Goblin Archer
MV 8, ATK 2, REACH 8 (BOW), DEF 1, BP 1, MP 1
The Goblin Archer will always switch to melee combat when you enter melee combat with it. Otherwise, it will take any possible opportunity to shoot arrows at you.
It attacks the first hero that walks into its line of sight. Behaves like the normal Goblin.
Armored Skeleton
MV 5, ATK 2, DEF 4, BP 1, MP 0
The Armored Skeleton is the same basic skeleton, wearing a shield and a decrepit rusty armor. Behaves like the normal Skeleton but is a bit slower.
Skeletal Archer
MV 5, ATK 2, REACH 8 (BOW), DEF 2, BP 1, MP 0
The Skeletal Archer shoots from afar. Behaves like the normal Skeleton but is a bit slower.
Ghoul
MV 6, ATK 3, DEF 3, BP 2, MP 0
**Immune to Sleep/Charm/Fear/Poison/Disease/Curse**
- Restores 1 BP everytime it performs a successful attack on a hero (causing an injury).
- If the hero did not roll any WHITE SHIELDS while defending, the hero is paralyzed for 1 turn and cannot perform any action/spell/attack/defense.
Reeking Corpse
MV 3, ATK 2, DEF 2, BP 2, MP 0
**Immune to Sleep/Charm/Fear/Poison/Disease/Curse**
- Any hero injured by the Reeking Corpse becomes INFECTED and has his/her MAX BODY POINTS count REDUCED for the Remainder of the Quest. This penalty can happen again.
- The INFECTION can be cured once in town (auto-magically), or with some ANTIDOTE/MEDICINE/BENEVOLENT SHRINE while in the dungeons (up to the DM to decide)
- The Reeking Corpse will SPLATTER upon being destroyed, dealing 1 BP damage in all 8 adjacent/diagonal surrounding squares. Heroes must roll for Defense normally.
(It's better to eliminate this enemy from a certain distance)
Lizard Man
MV 6, ATK 3, REACH 1 (SPEAR), DEF 4, BP 3, MP 3
The Lizard Man is a an agile fighter that uses a Long Spear to attack. It can reach you even with 1 square separating it from a hero.
Doom Guard
MV 7, ATK 4, DEF 4, BP 3, MP 3
- Any BLACK SHIELD rolled will block 2 hits from the hero
- Uses a flail and can swing it in a mighty arc, targeting any hero in front of him + the adjacent square around the Doom Guard.
Summoner
MV 6, ATK 1, DEF 2, BP 2, MP 6
- Resists Sleep with his Mind Points (lots of Mental Resistance)
- Casts Ball of Flame, Lightning Bolt, and Sleep at random, on random heroes.
- Will summon 2 Chaos Warriors on his 2nd round. The Chaos Warriors behave normally, like the original game.
Acolyte
MV 5, ATK 1, DEF 2, BP 3, MP 5
- Resists Sleep with his Mind Points (lots of Mental Resistance)
- Is able to cast Drain Life (1 Body Point damage), two times. Acolyte will regain 1 BP upon casting it on a hero.
- Is able to cast ''Armor Break'' on a hero, lasts 1 round ; the hero loses 2 DEF DICE for 1 round.
- Summons 2 Armored Skeletons on his FIRST ROUND.
- Summons 2 Reeking Corpses on his SECOND ROUND.
Tomb Guard (Skeleton)
MV 6, ATK 3,DEF 4, BP 3, MP 0
- The Tomb Guard will rise again when vanquished IF IT ROLLED a BLACK SHIELD when dying.
- The Tomb Guard will revive, with only 1 BP.


