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All 59 Enemies, Stats and Weaknesses in Dicey Dungeons

Updated on November 1, 2026 (3 days ago)

Dicey Dungeons is a dice-based roguelike, which means you send a character through a six-floor dungeon, roll dice and place them on equipment to win each fight, and start over whenever you lose. The enemies are the monsters standing in your way. Knowing how each one fights and what it is weak to is the quickest way to get further.

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Encounter

Level 1

9 items

Frog

A Level 1 enemy with 9 HP and 2 dice; Reunion changes its loadout.

Base HP
9
Base Dice
2
Super HP
21
Reunion HP
9
Innate Effect
-
Base Equipment
Broadsword, Small Shield

Gardener

A Level 1 enemy with 12 HP and 2 dice; its Super form has 24 HP.

Base HP
12
Base Dice
2
Super HP
24
Reunion HP
-
Innate Effect
-
Base Equipment
Shovel

Hothead

A Level 1 enemy that is weak to ice; Reunion gives it a different loadout.

Base HP
14
Base Dice
2
Super HP
26
Reunion HP
14
Innate Effect
Weak to ice
Base Equipment
Fireball

Magician

A Level 1 enemy with 9 base HP and 1 die; Reunion gives it 12 HP.

Base HP
9
Base Dice
1
Super HP
21
Reunion HP
12
Innate Effect
-
Base Equipment
Magic Missile, Magic Shield

RoboBot

A Level 1 enemy with 12 HP and 3 dice; Reunion changes its loadout.

Base HP
12
Base Dice
3
Super HP
24
Reunion HP
12
Innate Effect
-
Base Equipment
Ray Gun

Rose

A Level 1 enemy that is weak to fire.

Base HP
12
Base Dice
2
Super HP
24
Reunion HP
-
Innate Effect
Weak to fire
Base Equipment
Rosewood Spear

Slime

A Level 1 enemy that is strong against poison; Reunion gives it a different loadout.

Base HP
14
Base Dice
2
Super HP
26
Reunion HP
14
Innate Effect
Strong against poison
Base Equipment
Slime Ball, Slime Ball

Space Marine

A Level 1 enemy with 14 HP and 3 dice; Reunion changes its loadout.

Base HP
14
Base Dice
3
Super HP
26
Reunion HP
14
Innate Effect
-
Base Equipment
Plasma Cannon

Wolf Puppy

A Level 1 enemy that is strong against poison; Reunion gives it a different loadout.

Base HP
12
Base Dice
3
Super HP
24
Reunion HP
12
Innate Effect
Strong against poison
Base Equipment
Woof Woof Woof, Wolf Puppy Bite

Encounter

Level 2

10 items

Alchemist

A Level 2 enemy with 28 HP and 3 dice; Reunion changes its loadout.

Base HP
28
Base Dice
3
Super HP
34
Reunion HP
28
Innate Effect
-
Base Equipment
Spiky Potion, Toxic Potion, Fire Potion, Bear Potion

Baby Squid

A Level 2 enemy with 26 HP and 2 dice; Reunion changes its loadout.

Base HP
26
Base Dice
2
Super HP
32
Reunion HP
26
Innate Effect
-
Base Equipment
Ink Splat, Headbutt

Dryad

A Level 2 enemy that is strong against poison; Reunion gives it a different loadout.

Base HP
26
Base Dice
3
Super HP
32
Reunion HP
26
Innate Effect
Strong against poison
Base Equipment
Poison Slingshot, Venus Fly Trap

Marshmallow

A Level 2 enemy with 28 HP and 2 dice; Reunion changes its loadout.

Base HP
28
Base Dice
2
Super HP
34
Reunion HP
28
Innate Effect
-
Base Equipment
Snowball, Fireball

Mimic

A Level 2 enemy with 28 HP and 3 dice.

Base HP
28
Base Dice
3
Super HP
-
Reunion HP
-
Innate Effect
-
Base Equipment
N/A (Mystery item)

Pirate

A Level 2 enemy with 26 HP and 2 dice; Reunion changes its loadout.

Base HP
26
Base Dice
2
Super HP
-
Reunion HP
26
Innate Effect
-
Base Equipment
Pirate Hook, Cannon Fire

Sneezy

A Level 2 enemy with 24 HP and 3 dice; Reunion changes its loadout.

Base HP
24
Base Dice
3
Super HP
-
Reunion HP
24
Innate Effect
-
Base Equipment
Sneeze, Spike x4

Stereohead

A Level 2 enemy that is weak to shock; Reunion gives it a different loadout.

Base HP
28
Base Dice
2
Super HP
34
Reunion HP
28
Innate Effect
Weak to shock
Base Equipment
Sonic Wave, Sonic Wave

Sticky Hands

A Level 2 enemy that always goes first; Reunion gives it a different loadout.

Base HP
28
Base Dice
1
Super HP
-
Reunion HP
28
Innate Effect
Always goes first
Base Equipment
Pickpocket, Run away!

Wizard

A Level 2 enemy with 28 HP and 1 die; Reunion changes its loadout.

Base HP
28
Base Dice
1
Super HP
34
Reunion HP
28
Innate Effect
-
Base Equipment
Freeze Spell, Flame Spell, Poison Spell, Thunder Spell, Teleport Spell, Hall of Mirrors

Encounter

Level 3

11 items

Bully

A Level 3 enemy with 34 HP and 2 dice.

Base HP
34
Base Dice
2
Super HP
-
Reunion HP
-
Innate Effect
-
Base Equipment
Rock x4, Fists

Cactus

A Level 3 enemy with 32 HP and 3 dice; Reunion changes its loadout.

Base HP
32
Base Dice
3
Super HP
-
Reunion HP
32
Innate Effect
-
Base Equipment
Cactus Spear, Cactus Shield

Copycat

A Level 3 enemy that copies the player's equipment.

Base HP
34
Base Dice
3
Super HP
-
Reunion HP
34
Innate Effect
Copies player equipment
Base Equipment
Copies the player's equipment

Drain Monster

A Level 3 enemy that is strong against poison; Reunion gives it a different loadout.

Base HP
34
Base Dice
3
Super HP
-
Reunion HP
34
Innate Effect
Strong against poison
Base Equipment
Slime Ball, Slime Ball, Sinkhole

Fireman

A Level 3 enemy that is weak to ice; Reunion gives it a different loadout.

Base HP
34
Base Dice
4
Super HP
42
Reunion HP
34
Innate Effect
Weak to ice
Base Equipment
Fireball, Fireball

Handyman

A Level 3 enemy with 32 HP and 3 dice; Reunion changes its loadout.

Base HP
32
Base Dice
3
Super HP
-
Reunion HP
32
Innate Effect
-
Base Equipment
Hammer, Spanner, Pea Shooter

Haunted Jar

A Level 3 enemy that is strong against poison; Reunion gives it a different loadout.

Base HP
34
Base Dice
4
Super HP
-
Reunion HP
34
Innate Effect
Strong against poison
Base Equipment
Poison Cloud, Blight

Keymaster

A Level 3 enemy with 34 HP and 1 die; Reunion changes its loadout.

Base HP
34
Base Dice
1
Super HP
-
Reunion HP
34
Innate Effect
-
Base Equipment
Lock 1, Lock 2, Lock 3, Lock 4, Lock 5, Lock 6

Sorceress

A Level 3 enemy with 34 HP and 2 dice; Reunion changes its loadout.

Base HP
34
Base Dice
2
Super HP
-
Reunion HP
34
Innate Effect
-
Base Equipment
Cauldron, Infliction, and two copies of one random spell: Burning Light, Ice Shard, Electric Shock, or Sonic Wave.

Vacuum

A Level 3 enemy with 30 HP and 3 dice; Reunion changes its loadout.

Base HP
30
Base Dice
3
Super HP
-
Reunion HP
30
Innate Effect
-
Base Equipment
Dust Cloud, Blood Suck

Yeti

A Level 3 enemy that is weak to fire; Reunion gives it a different loadout.

Base HP
34
Base Dice
4
Super HP
-
Reunion HP
34
Innate Effect
Weak to fire
Base Equipment
Ice Shard, Ice Shard, Ice Age

Encounter

Level 4

10 items

Aurora

A Level 4 enemy with 42 HP and 4 dice; Reunion changes its loadout.

Base HP
42
Base Dice
4
Super HP
-
Reunion HP
42
Innate Effect
-
Base Equipment
Mood Change; three copies of one random weather item: Hurricane, Thunder Storm, Heatwave, or Snowstorm.

Crystalina

A Level 4 enemy with 48 HP and 4 dice; Reunion changes its loadout.

Base HP
48
Base Dice
4
Super HP
-
Reunion HP
48
Innate Effect
-
Base Equipment
Crystallize x4

Dire Wolf

A Level 4 enemy that is strong against poison; Reunion gives it a different loadout.

Base HP
42
Base Dice
4
Super HP
-
Reunion HP
42
Innate Effect
Strong against poison
Base Equipment
Dire Wolf Howl, Claw, Claw

Kraken

A Level 4 enemy with 44 HP and 5 dice; Reunion changes its loadout.

Base HP
44
Base Dice
5
Super HP
-
Reunion HP
44
Innate Effect
-
Base Equipment
Camouflage, Deep Sea Howl, Overwhelm

Loud Bird

A Level 4 enemy with 44 HP and 4 dice; Reunion changes its loadout.

Base HP
44
Base Dice
4
Super HP
-
Reunion HP
44
Innate Effect
-
Base Equipment
Squawk, Flight, Echo Blast

Rhino Beetle

A Level 4 enemy with 46 HP and 3 dice.

Base HP
46
Base Dice
3
Super HP
-
Reunion HP
-
Innate Effect
-
Base Equipment
Battle Axe, Beetle Headbutt

Rotten Apple

A Level 4 enemy with 44 HP and 3 dice; Reunion changes its loadout.

Base HP
44
Base Dice
3
Super HP
-
Reunion HP
44
Innate Effect
-
Base Equipment
Rotten Core, Worm Bite

Snowman

A Level 4 enemy that is weak to fire; Reunion gives it a different loadout.

Base HP
44
Base Dice
4
Super HP
-
Reunion HP
44
Innate Effect
Weak to fire
Base Equipment
Snowball x4

Wicker Man

A Level 4 enemy that is weak to fire; Reunion gives it a different loadout.

Base HP
44
Base Dice
3
Super HP
-
Reunion HP
44
Innate Effect
Weak to fire
Base Equipment
Wicker Staff, Venus Fly Trap

Wisp

A Level 4 enemy that is strong against fire; Reunion gives it a different loadout.

Base HP
42
Base Dice
4
Super HP
-
Reunion HP
42
Innate Effect
Strong against fire
Base Equipment
Fool's Fire, Burning Light, Burning Light

Encounter

Level 5

10 items

Banshee

A Level 5 enemy with 50 base HP and 4 dice; Reunion gives it 42 HP.

Base HP
50
Base Dice
4
Super HP
-
Reunion HP
42
Innate Effect
-
Base Equipment
Wail, Lament x2, Shriek

Bounty Hunter

A Level 5 enemy with 48 HP and 4 dice.

Base HP
48
Base Dice
4
Super HP
-
Reunion HP
-
Innate Effect
-
Base Equipment
Electromagnet, Yoink

Cornelius

A Level 5 enemy that gains a new die each turn; Reunion gives it a different loadout.

Base HP
100
Base Dice
0
Super HP
-
Reunion HP
100
Innate Effect
Gains a new dice each turn
Base Equipment
Nightmare

Cowboy

A Level 5 enemy with 42 HP and 3 dice; Reunion changes its loadout.

Base HP
42
Base Dice
3
Super HP
-
Reunion HP
42
Innate Effect
-
Base Equipment
Six Shooter, Midnight Charm

Gargoyle

A Level 5 enemy with 48 HP and 2 dice; Reunion changes its loadout.

Base HP
48
Base Dice
2
Super HP
-
Reunion HP
48
Innate Effect
-
Base Equipment
Avalanche x4, Glare

Paper Knight

A Level 5 enemy that is weak to fire; Reunion gives it a different loadout.

Base HP
48
Base Dice
3
Super HP
-
Reunion HP
48
Innate Effect
Weak to fire
Base Equipment
Cardboard Sword, Glue

Rat King

A Level 5 enemy that is strong against poison; Reunion gives it a different loadout.

Base HP
42
Base Dice
3
Super HP
-
Reunion HP
50
Innate Effect
Strong against poison
Base Equipment
Rat x6

Singer

A Level 5 enemy with 48 HP and 4 dice; Reunion changes its loadout.

Base HP
48
Base Dice
4
Super HP
-
Reunion HP
48
Innate Effect
-
Base Equipment
Sad Verse, Sad Verse, High Note

Skeleton

A Level 5 enemy with 50 HP and 3 dice; Reunion changes its loadout.

Base HP
50
Base Dice
3
Super HP
-
Reunion HP
50
Innate Effect
-
Base Equipment
Two Handed Sword, Shriek

Warlock

A Level 5 enemy with 48 HP and 3 dice.

Base HP
48
Base Dice
3
Super HP
-
Reunion HP
-
Innate Effect
-
Base Equipment
Shooting Star, Dark Shadow

Encounter

Bosses

7 items

Aoife

A Level 6 boss with 56 HP and 5 dice; Reunion changes its loadout.

Base HP
56
Base Dice
5
Super HP
-
Reunion HP
56
Innate Effect
-
Base Equipment
Tower Shield, Broadsword, Charge!

Audrey

A Level 6 boss with 74 HP and 4 dice; Reunion changes its loadout.

Base HP
74
Base Dice
4
Super HP
-
Reunion HP
74
Innate Effect
-
Base Equipment
Headbutt, Earthquake

Beatrice

A Level 6 boss with 70 HP and 4 dice; Reunion changes its loadout.

Base HP
70
Base Dice
4
Super HP
-
Reunion HP
70
Innate Effect
-
Base Equipment
Bee Sting x4, Flight

Buster

A Level 6 boss that is strong against fire; Reunion gives it a different loadout.

Base HP
68
Base Dice
4
Super HP
-
Reunion HP
68
Innate Effect
Strong against fire
Base Equipment
Fire Breath x4

Drake

A Level 6 boss that must be defeated with a Wooden Stake.

Base HP
62
Base Dice
4
Super HP
-
Reunion HP
-
Innate Effect
Must be killed by a Wooden Stake
Base Equipment
Blood Suck, Smog Cloud

Madison

A Level 6 boss with 70 HP and 5 dice.

Base HP
70
Base Dice
5
Super HP
-
Reunion HP
-
Innate Effect
-
Base Equipment
Campfire, Pocket Knife, Chocolate Cookie

Scathach

A Level 6 boss that is immune to lock and freeze; Reunion gives it a different loadout.

Base HP
70
Base Dice
1
Super HP
-
Reunion HP
70
Innate Effect
Immune to lock and freeze
Base Equipment
The Curse, The Wind, The Shadow, The Cold, The Ashes, The Storm

Encounter

Other

2 items

Jester

A recurring enemy whose equipment changes every turn and who appears again as a boss.

Base HP
50 HP (Tutorial; listed level 2); 32 HP (Level 2; listed level 2); 36 HP (Level 3; listed level 3); 40 HP (Level 4; listed level 4); 44 HP (Level 5; listed level 5); 64 HP (Boss; listed level Boss)
Base Dice
3 across the listed encounters
Super HP
-
Reunion HP
-
Innate Effect
Changes equipment every turn
Base Equipment
Tutorial, turns Turn 1, 5, 9, ...: Snowflake x3; Tutorial, turns Turn 2, 6, 10, ...: Buzzer x3; Tutorial, turns Turn 3, 7, 11, ...: Spark x3; Tutorial, turns Turn 4, 8, 12, ...: Whisper x3; Level 2, turns Turn 1, 5, 9, ...: Boop x3; Level 2, turns Turn 2, 6, 10, ...: Bop, Boop x2; Level 2, turns Turn 3, 7, 11, ...: Bop x2, Boop; Level 2, turns Turn 4, 8, 12, ...: Bop x3; Level 3, turns Turn 1, 5, 9, ...: Snowball, Snowflake x2; Level 3, turns Turn 2, 6, 10, ...: Tazer x3; Level 3, turns Turn 3, 7, 11, ...: Fireball, Spark x2; Level 3, turns Turn 4, 8, 12, ...: Sonic Wave x2, Whisper; Level 4, turns Turn 1, 5, 9, ...: Bop x2, Flight; Level 4, turns Turn 2, 6, 10, ...: Knitting Needle x2, Rosewood Spear; Level 4, turns Turn 3, 7, 11, ...: Liquorice x2, Shriek; Level 4, turns Turn 4, 8, 12, ...: Deflect x2, Leather Armor; Level 5, turns Turn 1, 5, 9, ...: Hammer x3; Level 5, turns Turn 2, 6, 10, ...: Whip x3; Level 5, turns Turn 3, 7, 11, ...: Shovel x3; Level 5, turns Turn 4, 8, 12, ...: Lament x3; Boss, turns Turn 1, 5, 9, ...: Bop x2, Shooting Star; Boss, turns Turn 2, 6, 10, ...: Seize x2, Headbutt; Boss, turns Turn 3, 7, 11, ...: Custard Pie x2, Wind Up Fist; Boss, turns Turn 4, 8, 12, ...: Smokey Crystal x2, Headbutt

Lady Luck

Lady Luck has 200 HP, always rolls sixes and changes her equipment through three phases.

Base HP
200
Base Dice
5 (Will always roll 6s)
Super HP
-
Reunion HP
-
Innate Effect
Changes equipment every turn
Base Equipment
Phase 1 Equipment, Turn 1: Judgement; Phase 1 Equipment, Turn 2: Judgement x2; Phase 1 Equipment, Turn 3: Judgement x3; Phase 1 Equipment, Turn 4, ends phase: Wheel of Fortune; Phase 2 Equipment, Turn 1: Divine Sword, Cornucopia; Phase 2 Equipment, Turn 2: Divine Megaphone or Divine Hammer; Phase 2 Equipment, Turn 3: Divine Dagger; Phase 2 Equipment, Turn 4: Divine Sword; Phase 2 Equipment, Turn 5: Divine Axe; Phase 2 Equipment, Turn 6: Divine Hammer or Divine Megaphone; Phase 2 Equipment, At 80 health or lower, ends phase: Divine Rod; Phase 3 Equipment, Turn 1, 5, 9, ...: Meteor; Phase 3 Equipment, Turn 2, 6, 10, ...: Apocalypse; Phase 3 Equipment, Turn 3, 7, 11, ...: Absolute Zero; Phase 3 Equipment, Turn 4, 8, 12, ...: Mega Storm

What Are the Enemies in Dicey Dungeons?

Enemies are the monsters, creatures and other foes you face on the floors of the dungeon. In the game's story they work for Lady Luck, the show's host, and their job is to stop your dice from finishing an episode. They come in all sorts of shapes, from humanoids and animals to fantasy monsters, Irish folklore creatures and everyday objects like vacuum cleaners.

They're sorted into five levels, a set of bosses and a small Other group. The Other group holds special foes, including the Jester and Lady Luck.

How Enemy Battles Work

Each fight is one-on-one and runs in turns, just like yours. At the start of its turn, the enemy rolls its dice, each showing a random number from 1 to 6, and places them onto its own equipment. A die only fits a slot if its number meets what that slot asks for, so both sides are limited by what they roll. The fight carries on until you or the enemy runs out of health, and the number of dice varies from enemy to enemy, so the same plan won't work against every foe.

How Enemies Get Tougher as You Go Deeper

Each episode is one trip through six floors, and the enemies you meet follow a set pattern. The first floor pits you against two Level 1 enemies, and each floor after that brings in a mix of the next levels up, until the sixth floor holds a single boss. Health and equipment climb with each level. Many Level 1 and Level 2 enemies also have a Super form with more health and equipment, which usually turns up in later episodes.

Enemy Weaknesses and How to Beat Them

Several enemies are weak to one type of attack, and bringing the right equipment is the simplest way to win those fights faster. Fire works well against Yeti, Snowman and Rose, ice against Fireman and Hothead, and shock against Stereohead. Poison is a poor choice against Slime, Dryad and Wolf Puppy, and fire does little against Wisp or Buster, so knowing these before a fight helps you pick the right equipment to bring along.

Beating an enemy pays out money, character experience and sometimes other rewards, so every fight you win pushes your run forward.

Dicey Dungeons Bosses at the End of Each Episode

The sixth floor of every episode ends with a boss, so each run finishes with one big fight. Bosses bring rules of their own, and it pays to plan for them before you reach that floor. Scathach, for example, is immune to lock and freeze, so any plan built on those effects will fall flat. The game's last fight, against Lady Luck, is the one to prepare for most.

Which Enemies Matter Most

Bosses matter most since they close out every episode, but a few standard enemies can change a run with their rules alone. Sticky Hands always gets the opening turn, so it acts before you have a chance to set anything up. Copycat copies the equipment you use, which means the items you bring can end up working against you.

Cornelius has more health than any other regular enemy, and it gains a new die every turn. That makes a long fight against Cornelius harder with each passing turn.

FAQ

Q.

Who is the final boss in Dicey Dungeons?

Lady Luck, who rolls five dice that always land on 6. The fight runs in three phases, and attacks in the last phase hit very hard after a long countdown. Applying a curse, using a Shield or weakening Lady Luck's equipment can reduce the danger.

Q.

What is the Jester in Dicey Dungeons?

The Jester is the show's announcer and also an enemy you can fight. The Jester hosts the wheel spin after you win an episode, and in a fight the Jester's equipment changes every turn. Once the Jester is defeated, later encounters use a higher-level version.

Q.

Are there rare enemies in Dicey Dungeons?

Yes. A few enemies are rare, and they only start appearing after your first episode, so you won't meet them on your opening run.

Q.

How do you beat Drake in Dicey Dungeons?

Drake is one of the bosses and can only be killed with a Wooden Stake. Make sure you have one ready before that fight.

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