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Combat — Special Rules

Hatred, surprise, immunities, breath weapons, ranged combat, special attacks.

combatspecialspecial-attacksurprisehatredimmunitybowslingrangedbreath

Combat — Special Rules

These exceptions and edge-case rules come up often enough to memorize.

Hatred

When a monster hates a class, extra attacks in over-numbered rooms go to that class first:

  • Trolls, goblins, kobolds hate dwarves.
  • Orcs hate elves.
  • Undead hate clerics.
  • (Ruleset-specific additions extend this list.)

Some classes hate certain monsters too — Elves vs Orcs adds +1 Attack, for example.

Surprise

Monsters that take you by surprise:

  • Act first, before your characters.
  • For wandering monsters in corridors, shield bonus does not apply on the first attack.
  • Some specific monsters always surprise the party (assassin classes, ambush predators).

Ranged combat

Bows and slings:

  • In rooms, archers can fire on the first turn only before melee closes. After that, they must use a melee weapon or fight at -2 with kicks.
  • In corridors, archers in positions 3–4 can fire freely over the front rank's shoulders.
  • Spells can be cast in both rooms and corridors regardless of position.

Breath weapons

Dragon breath hits every character in the room or corridor. Each character makes their own Defense roll. Armor and shield apply unless the dragon entry says otherwise.

Immunities

Some monsters are immune to specific weapon types, energies, or spells:

  • Skeletons take only ½ damage from arrows / piercing.
  • Many demons are immune to non-magical weapons.
  • Constructs ignore poison and bleed.
  • Specific bosses are immune to spells of a certain school.

Always read the full monster entry. If you're using the app, the encounter card lists immunities right in the combat panel.

Two attacks, multi-attacks

A monster with 2 attacks makes two attack rolls per round, hitting two different characters by default (player's choice if not enough targets).

Energy drain

Wraiths, vampires, and similar undead drain levels on a hit. Energy drain effectively reduces the character's level by 1 (with knock-on effects on Attack / Defense). Lasts until restored via specific rare scrolls or divine intervention.

Fight-to-the-death

Some monsters never break. They skip morale rolls entirely. Common: undead, constructs, fanatics, demonic minions.

Cowardly / Courageous

| Trait | Effect | |---|---| | Cowardly | -1 to morale roll. | | Courageous | +1 to morale roll. | | Fight-to-the-death | No morale roll. |

The monster entry says which trait applies; assume average otherwise.

Sneak attack (Rogue)

When attacking from surprise or from behind, a Rogue adds full level to Attack and may use any of their allowed light weapons.

Bless Weapon (Cleric)

A blessed weapon may strike monsters otherwise immune to non-magical weapons for the duration of the spell. Magic weapons already count as blessed.