There are 4 types of monsters in this version of The Pit. Monsters always act after all the players have taken their turns. Monsters can not open doors. If a monster can not trace a path to a wizard, they will instead cause a number cracks equal to the number of players divided by two (rounded up) to the weakest door/wall within movement range that will give them a path. Monsters have "moods" that determine what they do and how they act. After a monster takes its turn, its mood randomly changes based on the roll of a D4. The player will always know what mood a monster will have on its next turn to allow them to plan.
When a monster is killed, another one of the same type will spawn immediately in a randomly selected monster starting zone. The more a particular monster spawns, the higher chance a spawning may produce unexpected results. The monsters in this version of The Pit are -
| HP: 15 | Move: 2 | Damage: 4 | All damage taken is reduced by 2, Blocks LOS. | Moods:
1-2 - Hunker down: Reduce all damage taken by 5. Move towards nearest wizard. When/if adjacent, do base damage.
3 - Charge: Change movement to 10 and run towards nearest wizard. If contact is made, deal damage equal to squares moved and push wizard in random direction equal to the movement points remaining for the Golem.
4 - Rock Thrower: Attack all wizards within LOS for 5 physical damage.
| HP: 10 | Move: 4 | Damage: D4 | All damage applies the bleed effect (1 damage per turn for D4 turns). Moods:
1-2 - Stalk: Move towards nearest wizard. When/if adjacent, do base damage. Avoid any LOS attack on a D4 roll of 1.
3 - Leap: Triple movement. Run towards nearest wizard. When/if contact is made, deal damage x2.
4 - Maul: Move towards nearest wizard. When/if adjacent, do base damage. Target wizard is immobilized and unable to cast spells for 1 turn while the werewolf mauls him.
| HP: 10 | Move: 6 | Damage: 1 | Can pass through any door or cracked wall | Moods:
1-2 - Scoot: Move towards nearest wizard not damaged by Slime last turn and do damage. If any movement is remaining, move towards next nearest wizard. All wizards who take damage from Scoot are stunned for 1 turn.
3 - Explode: Deal 1 damage to all wizards within LOS. All wizards who take damage from Explode are stunned for 1 turn.
4 - Attach: Move at half speed towards nearest wizard. When/if adjacent, attach to target wizard. Attached Slimes deal 2 damage per turn and can only be removed by moving 6+ spaces in one turn or by being stunned. They drop in the square where the wizard started their 6+ movement or where they were stunned. Wizards who have a Slime attached are stunned at the beginning of their turn.
| HP: 10 | Move: 8 | Damage: 0 | Evades any attack on a D4 roll of 1-2 | Moods:
1-2 - Annoy: Move towards nearest wizard not targeted by Gnome last turn. When/if adjacent, steal two spells chosen at random. Spend remaining movement running to square farthest away from all other wizards.
3 - Frustrate: Move towards the nearest wizard not targeted by Gnome last turn. When/if adjacent, force target wizard to discard half their cards (wizard's choice), rounded down.
4 - Terrorize: Teleport at half speed towards the nearest wizard. If Wizard is within LOS, deal damage equal to wizard's hand size (wizard my discard prior to damage).
Bosses are the guardians of the Relics. They block LOS and movement. They do not re-spawn once killed. Basic attacks from Bosses can not be avoided, reduced, evaded, or prevented. There is one Boss in this version of The Pit. The Boss in this version of The Pit is -
| HP: 50 | Move: 1 | Damage: 5 | Can not move through Hellfire, always moves towards nearest wizard within the hellfire. If adjacent to a wizard, will do base damage. Immune to fire damage. Block LOS and movement. | Moods:
1 - Dispel : Target random wizard. All items, transformations, and effects on that wizard are removed/destroyed.
2 - Fire Pillars : Choose two random squares on each Tile. Any wizard or monster that starts on or moves through a Fire Pillar square takes 5 fire damage. Lasts one round.
3 - Fireball : Choose one random starting glyph. Deal 5 damage to every wizard and monster in that square. Every wizard and monster within 5 squares takes takes 5-2N damage, where N is the number of squares away from the targeted glyph.
4 - Protect : Surround every treasure with Hellfire Walls. Lasts one round.