Monsters

From HyperRogue Wiki, the official HyperRogue encyclopedia

Monsters make up the majority of the inhabitants of the hyperbolic world. Most of them move one cell per turn, can kill you in one hit, and can be killed in one hit; some monsters have special properties or behavior in addition to that. Most lands have at least one native basic monster and at least one native special monster.

Wandering Monsters are monsters that do not generate with the terrain, but instead have a chance to appear at the horizon on any turn, even turns when the player stands still. The appearance of Wandering Monsters will increase if the player has collected more than 25 treasures in any Land, or if the player is currently attempting the Yendor Quest.

Properties[edit]

Monsters may possess various properties which make them harder (or sometimes easier) to fight. Below is a list of some common monster properties.

  • Flight: A flying monster can ignore elevation and gravity, and can move over chasms and water. Examples of flying enemies include all birds as well as Gargoyles. Like normal monsters, they cannot move through fire unless they have some other trait that allows them to do so. However, they also cannot move through a few things that non-flying monsters can, such boats, half-vine cells, Lost Mountain branches, or Yendorian Forest tree trunks. Most flying monsters trapped over an environmental hazard (for liquid walls, they need to be stunned, and not an Air Elemental) will die.
    • Ethereal: Ethereal monsters are capable of moving in a similar way to a player with an Orb of Aether. Ghosts, Aether Witches, and Friendly Ghosts are ethereal. They have the movement advantages of flying creatures without the disadvantages, and can move through almost any barrier, even fire and walls. They cannot go through mirror walls, however.
  • Toughness: A tough monster cannot be killed by your normal attack, but can be stunned. Most can also be pushed around (although only the Rogue and Bulls can do this - allies and monsters such as Hyperbugs and those affected by the Orb of Discord cannot). The Orb of Slaying allows the player to kill single-celled monsters with normal attacks, and they may still be vulnerable to certain hazards depending on type.
    • HP: Monsters with HP include Palace monsters other than Skeletons, as well as Terracotta Warriors. A basic attack on them usually takes 1 HP away from them and may stun or push them, depending on type. They can normally only be killed by an attack that removes their last hit point, but Slaying-boosted or eating-based attacks, as well as environmental hazards, can kill them instantly regardless of their remaining HP.
    • Invincibility: An invincible monster cannot even be stunned by your attack; attempting to attack one usually produces the message "You cannot attack <monster>s directly!" (some monsters lead to a differently worded message) and does not use a turn. They may still also be vulnerable to certain hazards, as well as the Orb of Slaying if they are single-celled.
  • Boat-using: Like the Rogue, these monsters can use boats to travel over water. (Ordinary monsters without this trait can move onto and stand on boats, but cannot move a boat to another cell). Examples include Pirates, Vikings, Ratlings, Cult Leaders, and the Prince/Princess. Interestingly, this trait also allows monsters to push Big statues of Cthulhu.
  • Aquatic: Aquatic monsters can only move in water. They can see a player diving with the Orb of the Fish, which most other monsters, even ones that can travel through water, cannot do. Examples include Pikes, Rusałka/Topielec, all types of Sharks, and Krakens. If they somehow end up on land and cannot move to water, the results vary based on type.
  • Slow: Slow monsters take only one turn for every two of a player's ordinary turns. Examples include Sandworms, Tentacles of Cthulhu, Demons, and Metal Beasts.
  • Fast: Fast monsters take two turns for every turn of an ordinary player. Eagles, Bats, and Speed Witches are fast. Monsters that are naturally both fast and can fly, such as Eagles and Bats, can only attack or go against gravity on their first turn, not their second. Speed Witches can attack on all of their turns, however.
  • Corpse-dropping: Some monsters leave a wall-type cell on their cell when killed, unless the way they died would also destroy a wall of that type. Examples include Gargoyles, Fire Fairies, Vine Beasts, and all kinds of Trolls.
  • Non-living: This includes Golems and Mimics, as well as undead monsters such as Skeletons and Ghosts.
    • Non-living monsters do not wake up Terracotta Army statues.
    • Non-living monsters have special messages: they are "destroyed" rather than "killed" when slain, and "sink" rather than "drown" when unable to escape from water.

Basic Monsters[edit]

See main article: Basic Monsters.

A basic monster is a monster which moves one cell per turn, always attempts to move toward the player, and has no special moves or attacks. Flying or aquatic monsters with no other properties are also considered basic, as well as some monsters with other minor special properties (such as a Desert Man's high body temperature or a Zombie's non-living nature).

Name Image Movement mode Appears in Other special properties (if any)
Yeti Walking Icy Land, Cocytus N/A
Giant Ape Walking Jungle, Lost Mountain High body temperature
Running Dog Walking Land of Eternal Motion N/A
Striped Dog Walking Zebra N/A
Hunting Dog Walking Hunting Ground May retreat depending on circumstances (see the Hunting Ground article)
Narcissist Walking Hall of Mirrors N/A
Falling Dog Walking Free Fall N/A
Western Hawk Flying Free Fall N/A
Goblin Walking Living Cave, Dead Cave Will not normally step next to an energy sword
Desert Man Walking Desert High body temperature
Pike Swimming Wetland Suffocates if trapped on land
Shark Swimming Ocean, Whirlpool, Caribbean Suffocates if trapped on land
Ice Shark Swimming Cocytus Suffocates if trapped on land
Pirate Walking, boat-using Ocean, Whirlpool, Caribbean May drop Compasses if killed on Caribbean islands (see article)
Viking Walking, boat-using Living Fjord, Kraken Depths N/A
Cultist Walking R'Lyeh, Temple of Cthulhu High body temperature
Cult Leader Walking, boat-using R'lyeh
Temple of Cthulhu
Anywhere else if a Big Statue of Cthulhu is on-screen
High body temperature
Familiar Walking Ivory Tower N/A
Yendorian Researcher Walking Yendorian Forest N/A
Sparrowhawk Flying Yendorian Forest N/A
Albatross Flying Ocean Killing decreases Orb of Luck charges
Wind Crow Flying Windy Plains N/A
Zombie Walking Graveyard Non-living
False Princess/False Prince (name and appearance depends on whether the Princess or Prince was chosen to be saved, respectively) Walking Rose Garden N/A
Giant Fox Walking Clearing N/A
Jiangshi Walking Terracotta Army Non-living
Mutant Walking Irradiated Field N/A
Ranger Walking Mirror Land (obsolete land), Crossroads (Category) (during Hyperstone Quest) N/A

Special Monsters[edit]

Name Image Movement mode Appears in Toughness Notes
Icewolf Walking Icy Land Basic Moves towards area with highest temperature
Will not leave temperature-based lands (except to move into the Volcanic Wasteland, which will turn it into a Lava Wolf)
Seep Walls only (see notes) Living Cave, Dead Cave, Emerald Mine Basic Can only move through living walls or dead walls
Hunting Dog (guarding) Walking Hunting Ground Basic Stay still unless an environmental hazard is on their cell
Become regular Hunting Dogs if a nearby Turquoise is picked up
Hunting Dog (regrouping) Walking Hunting Ground Basic Flee from the player
Rock Troll Walking Living Cave Basic Destroys all items adjacent to it upon death
Leaves a dead rock troll wall upon death
Fjord Troll Walking Living Fjord Basic Leaves a dead troll wall upon death
Storm Troll Walking Land of Storms Basic Leaves a dead troll wall upon death
Forest Troll Walking Overgrown Woods Basic Leaves a dead troll wall upon death
Dark Troll Walking Dead Cave Basic Leaves rubble upon death, or a wall if already killed on rubble
Red Troll Walking Red Rock Valley Basic Leaves Rock 0 upon death, or increases cell elevation by 1 (maximum 3) if killed on an already elevated cell
Eagle Flying Jungle
Lost Mountain
Basic Fast
Acid Gull Flying Brown Island Basic Dissolves the land below them upon death
Slime Beast Walking Alchemist Lab Basic Can only move on slime of its color
Splashes slime of its color in radius 2 upon death, destroying items in the process
Mirror Spirit Walking Hall of Mirrors Basic (see notes) Respawns if killed near the Hall of Mirrors, but can be killed permanently by Mimics or most magical attacks
Bomberbird Flying Minefield Basic Drops a mine upon death
Palace Guard Walking Palace
Eclectic City
HP In Palace, HP is based on number of Hypersian Rugs collected
Always start at 2 HP if spawned in Eclectic City
Fat Guard Walking Palace HP HP is based on number of Hypersian Rugs collected
Stunned, but not pushed, when attacked
Vizier Walking Palace HP HP is based on number of Hypersian Rugs collected
Can only be attacked by escaping from them (also become vulnerable to basic attacks at 1 HP)
Skeleton Walking Palace
Ruined City
Irradiated Field
Dungeon
Tough Can be killed by energy swords
Non-living
Red Raider Walking Ruined City
Eclectic City
Invincible Always comes in pairs, and both Red Raiders die if one is killed or they're somehow separated
Can destroy walls on their path
Green Raider Walking Ruined City Invincible Cannot move from one hexagonal cell to another
Blue Raider Walking Ruined City
Irradiated Field
Invincible Has a powerful attack that can kill Raiders or other tough enemies, but takes two turns to execute and stuns the Blue Raider for 6 turns
Brown Raider Walking Ruined City
Irradiated Field
Invincible Cannot move next to an item
Gray Raider Walking Ruined City Invincible Cannot step on heptagonal cells
Rusałka/Topielec (name and appearance depends on whether the Princess or Prince was chosen to be saved, respectively) Swimming Wetland Basic When directly killed by the player, turns the cell under the player to shallow water if it was originally land, and to deep water if it was originally shallow water
Reptile Walking Reptiles Tough Will walk onto chasms, water, sulphur, or mercury
Form a Reptile Floor or Reptile Bridge floor cell on chasms or water/sulphur respectively (but mercury kills them)
Stunned when moving across an illegal height difference
Red Jelly Walking Jelly Kingdom Basic Changes between monster and wall depending on treasure count
Blue Jelly Walking Jelly Kingdom Basic Changes between monster and wall depending on treasure count
Gargoyle Flying Ivory Tower Basic Leaves a stone gargoyle wall upon death
Bat Flying Dungeon Basic Fast
Cannot attack
Normally follows the player at a distance, but attempts to move next to the player if a non-Bat monster is nearby
Ratling Walking, boat-using Warped Coast Basic Does not move if player stands still without attacking
Ratling Avenger Walking, boat-using Warped Coast Basic Does not move if player stands still without attacking
Bronze Beast Walking Brown Island Tough Increases Brown Island elevation by 1 upon death
Stunned when moving across any height difference
Hedgehog Warrior Walking Dry Forest
Emerald Mine
Camelot
Irradiated Field
Basic (see notes) Immune to normal attacks, but can be killed by stabbing (moving from one adjacent cell to another)
Fire Fairy Walking Dry Forest Basic Leaves a fire upon death
Flail Guard Walking Emerald Mine
Camelot
Irradiated Field
Basic (see notes) Immune to normal attacks, but can be killed by stepping away from it from a directly adjacent cell
Pikeman Walking Emerald Mine
Camelot
Irradiated Field
Basic (see notes) Attacks all cells adjacent to it on every move, but can be killed in the same way, by moving to a cell adjacent to it
Does not move if that would cause it attack another enemy
Metal Beast Walking Land of Storms
Eclectic City
Tough Slow
Rich Metal Beast Walking Land of Storms Tough Slow
Drops Fulgurite if killed by electricity
Vine Spirit Walls only (see notes) Vineyard Basic Can only move through Vines
Destroys vine it was on when killed
Vine Beast Walking Vineyard Basic Leaves Vine upon death
Ice Golem Walking Blizzard
Eclectic City
Basic Leaves Ice Wall if killed in temperature-based land
Void Beast Walking Blizzard Basic In lands with wind, can only move against the wind, not with it
Non-living
Salamander Walking Volcanic Wasteland Tough Can survive fire and lava, but is stunned as long as it is on such a cell
Lava Wolf Walking Volcanic Wasteland Basic Will not normally leave the Volcanic Wasteland
Becomes an Ice Wolf upon entering a cold land
Fire Cultist Walking R'lyeh
Temple of Cthulhu
Basic Throws fire at the player (and allies if present) at distance 4 and then turns into regular Cultist
Drops Orb of the Dragon if killed before throwing fire
High body temperature
Draugr Walking Burial Grounds Invincible Can be killed by energy swords
Non-living
Slow when outside Burial Grounds
Ghost Ethereal Graveyard
Dungeon
Wandering (if inactive)
Basic Ethereal
Herd Bull Walking Prairie Invincible Only moves on a specific path and does not chase the player
Becomes Raging Bull if blocked
Attacks all adjacent cells
Can push pushable monsters and walls by moving into their space
Gadfly Flying Prairie
Bull Dash
Basic Can wake up Sleeping Bulls
Butterfly Flying Bull Dash Invincible Only moves around obstacles and does not chase the player
Drops a Spinel if killed by a Bull
Sleeping Bull Stationary (see notes) Bull Dash Invincible Only moves in a straight line
Stunned by crashing into an obstacle, then moves in a new straight line in the original direction of the player
Attacks all adjacent cells, and can destroy most walls
Can push pushable monsters and walls by moving into their space
Raging Bull Walking Bull Dash Invincible Only moves in a straight line
Stunned by crashing into an obstacle (they can destroy most walls this way), then moves in a new straight line in the original direction of the player
Attacks all adjacent cells
Can push pushable monsters and walls, by moving into their space
Air Elemental Flying Windy Plains
Elemental Planes
Basic Creates outward wind effect
Earth Elemental Walking Dead Cave
Elemental Planes
Basic Possesses Orb of Earth power
Non-living
Fire Elemental Walking Dragon Chasms
Elemental Planes
Basic Possesses Orb of Fire power
Water Elemental Swimming, walking Living Fjord
Elemental Planes
Basic Possesses Orb of Water power (does not need boat to use, but cannot see underwater player)
Drops Orb of Water upon death
Non-living
Rose Beauty/Handsome Gardener (name and appearance depends on whether the Princess or Prince was chosen to be saved, respectively) Walking Rose Garden Basic (see notes) Cannot normally be attacked, but the Orb of Aether, Orb of Beauty, Orb of Shielding, Orb of Slaying, and stabbing attacks, or being forced to by rose scent, can allow attacks
Will not leave the Rose Garden and cannot move if forced to leave
Rose Lady/Rose Lord (name and appearance depends on whether the Princess or Prince was chosen to be saved, respectively) Walking Rose Garden Basic Immune to rose scent