AQ HD - Monsters

Here's the list of monsters and their rules. Stats (attack and defense) and gold can be modified in community-generated dungeons.

- Each monster gives gold when defeated.
- Monsters with ranged attacks will always move into close combat if they can.
- Monsters have a 50% chance of throwing a skill instead of an attack, if they have one.
- Like heroes, each skill can only be used once.
- If they have more than one skill, the order is random.
- 2 identical skills from 2 different monsters of the same race cannot be stacked, but 2 different skills with the same effect (e.g. attack boost) can be stacked.
- Invocations launched without visible available space (such as corridors) fail.

Goblin Warrior

Goblin Warrior

8 g

HP: 1

Attack: 2

Range: 1

Defense: 1

Movement: 10

Goblin Ranger

Goblin Ranger

8 g

HP: 1

Attack: 2

Range: 3

Defense: 1

Movement: 10

Skeleton Warrior

Skeleton Warrior

10 g

HP: 1

Attack: 2

Range: 1

Defense: 2

Movement: 6

Orc Warrior

Orc Warrior

15 g

HP: 1

Attack: 3

Range: 1

Defense: 2

Movement: 8

Orc Ranger

Orc Ranger

15 g

HP: 1

Attack: 3

Range: 4

Defense: 2

Movement: 8

Undead Warrior

Undead Warrior

15 g

HP: 1

Attack: 2

Range: 1

Defense: 3

Movement: 5

Feral Spirit

Feral Spirit: Increase the allies attack by 1 for 2 turns. Range: 3.

Troll Warrior

Troll Warrior

20 g

HP: 2

Attack: 3

Range: 1

Defense: 4

Movement: 4

Troll Wizard

Troll Wizard

20 g

HP: 2

Attack: 1

Range: 4

Defense: 2

Movement: 8

Dark Powers

Dark Powers: Increase the monsters attack by 1 for 2 turns. Range: 3.

Chained Curse

Chained Curse: Decrease the movement of the heroes by 1 for 2 turns. Range: 3.

Infernal

Infernal

20 g

HP: 1

Attack: 3

Range: 1

Defense: 2

Movement: 10

Hell Dog

Hell Dog

25 g

HP: 2

Attack: 3

Range: 1

Defense: 3

Movement: 6

Chaos Knight

Chaos Knight

25 g

HP: 3

Attack: 3

Range: 1

Defense: 2

Movement: 6

Ogre

Ogre

40 g

HP: 2

Attack: 2

Range: 1

Defense: 3

Movement: 7

Skeleton Wizard

Skeleton Wizard

40 g

HP: 3

Attack: 4

Range: 5

Defense: 4

Movement: 7

Disabling

Disabling: Reduce the heroes defense by 1 for this turn. Range: 3.

Chaos Evocation

Chaos Evocation: Summon 2 Chaos Knights that will last 4 turns. Range: 3.

Cyclops

Cyclops

50 g

HP: 4

Attack: 5

Range: 1

Defense: 4

Movement: 4

Howl of Terror

Howl of Terror: Reduce the heroes attack by 1 for the next turn. Range: 2.

Chaos Lord

Chaos Lord

75 g

HP: 3

Attack: 4

Range: 1

Defense: 4

Movement: 7

Daemon

Daemon

90 g

HP: 3

Attack: 4

Range: 1

Defense: 5

Movement: 6

Demonic Attack

Demonic Attack: The powerful attack deals 4 damage. The target can defend rolling 3 dice. Range: 1.