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.
Encounter
Level 1
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
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
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
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
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
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
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
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.
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.
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.
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.

