[This wiki page describes the recently released version "Halloween 2019". The changes in this version were mostly some retexturings of regular enemies' sprites, but also one new chapter boss has been added along with his minions, the Lich Dancer on depth 20.]
SPS-PD has approximately double the amount of different enemies than its parent mod Sprouted PD, 162 (!), and while a few of the new enemies are variants of already existing enemies, most of them are totally new. In addition, the vast majority of the familiar enemies from Sprouted PD have been altered and rebalanced in one way or the other way, and the new enemies are very often designed to be harder than the rest in order to pose a real challenge for the players. Due to these extra strong enemies,which appear as early as depth 2 of the sewers, the starting pet from the Random Soul is essentially needed for the hero to survive, or if he/she wears a Birtday or Halloween skin, clever use of each skin's unique item. Fighting them alone with only use of regular equipment is still possible, but the Jump Shoes, Ankh Shield, and likely some seeds or other consumables and class-specific items will be needed to survive the encounters. As mentioned before, approximately half of SPS-PD's enemies have many similarities with Sprouted PD's enemies, but they are almost never exactly the same, so new players of SPS-PD who have some experience of Sprouted PD should not take their knowledge for granted.
In the beginning of each section there is a short note inside brackets with a summary about the enemies that are added in the specific SPS-PD chapter and are totally new or are relocated/heavily changed in comparison to Sprouted PD. The first bullet of each enemy description mentions the enemy's type. This information is important when the hero has enchanted weapons equipped or his/her ranged weapon is enhanced with ammo and either of them deal increased damage against certain enemy types. This also applies to some wands, some thrown weapons etc. In contrast some harmful blobs, enchantments, wands, the scroll of Psionic Blast etc. deal decreased damage against certain enemy types. If the enemy is new in comparison to Sprouted PD or exists in Sprouted PD but is renamed in SPS-PD, this will be mentioned in the second bullet. All drop chances are affected positively with a Lucky Badge equipped, especially highly upgraded, but in the descriptions only the default drop chances are mentioned. Also, all regular enemies of the first depth of a chapter can appear rarely in the last depth of the previous chapter (for example a Succubus on depth 19 of Metropolis), but they appear in this list in the chapter that they first appear regularly.
As you have read in the page's title, this is a list of SPS-PD's regular enemies, meaning those that they are encountered in the regular dungeon and are not bosses. You can find details about the Bosses of SPS-PD here, about the Challenge Book's enemies here, about the Chapter Bosses here, about the Sokoban puzzles' enemies here, and about the Dolya Town's enemies here.
[3 new regular enemies are added in the Sewers (Dust Element, Living Moss, Patrol UAV), 3 new enemies are added in the chapter boss depth (Plague Doctor, Sewer Heart, Sewer Lasher), and 1 is moved from an end-game Boss depth here (Shadow Rat). Also 4 familiar enemies from Sprouted PD are renamed (Goo > Sewer Goo, Mini-Goo > Poison Goo, Rat Boss > Leader Rat, Brown Bat > Small Bat) but remain basically very similar to those of Sprouted PD. The Albino's Rat attack is also much changed.]
This Gnoll is camouflaged and hidden in the foliage. He's pretty upset you are here.
Appears on depth 4 and only once in the regular dungeon, but it is also the basic enemy in the Sewers Challenge, with the same starting stats and behavior but not the same drops. In the Sewers Challenge some of its stats scale up as Gnoll Archers get killed, but on this depth its stats are always the same.
Speed: 0.9. Hits and flees very quickly and is impossible to get into melee range without invisibility, so the hero should use the Ankh Shield, unless he/she has a melee weapon with extra range or a ranged weapon.
Drops always the Sewers challenge portal page but nothing else.
A strange looking creature, even by gnoll standards. It hunches forward with a wicked grin, almost cradling the satchel hanging over its shoulder. Its eyes are wide with a strange mix of fear and enchantment.
There is a large collection of poorky made darts in its satchel, they all seem to be tipped with various harmful substances.
Appears only on depth 3, and only as part of the Sad Ghost Quest.
Damage: at first 4, but it creates combos with additional damage after each successful hit. Its debuffs also deal damage.
Has a ranged attack that can Poison or Ignite and always flees, avoiding to be in melee range.
Drops always poison darts, while killing it is also the prerequisite for the Sad Ghost reward on depth 3, which is either a weapon or armor, often upgraded.
This is a rare breed of marsupial rat, with pure white fur and jagged teeth. Dark energy produces demon blood around it.
It is the rare variant of the Marsupial Rat and appears rarely in the same depths with it, but almost always in depth 1.
HP: 11-42 (depth scaling, but usually it appears on depth 1, so 11-33)
Damage: 1-9 (depth scaling, but usually it appears on depth 1, so 1-6). It deals much more damage with its Bleeding debuff.
Accuracy: 6-9 (depth scaling, but usually it appears on depth 1, so 6)
Evasion: 3-5 (depth scaling, but usually it appears on depth 1, so 4)
Immune to Amok, Demon Blood gas, Terror, Vertigo.
No longer causes bleeding on hit. Instead, it is followed by a blob of Demon Blood gas that causes the Bleeding, Crippled and Vertigo debuffs. This cloud also damages enemies, so encountering for the first time already wounded enemies is an indication that an Albino Rat has spawned in the depth.
[3 new regular enemies are added in the Prison (Armor Skeleton, Troll Warrior, Zombie), 2 new enemies are added in the chapter boss depth (Prison Warden, TANK) and 3 familiar enemies from Sprouted PD are renamed (Moss-covered Skeleton > Mossy Skeleton, Shadow Bandit > Life Bandit, Shinobi > Assassin Ninja), but remain basically the same with those of Sprouted PD.]
Skeletons are composed of corpses bones from unlucky adventurers and inhabitants of the dungeon, animated by emanations of evil magic from the depths below. After they have been damaged enough, they disintegrate in an explosion of bones. This type of skeleton wears armor.
New enemy, Shattered's PD Prison Guard renamed but keeping his original sprite.
Appears on depths 7-9.
Attack delay of 1.2 (skips an attack turn every 5 attacks)
Uses melee attacks, but can also pull the hero and Cripple him/her. Upon death he will create a bone explosion like the old Skeletons, dealing damage to adjacent characters.
Immune to the Dark enchantment.
Has a 20% chance to drop a random armor. Unlike ShatteredPD's Prison Guards, he doesn't drop healing potions.
Assassin ninjas are members of the Tengu assassin clan. They fight with ranged attacks at high speed.
Renamed from Sprouted PD's Shinobi.
Appears on depths 8-9 and 11 and also in the Tengu challenge boss depth.
Attack Delay: 0.75 (two attacks every four turns)
His attack is basically ranged, but he uses it also in melee.
Causes the Slowness debuff.
Resistant to the Dark enchantment, Poison, scroll of Psionic Blast, Toxic Gas.
Has a 20% chance of dropping Stone Ore.
When killing Ninja Assassins, the player may notice a kill counter rising. This is because when it reaches 100, that 100th Ninja Assassin will drop a Tekkokagi, a unique weapon that can't be obtained in any other way. There aren't any more drops for killing more than 100, and only one Tekkokagi per game can be generated.
Though these inmates roam free of their cells, this place is still their prison. Over time, this place has taken their minds as well as their freedom. Long ago, these crazy thieves and bandits have forgotten who they are and why they steal.
Appears on depths 5-9.
Attack Delay: 0.5 (two attacks per turn)
He does not steal anymore, but on hit he has a 16.7% chance to cause the Locked debuff, which prevents use of consumables, and flees immediately afterwards instead of actually taking any item. This only applies to regular dungeon thieves; Gold Thieves in the City Challenge still steal and flee.
He has a 10% chance of dropping an Eatable Nut Plant, and a 5% chance of dropping a common berry. He doesn't drop the Master Thieves' Armband anymore. While fleeing, each succesful hit against him makes him also drop 1 gold piece.
Gnolls are hyena-like humanoids. They dwell in sewers and dungeons, venturing up to raid the surface from time to time. Gnoll scouts are regular members of their pack, they are not as strong as brutes, and not as intelligent like shamans.
Appears on depths 6-9.
Can throw knives as a means of attacking from a tile away. It has been buffed in comparison to Sprouted PD and is now one of the two most dangerous regular enemies of the Prison.
Has a 50% chance to drop gold, and a 50% chance to drop any thrown weapon.
Renamed from Sprouted PD's Shadow Bandit. He is also the minion of the Thief King on depth 40.
Appears once only on depth 9 and only if the hero has spoken twice to the Rat King, after having visited depth 11 and has received the Spork quest.
No direct attack. With his hits he tries to apply the Countdown debuff, which is actually a delayed vampiric attack, that after five turns subtracts 25% of the hero's max HP and heals the Life Bandit (so his renaming is very much on point). After applying it he flees.
Appears once and only on depth 9 in the regular dungeon, but it is also the main enemy in the Prison Challenge, with the same starting stats and behavior but not the same drops. In the Prison Challenge some of its stats scale up as Mossy Skeletons get killed, but on this depth its stats are always the same.
Attack Delay: 1.5 (skips one turn every two turns)
Immune to the Dark enchantment
It is rather strong for the heroes when they first encounter it, so setting it on fire and/or stunning it with the Ankh Shield is a very efficient tactic.
Before the prison fall, they were the most powerful groups in the prison, and even the guards did not want to fight with them.
New enemy, with its sprite also recently retextured.
Appears on depths 8-9 and 11.
Damage: 15-30 (without its buff)
Accuracy: 30 (without its buff)
Attack Delay: 1.2 (skips one turn every 5 turns)
Armor: 5-7 (without its buff)
The first time it is damaged, it gains very strong but temporary +20% Attack Up and +80% Defense Up buffs for 8 turns. It can't gain them for a second time. It is one the two more dangerous regular enemies of prison against heroes in early levels.
Resistant to the Dark enchantment, Poison, scrolls of Psionic Blast and Toxic Gas.
[1 new regular enemy is added (Sand Mob), and 7 new enemies are added in the chapter boss depth (Hybrid, Spider Queen & Spider Egg, Golder, Jumper, Minder, Worker minions). 1 familar enemy from Sprouted PD in the chapter boss depth is renamed but remains similar to its Sprouted PD equivalent (Robot Printer > Old Production).]
A wandering robot, unfinished and broken down. You can feel its malice toward intruders.
Appears on depths 13-16.
Attack Delay: 3 (the hero can hit three times before the robot hits back)
Zaps laser beams like in Sprouted PD but now it also secretes Tar gas, debuffing characters and making both it and anything close to it unable to have fire go out by itself (it won't go out, until the character steps on water) because it isn't resistant to its own gas. Sometimes self-explodes damaging itself and any character nearby.
Resistant to the Dark enchantment and Immune to Terror and Toxic Gas.
Chance to drop a Red Dew drop is 25% and a scroll of Recharging is also 25%.
Gnol Brutes are the largest, strongest and toughest of all gnolls. When severly wounded, they go berserk, inflicting even more damage to their enemies.
Appears on depths 11-14.
Damage (Normal): 11-36
Damage (Enraged): 26-61
Armor: 11 (gets a +70% Defense Up buff when enraged)
Attack Delay: 1.2 (it skips one attack every fifth turn)
Immune to Terror
It gets enraged when its HP fall below 25%, which increases both its damage and armor . It can now attack with throwing knives from a tile away. It is buffed in comparison to Sprouted PD and it is the strongest regular enemy of caves against heroes in early levels, especially when enraged.
Instead of meat, it has a 50% chance to drop a thrown weapon and also a 50% chance to drop gold.
New enemy, borrowed from Unleashed PD (but changed from a water elemental)
Appears on depths 12-14.
Causes Dryness and Slowness.
Immune to Earth enchantment and Paralysis.
Upon its first defeat, it divides in one or two parts, if it is in a closed space, and in three or four parts, if it is in an open space. These new sand mobs have most of their stats different: HP 47-50, Damage 15-21, Accuracy 31, Armor 0, Evasion 25. These give no XP and drop no loot.
Skeletons are composed of corpses' bones from unlucky adventurers and inhabitants of the dungeon, animated by emanatios of evil magic from the depths below. After they have been damaged enough, they disintegrate in an explosion of bones.
Appears on depths 11-14 normaly, but may appear in its Summoned Skeleton version in almost any depth of the game in rooms with the Raise Dead climate (this version has similar stats, but is not exactly the same). The game message about the bone explosion is not accurate anymore. Fossil Skeletons have been removed from SPS-PD.
Speed: 0.8 (skips one movement turn every five turns)
Immune to the Dark enchantment.
Instead of exploding on death, it gives the Silenced debuff to adjacent targets that prevents the use of magic items such as wands and scrolls.
[2 new regular enemies are added in the Dwarven Metropolis (Dwarf Musketeer, Spider Bot), 3 enemies in the boss chapter depth (Elder Avatar, Lich Dancer and Obelisk) and 1 familar enemy from Sprouted PD is renamed but remains similar to his Sprouted PD equivalent (Crazy Gold Thief > Gold Thief). All the Elder Avatar's minions are regular enemies of the Metropolis renamed, different stats and a few altered abilities (The Hunter - Dwarf Musketeer, The Mech - Golem, The Monk - Dwarf Monk, The Warlock - Dwarf Warlock)]
A powerful wizzard sacrificed to sustain the undead Dwarf King. The wizzard calls on the power of death to damage opponents.
Appears on depths 18-19 and 22, and also on depth 31 (Courage Trial). It is also one of the minions of both the King of Dwarves and the Lich Dancer on depth 20.
It can make a Chaos Wraith also spawn when it gets cornered.
Has a ranged Avalanche attack that can also Stun. It is very quick and always flees melee combat.
Resistant to Poison
It has high evasion against physical attacks but can not dodge magical attacks, and because of its constant fleeing wand zaps especially from the wand of Firebolt should be prefered against it, or at least shooting it with an upgraded missile weapon or gun.
Its chances to drop a potion of Healing or a Black berry are both 30%.
In the dwarven King dominated the parliament with necromancy after a general uprising led a striker, although the results of how to know, but after the dwarf shooter will officially joined the dwarven kingdom of the patrol.
New enemy. The game description resists editing to a comprehensible version.
Appears on depths 17-19 and 22. In a renamed version he is also one of the minions of the Elder Avatar on depth 20.
It can attack at range or melee, but it needs to take a turn to charge for each ranged attack. When it does, there is a 25% chance for the shot to cause the Armor Break debuff on the target.
Immune to Amok and Terror.
He has a 20% chance of dropping Stone Ore, and a 10% chance of dropping a regular Bomb.
When Dwarves' interests have shifted from engineering to arcane arts, warlocks have come to power in the city. They started with elemental magic, but soon switched to demonology and necromancy.
Appears on depths 16-19. In a slightly renamed version he is also one of the minions of the Elder Avatar on depth 20.
Damage (Melee): 12-26
Damage (Magic): 16-25
Causes a Weakness debuff that decreases Strength by -3. As this makes the hero considerably much slower and inaccurate, less able to dodge etc. he/she should either drink a potion of Mending/Healing, get cured by eating a suitable food item, or turn invisible, as strong enemies like Golems might be able to kill him/her within a few turns.
Resistant to the Dark Enchantment.
There is a 83% chance to drop a random common potion (not Strength or Might) and a 2% chance to drop a random wand.
Wandering fire elementals are a byproduct of summoning greater entities. They are too chaotic in their nature to be controlled even by the most powerful demonologist.
Appears on depths 16-19.
Ignites and has now also a ranged Fire attack.
Takes increased damage from Freezing and Ice and is Immune to Fire, Burning and the wand of Firebolt.
Instead of Chargrilled Meat, it has a 2% chance to drop a wand of Firebolt and also a 10% chance to drop a potion of Liquid Flame. Freezing it to death with will make the potion of Liquid Flame shatter and will start a fire.
Unlike other types of thieves, these only care for one specific thing: shiny, golden money. Be careful about letting them steal from you, as recovering lost gold from the tides of these like-minded thieves will be rather difficult.
Renamed from Crazy Gold Thief
Appears once and only on depth 19 in the regular dungeon, but he is also the main enemy in the City Challenge, with the same starting stats and behavior but not the same drops. In the City Challenge some of his stats scale up as Gold Thieves get killed, but on this depth its stats are always the same.
Attack Delay: 0.75 (one extra attack every 4 turns)
Drops always the City Challenge portal but nothing else.
The Dwarves tried to combine their knowledge of mechanisms with their newfound power of elemental binding. They used spirits of earth as th e "soul" fore the mechanical bodies of golems, which were believed to be the most controllable of all. Despite this, the tiniest mistake in the ritual could cause an outbreak.
Appears on depths 17-19. In a renamed version it is also one of the minions of the Elder Avatar on depth 20.
When it takes 12.5% of its max HP in damage or more, it secrets Tar Gas.
It is immune to both Tar Gas and the Tar debuff, unike Broken Robots, and also to Amok, Sleep and Terror.
On death, it has a 50% chance to drop Stone Ore and a random chance to drop a Magic Stone (formerly Norn Stone) of any color. Only up to 6 Magic Stones can be obtained this way.
[3 new regular enemies are added (Demon Flower, Sufferer, Thief Imp), and 2 familiar enemies from Sprouted PD (one in the boss depth) are renamed but remain similar to their Sprouted PD equivalents (Animated Statue > Animated Steel, Larva > Yog's Larva).]
You would think that it's just another one of this dungeon's ugly steel statues, but its red glowing eyes give it away.
While the statue itself is made of stone, the [enchanted weapon] it's wielding looks real.
Appears once in depth 24, guarding the pedestal that leads to depth 25 and Yog. It is the Animated Statue of Sprouted PD renamed, with the Blackguard sprite borrowed from YAPD. Its stats scale following the depth, so the description here is about the specific Animated Steel on depth 24.
Damage: that of its equipped weapon
Accuracy: 33 * Accuracy of its equipped weapon
It has always an enchanted weapon equipped, ooften ugraded but to low level, and causes various debuffs depending on the weapon.
Resistant to the Dark enchantment, Poison, Toxic Gas.
Demon Goo is typically made up of a variety of substances, such as slime, lave, dark energy, malice; however, most of it is darkness. Be careful about letting it split itself, as even the weakest piece can become strong again with just a little bit of added lava.
Appears on depths 22-24
Applies Caustic Ooze.
Splits after each succesful weapon hit from the hero. Succesful wand hits don't make it split. It regenerates its health when standing on water. Due to its higher movement and attack speed, its Caustic Ooze debuff and ability to multiply, it is probably the most life-threatening enemy of the Demon Halls.
Immune to Rooting and Resistant to the Dark Enchantment and oxic Gas.
On death, instead of dropping potions of Mending like in Sprouted PD, it has a 100% chance of dropping Stone Ore.
The succubi are demons that look like seductive (in a slightly gothic way) girls. Using its magic, the succubus can charm a hero, who will become unable to attack anything unti the charm wears off.
Appears on depths 22-24
Causes the Charmed debuff (inability of the hero to hit Succubi with melee attacks, but not other enemies). On its hit, it will heal itself by the amount of damage it deals. She can also Blink covering short distances.
Immune to Sleep.
It has a 10% chance to drop Mystery Meat and 50% to drop a scroll of Lullaby.
Before he was corrupted by a Demon, he was a warlock.
New enemy, appears on depths 22-24
If the damage against him is higher than 50, he gets a Glass Shield buff for 4 turns, which reduces all incoming melee damage to 10 per hit (if the damage would be higher than 50, it gets renewed, despite of the damage not being actually dealt). This gets activated only by succesful weapon hits and not by wand hits.
Imps are lesser demons. They are notable neither for their strength nor their magic talent, but for their cruelty and greed. However some of them are quite nice and sociable. Certainly not this one, though...
New enemy, borrowed from YAPD, slightly renamed and also recolored.
Appears on depths 23-24
Uses a melee attack that functions like the old ability of Crazy Thieves; it steals a random non-equipped item from the hero's inventory and flees until it either dies or becomes trapped by the player.
Has a 5% chance to drop a common berry, and has a random chance to also drop 100-250 gold. If it stole anything, it will also drop that stolen item.
Appears always when the hero interacts with skeletal remains, while standing next to their tile, but not when the hero is standing on the tile of the skeletal remains. In that case, a chaos wraith never spawns but the hero loses half of his/her max HP. It can also get summoned by a Dwarf Lich, when it gets cornered. Renamed from Sprouted PD's Red Wraith.
HP: 10 + depth number
Damage: 1-3 + depth number
Accuracy: 10 + depth number
Evasion: current Accuracy * 5
Immune to Amok, Burning (not wand of Firebolt), Charm, Dark enchanment, Freezing (not wand of Frost), Paralysis, scroll of Psionic Blast, Rooting, Sleep, Terror, Toxic Gas, Vertigo,
Now it also has a ranged attack, that very often causes the Vertigo and Terror debuffs.
Has a 10% chance to drop any ring (note that the ring of Wealth is removed entirely from SPS-PD, so Chaos Wraiths have no way to drop it, like they do rarely in Sprouted PD) and has a 50% chance to drop a Red Dew drop.
These carnivorous fish are not natural inhabitants of underground pools. They were bred specifically to protect flooded treasure vaults.
Appears in any regular dungeon depth (1-24) and always in a flooded vault room. 2 of them always appear also in Dolya Town in the southeast pool, after the depth 20 chapter boss is defeated, and respawn in every hero's visit.
HP: 40 + depth number * 5
Damage: min. depth number - max. 4 + depth number * 2
Accuracy: 20 + depth number * 2
Armor: 0 - depth number
Evasion: 10 + depth number * 2
Immune to Burning, Freezing, Rooting, Stun and Toxic Gas (this does not mean that it does not take damage from these enchanted weapons or the relevant wands, just that it is immune to their debuffs)
Drops always meat (the two piranhas in Dolya Town might also drop a Violet Dew Drop). One random piranha in any depth from 11 to 24 and also in Dolya Town will drop the Caves challenge portal.
Despite their small size, golden bees tend to protect their home fiercely. This one is very mad, better keep your distance.
Appears in any depth after a Honeypot gets shattered. It is aggressive to the character closer to it when it is released and not only to the hero, so under certain circumstances it can also be a temporary ally.
This is a very peculiar case of enemy. It is basically an anti-cheat mechanic disguised as a marsupial rat, which was recently added by the developer. The Level Checker will appear only when the hero enters a new depth in the regular dungeon while having a very high level (higher than depth number +15). The first attack of the Level Checker will turn the hero's level back to 1, and it will die immediately afterwards. There is no point in mentioning its stats with details, as for example its HP is hero's Level * 1,000, its Accuracy is hero's level * 1,000 etc. and there is no way for the hero to kill it or to avoid getting hit by it. Leaving cheaters aside, players who enjoy grinding for XP should leave that for mid-game, after the hero has visited all depths from 1 to 24, or grind XP wisely, to avoid encountering the Level Checker.
New enemy. Very similar to the cave skeletons, with which they share the same sprite and most of their stats, apart from the facts that it doesn't cause the Silenced debuff and it doesn't drop loot. Although it can appear on any dungeon depth, its stats do not scale down or up, so it is OP when it spawns before the caves and very good for XP and dew farming when it spawns after the caves.
Speed: 0.8 (skips one movement turn every five turns)
A wraith is a vengeful spirrit of a sinner, whose grave or tomb was disturbed. Being an ethereal entity, it is very hard to hit with a regular weapon.
Appears in groups of 4 after a tombstone gets disturbed.
HP: 1 + depth number
Damage: 1 - 3 + depth number
Accuracy: 10 + depth number
Evasion: current Accuracy * 5
Has a ranged attack that causes Terror and Vertigo.
Immune to Amok, Burning (not the wand of Firebolt), Charm, Dark enchantment, Freezing (not the wand of Frost), Paralysis, Sleep, scroll of Psionic Blast, Rooting, Terror, Toxic Gas, Vertigo.
Without a highly upgraded ring of Accuracy or Sharpshooting equipped, it is very evasive to get hit or shot by the hero, but a single use of the Ankh Shield will stun the 4 wraiths spawned from a grave for enough turns for the hero to take them down easily. Upgraded wands of Lightning due to their chain effect can also take down a group of 4 Wraiths with one or two zaps.
Without the hero having a Lucky Badge equipped, it has a 6% chance to drop a scroll of Magical Infusion and a 9% chance to drop a scroll of Upgrade.