def
40
Exp
840
Speed
Normal
Type
Normal
Resurrects as Ghost Samurai when defeated.
Splashing it with water greatly decreases its Attack Power.
Appears alongside Miracle Hen in Heart of Serpentcoil Island.
Slay Ghost Samurai or else you might face a powered up Miracle Hen.
Lv4 : Lordly Samurai
HP
200
Atk
63
Def
50
Exp
1280
Speed
Normal
Type
Normal
Resurrects as Ghost Samurai when defeated.
Splashing it with water greatly decreases its Attack Power.
Can be hunted for experience points if you have a Water Gun Pot.
Only naturally appears in Heart of Serpentcoil Island.

Ghost Samurai

Lv1 : Ghost Samurai
HP
4
Atk
13
Def
15
Exp
10
Speed
Normal
Type
Ghost
Possesses any monsters it gets close to, leveling them up.
Normal attacks do little damage, but damage can be inflicted
as usual by Anti-Ghost runes.
Damaged by items that restore HP, such as Herb.
Only takes 1 damage from normal attacks and arrows.
Sealing it removes this ability, similar to Cave Mamel and Gitan Mamel.
If it possesses a monster that can't level up any further, that monster
fully restores HP and gains Empowered and Fortified statuses.
Ghost Samurai never warps when attacked, unlike previous games.
Can be slain in 1 hit using a Rock, Knockback Staff, Rotten Onigiri, etc.

Taur Family

Lv1 : Taur
HP
35
Atk
15
Def
15
Exp
33
Speed
Normal
Type
Beast
Occasionally unleashes Critical Hits.
May drop Axe of the Minotaur when defeated.
Splashing it with water greatly decreases its Attack Power.
The Taur family deals x1.5 damage with Critical Hits.
Comparable attack power to Pumphantasm, higher HP and defense.
Axe of the Minotaur drop chance seems to be 1~2%.
Lv2 : Minotaur
HP
70
Atk
31
Def
20
Exp
90
Speed
Normal
Type
Beast
Occasionally unleashes Critical Hits.
May drop Axe of the Minotaur when defeated.
Splashing it with water greatly decreases its Attack Power.
Often appears alongside Master Hen.
Axe of the Minotaur drop chance seems to be 1~2%.
Lv3 : Megataur
HP
170
Atk
55
Def
42
Exp
790
Speed
Normal
Type
Beast
Occasionally unleashes Critical Hits.
May drop Axe of the Minotaur when defeated.
Splashing it with water greatly decreases its Attack Power.
Somewhat low Attack Power for when it usually appears in a dungeon,
considering its Critical Hit is roughly equal to 1 hit from Miracle Hen.
Axe of the Minotaur drop chance seems to be 3~5%.
Lv4 : Gigataur
HP
235
Atk
85
Def
62
Exp
1790
Speed
Normal
Type
Beast
Occasionally unleashes Critical Hits.
May drop Axe of the Minotaur when defeated.
Splashing it with water greatly decreases its Attack Power.
Doesn't naturally appear in Heart of Serpentcoil Island,
but can be found in Isle of the Mighty and Behemoth Rush.
Axe of the Minotaur drop chance seems to be 3~5%.

Metalhead Family

Lv1 : Metalhead
HP
66
Atk
30
Def
19
Exp
61
Speed
Normal
Type
Cyclops
Throws its head to attack up to 2 tile(s) away.
This attack will even hit around corners.
Low experience points, despite being on the stronger side.
Has longer attack range instead of charging strength like in Shiren 5.
It can't attack Shiren if he is standing on a Sanctuary Scroll.
Retribution doesn't take effect when attacked from 2+ tiles away,
but Keen does take effect.
Lv2 : Thrashead
HP
122
Atk
55
Def
45
Exp
1100
Speed
Normal
Type
Cyclops
Throws its head to attack up to 3 tile(s) away.
This attack will even hit around corners.
Much higher stats than Metalhead, and offers decent experience points.
Doesn't attack if another monster is in-between Shiren and itself.
Only naturally appears in Dune of Batsu.
Lv3 : Megahead
HP
182
Atk
65
Def
48
Exp
1350
Speed
Normal
Type
Cyclops
Throws its head to attack up to 4 tile(s) away.
This attack will even hit around corners.
Longer reach than the Ironhead family in Shiren 2 or Asuka Kenzan.
Lv4 : Deathead
HP
282
Atk
99
Def
60
Exp
2350
Speed
Normal
Type
Cyclops
Throws its head to attack up to 5 tile(s) away.
This attack will even hit around corners.
Top-notch attack power alongside its range makes for a nasty combo.
Shop NPCs and Lv3-4 Mamels are the only ones with a higher attack stat.

Hen Family

Lv1 : Hen
HP
4
Atk
1
Def
1
Exp
200
Speed
Swift 1
Type
Beast
Runs around like it lost its head.
If hit by fire or explosions, it turns into Yakitori.
Decent experience points even as a Lv1 Hen, so hunt them if possible.
However, it grants 0 experience points if it turns into Yakitori.
Yakitori never rots, and cannot be grilled further.
Lv2 : Master Hen
HP
70
Atk
33
Def
21
Exp
400
Speed
Normal
Type
Beast
Boasts about its powerful muscles.
But it turns into a Hen when its HP gets low.
Reverts to a Lv1 Hen when HP ≤ 14 (Deal 56+ damage to it).
Try to defeat it before it reverts to a Hen for more experience points.
Doesn't turn into Yakitori even when hit by fire or explosions.
Lv3 : Great Hen
HP
120
Atk
55
Def
40
Exp
800
Speed
Swift 1
Type
Beast
Excels at hand-to-hand combat.
But it turns into a Hen when its HP gets low.
Reverts to a Lv1 Hen when HP ≤ 24 (Deal 96+ damage to it).
Only naturally appears in Training Path of Gimmicks.
Lv4 : Miracle Hen
HP
220
Atk
82
Def
60
Exp
1600
Speed
Swift 2
Type
Beast
Feared for its godlike strength.
But it turns into a Hen when its HP gets low.
Reverts to a Lv1 Hen when HP ≤ 44 (Deal 176+ damage to it).
Swift 2 speed and 82 attack power makes it extremely dangerous.
Consider eradicating it in Heart if your equipment is lacking.
Good defensive runes include Keen, Full Armor, and Payback runes.

Shagga Family

Lv1 : Shagga
HP
18
Atk
6
Def
4
Exp
12
Speed
Normal
Type
Dragon
Splashing it with water greatly decreases its Attack Power.
Monster that got nerfed into oblivion compared to Shiren 5.
Chintala has higher attack power than this scary looking monster.
Appears on 11~14F in Sacred Ocean Tunnel, which is likely a mistake,
but the monster table hasn't been changed in any of the updates so far.
Lv2 : Nashagga
HP
70
Atk
21
Def
20
Exp
60
Speed
Normal
Type
Dragon
Attacks with 2 consecutive normal attacks.
Splashing it with water greatly decreases its Attack Power.
Actually a formidable monster, unlike its level 1 counterpart.
Sealing a Lv2-4 Shagga family monster limits its normal attack to 1 hit.
Beware of Behemoth versions, since they also attack multiple times.
Lv3 : Lashagga
HP
99
Atk
43
Def
34
Exp
500
Speed
Normal
Type
Dragon
Attacks with 3 consecutive normal attacks.
Splashing it with water greatly decreases its Attack Power.
Shouldn't be too bad to deal with if you have a good shield.
Dragon Shield significantly helps at reducing damage received.
Lv4 : Bashagga
HP
154
Atk
55
Def
40
Exp
950
Speed
Normal
Type
Dragon
Attacks with 4 consecutive normal attacks.
Splashing it with water greatly decreases its Attack Power.
Basically the same as Lashagga, but 4 hits instead of 3.
Shield strength of 15~20 translates to 30~50 damage taken per hit.
Only appears in Behemoth Rush and the boss floor of Dune of Batsu.

Bowboy Family

Lv1 : Bowboy
HP
45
Atk
17
Def
18
Exp
60
Speed
Normal
Type
Normal
Shoots Wooden Arrow from a distance.
May drop Wooden Arrow when defeated.
Splashing it with water makes it unable to fire arrows.
100% special attack usage rate when Shiren is lined up.
Shoots arrows even if an earthen wall or character is in-between.
Lv2 : Crossbowboy
HP
55
Atk
20
Def
20
Exp
80
Speed
Normal
Type
Normal
Shoots Iron Arrow from a distance.
May drop Iron Arrow when defeated.
Splashing it with water makes it unable to fire arrows.
Similar to Bowboy, but tries to keep some distance from Shiren.
Earthmound Staff or Bored Kappa can be used to collect arrows.
Lv3 : Baby Tank
HP
85
Atk
40
Def
30
Exp
450
Speed
Swift 1
Type
Normal
Shoots Iron Arrow from a distance.
May drop Iron Arrow when defeated.
Splashing it with water makes it unable to fire arrows.
Basically a stronger and swift version of Crossbowboy.
Performs a normal attack when cornered inside a hallway.
Lv4 : Mini Tank
HP
100
Atk
55
Def
40
Exp
800
Speed
Swift 1
Type
Normal
Shoots Silver Arrow from a distance.
May drop Silver Arrow when defeated.
Splashing it with water makes it unable to fire arrows.
Similar to Baby Tank, but shoots Silver Arrows instead.
Turns into a Pop Tank if it levels up.

Pop Tank Family

Lv1 : Pop Tank
HP
90
Atk
20
Def
24
Exp
100
Speed
Slow
Type
Metal, Exploding
Shoots a cannon from a distance, dealing 20 damage
to the target and 1 tile(s) around it.
It moves slowly, so you can defeat it easily if you're quick.
Splashing it with water makes it unable to shoot.
100% special attack usage rate if the blast can hit Shiren.
Turns into Mini Tank if it levels down.
Lv2 : Ornery Tank
HP
95
Atk
40
Def
44
Exp
1500
Speed
Normal
Type
Metal, Exploding
Shoots a cannon from a distance, dealing 30 damage
to the target and 1 tile(s) around it.
Splashing it with water makes it unable to shoot.
Use the Look Around command to avoid level up accidents.
Splashing it with water also inflicts Slowed status.
Lv3 : Adamant Tank
HP
100
Atk
60
Def
54
Exp
2500
Speed
Swift 1
Type
Metal, Exploding
Shoots a cannon from a distance, dealing 40 damage
to the target and 1 tile(s) around it.
It moves quickly, so escaping it is difficult.
Splashing it with water makes it unable to shoot.
Swift speed makes it risky to utilize Mixers or shops on the same floor.
Splashing it with water also inflicts Slowed status.
Lv4 : Steadfast Tank
HP
105
Atk
80
Def
64
Exp
3500
Speed
Swift 2
Type
Metal, Exploding
Shoots a cannon from a distance, dealing 50 damage
to the target and 1 tile(s) around it.
It moves quickly and attacks 2 times, making it a tough foe.
Splashing it with water makes it unable to shoot.
Deals 100 damage per turn if both cannon blasts connect.
Inflicting Sealed status is a bad idea, since it also has 80 attack power.
Highest amount of experience points in the game for a single monster.
Splashing it with water also inflicts Slowed status.

Bored Kappa Family

Lv1 : Bored Kappa
HP
50
Atk
18
Def
11
Exp
48
Speed
Normal
Type
Aquatic
Throws items at anyone within 3 tile(s) of it.
Will throw back items thrown at it but always misses.
It will not throw Weapon, Shield, or Gitan.
While on water, Attack Power increases and HP recovers each turn.
Heals 7 HP per turn while on a water tile.
Splashing it with water restores HP equal to 25% of Max HP.
Truestrike Arrows thrown by Bored Kappa will still hit Shiren.
Can be used to collect arrows from Bowboy or island items.
Behemoth version can be a bit tricky if you don't have Silver Arrows.
Lv2 : Pesky Kappa
HP
75
Atk
29
Def
22
Exp
330
Speed
Normal
Type
Aquatic
Throws items at anyone within 5 tile(s) of it.
Will throw back items thrown at it.
It will not throw Weapon or Gitan.
While on water, Attack Power increases and HP recovers each turn.
Heals 11 HP per turn while on a water tile.
Splashing it with water restores HP equal to 25% of Max HP.
Throws N'dubba or item-morphed monsters as if they were real items.
Shiren has a chance to auto-equip an item thrown by Pesky Kappa,
in which case the previously equipped item will fall underfoot.
Lv3 : Vexing Kappa
HP
175
Atk
49
Def
33
Exp
960
Speed
Normal
Type
Aquatic
Throws items at anyone within 10 tile(s) of it.
Will throw back items thrown at it.
It will not throw Gitan.
While on water, Attack Power increases and HP recovers each turn.
Heals 26 HP per turn while on a water tile.
Splashing it with water restores HP equal to 25% of Max HP.
Read a Collection Scroll to quickly claim a Celestial Stone if needed.
Shiren has a chance to auto-equip an item thrown by Vexing Kappa,
in which case the previously equipped item will fall underfoot.
Lv4 : Atrocious Kappa
HP
275
Atk
59
Def
42
Exp
1960
Speed
Normal
Type
Aquatic
Throws items at anyone anywhere on the floor.
Will throw back items thrown at it.
While on water, Attack Power increases and HP recovers each turn.
Heals 41 HP per turn while on a water tile.
Splashing it with water restores HP equal to 25% of Max HP.
Shiren has a chance to auto-equip an item thrown by Atrocious Kappa,
in which case the previously equipped item will fall underfoot.
Only naturally appears in Isle of the Mighty.

Porky Family

Lv1 : Porky
HP
30
Atk
17
Def
12
Exp
40
Speed
Normal
Type
Beast
Throws Porky's Rock from 3 tile(s) away.
May drop Porky's Rock when defeated.
Porky's Rocks deal 20 damage, no matter the monster's level.
Peach Staff or Evasive Incense can be used to collect Porky's Rocks.
The Porky's Rocks it throws will target Shiren when he's in range,
even if there's a monster with Disguised status nearby.
Lv2 : Porko
HP
65
Atk
36
Def
18
Exp
840
Speed
Normal
Type
Beast
Throws Porky's Rock from 5 tile(s) away.
May drop Porky's Rock when defeated.
Surprisingly low HP, so ranged attacks are effective against it.
Move in the direction the Porky's Rock came from to quickly deal with it.
Lv3 : Porkon
HP
150
Atk
75
Def
50
Exp
1800
Speed
Normal
Type
Beast
Throws Porky's Rock from 8 tile(s) away.
May drop Porky's Rock when defeated.
High stats on top of its great Porky's Rock throwing range.
Approaching it often results in Shiren taking lots of damage.
Appears in Training Path of Shopping and Isle of the Mighty.
Lv4 : Porgon
HP
200
Atk
85
Def
60
Exp
2000
Speed
Normal
Type
Beast
Throws Porky's Rock from 10 tile(s) away.
May drop Porky's Rock when defeated.
Dangerous monster with even higher stats and range than Porkon.
Porky's Rocks can hit Shiren even when he's inside a wall.
Only naturally appears in Isle of the Mighty.

Dragon Family

Lv1 : Dragon
HP
120
Atk
45
Def
40
Exp
1000
Speed
Normal
Type
Dragon
Breathes fire in a straight line, dealing 20 damage.
100% special attack usage rate when Shiren is lined up at a distance.
Breathes fire even if Shiren is standing on a Sanctuary Scroll.
Can be helpful during the Jakaku boss fight in Serpentcoil Island.
Lv2 : Sky Dragon
HP
140
Atk
55
Def
50
Exp
1600
Speed
Normal
Type
Dragon
Breathes fire anywhere in the room, dealing 20 damage.
Fire passes through any walls or beings in the way.
Doesn't always breathe fire, even if Shiren is lined up.
Can be particularly troublesome in a single room Monster House.
The flame homes in on a target, so level up accidents are rare.
Lv3 : Archdragon
HP
200
Atk
65
Def
60
Exp
2200
Speed
Normal
Type
Dragon
Breathes fire anywhere on the floor, dealing 30 damage.
Fire passes through any walls or beings in the way.
Doesn't breathe fire when Shiren is inside a wall.
High special attack usage rate, so dangerous despite fast HP regen.
Especially difficult to deal with on floors with flowing water and rafts.
Lv4 : Abyss Dragon
HP
300
Atk
90
Def
65
Exp
2800
Speed
Normal
Type
Dragon
Breathes fire anywhere on the floor, dealing 40 damage.
Fire passes through any walls or beings in the way.
Doesn't breathe fire when Shiren is inside a wall.
Basically an Archdragon with greater stats and fire damage.
Only naturally appears in Isle of the Mighty.

Ghost Radish Family

Lv1 : Ghost Radish
HP
40
Atk
18
Def
15
Exp
49
Speed
Normal
Type
Ghost
Throws Poison Grass.
May drop Poison Grass when defeated.
Damaged by thrown Antidote Grass.
Throws Poison Grass up to 2 tiles ahead.
Attack power increases by 1 stage when hit by a poison effect.
Seems to have a lower special attack usage rate when adjacent.
Splashing it with water increases its special attack usage rate.
Receives 50 damage when hit by thrown Antidote Grass.
Lv2 : Daze Radish
HP
80
Atk
37
Def
27
Exp
400
Speed
Normal
Type
Ghost
Throws Confusion Grass.
If the target is already inflicted with Confused status,
it throws Poison Grass instead.
May drop Confusion Grass when defeated.
Damaged by thrown Antidote Grass.
Throws Confusion Grass / Poison Grass within a 2 tile radius.
Equipping a Focusing Bracelet makes its special attack a non-issue.
Otherwise the notes for Ghost Radish also apply to Daze Radish.
Lv3 : Sleep Radish
HP
135
Atk
47
Def
38
Exp
900
Speed
Normal
Type
Ghost
Throws Sedating Grass.
If the target is already inflicted with Asleep status,
it throws Poison Grass instead.
May drop Sedating Grass when defeated.
Damaged by thrown Antidote Grass.
Throws Sedating Grass / Poison Grass within a 3 tile radius.
Equipping a Rousing Bracelet makes its special attack a non-issue.
Otherwise the notes for Ghost Radish also apply to Sleep Radish.
Only naturally appears in Isle of the Mighty.
Lv4 : Frenzy Radish
HP
195
Atk
57
Def
55
Exp
1150
Speed
Normal
Type
Ghost
Throws Berserk Seed.
If the target is already inflicted with Berserk status,
it throws Poison Grass instead.
May drop Berserk Seed when defeated.
Damaged by thrown Antidote Grass.
Throws Berserk Seed / Poison Grass within a 5 tile radius.
Lv2-4 Ghost Radish monsters throw grass even if Shiren is in a wall.
Otherwise the notes for Ghost Radish also apply to Frenzy Radish.
Only naturally appears in Isle of the Mighty.

Skull Mage Family

Lv1 : Skull Mage
HP
77
Atk
31
Def
21
Exp
210
Speed
Normal
Type
Ghost
Shoots a magic bullet that causes one of the following effects:
Warps target, increases Action Speed by 1, knocks target
back 10 tiles, or switches location with target.
100% special attack usage rate when Shiren is lined up at a distance.
Be mindful of the warp effect when inside a dungeon shop.
Occasionally drops a Skull Mage Staff when defeated.
Special attack blocked by Magic Cancel rune.
Lv2 : Skull Wizard
HP
88
Atk
35
Def
24
Exp
250
Speed
Normal
Type
Ghost
Shoots a magic bullet that causes one of the following effects:
Confused status, deals 20 damage, warps target to
stairs and inflicts Paralyzed status, or transforms target into
a monster.
100% special attack usage rate when Shiren is lined up at a distance.
Be mindful of the warp effect when inside a dungeon shop.
Occasionally drops a Skull Mage Staff when defeated.
Special attack blocked by Magic Cancel rune.
Lv3 : Skullmancer
HP
111
Atk
50
Def
41
Exp
888
Speed
Normal
Type
Ghost
Shoots a magic bullet that causes one of the following effects:
Paralyzed status, Sealed status, Onigiri status, Disguised status,
Action Speed decreased by 1, or Level decreased by 1.
100% special attack usage rate when Shiren is lined up at a distance.
Capable of inflicting extremely dangerous status conditions.
Occasionally drops a Skull Mage Staff when defeated.
Special attack blocked by Magic Cancel rune.
Only naturally appears in Training Path of Shopping.
Lv4 : Skull Lord
HP
188
Atk
55
Def
55
Exp
1250
Speed
Normal
Type
Ghost
Shoots a magic bullet that causes one of the following effects:
Asleep status, Blind status, Level decreased by 3, or deals 40 damage.
100% special attack usage rate when Shiren is lined up at a distance.
Level -3 roughly means -15 Max HP and -1.5 damage dealt on attacks.
Occasionally drops a Skull Mage Staff when defeated.
Special attack blocked by Magic Cancel rune.
Appears in Heart of Serpentcoil Island and Isle of the Mighty.

Gazer Family

Lv1 : Gazer
HP
30
Atk
18
Def
14
Exp
40
Speed
Normal
Type
Cyclops
Emits a light that inflicts Hypnotized status on nearby foes,
forcing the target to do whatever it wants.
Can force the player to throw equipment or Preservation Pots,
eat Revival Grass, insert equipped items into incense, etc.
Particularly annoying in Training Path of Extra Inference.
Special attack blocked by Hypnosisproof rune.
Lv2 : Super Gazer
HP
66
Atk
30
Def
26
Exp
222
Speed
Normal
Type
Cyclops
Emits a light that inflicts Hypnotized status on nearby foes,
forcing the target to do whatever it wants.
Appears for a long time in Dune of Batsu, among other dungeons.
Special attack blocked by Hypnosisproof rune.
Lv3 : Hyper Gazer
HP
126
Atk
55
Def
45
Exp
922
Speed
Normal
Type
Cyclops
Emits a light that inflicts Hypnotized status on nearby foes,
forcing the target to do whatever it wants.
Gazers can't force Shiren to insert Celestial Stones into incense
starting from version 1.1.0, so it's not as dangerous as it once was.
Special attack blocked by Hypnosisproof rune.
Lv4 : Ultra Gazer
HP
196
Atk
60
Def
55
Exp
1322
Speed
Normal
Type
Cyclops
Emits a light that inflicts Hypnotized status on foes in the
same room, forcing the target to do whatever it wants.
Always drops 3000 Gitan when defeated.
Special attack blocked by Hypnosisproof rune.
Only naturally appears in Isle of the Mighty.

Twisty Hani Family

Lv1 : Twisty Hani
HP
35
Atk
12
Def
15
Exp
20
Speed
Normal
Type
Draining
Twists and twirls, decreasing the target's Level by 1.
Exp needed until the next level up is set to 1 after leveling down,
so a Fortune Bracelet can counter its special attack when it's 1 vs 1.
Lv2 : Floppy Hani
HP
85
Atk
39
Def
39
Exp
390
Speed
Normal
Type
Draining
Twists and twirls, decreasing the target's Level by 1.
Throwing Feeble Grass at it decreases the monster's level as usual.
Lv3 : Droopy Hani
HP
120
Atk
49
Def
49
Exp
780
Speed
Normal
Type
Draining
Twists and twirls, decreasing the target's Level by 1.
Only naturally appears in Isle of the Mighty.
Lv4 : Wrinkly Hani
HP
190
Atk
60
Def
59
Exp
1170
Speed
Normal
Type
Draining
Twists and twirls, decreasing the target's Level by 1.
Lowers level by 1 per special attack use, even at Lv4.
A person almost feels bad for it when Skull Lord can lower level by 3.
Only naturally appears in Isle of the Mighty.

Polygon Spinna Family

Lv1 : Polygon Spinna
HP
33
Atk
16
Def
17
Exp
28
Speed
Normal
Type
Draining
Warps right in front of a target in the same room.
Does a weird dance, decreasing Fullness by 3.
Hunger Trap and Starvation Trap boosts this family's attack power.
Special attack can only be blocked by a Reflective Incense.
Beware of its special attack when Bodhi Shield is equipped.
Lv2 : Polygon Shaka
HP
70
Atk
34
Def
33
Exp
360
Speed
Normal
Type
Draining
Warps right in front of a target in the same room.
Does a weird dance, decreasing Fullness by 5.
Has formidable stats for how early it appears in some dungeons.
Special attack can only be blocked by a Reflective Incense.
Beware of its special attack when Bodhi Shield is equipped.
Lv3 : Polygon Singa
HP
129
Atk
40
Def
40
Exp
445
Speed
Normal
Type
Draining
Warps right in front of a target in the same room.
Does a weird dance, decreasing Max Fullness by 7.
It's best to throw an Eradication Scroll if you're using Sumo status.
Shiren with Morphed status takes damage equal to 50% of current HP.
Special attack can be blocked by equipping a Bodhi Shield.
Lv4 : Polygon Stunna
HP
229
Atk
50
Def
55
Exp
890
Speed
Normal
Type
Draining
Warps right in front of a target in the same room.
Does a weird dance, decreasing Max Fullness by 10.
2 Bellyexpand Seeds or Huge Onigiri are needed to counter 1 dance.
Special attack can be blocked by equipping a Bodhi Shield.
Only naturally appears in Isle of the Mighty.

Scorpion Family

Lv1 : Scorpion
HP
37
Atk
14
Def
14
Exp
33
Speed
Normal
Type
Draining
Stings the target, decreasing Strength by 1.
Being inflicted with poison increases its Attack Power.
Damaged by thrown Antidote Grass.
Attack power increases by 1 stage when hit by a poison effect.
Use regular arrows or rocks against it instead of Poison Arrows.
Receives 50 damage when hit by thrown Antidote Grass.
Special attack blocked by Cleansing Bracelet.
Lv2 : Vile Scorpion
HP
108
Atk
45
Def
33
Exp
500
Speed
Normal
Type
Draining
Stings the target, decreasing Strength by 2.
Being inflicted with poison increases its Attack Power.
Damaged by thrown Antidote Grass.
Often difficult to defeat in 1 hit without the Anti-Draining rune.
Save a Rejuvenation Pot or Antidote Grass for after they stop appearing.
Otherwise the notes for Scorpion also apply to Vile Scorpion.
Lv3 : Terror Scorpion
HP
185
Atk
55
Def
45
Exp
900
Speed
Normal
Type
Draining
Stings the target, decreasing Max Strength by 1.
Being inflicted with poison increases its Attack Power.
Damaged by thrown Antidote Grass.
Shiren can no longer equip 2 bracelets at once when strength < 10.
Throw an Eradication Scroll if you lack a Cleansing Bracelet.
Lv4 : Demon Scorpion
HP
295
Atk
73
Def
55
Exp
1350
Speed
Normal
Type
Draining
Stings the target, decreasing Max Strength by 2.
Being inflicted with poison increases its Attack Power.
Damaged by thrown Antidote Grass.
Higher attack power, and defensive stats rival Abyss Dragon.
Keep a Wallpass Bracelet or Cleansing Bracelet equipped.
Only naturally appears in Isle of the Mighty.

Field Knave Family

Lv1 : Field Knave
HP
50
Atk
15
Def
16
Exp
120
Speed
Normal
Type
Normal
Throws Weeds.
Turns items on the ground into Weeds.
This family seems to never have Napping status when generated.
Action speed increases when hit by thrown Weeds.
Occasionally drops Weeds when defeated.
Lv2 : Pot Knave
HP
65
Atk
35
Def
25
Exp
300
Speed
Normal
Type
Normal
Throws Weeds, filling up Pots and Incense in the target's inventory.
Turns items on the ground into Weeds.
Not an issue for Preservation Pots, but others can be a problem.
Infamously annoying in Yamakagashi Pass.
Lv3 : Bag Knave
HP
95
Atk
40
Def
35
Exp
600
Speed
Normal
Type
Normal
Throws Weeds, knocking items out of the target's inventory.
Turns items on the ground into Weeds.
If a pot in your inventory is knocked away, expect it to break.
Special attack blocked by Affixing Bracelet or Cautious Incense.
Lv4 : Nimble Knave
HP
145
Atk
50
Def
40
Exp
850
Speed
Swift 1
Type
Normal
Throws Weeds, knocking items out of the target's inventory.
Dashes around and turns items on the ground into Weeds.
Doesn't turn inventory items into Weeds when adjacent, unlike Shiren 5.
Special attack blocked by Affixing Bracelet or Cautious Incense.
Appears for a long time in Training Path of Shopping.

Nigiri Baby Family

Lv1 : Nigiri Baby
HP
17
Atk
8
Def
2
Exp
11
Speed
Normal
Type
Normal
Turns 1 item(s) in an adjacent target's inventory into Large Onigiri,
but this attack may fail.
Throwing items like Onigiri will stop it.
Instantly collapses when hit by a thrown onigiri item (non-cursed).
Cannot morph a cursed Large Onigiri into a regular Large Onigiri.
Immune to Onigiri status, attack power increases instead.
Occasionally drops an Onigiri when defeated.
Special attack blocked by Nigiriproof rune.
Lv2 : Nigiri Morph
HP
88
Atk
35
Def
30
Exp
255
Speed
Normal
Type
Normal
Turns 1 item(s) in an adjacent target's inventory into Large Onigiri.
Throwing items like Onigiri will stop it.
Special attack has a 100% success rate.
Occasionally drops a Large Onigiri when defeated.
Otherwise the notes for Nigiri Baby also apply to Nigiri Morph.
Lv3 : Nigiri Boss
HP
133
Atk
45
Def
42
Exp
555
Speed
Normal
Type
Normal
Inflicts Onigiri status on a target.
Throwing items like Onigiri will stop it.
Special attack has a 100% success rate.
Occasionally drops a Huge Onigiri when defeated.
Otherwise the notes for Nigiri Baby also apply to Nigiri Boss.
Lv4 : Nigiri Honcho
HP
165
Atk
61
Def
54
Exp
1230
Speed
Normal
Type
Normal
Inflicts Onigiri status on a target and turns 1 item(s)
in their inventory into Large Onigiri.
It will target Pots in particular.
Throwing items like Onigiri will stop it.
Special attack has a 100% success rate.
Chance to target a pot in your inventory is 100% if one is present.
Occasionally drops a Special Onigiri when defeated.
Otherwise the notes for Nigiri Baby also apply to Nigiri Honcho.

Froggo Family

Lv1 : Froggo
HP
23
Atk
10
Def
13
Exp
18
Speed
Normal
Type
Normal
Approaches any Gitan it finds on the ground.
Steals Gitan from nearby targets and warps away.
Always drops Gitan when defeated.
Doesn't use normal attacks unless it has certain status conditions.
Cannot steal Gitan bags located in Shiren's inventory.
Gains swift action speed after stealing Gitan.
HP is restored when hit by thrown Gitan.
Special attack blocked by Froggoproof rune.
Lv2 : Froggucchi
HP
60
Atk
20
Def
30
Exp
80
Speed
Normal
Type
Normal
Approaches any Gitan it finds on the ground.
Steals Gitan from nearby targets and warps away.
Always drops Gitan when defeated.
The notes for Froggo also apply to Froggucchi.
Only naturally appears in Cavern of Suiryu.
Lv3 : Froggon
HP
100
Atk
30
Def
45
Exp
350
Speed
Normal
Type
Normal
Approaches any Gitan it finds on the ground.
Steals Gitan from nearby targets and warps away.
Always drops Gitan when defeated.
The notes for Froggo also apply to Froggon.
Appears alongside Ironwalrus in Training Path of Shopping.
Lv4 : Frogginator
HP
140
Atk
40
Def
60
Exp
700
Speed
Normal
Type
Normal
Picks up and throws any Gitan it finds on the ground.
Steals Gitan from nearby targets and warps away.
Always drops Gitan when defeated.
Does not throw Gitan after stealing Gitan from Shiren.
Drops around 1000~2500 Gitan when slain prior to stealing.
Otherwise the notes for Froggo also apply to Frogginator.
Appears in Training Path of Shopping and Isle of the Mighty.

Thiefwalrus Family

Lv1 : Thiefwalrus
HP
65
Atk
25
Def
23
Exp
75
Speed
Normal
Type
Aquatic
Steals items from the ground or target's inventory, then warps.
When it has an item, it will focus on running away.
Always drops items when defeated.
While on water, Attack Power increases and HP recovers each turn.
Heals 9 HP per turn while on a water tile.
Splashing it with water restores HP equal to 25% of Max HP.
Doesn't use normal attacks unless it has certain status conditions.
The item drop is thought to be selected from a unique table.
Weighted status prevents Thiefwalrus from warping after stealing.
Special attack blocked by Walrusproof rune.
Doesn't steal dungeon shop merchandise.
Lv2 : Greenwalrus
HP
88
Atk
30
Def
27
Exp
240
Speed
Normal
Type
Aquatic
Steals items from the ground or target's inventory, then warps.
When it has an item, it will focus on running away.
Always drops items when defeated.
While on water, Attack Power increases and HP recovers each turn.
Heals 13 HP per turn while on a water tile.
High HP, so it's usually difficult to slay it in one hit.
Doesn't multiply from damage, unlike some of the previous games.
Otherwise the notes for Thiefwalrus apply to Greenwalrus.
Lv3 : Ironwalrus
HP
138
Atk
35
Def
55
Exp
860
Speed
Normal
Type
Aquatic
Steals items from the ground or target's inventory, then warps.
If the inventory is empty, it will steal an equipped item.
When it has an item, it will focus on running away.
Always drops items when defeated.
While on water, Attack Power increases and HP recovers each turn.
Heals 20 HP per turn while on a water tile.
It steals an equipped item only if you have no other items on hand.
Otherwise the notes for Thiefwalrus apply to Ironwalrus.
Lv4 : Magicwalrus
HP
188
Atk
40
Def
75
Exp
1650
Speed
Normal
Type
Aquatic
Steals items from the ground or target's inventory, then warps.
If the inventory is empty, it will steal an equipped item.
When it warps, it leaves behind a decoy holding Weeds.
Always drops items when defeated.
While on water, Attack Power increases and HP recovers each turn.
Heals 28 HP per turn while on a water tile.
It steals an equipped item only if you have no other items on hand.
Weighted status prevents Magicwalrus from warping after stealing,
but it still creates a decoy holding Weeds after stealing an item.
Otherwise the notes for Thiefwalrus apply to Magicwalrus.

Hat Urchin Family

Lv1 : Hat Urchin
HP
16
Atk
5
Def
3
Exp
10
Speed
Normal
Type
Cyclops
Plays a prank on the target, stealing an item from their inventory
and throwing it away.
It will target Stave.
Doesn't target items that are inside pots.
Stolen items get thrown to a tile within 2~4 tiles of Hat Urchin,
and the stolen item can land on a water tile, trap, or hit a character.
The trap must be visible for a stolen item to land on a trap.
Special attack blocked by Hatproof rune.
Lv2 : Hat Prankster
HP
70
Atk
15
Def
6
Exp
50
Speed
Normal
Type
Cyclops
Plays a prank on the target, stealing an item from their inventory
and throwing it away.
It will target Stave or Grass.
Low attack power for when it appears in a dungeon.
Store grasses and staves in pots to keep them safe.
Stolen items get thrown to a tile within 2~4 tiles of Hat Prankster.
Water-drain Scroll doesn't work on Kibanuma Marsh style shuffle maps,
so beware of Hat Pranksters throwing items into water in that location.
Lv3 : Hat Brat
HP
125
Atk
45
Def
9
Exp
880
Speed
Normal
Type
Cyclops
Plays a prank on the target, stealing an item from their inventory
and throwing it away.
It will target Stave, Grass, or Food.
High attack power for when it appears in Training Path of Shopping.
Store grasses, staves, and food in pots to keep them safe.
Cannot steal Peach Buns, aside from Rotten Peach Buns.
Stolen items get thrown to a tile within 2~5 tiles of Hat Brat.
Lv4 : Hat Rascal
HP
170
Atk
85
Def
12
Exp
1080
Speed
Normal
Type
Cyclops
Plays a prank on the target, stealing an item from their inventory
and throwing it away.
It will target Stave, Grass, Food, or Scroll.
Very high attack power - It hits harder than Miracle Hen.
Store grasses, staves, scrolls, and food in pots to keep them safe.
Cannot steal Peach Buns, aside from Rotten Peach Buns.
Stolen items get thrown to a tile within 2~5 tiles of Hat Brat.

Curse Girl Family

Lv1 : Curse Girl
HP
65
Atk
28
Def
28
Exp
180
Speed
Normal
Type
Normal
Curses an equipped Shield.
Damaged by thrown Exorcism Scrolls.
Only capable of cursing Shiren's equipped shield.
High stats for how early it appears, so don't unequip your shield.
Often hunted until Shiren reaches Lv20 on Yamakagashi Pass 13F.
Receives 100 damage when hit by a thrown Exorcism Scroll.
Special attack blocked by Cursebreak Bracelet.
Lv2 : Cursister
HP
115
Atk
38
Def
38
Exp
380
Speed
Normal
Type
Normal
Curses an equipped Weapon or Shield.
Damaged by thrown Exorcism Scrolls.
Only capable of cursing Shiren's equipped weapon and shield,
so equipped bracelets and other items are still safe at this level.
Lv3 : Curse Matron
HP
145
Atk
53
Def
48
Exp
1060
Speed
Normal
Type
Normal
Curses up to 2 of equipped Weapon, Shield, or Bracelets.
Damaged by thrown Exorcism Scrolls.
Capable of cursing up to 2 of Shiren's equipped items at a time.
A single Fixer Scroll can fully counter cursed equipment.
Stop at Curse Matron if leveling up a Curse Girl for experience points,
since Cursenior is far stronger and curses any item in your inventory.
Lv4 : Cursenior
HP
205
Atk
65
Def
58
Exp
1360
Speed
Normal
Type
Normal
Curses up to 2 items, prioritizing equipped items.
Damaged by thrown Exorcism Scrolls.
Equip a Cursebreak Bracelet or Wallpass Bracelet to stay safe.
Only naturally appears in Isle of the Mighty.

Mudkin Family

Lv1 : Mudkin
HP
70
Atk
5
Def
9
Exp
53
Speed
Normal
Type
Draining, Aquatic
Decreases an equipped Weapon or Shield's Upgrade Value by 1.
May multiply when it takes damage.
While on water, Attack Power increases and HP recovers each turn.
Heals 10 HP per turn while on a water tile.
Splashing it with water restores HP equal to 25% of Max HP.
Doesn't use normal attacks unless it has certain status conditions.
Chance to multiply within a 2 tile radius when damaged.
Keep 2 spots open in a Preservation Pot and insert your equipment
using multi-select to protect items from rusting in 1 turn when adjacent.
Special attack blocked by Rustproof rune or Rustproof Bracelet.
Lv2 : Muddy
HP
75
Atk
25
Def
33
Exp
230
Speed
Normal
Type
Draining, Aquatic
Decreases an equipped Weapon or Shield's Upgrade Value by 2.
May multiply when it takes damage.
While on water, Attack Power increases and HP recovers each turn.
Heals 11 HP per turn while on a water tile.
Otherwise the notes for Mudkin also apply to Muddy.
Only naturally appears in Dune of Batsu.
Lv3 : Mudster
HP
140
Atk
35
Def
43
Exp
460
Speed
Normal
Type
Draining, Aquatic
Decreases an equipped Weapon or Shield's Upgrade Value by 1.
May remove Runes from an equipped Weapon or Shield.
May multiply when it takes damage.
While on water, Attack Power increases and HP recovers each turn.
Heals 21 HP per turn while on a water tile.
Chance to multiply within a 2 tile radius when damaged.
Lowers upgrade value of both weapon and shield by 1.
Special attack might remove silver seals from rune slots.
Prioritizes erasing the Rustproof rune first if it's present.
Rune erasing special attack blocked by Rustproof Bracelet.
Lv4 : Mudder
HP
145
Atk
45
Def
53
Exp
920
Speed
Normal
Type
Draining, Aquatic
Decreases an equipped Weapon or Shield's Upgrade Value by 2.
May remove Runes from an equipped Weapon or Shield.
May multiply when it takes damage.
While on water, Attack Power increases and HP recovers each turn.
Heals 21 HP per turn while on a water tile.
Lowers upgrade value of both weapon and shield by 2.
Does not turn invisible on water tiles, unlike Shiren 5.
Otherwise the notes for Mudster also apply to Mudder.

Swordsman Family

Lv1 : Swordsman
HP
77
Atk
30
Def
25
Exp
122
Speed
Normal
Type
Normal
Knocks an equipped Shield to the ground behind the target.
Splashing it with water greatly decreases its Attack Power.
Only uses normal attacks when Shiren has Morphed status.
Invincible Grass doesn't protect against its special attack.
Far-throwing status causes the disarmed item to fly outside of the map.
Special attack blocked by Affixing Bracelet or Cautious Incense.
Lv2 : Fencer
HP
140
Atk
49
Def
48
Exp
1000
Speed
Normal
Type
Normal
Knocks an equipped Weapon or Shield to the ground behind the target.
Splashing it with water greatly decreases its Attack Power.
High offensive and defensive stats for a Lv2 monster.
Basically the same as Swordsman, but can also disarm weapons.
Lv3 : Battler
HP
200
Atk
69
Def
50
Exp
1200
Speed
Normal
Type
Normal
Knocks an equipped Weapon, Shield, or Bracelet to the ground
behind the target.
Splashing it with water greatly decreases its Attack Power.
Consider eradicating it if you lack an Affixing Bracelet.
Basically the same as Fencer, but can also disarm bracelets.
Lv4 : Swordmaster
HP
250
Atk
77
Def
55
Exp
1400
Speed
Normal
Type
Normal
Knocks an equipped Weapon, Shield, or Bracelet to the ground
somewhere around the target.
Splashing it with water greatly decreases its Attack Power.
The disarmed item lands on the ground within 10 tiles of Shiren.
Only naturally appears in Isle of the Mighty.

Pullfrog Family

Lv1 : Pullfrog
HP
15
Atk
5
Def
4
Exp
8
Speed
Normal
Type
Aquatic
Uses its long tongue to pull targets in a straight line within 3 tile(s).
While on water, Attack Power increases and HP recovers each turn.
Heals 2 HP per turn while on a water tile.
Splashing it with water restores HP equal to 25% of Max HP.
Shiren can be pulled through wall corners by its special attack.
Special attack blocked by Sumo status or Unmoving rune.
Its special attack can be utilized to reach item islands.
Lv2 : Dartingfrog
HP
75
Atk
40
Def
28
Exp
300
Speed
Normal
Type
Aquatic
Uses its long tongue to pull targets in a straight line
within 5 tile(s) and then attacks them.
While on water, Attack Power increases and HP recovers each turn.
Heals 11 HP per turn while on a water tile.
Lv2-4 Pullfrogs attack on the same turn when they pull a character.
Otherwise the notes for Pullfrog also apply to Dartingfrog.
Lv3 : Fleefrog
HP
125
Atk
60
Def
45
Exp
900
Speed
Normal
Type
Aquatic
Uses its long tongue to pull targets in a straight line
within 10 tile(s) and then attacks them.
While on water, Attack Power increases and HP recovers each turn.
Heals 18 HP per turn while on a water tile.
Its special attack reaches very far, so use the Look Around command.
Otherwise the notes for Pullfrog also apply to Fleefrog.
Lv4 : Streamingfrog
HP
175
Atk
80
Def
60
Exp
1800
Speed
Normal
Type
Aquatic
Uses its long tongue to pull all beings in a straight line
within 10 tile(s) and then attacks an adjacent target.
While on water, Attack Power increases and HP recovers each turn.
Heals 26 HP per turn while on a water tile.
Otherwise the notes for Pullfrog also apply to Streamingfrog.
Only naturally appears in Isle of the Mighty.

Floor Dragon Family

Lv1 : Floor Dragon
HP
55
Atk
25
Def
20
Exp
80
Speed
Normal
Type
Dragon
Burrows through the ground to move behind the target,
initiating a pincer attack with another monster.
Fight with your back against a wall to avoid its special attack.
Cannot be ensnared by traps unless it has Sealed status.
Lv2 : Dragon Head
HP
88
Atk
31
Def
25
Exp
266
Speed
Normal
Type
Dragon
Burrows through the ground to move behind the target,
initiating a pincer attack with another monster.
Only naturally appears in Dune of Batsu.
Lv3 : Dragon Pit
HP
130
Atk
54
Def
40
Exp
960
Speed
Swift 1
Type
Dragon
Burrows through the ground to move behind the target,
initiating a pincer attack with another monster.
Lv3-4 Floor Dragons have Swift 1 speed in this game.
Lv4 : Hiding Dragon
HP
230
Atk
70
Def
60
Exp
1500
Speed
Swift 1
Type
Dragon
Burrows through the ground to move behind the target,
initiating a pincer attack with another monster.
Hits pretty hard if you don't have the Anti-Dragon shield rune,
but generally not as threatening as Miracle Hen or such.

Tiger Thrower Family

Lv1 : Tiger Thrower
HP
68
Atk
26
Def
22
Exp
77
Speed
Normal
Type
Beast
Grabs and throws a nearby being up to 5 tile(s) away,
dealing 5 damage if it hits something.
It may try to throw you at another being, Trap, or Monster House.
Collision damage nullified by Breakfalling rune.
Tiger Thrower family can't throw Shiren if he has Sumo status.
Won't throw monsters at Shiren when he's on a Sanctuary Scroll.
Only throws Shiren onto a trap if the trap is visible.
Lv2 : Tiger Hurler
HP
135
Atk
50
Def
45
Exp
800
Speed
Normal
Type
Beast
Grabs and throws a nearby being up to 10 tile(s) away,
dealing 10 damage if it hits something.
It may try to throw you at another being, Trap, or Monster House.
Much higher stats than Tiger Thrower.
Lv3 : Tiger Chucker
HP
155
Atk
60
Def
55
Exp
1800
Speed
Normal
Type
Beast
Grabs and throws a nearby being up to 15 tile(s) away,
dealing 15 damage if it hits something.
It may try to throw you at another being, Trap, or Monster House.
Annoying in Heart of Serpentcoil Island when trying to rush stairs.
Lv4 : Tiger Launcher
HP
255
Atk
83
Def
65
Exp
2800
Speed
Normal
Type
Beast
Grabs and throws a nearby being up to 20 tile(s) away,
dealing 20 damage if it hits something.
It may try to throw you at another being, Trap, or Monster House.
Only naturally appears in Isle of the Mighty.

Karakuroid Family

Lv1 : Karakuroid
HP
40
Atk
20
Def
13
Exp
30
Speed
Swift 1
Type
Metal
Sets a Trap on the ground.
After setting a Trap, it becomes unable to move for a while.
May use the last of its strength to set a Trap when defeated.
Splashing it with water makes it unable to set a Trap.
It can be ensnared by traps when Shiren has Trapper status.
Often used as a source for collecting Poison Arrows.
Splashing it with water also inflicts Slowed status.
Lv2 : Steamroid
HP
100
Atk
45
Def
48
Exp
333
Speed
Swift 1
Type
Metal
Sets a Trap on the ground.
After setting a Trap, it becomes unable to move for a while.
May use the last of its strength to set a Trap when defeated.
Splashing it with water makes it unable to set a Trap.
Causes accidents in Yamakagashi Pass on Ghost Samurai floors.
Only naturally appears in Dune of Batsu.
Lv3 : Electroid
HP
150
Atk
56
Def
53
Exp
1333
Speed
Swift 1
Type
Metal
Sets a Trap on the ground.
After setting a Trap, it becomes unable to move for a while.
May use the last of its strength to set a Trap when defeated.
Splashing it with water makes it unable to set a Trap.
The body color for Lv3 and Lv4 were swapped compared to Shiren 5,
so Electroid and Cyberoid are often mistaken for each other.
Lv4 : Cyberoid
HP
175
Atk
69
Def
60
Exp
1666
Speed
Swift 1
Type
Metal
Sets a Trap on the ground.
After setting a Trap, it becomes unable to move for a while.
May use the last of its strength to set a Trap when defeated.
Splashing it with water makes it unable to set a Trap.
Activating Sumo status grants Shiren immunity to all traps,
making Cyberoid's trap creating ability a non-issue.
Only naturally appears in Isle of the Mighty.

Soldier Ant Family

Lv1 : Soldier Ant
HP
50
Atk
25
Def
16
Exp
44
Speed
Normal
Type
Normal
Digs through walls as it wanders around.
Doesn't target anyone who stays away from it, but it will
attack if you get too close.
Soldier Ant family's normal attacks cut through corners.
Knockback Staff can be used to manipulate the direction it digs.
Splashing it with water does not lower its attack power.
Lv2 : Corporal Ant
HP
100
Atk
40
Def
20
Exp
220
Speed
Normal
Type
Normal
Digs through walls as it wanders around.
Doesn't target anyone who stays away from it, but it will
attack if you get too close.
Appears alongside Soldier Ant in Heart of Serpentcoil Island.
It's recommended to ignore it in Cat-Ching's Divine Will.
Lv3 : Captain Ant
HP
110
Atk
55
Def
39
Exp
440
Speed
Normal
Type
Normal
Digs through walls as it wanders around.
Attempts to block the room's exits and passageways with
earthen walls, which can be destroyed with attacks.
Doesn't target anyone who stays away from it, but it will
attack if you get too close.
Eating a Captain Ant Bun lets you freely create earthen walls,
so consider using a Peach Staff on one.
Lv4 : General Ant
HP
125
Atk
76
Def
49
Exp
880
Speed
Normal
Type
Normal
Digs through walls as it wanders around.
Attempts to block the room's exits and passageways with
earthen walls, which can be destroyed with attacks.
Doesn't target anyone who stays away from it, but it will
attack if you get too close.
Only naturally appears in Isle of the Mighty.

Explochin Family

Lv1 : Explochin
HP
120
Atk
25
Def
22
Exp
55
Speed
Normal
Type
Exploding, Cyclops, Aquatic
Stops taking actions when its HP reaches 50% or less.
When its HP is critically low, it will self-destruct.
Being hit by an explosion will also cause it to explode.
While on water, Attack Power increases and HP recovers each turn.
Heals 18 HP per turn while on a water tile.
Explodes when HP ≤ 24 (Deal 96+ damage to it).
Splashing it with water restores HP equal to 25% of Max HP.
Shiren's HP is set to 1 if he gets caught in the explosion.
Lv2 : Concusschin
HP
160
Atk
35
Def
27
Exp
110
Speed
Normal
Type
Exploding, Cyclops, Aquatic
Stops taking actions when its HP reaches 50% or less.
When its HP is critically low, it will self-destruct.
Being hit by an explosion will also cause it to explode.
While on water, Attack Power increases and HP recovers each turn.
Heals 24 HP per turn while on a water tile.
Explodes when HP ≤ 32 (Deal 128+ damage to it).
Only naturally appears in Training Path of Gimmicks.
Lv3 : Fulminachin
HP
200
Atk
45
Def
32
Exp
440
Speed
Normal
Type
Exploding, Cyclops, Aquatic
Stops taking actions when its HP reaches 50% or less.
When its HP is critically low, it will self-destruct.
Being hit by an explosion will also cause it to explode.
While on water, Attack Power increases and HP recovers each turn.
Heals 30 HP per turn while on a water tile.
Explodes when HP ≤ 40 (Deal 160+ damage to it).
Appears alongside Archdragon in Heart of Serpentcoil Island,
so beware when you don't have the Anti-Blast shield rune.
Lv4 : Detonachin
HP
260
Atk
55
Def
37
Exp
1440
Speed
Normal
Type
Exploding, Cyclops, Aquatic
Stops taking actions when its HP reaches 50% or less.
When its HP is critically low, it will self-destruct.
Being hit by an explosion will also cause it to explode.
While on water, Attack Power increases and HP recovers each turn.
Heals 39 HP per turn while on a water tile.
Explodes when HP ≤ 52 (Deal 208+ damage to it).
Only naturally appears in Isle of the Mighty.

Hoppin' Batter Family

Lv1 : Hoppin' Batter
HP
20
Atk
7
Def
3
Exp
9
Speed
Normal
Type
Normal
Has a 10% chance of hitting thrown items, Stave magic bullets,
and cannonballs back at the attacker.
If this fails, the projectile lands nearby.
The projectile lands within 2~3 tiles when it fails to reflect it.
Also reflects Flame Shot rune's flame and arrows from traps.
Can't reflect Truestrike Arrows or items with Sure-aim Bracelet equipped.
Can't reflect eaten Dragon Grass, tapped Water Gun Pot, Log Trap,
piercing items, or creatures thrown by Tiger Thrower family monsters.
Doesn't reflect projectiles when Paralyzed or Sound Asleep.
Lv2 : Hoppin' Hitter
HP
32
Atk
22
Def
15
Exp
34
Speed
Normal
Type
Normal
Has a 30% chance of hitting thrown items, Stave magic bullets,
and cannonballs back at the attacker.
If this fails, the projectile lands nearby.
Same as Hoppin' Batter, but higher stats and 30% reflect chance.
Can be a problem if you haven't found a shield yet.
Lv3 : Hoppin' Slugger
HP
72
Atk
39
Def
31
Exp
400
Speed
Normal
Type
Normal
Has a 50% chance of hitting thrown items, Stave magic bullets,
and cannonballs back at the attacker.
If this fails, the projectile lands nearby.
Same as Hoppin' Batter, but higher stats and 50% reflect chance.
Usually weaker than other monsters who appear at the same time,
but can be formidable if accidentally created on a Ghost Samurai floor.
Lv4 : Hoppin' Slammer
HP
125
Atk
49
Def
49
Exp
820
Speed
Normal
Type
Normal
Has a 100% chance of hitting thrown items, Stave magic bullets,
and cannonballs back at the attacker.
Same as Hoppin' Batter, but higher stats and 100% reflect chance.
Fortune Staff and Narrow-escape Staff can reliably be used on yourself.
Low stats compared to some of the other Lv4 monsters.

Fierous Family

Lv1 : Fierous
HP
60
Atk
25
Def
22
Exp
55
Speed
Normal
Type
Normal
Burns any items thrown at it with its fiery body.
Cannot be damaged by explosions.
Attacking it with fire causes it to level up.
Splashing it with water defeats it.
Projectiles with piercing properties won't burn up.
Beware of accidental level ups when using the Flame Shot rune.
Fierous's normal attack is not fire damage, despite how it looks.
Kokatsu Shiren's normal attack deals damage - It won't level it up.
Throwing an onigiri at it makes the item burn up - No Grilled Onigiri.
Sealed status makes enemy Fierous family monsters vulnerable to fire,
prevents fire from leveling them up, and stops explosions from making
Lv2-4 versions of the monster multiply.
Lv2 : Blazeous
HP
92
Atk
36
Def
24
Exp
150
Speed
Normal
Type
Normal
Burns any items thrown at it with its fiery body.
Explosions cause it to multiply itself by 1.
Attacking it with fire causes it to level up.
Splashing it with water defeats it.
Same as Fierous, but multiplies by 1 when hit by an explosion.
Appears alongside Dragons in Dune of Batsu.
Lv3 : Igneous
HP
165
Atk
56
Def
45
Exp
999
Speed
Normal
Type
Normal
Burns any items thrown at it with its fiery body.
Explosions cause it to multiply itself by 1.
Attacking it with fire causes it to level up.
Splashing it with water defeats it.
Same as Fierous, but multiplies by 1 when hit by an explosion.
Appears with Pop Tank family monsters in Heart of Serpentcoil Island.
Lv4 : Infernous
HP
285
Atk
69
Def
55
Exp
1999
Speed
Normal
Type
Normal
Burns any items thrown at it with its fiery body.
Explosions cause it to multiply itself by 1.
Attacking it with fire causes it to power up.
Splashing it with water defeats it.
Powers up instead of leveling up when hit by fire damage.
Similar to Fierous, but multiplies by 1 when hit by an explosion.
Stops the player from having a one-sided floor using an Archdragon Bun.

Zapdon Family

Lv1 : Zapdon
HP
80
Atk
43
Def
35
Exp
105
Speed
Slow
Type
Metal
Electrifies after taking damage several times, and then
strikes with lightning that deals 25 damage.
Damages anything that attacks it while electrified with lightning.
Splashing it with water makes it unable to become electrified.
Lightning strikes after taking damage 3 times.
Thunderbolt rune or Thunderbolt Staff charges it in a single hit.
Lightning strikes anywhere in the room, or adjacent tiles in hallways.
Often appears with Tengu Monks, so beware of swift Zapdons.
Lv2 : Rumbledon
HP
125
Atk
53
Def
45
Exp
899
Speed
Slow
Type
Metal
Electrifies after taking damage several times, and then
strikes with lightning that deals 30 damage.
Damages anything that attacks it while electrified with lightning.
Splashing it with water makes it unable to become electrified.
Same abilities as Zapdon, but deals more lightning damage.
Only naturally appears in Trapper's Secret Path.
Lv3 : Clapdon
HP
195
Atk
73
Def
55
Exp
1888
Speed
Slow
Type
Metal
Electrifies after taking damage several times, and then
strikes with lightning that deals 35 damage.
Damages anything that attacks it while electrified with lightning.
Splashing it with water makes it unable to become electrified.
Same abilities as Zapdon, but deals more lightning damage.
Sadly weaker than Miracle Hen, despite having innate Slow speed
and appearing on the same floors in Heart of Serpentcoil Island.
Lv4 : Boomdon
HP
285
Atk
93
Def
65
Exp
2999
Speed
Slow
Type
Metal
Electrifies after taking damage several times, and then
strikes with lightning that deals 40 damage.
Damages anything that attacks it while electrified with lightning.
Splashing it with water makes it unable to become electrified.
Same abilities as Zapdon, but deals more lightning damage.
Respectable stats and offers lots of experience points.
Slow speed makes it easier to fight than many other Lv4 monsters.

Schubell Family

Lv1 : Schubell
HP
50
Atk
20
Def
20
Exp
100
Speed
Normal
Type
Normal
Rings a bell, summoning 1 monster(s).
Uses its special attack even when Shiren is not adjacent.
Summoned monster appears within a 2 tile radius of Schubell,
and the monster is selected from the current floor's monster table.
Doesn't use its special attack if there are 36 monsters on the floor.
Lv2 : Menbell
HP
100
Atk
30
Def
30
Exp
400
Speed
Normal
Type
Normal
Rings a bell, summoning up to 2 monster(s).
Summons 1~2 monsters at a time.
Same color as Shiren 2 and Asuka Kenzan, but it was blue in Shiren 1.
Only naturally appears in Sumo Dungeon.
Lv3 : Bellthoven
HP
150
Atk
45
Def
45
Exp
1111
Speed
Normal
Type
Normal
Rings a bell, summoning up to 3 monster(s).
Summons 1~3 monsters at a time.
Can be quite dangerous in Heart of Serpentcoil Island.
If you see one across the room, use a staff or go into a hallway.
Lv4 : Showpin
HP
250
Atk
55
Def
55
Exp
1555
Speed
Normal
Type
Normal
Rings a bell, summoning up to 3 monster(s).
Summons 2~3 monsters at a time.
Only naturally appears in Isle of the Mighty.

N'dubba Family

Lv1 : N'dubba
HP
32
Atk
16
Def
8
Exp
16
Speed
Normal
Type
Metal
Appears on the floor disguised as an item.
Reveals its true form and attacks when picked up.
Low stats for when it appears, so it's not a big threat.
Immediately vanishes if the floor's entity limit has been reached.
Eradicating a N'dubba turns all disguised N'dubbas into real items.
Can spawn without a disguise via a Monster House or Summoning Trap.
Monster Dojo only lets you place non-disguised N'dubba monsters.
Lv2 : N'dulu
HP
70
Atk
40
Def
31
Exp
230
Speed
Normal
Type
Metal
Appears on the floor disguised as an item.
Reveals its true form and attacks when used or put in a pot.
Progressing through the floor without using it will also
reveal its true form.
N'dulu disguised as a Blank Scroll appears when you select Write.
Trying to deposit a N'dulu at the Storehouse makes the N'dulu vanish.
Can be sold to a shop for 1 Gitan.
Lv3 : N'dama
HP
135
Atk
50
Def
35
Exp
650
Speed
Normal
Type
Metal
Appears on the floor disguised as an item.
Reveals its true form and attacks when used.
Progressing through the floor without using it will not
reveal its true form.
Most troublesome ability among N'dubba family monsters.
If you have to pick up items, store them in a named Preservation Pot.
Disguise is revealed when inserted into an Identifier Pot.
Lv4 : N'daloon
HP
205
Atk
65
Def
45
Exp
1250
Speed
Normal
Type
Metal
Appears on the floor disguised as an item.
It's impossible to know when it will show its true form.
Has the ability of either N'dubba, N'dulu, or N'dama when generated.
It's best to ignore items on the ground on N'daloon floors when Shiren's
HP is low, and treat items you find as if they might be N'damas.

Mixer Family

Lv1 : Mixer
HP
78
Atk
39
Def
29
Exp
280
Speed
Normal
Type
Normal
Swallows up to 2 thrown items and synthesizes them. Each item it
swallows increases its Attack Power and removes status ailments.
Drops any items it swallowed when defeated.
Can perform Cross-Mixing not possible with a Synthesis Pot.
Bellyexpand Seed increases the number of items it can swallow.
Generally rare in this game, but appears on wide floor range.
Doesn't appear in any dungeon until you unlock Mixers via an event.
Will eat items even when Napping, Sound Asleep, or Paralyzed.
Won't eat items when it has Disguised, Onigiri, or Sealed status.
Can't eat piercing items, so beware when you have Far-throwing status.
Eats items even under Bad-aim Bracelet or Evasive Incense effects.
Scrolls that can't be synthesized turn into a Wet Scroll.
Drops items without synthesizing when hit by Peach Staff.
Also drops items when slain via Pitfall Trap or Eradication Scroll.
Will eat Bellyexpand Seed even when it has already eaten 2 items.
Bellyexpand Seed can be thrown to raise the limit up to 8 items.
Drops items when tripped, but eating limit does not get reset.
Lv2 : Mixermon
HP
98
Atk
50
Def
35
Exp
580
Speed
Normal
Type
Normal
Swallows up to 3 thrown items and synthesizes them. Each item it
swallows increases its Attack Power and removes status ailments.
Drops any items it swallowed when defeated.
Can perform Cross-Mixing not possible with a Synthesis Pot.
Bellyexpand Seed increases the number of items it can swallow.
Cross-Mixing has a lower priority than same category synthesis.
Ex: Katana → Sedating Grass → Kama Itachi = Katana ( 2 19 ).
Only naturally appears in Heart of Serpentcoil Island.
Lv3 : Mixergon
HP
118
Atk
68
Def
40
Exp
880
Speed
Normal
Type
Normal
Swallows up to 4 thrown items and synthesizes them. Each item it
swallows increases its Attack Power and removes status ailments.
Drops any items it swallowed when defeated.
Can perform Cross-Mixing not possible with a Synthesis Pot.
Bellyexpand Seed increases the number of items it can swallow.
Items are synthesized even when thrown in alternating categories.
Ex: Weapon → Shield → Weapon → Shield.
Cross-Mixing takes priority if weapons are thrown with staves.
Ex: Weapon x 2 → Paralyzing Staff x 2 = Weapon ( 22 ).
Lv4 : Mixerdon
HP
177
Atk
78
Def
45
Exp
1180
Speed
Normal
Type
Normal
Swallows up to 5 thrown items and synthesizes them. Each item it
swallows increases its Attack Power and removes status ailments.
Drops any items it swallowed when defeated.
Can perform Cross-Mixing not possible with a Synthesis Pot.
Bellyexpand Seed increases the number of items it can swallow.
The player's main equipment should already be finalized by the time
Mixerdon appears, but linger to synthesize if you want to do so.
Only naturally appears in Heart of Serpentcoil Island.

Egg Thing Family

Lv1 : Egg Thing
HP
5
Atk
2
Def
14
Exp
7
Speed
Swift 2
Type
Cyclops
Lies in Napping status but wakes and runs if you get near.
Always drops Onigiri when defeated.
Attacks Shiren when completely cornered.
Lv2 : Running Egg
HP
6
Atk
3
Def
15
Exp
8
Speed
Swift 2
Type
Cyclops
Lies in Napping status but wakes and runs if you get near.
Warps away when attacked.
Always drops Large Onigiri when defeated.
Easily defeated in 1 hit, so the player rarely sees it warp.
The magic bullet from a Knockback Staff isn't enough to one-shot it.
Lv3 : Flying Egg
HP
7
Atk
4
Def
16
Exp
9
Speed
Swift 2
Type
Cyclops
Runs if you draw near and warps away when attacked.
Always drops Huge Onigiri when defeated.
Warps when Shiren is in the room or becomes adjacent in a hallway.
Doesn't warp unless attacked if the floor is a single room.
Only naturally appears in Isle of the Mighty.
Lv4 : Hiding Egg
HP
8
Atk
5
Def
17
Exp
10
Speed
Swift 2
Type
Cyclops
Runs if you draw near and warps away when attacked.
Always drops Special Onigiri when defeated.
Similar to Flying Egg, but drops Special Onigiri instead.
Only naturally appears in Isle of the Mighty.

Golden Egg Thing

Lv1 : Golden Egg Thing
HP
9
Atk
6
Def
18
Exp
11
Speed
Swift 2
Type
Cyclops
Lies in Napping status but wakes and runs if you get near.
Always drops Onigiri when defeated.
Floors with Golden Egg Thing are said to hide something special.
A Peach Bun of this monster does not exist.
Signals the presence of a Wishing Shrine on the current floor.
Attacks Shiren when completely cornered.

Chow

Lv1 : Chow
HP
20
Atk
1
Def
1
Exp
5
Speed
Swift 1
Type
Floating
Gets targeted and attacked by other monsters.
Monsters that defeat Chow will level up and get stronger.
It runs away from all other beings.
Always drops an item when defeated by Shiren.
The item seems to be randomly selected from a unique table,
and the drop rate for sacred items seems higher than average.

Dark Owl

Lv1 : Dark Owl
HP
90
Atk
16
Def
25
Exp
120
Speed
Normal
Type
Normal
Plunges its room into darkness, narrowing the field of view.
Does not move from its position.
Monsters track Shiren like normal in the dark, unlike Blurry Incense.
Blurry Incense's 1 tile visibility takes priority over Dark Owl's ability.
New monsters generated in the dark will likely have Napping status.
Napping monsters in the dark won't wake when you become adjacent.
Mapping Scroll can be read to counter Dark Owl's ability.
Its ability is nullified and it begins to move when Sealed.
Monster-find Bracelet lets you see enemy positions in the dark.

Crow Tengu

Lv1 : Crow Tengu
HP
5
Atk
1
Def
1
Exp
1
Speed
Normal
Type
Floating
Disguises itself as another monster and wanders around.
It can only imitate a monster's appearance, not its abilities.
Eradicating a disguised Crow Tengu displays a smoke effect.
Can be disguised as a monster that has already been eradicated.
If you see a non-floating monster in a Sky House, it's likely Crow Tengu.
Only naturally appears in Heart of Serpentcoil Island.

Fluffy Bunny

Lv1 : Fluffy Bunny
HP
10
Atk
10
Def
50
Exp
50
Speed
Normal
Type
Beast
Flies to any monsters with low HP and restores their HP by 50.
Restores HP to itself when its HP ≤ 5.
Ghost type monsters will restore HP instead of taking damage.
Only naturally appears in Heart of Serpentcoil Island.
Encounters on 80~89F are thought to be Monster House exclusive.

Fire Ninja Family

Lv1 : Fire Ninja D
HP
28
Atk
18
Def
5
Exp
30
Speed
Normal
Type
Normal
Shoots fire at adjacent targets, dealing 5 damage.
Burns any Grass, Food, Stave, or Scroll near the target.
This nuisance goes around burning items on the ground.
It may dodge attacks with nimble speed.
100% special attack usage rate around corners.
Special attack causes all onigiri not in pots to become grilled.
Burns the Sanctuary Scroll if Shiren is standing on one.
Onigiri items remain as Grilled Onigiri, but other items vanish.
Won't burn Grilled Onigiri, Sweet Potato, or Yakitori.
Unwanting Incense or Blurry Incense helps save items on the ground.
Prioritizes enemies with Disguised status over burning items.
Has a higher item drop rate than most other monsters.
Fire Ninja D in Serpentcoil Island (5~9F) often drops rocks,
but the item drop is random in other locations.
Lv2 : Fire Ninja C
HP
75
Atk
45
Def
21
Exp
100
Speed
Normal
Type
Normal
Shoots fire at adjacent targets, dealing 10 damage.
Burns any Grass, Food, Stave, or Scroll near the target.
This nuisance goes around burning items on the ground.
It may dodge attacks with nimble speed.
High attack power for when it appears.
If you have a Kama Itachi, utilize corners to reduce damage taken.
Some like to eradicate Lv1-2 Fire Ninjas in Heart of Serpentcoil Island
to effectively increase the number of items they find on the ground.
Lv3 : Fire Ninja B
HP
105
Atk
56
Def
39
Exp
500
Speed
Normal
Type
Normal
Shoots fire at adjacent targets, dealing 15 damage.
Burns any Grass, Food, Stave, or Scroll near the target.
This nuisance goes around burning items on the ground.
It may dodge attacks with nimble speed.
Appears in Heart of Serpentcoil Island and Training Path of Gimmicks.
Lv4 : Fire Ninja A
HP
185
Atk
70
Def
59
Exp
1000
Speed
Normal
Type
Normal
Shoots fire at adjacent targets, dealing 20 damage.
Burns any Grass, Food, Stave, or Scroll near the target.
This nuisance goes around burning items on the ground.
It may dodge attacks with nimble speed.
Only naturally appears in Isle of the Mighty.

Water Ninja Family

Lv1 : Water Ninja D
HP
24
Atk
15
Def
9
Exp
31
Speed
Normal
Type
Normal
Hides underwater until someone gets close, then attacks.
Shoots water up to 3 tile(s) away, dealing 5 damage
and sometimes getting your inventory wet.
It may dodge attacks with nimble speed.
Can walk on water tiles, but isn't an Aquatic type.
Never shoots water if a monster is in-between itself and Shiren.
Never shoots water when Shiren is in range of a normal attack.
Always shoots water when Shiren is lined up at a distance.
Always shoots water if approached around a corner when Water Ninja D
is hiding underwater, but not when there are no wall tiles nearby.
Water effects on inventory items include:
- Equipped weapon and/or shield upgrade value -1.
- Onigiri or Peach Buns not in pots become rotten.
- Scrolls not in pots turn into Wet Scrolls.
Has a higher item drop rate than most other monsters.
Water Ninja D in Serpentcoil Island (5~9F) often drops grass,
but the item drop is random in other locations.
Lv2 : Water Ninja C
HP
80
Atk
37
Def
26
Exp
95
Speed
Normal
Type
Normal
Hides underwater until someone gets close, then attacks.
Shoots water up to 3 tile(s) away, dealing 10 damage
and sometimes getting your inventory wet.
It may dodge attacks with nimble speed.
Rustproof rune or Rustproof Bracelet protects equipped items.
Store food and scrolls in Preservation Pots to keep them safe.
Lv3 : Water Ninja B
HP
120
Atk
45
Def
39
Exp
400
Speed
Normal
Type
Normal
Hides underwater until someone gets close, then attacks.
Shoots water up to 3 tile(s) away, dealing 15 damage
and sometimes getting your inventory wet.
It may dodge attacks with nimble speed.
Its special attack shouldn't be scary by the time these guys appear,
since you'll likely have some pots and synthesized equipment.
Lv4 : Water Ninja A
HP
205
Atk
65
Def
49
Exp
1000
Speed
Normal
Type
Normal
Hides underwater until someone gets close, then attacks.
Shoots water up to 3 tile(s) away, dealing 20 damage
and sometimes getting your inventory wet.
It may dodge attacks with nimble speed.
Only naturally appears in Isle of the Mighty.

Tree Ninja Family

Lv1 : Tree Ninja D
HP
25
Atk
14
Def
10
Exp
27
Speed
Normal
Type
Normal
Throws a log at the target but may get caught in its own attack.
The log deals 5 damage and knocks the target back.
When taking damage, it may use a ninja trick to escape.
It may dodge attacks with nimble speed.
The direction of the flying log is randomly selected.
No experience points when Tree Ninja defeats itself with a log.
Levels up if a log attack defeats a different monster.
Uses its log attack even when Shiren is on a Sanctuary Scroll.
It can use its log attack around corners, but doesn't always use it.
Has a higher item drop rate than most other monsters.
Tree Ninja D in Serpentcoil Island (5~9F) often drops staves,
but the item drop is random in other locations.
Lv2 : Tree Ninja C
HP
70
Atk
37
Def
24
Exp
88
Speed
Normal
Type
Normal
Throws a log at the target but may get caught in its own attack.
The log deals 10 damage and knocks the target back.
When taking damage, it may use a ninja trick to escape.
It may dodge attacks with nimble speed.
Beware of getting sent into a wall when using Wallpass Bracelet.
Retribution rune damage can make Tree Ninja warp away.
Sumo status nullifies the knockback from the flying log.
Lv3 : Tree Ninja B
HP
145
Atk
47
Def
43
Exp
688
Speed
Normal
Type
Normal
Throws a log at the target but may get caught in its own attack.
The log deals 15 damage and knocks the target back.
When taking damage, it may use a ninja trick to escape.
It may dodge attacks with nimble speed.
Appears in Heart of Serpentcoil Island and Training Path of Gimmicks.
Lv4 : Tree Ninja A
HP
195
Atk
72
Def
57
Exp
1000
Speed
Normal
Type
Normal
Throws a log at the target but may get caught in its own attack.
The log deals 20 damage and knocks the target back.
When taking damage, it may use a ninja trick to escape.
It may dodge attacks with nimble speed.
Only naturally appears in Isle of the Mighty.

Metal Ninja Family

Lv1 : Metal Ninja D
HP
27
Atk
13
Def
11
Exp
35
Speed
Normal
Type
Normal
Throws Gitan in a straight line to attack.
Always drops Gitan when defeated, but the amount dropped
decreases according to the amount it threw.
It may dodge attacks with nimble speed.
Metal Ninja D's Gitan throw usually deals 8~14 damage.
Never throws Gitan if a monster is in-between itself and Shiren.
Drops around 200~300 Gitan when slain before throwing Gitan.
Runs out of Gitan after throwing Gitan 3~4 times.
Possibly a reference to Cactuar from Chocobo's Mystery Dungeon.
Lv2 : Metal Ninja C
HP
85
Atk
42
Def
29
Exp
93
Speed
Normal
Type
Normal
Throws Gitan in a straight line to attack.
Always drops Gitan when defeated, but the amount dropped
decreases according to the amount it threw.
It may dodge attacks with nimble speed.
Metal Ninja C's Gitan throw deals a max of about 24 damage.
Drops around 400~600 Gitan when slain before throwing Gitan.
Runs out of Gitan after throwing Gitan 5~8 times.
Lv3 : Metal Ninja B
HP
125
Atk
50
Def
40
Exp
444
Speed
Normal
Type
Normal
Throws Gitan in a straight line to attack.
Always drops Gitan when defeated, but the amount dropped
decreases according to the amount it threw.
It may dodge attacks with nimble speed.
Metal Ninja B's Gitan throw deals a max of about 31 damage.
Drops around 600~900 Gitan when slain before throwing Gitan.
Runs out of Gitan after throwing Gitan 8 times.
Lv4 : Metal Ninja A
HP
205
Atk
70
Def
50
Exp
1000
Speed
Normal
Type
Normal
Throws Gitan in a straight line to attack.
Always drops Gitan when defeated, but the amount dropped
decreases according to the amount it threw.
It may dodge attacks with nimble speed.
Metal Ninja A's Gitan throw deals a max of about 40 damage.
Drops around 800~1200 Gitan when slain before throwing Gitan.
Runs out of Gitan after throwing Gitan 6~10 times.

Earth Ninja Family

Lv1 : Earth Ninja D
HP
38
Atk
11
Def
20
Exp
30
Speed
Normal
Type
Normal
Hides in earthen walls until someone gets close, then attacks.
Pelts the target with sand, dealing 5 damage and
sometimes inflicting Blind status.
It may dodge attacks with nimble speed.
Earth Ninja D has higher defensive stats and lower attack.
Creates 2 earthen walls and hides inside one of them in a room.
Monster-find Bracelet or Mapping Scroll reveals its hiding spot.
It can use its sand attack around corners, but doesn't always use it.
Has a higher item drop rate than most other monsters.
Earth Ninja D in Serpentcoil Island (5~9F) often drops pots,
but the item drop is random in other locations.
Lv2 : Earth Ninja C
HP
85
Atk
21
Def
28
Exp
90
Speed
Normal
Type
Normal
Hides in earthen walls until someone gets close, then attacks.
Pelts the target with sand, dealing 10 damage and
sometimes inflicting Blind status.
It may dodge attacks with nimble speed.
It's fine to ignore Earth Ninja C when it's hiding in an earthen wall.
Lv3 : Earth Ninja B
HP
155
Atk
52
Def
38
Exp
780
Speed
Normal
Type
Normal
Hides in earthen walls until someone gets close, then attacks.
Pelts the target with sand, dealing 15 damage and
sometimes inflicting Blind status.
It may dodge attacks with nimble speed.
Lv3-4 Earth Ninjas create 3 earthen walls instead of 2.
Getting hit with Blind status is the bigger problem between the two.
Lv4 : Earth Ninja A
HP
215
Atk
68
Def
58
Exp
1000
Speed
Normal
Type
Normal
Hides in earthen walls until someone gets close, then attacks.
Pelts the target with sand, dealing 20 damage and
sometimes inflicting Blind status.
It may dodge attacks with nimble speed.
Only naturally appears in Isle of the Mighty.

Hannya Monk Family

Lv1 : Hannya Monk D
HP
66
Atk
37
Def
25
Exp
80
Speed
Normal
Type
Normal
Inflicts Monk's Berserk status on 1 monster(s) on the floor.
Higher attack power than other Lv1 monk enemies.
Uses its special attack regardless of Shiren's position.
Monsters with Monk's Berserk status won't attack monk enemies.
Other monk enemies can't become afflicted with Monk's Berserk status.
If the target monster is Paralyzed, the paralysis wears off.
Behemoth monsters can be targeted by its special attack.
Lv2 : Hannya Monk C
HP
106
Atk
47
Def
35
Exp
800
Speed
Normal
Type
Normal
Inflicts Monk's Berserk status on 1 monster(s) on the floor.
Beware of monsters leveling up on floors where Hannya Monk appears.
Lv3 : Hannya Monk B
HP
166
Atk
57
Def
45
Exp
1200
Speed
Normal
Type
Normal
Inflicts Monk's Berserk status on 1 monster(s) on the floor.
It's best to hunt Hannya Monks you see instead of ignoring them.
Lv4 : Hannya Monk A
HP
266
Atk
67
Def
55
Exp
1400
Speed
Normal
Type
Normal
Inflicts Monk's Berserk status on 1 monster(s) on the floor.
Monsters with Monk's Berserk status can't use special attacks.
Only naturally appears in Isle of the Mighty.

Kitsune Monk Family

Lv1 : Kitsune Monk D
HP
75
Atk
22
Def
24
Exp
80
Speed
Normal
Type
Normal
Morphs 1 monster(s) on the floor into items.
Picking up a morphed monster makes it revert and attack.
Uses its special attack regardless of Shiren's position.
Other monk enemies won't be targeted by Kitsune Monk's ability.
Monsters in the same room as Shiren also won't be targeted.
Eradicating a monster turns morphed ones of that family into real items.
Lv2 : Kitsune Monk C
HP
125
Atk
43
Def
38
Exp
680
Speed
Normal
Type
Normal
Morphs 1 monster(s) on the floor into items.
Picking up a morphed monster makes it revert and attack.
The message log shows which monsters morphed into what items.
Lv3 : Kitsune Monk B
HP
175
Atk
53
Def
48
Exp
1180
Speed
Normal
Type
Normal
Morphs 1 monster(s) on the floor into items.
Picking up a morphed monster makes it revert and attack.
Appears alongside N'dama in Heart of Serpentcoil Island,
so it's probably best to ignore items on the ground.
Lv4 : Kitsune Monk A
HP
275
Atk
73
Def
58
Exp
1380
Speed
Normal
Type
Normal
Morphs 1 monster(s) on the floor into items.
Picking up a morphed monster makes it revert and attack.
Only naturally appears in Isle of the Mighty.

Okina Monk Family

Lv1 : Okina Monk D
HP
70
Atk
25
Def
25
Exp
80
Speed
Normal
Type
Normal
Sends 1 monster(s) on the floor towards you.
Uses its special attack regardless of Shiren's position.
Other monk enemies won't be targeted by Okina Monk's ability.
Monsters in the same room as Shiren also won't be targeted.
If Shiren is in a hallway, the monster warps next to Shiren.
If the target monster is Paralyzed, the paralysis wears off.
Behemoth monsters can be targeted by its special attack.
Lv2 : Okina Monk C
HP
120
Atk
46
Def
40
Exp
800
Speed
Normal
Type
Normal
Sends 1 monster(s) on the floor towards you.
Can be quite annoying near the end of Yamakagashi Pass.
Lv3 : Okina Monk B
HP
170
Atk
56
Def
50
Exp
1200
Speed
Normal
Type
Normal
Sends 1 monster(s) on the floor towards you.
Appears alongside troublesome monsters like Mudster and
Terror Scorpion in Heart of Serpentcoil Island.
Lv4 : Okina Monk A
HP
270
Atk
76
Def
60
Exp
1400
Speed
Normal
Type
Normal
Sends 1 monster(s) on the floor towards you.
Only naturally appears in Isle of the Mighty.

Okame Monk Family

Lv1 : Okame Monk D
HP
60
Atk
19
Def
23
Exp
75
Speed
Normal
Type
Normal
Heals 1 monster(s) on the floor of any status ailments.
Uses its special attack regardless of Shiren's position.
Other monk enemies won't be targeted by Okame Monk's ability.
Monsters in the same room as Shiren can be targeted.
Doesn't remove positive status conditions like Hasted status.
Lv2 : Okame Monk C
HP
110
Atk
40
Def
41
Exp
800
Speed
Normal
Type
Normal
Heals 1 monster(s) on the floor of any status ailments.
Its ability remains the same even at higher levels.
Lv3 : Okame Monk B
HP
160
Atk
50
Def
51
Exp
1200
Speed
Normal
Type
Normal
Heals 1 monster(s) on the floor of any status ailments.
Can be a problem when stealing in Training Path of Shopping.
Lv4 : Okame Monk A
HP
260
Atk
70
Def
61
Exp
1400
Speed
Normal
Type
Normal
Heals 1 monster(s) on the floor of any status ailments.
Monks tend to have higher stats than ninjas of the same level.
Only naturally appears in Isle of the Mighty.

Tengu Monk Family

Lv1 : Tengu Monk D
HP
80
Atk
24
Def
20
Exp
85
Speed
Normal
Type
Normal
Increases the Action Speed of 1 monster(s) on the floor by 1.
Uses its special attack regardless of Shiren's position.
Other monk enemies won't be targeted by Tengu Monk's ability.
Monsters in the same room as Shiren can be targeted.
Action speed stages: Slow → Normal → Swift 1 → Swift 2.
Lv2 : Tengu Monk C
HP
130
Atk
45
Def
37
Exp
800
Speed
Normal
Type
Normal
Increases the Action Speed of 1 monster(s) on the floor by 1.
Can be bad if a Nigiri Morph or Skull Wizard gets hasted.
Lv3 : Tengu Monk B
HP
180
Atk
55
Def
47
Exp
1200
Speed
Normal
Type
Normal
Increases the Action Speed of 1 monster(s) on the floor by 1.
Appears alongside troublesome monsters like Mudster and
Terror Scorpion in Heart of Serpentcoil Island.
Lv4 : Tengu Monk A
HP
280
Atk
75
Def
57
Exp
1400
Speed
Normal
Type
Normal
Increases the Action Speed of 1 monster(s) on the floor by 1.
Equip an Affixing Bracelet for Tengu Monk hasted Swordmasters.
Only naturally appears in Isle of the Mighty.

Boss Group

※ Sanctuary Scroll is nullified on boss floors.

Jakaku

Jakaku
HP
777
Atk
50
Def
20
Exp
0
Speed
Normal
Type
Draining
A monster that has felled many wanderers.
Pushes the target back and spits poison that decreases Strength.
May prey upon other monsters to recover HP.
Damaged by thrown Antidote Grass.
Eating a monster restores Jakaku's HP by 30.
Poison attack deals 5 damage, strength -1, Slowed status.
Pushing attack makes Shiren trip and drop inventory items.
Poison Grass and Poison Arrows increase Jakaku's attack power.
Immune to Knockback Staff, but Narrow-escape Staff works.
Negative status conditions are cured after 2~4 turns.
Can be defeated during the opening battle.

Embodiment of Batsu

Embodiment of Batsu
HP
888
Atk
52
Def
30
Exp
0
Speed
Normal
Type
Beast
The battle form of the god of sunshine, Kokatsu.
Thrown items will burn up in the flames that wreath its body.
Summons minions and creates earthen walls to block your path.
Stores power to unleash flames that deal 80-100 damage to all beings.
Splashing it with water greatly decreases its Attack Power.
Normal attack is fire damage, 3x3 tile range.
- Shield strength matters for normal attack damage.
Stored power attack is explosion damage, 3 tile radius.
- Shield strength is ignored for stored power attack damage.
- Interrupt its charge using Jitters Scroll, Switching Staff, etc.
Projectiles with piercing properties can hit Batsu, others burn up.
Summon 3 monsters from the floor's monster table at a time.
Heat-ban Incense or Fierous Bun makes you immune to its attacks.
Batsu can walk through earthen walls while destroying them.
Water lowers its attack power until it uses its charge attack.
Negative status conditions are cured after 2~4 turns.

Embodiment of Suiryu

Embodiment of Suiryu
HP
555
Atk
40
Def
22
Exp
0
Speed
Normal
Type
Aquatic, Dragon
The battle form of the god of water, Tatsumi.
Spawns raging tornados to send foes flying.
Summons minions and rain to make items wet and change the terrain.
While on water, Attack Power increases and it recovers
from status ailments.
Tornados cause nearby monsters to also warp elsewhere.
Occasionally summons more monsters from the floor's monster table.
Summons rain after taking 166+ damage, then again every 25 turns.
- The terrain of the floor changes, Shiren and Suiryu change positions.
- Items on the ground are relocated, Shiren's inventory gets wet.
- Other monsters on the floor vanish.
Eradication Scroll and Monstercall Scroll are nullified.
Negative status conditions are cured after 2~4 turns.

Madara

Madara
HP
666
Atk
37
Def
34
Exp
0
Speed
Normal
Type
Normal
The monstrous form of the Madara-gumo clan's leader.
Jumps away from approaching foes to keep its distance.
Inflicts Damage-down, Reflective, or Evasive status on the target.
Summons minions and creates low HP clones to fight alongside it.
Breathe Smoke: Activates an incense effect based on player actions.
- Deal damage to Madara with an arrow → Evasive.
- Use normal attacks against Madara → Defensive.
- Use a staff against Madara → Reflective.
Smoke Bomb: Madara creates a clone with roughly 60 HP, then jumps.
Howl: Summons 3 ninjas from the floor's monster table.
Negative status conditions are cured after 2~4 turns.

Shop NPCs

Shopkeeper Family

Shopkeeper (Red)
HP
180
Atk
180
Def
50
Exp
0
Speed
Normal (Regular) / Swift 1 (Thief Mode)
Type
Normal
No in-game description available.
additional_notes
Shopkeeper (Gray)
HP
190
Atk
190
Def
70
Exp
0
Speed
Normal (Regular) / Swift 1 (Thief Mode)
Type
Normal
No in-game description available.
additional_notes
Shopkeeper (Orange)
HP
200
Atk
200
Def
90
Exp
0
Speed
Normal (Regular) / Swift 1 (Thief Mode)
Type
Normal
No in-game description available.
additional_notes
Shopkeeper (Black)
HP
210
Atk
210
Def
110
Exp
0
Speed
Normal (Regular) / Swift 1 (Thief Mode)
Type
Normal
No in-game description available.
additional_notes

Guard Dog

Guard Dog
HP
220
Atk
220
Def
220
Exp
0
Speed
Swift 2
Type
Normal
No in-game description available.
additional_notes

Shop Guard

Shop Guard
HP
300
Atk
250
Def
250
Exp
0
Speed
Normal
Type
Normal
No in-game description available.
additional_notes