This is a full list of monsters players can encounter in Daemonheim.
Overview
About 4/5 of the rooms one opens in Daemonheim contain one or more monsters. A party with one person will encounter a maximum of three monsters in a room, and this number is increased by one for each additional party member. Some rooms (like several puzzle rooms, and occasionally normal rooms) do not contain any monsters at all. Monsters are determined by several factors listed below.
- The player's combat level - A level 4 player won't encounter a level 100 zombie, but a level 100 player might encounter a level 4 zombie, although rarely on its own, unless, for example, the player encounters the spikes room, which strangely makes all the monster have extremely low levels. This is because players will get annihilated by ranging/maging monsters while traversing the deadly spikes.
- The dungeon complexity, size, and depth - On Complexity one, even a level 100 player will rarely encounter a monster with a level higher than, for example, 60, particularly on earlier floors. Bigger dungeons tend to yield higher level monsters, as do larger complexities and deeper floors.
- The number of monsters in the room - If there is only one monster, it would have a high combat level (say 100 for a level 95 player). The more monsters there are, the lower their levels are (for that same player a level 6, level 45 and level 29 combination would be appropriate).
- The number of players in the dungeon - Players will tend to encounter stronger monsters in dungeons designed for more people. Players may on rare occasions even run into monsters stronger than the boss.
- The type of room - An empty room would have stronger monsters than a room with a puzzle that requires reflexes and similar things.
The only doors in Daemonheim that require all monsters in the room to be killed are marked as Guardian doors. Players often kill them, however, for their drops, including food, herbs, charms, and experience.
Monster List
*Removes concealment of a shadow-silk hood.
All Floors
Several monsters are found in every floor, and are very common:
Monster name | Combat level | Attack style(s) | Weakness(es) | Affected by Shadow Silk Hood? | Other notes/tactics |
---|---|---|---|---|---|
Forgotten warrior | 38,39,40,42,43,47,53,55,56,58,63,66,70,72,105 | Melee | Magic (varies) | Yes | Use the respective weakness unless you have high melee stats and a powerful weapon. A Primal spear can easily obliterate most warriors with ease. |
Forgotten ranger | 1,2,5,14,28,35,42,56,60,70,84,98,112,126,138 | Ranged | Slash | Yes | These enemies do not hit as high for their level as warriors do, but are very accurate to compensate. They are weak to slash attacks, though high-damage equipment can be substituted. |
Forgotten mage | 1,14,28,42,56,60,70,84,98,112,126,138 | Magic | Arrows | No* | Uses various spells depending on their combat level and equipment. Celestial mages are generally annoying due to their very high defence against all styles. |
Giant rat | 4,7,14,25,36,47,58,70 | Melee | Earth spells | No | Generally the least priority to kill as it does not deal accurate damage. |
Mysterious shade | 1,2,7,10,19,31,48,65,79,93,111,128 | Ranged and Magic | Crush | No | Very easy to defeat after the Evolution of Combat. |
Puzzle
Players may also encounter the following monsters on every floor in a puzzle room. Rooms with any of the following monsters will always have at least one Guardian door.
Monster name | Combat level | Attack style(s) | Weakness(es) | Affected by Shadow silk hood? | Other notes/tactics |
---|---|---|---|---|---|
Mercenary leader |
5,14,23,33,43,51,61,71,81,91,99
|
Magic | Arrows | No* | Summons forgotten mages, forgotten rangers, and forgotten warriors. He will call in up to three minions per player. Focus only on killing the leader himself; do not worry too much about the minions. See article for more details. After a update, the combat levels were revamped along with the minions sent. |
Ramokee bloodrager |
26,37,50,63,75,88,100,103,113,126,138
|
Melee | Water spells | No | Uses slow, but accurate melee attacks. Always found in a room with a Ramokee deathslinger, a Ramokee stormbringer, and a Ramokee skinweaver. |
Ramokee deathslinger |
28,39,51,64,77,88,100,103,113,126,138,
|
Ranged | Stab | No | Uses slow, but accurate ranged attacks. Always found in a room with a Ramokee bloodrager, a Ramokee stormbringer, and a Ramokee skinweaver. |
Ramokee stormbringer | 28,39,51,64,77,88,100,103,113,126,138, | Magic | Arrows | No | Always found in a room with a Ramokee bloodrager, a Ramokee deathslinger, and a Ramokee skinweaver. Uses slow, but accurate magic attacks. |
Ramokee skinweaver |
28,39,51,64,77,88,100,103,113,126,138,
|
Melee | Arrows | No | Always found in a room with a Ramokee bloodrager, a Ramokee deathslinger, and a Ramokee stormbringer. Will heal itself and the other ramokees as they take damage, and subsequently should be the top priority to kill. |
Multiple ghosts |
2,5,16,32,47,63,77,92,107,123,138
|
Melee and Magic | Earth spells | Not aggressive | A 'spirit' will from time to time hop between the ghosts in the room. Only the ghost that currently has the 'spirit' can be damaged. After a ghost is slain, the 'spirit' will hop to the closest nearby ghost. All ghosts in the room must be killed before the doors can be opened. |
Floor-Specific Monsters
Frozen Floors
Monster name | Combat level | Attack style(s) | Weakness(es) | Affected by Shadow silk hood? | Other notes/tactics |
---|---|---|---|---|---|
Ice warrior | 14,28,42,56,70,84,98,112,126,138 | Melee | Magic (varies) | No | This monster can drop various rapiers. Contrary to popular belief, the Shadow silk hood does not work against them. |
Ice spider | 1,7,14,21,28,35,42,49,56,63,70 | Melee | Magic (varies) | No | These monsters hit low for their levels, but are extremely accurate to compensate. |
Thrower troll | 30,51,72,95,116,138, | Ranged | Stab | No | Extremely accurate ranged attacks. Protection prayers advised for the higher levelled trolls. |
Ice troll | 35,47,60,72,86,99,112,124,138 | Melee | Magic (varies) | No | Extremely accurate and hard-hitting melee attacks. Safe spots may be used, if available. |
Ice giant |
18,36,54,72,91,109,127,138
|
Melee | Magic (varies) | No | Safe spots may be used, if available. |
Ice elemental |
12,28,43,58,74,89,105,120,138 (more needs to be added) |
Melee, Ranged, and Magic | Crush | No | This monster cannot be poisoned. |
Icefiend | 28,50,72,95,117,138 | Ranged and Magic | Crush | No | This monster cannot be poisoned. It can drop the Frostbite dagger and the Hailstorm dagger. |
Hydra | 15,30,46,61,77,92,107,123,138 | Ranged | Thrown | No | Uses magic-based Ranged attacks. |
Frost dragon | 46,61,81,99,112,119,138, | Melee, Magic, Dragonfire | Stab | No | Dragonfire protection or the Protect from Magic prayer strongly recommended. |
Abandoned Floors
Monster name | Combat level | Attack style(s) | Weakness(es) | Affected by Shadow silk hood? | Other notes/tactics |
---|---|---|---|---|---|
Earth warrior | 4,18,33,49,63,78,93,107,123,138 | Melee | Magic (varies) | No | Contrary to popular belief, these enemies are not affected by the Shadow silk hood. |
Dungeon spider | 5,13,22,31,40,47,48,61,77,94, | Melee | Air spells | No | These monsters hit low for their level, but are poisonous on members' servers. As always, protection prayers do not prevent poisoning. These spiders are extremely accurate despite their low level. |
Skeleton (melee) | 12,18,25,30,37,43,50,54,63,67,75,78,88,91,100,102,113,114,126,138 | Melee | Magic (varies) | Yes | These monsters wield a large variety of weapons, and can occasionally drop them. They hit fairly hard for their levels, so protection prayers or safe spots should be considered. |
Skeleton (ranged) | 12,18,25,30,37,43,50,54,63,67,75,78,88,91,100,102,113,114,126,138 | Ranged | Crush | Yes | These skeletons attack by throwing skulls. They do not hit as hard for their level as the melee and magic skeletons, but attack much faster to compensate. |
Skeleton (magic) | 12,18,25,30,37,43,50,54,63,67,75,78,88,91,100,102,113,114,126,138 | Magic | Thrown | No | These monsters, being mages, are not affected by the Shadow silk hood. Protect from Magic strongly recommended against level 198 versions. They can't disable the effects of the shadow silk hood like forgotten mages, but they attack faster. |
Zombie (melee) | 1,14,28,42,56,70,82,96,110,124,138 | Melee | Magic (varies) | Yes | These monsters can occasionally drop various hatchets depending on their combat level. |
Zombie (ranged) | 1,14,28,42,56,70,82,96,110,124,138 | Ranged | Slash | Yes | Hits slower with ranged than skeleton rangers, but often hits harder. |
Green dragon | 58,78,98,117,138, | Melee, Magic, Dragonfire | Arrows | No | Dragonfire protection or the Protect from Magic prayer are strongly recommended. |
Bat | 2,19,36,53 | Melee | Magic (varies) | No | Given least amount of priority due to its very low levels. |
Giant bat | 70,86,103,120,138 | Melee | Magic (varies) | No | These monsters have average max hits for their level, but are very accurate and have high defence against the styles they are not weak against. |
Hill giant | 13, 22, 28, 38, 49, 62, 74, 88, 108, 137, 168, 211 | Melee | Magic (varies) | Yes | Safe spots may be used if available. |
Giant skeleton | 28, 38, 49, 58, 69, 78, 93, 113, 125, 140, 157, 178 | Melee | Fire spells | Yes | Safe spots may be used if available |
Hobgoblin | 14,28,42,56,70,84,98,112,126,138 | Melee | Air spells | No | These monsters can occasionally drop various spears. At higher levels, they can hit very hard. |
Animated pickaxe | 5,19,35,49,64,78,93,107,123,138, | Melee | Magic (varies) | No | These monsters can occasionally drop various pickaxes, and also hit high often. They are considered annoying to some because they can be difficult to see at times. |
Furnished Floors
Monster name | Combat level | Attack style(s) | Weakness(es) | Affected by Shadow silk hood? | Other notes/tactics |
---|---|---|---|---|---|
Guard dog | 4,19,35,50,65,81,96,112,127,138 | Melee | Magic (varies) | No | These monsters hit low for their level, but are very accurate to compensate. |
Dungeon spider | 5,13,22,31,40,47,48,61,77,94 | Melee | Air spells | No | These monsters hit low for their level, but are poisonous on members' servers. As always, protection prayers do not prevent poisoning. They are extremely accurate despite the low level. |
Brute | 21,36,51,67,82,98,113,117,128,138 | Melee | Magic (varies) | No | Attacks slowly, but hits extremely hard and accurate equally. Safe spots may be used against these monsters. Contrary to popular belief, the Shadow silk hood does not work against them. These monsters may drop the maul they are wielding. |
Iron dragon | 57,70,91,112,137, | Melee, Magic, Dragonfire | Crush | No | Dragonfire protection or the Protect from Magic prayer are strongly recommended. |
Bat | 2,19,36,53 | Melee | Magic (varies) | No | Given least amount of priority due to low combat levels. |
Giant bat | 70,86,103,120,138 | Melee | Air spells | No | These monsters have fairly average max hits for their level, but are very accurate and have high defence against the styles they are not weak against. |
Occult Floors (m)
Monster name | Combat level | Attack style(s) | Weakness(es) | Affected by Shadow silk hood? | Other notes/tactics |
---|---|---|---|---|---|
Dungeon spider | 5,13,22,31,40,47,48,61,77,94 | Melee | Air spells | No | These monsters hit low for their level, but are poisonous. Usually given medium priority in a room. Protection prayers do NOT give protection against the poison. They are extremely accurate despite the low level. |
Skeleton (melee) | 12,18,25,30,37,43,50,54,63,67,75,78,88,91,100,102,113,114,126,138 | Melee | Earth spells | Yes | These monsters wield a large variety of weapons, and can occasionally drop them. They hit fairly hard for their levels, so protection prayers should be considered depending on the combat level. |
Skeleton (ranged) | 12,18,25,30,37,43,50,54,63,67,75,78,88,91,100,102,113,114,126,138 | Ranged | Crush | Yes | These skeletons attack by throwing skulls. They do not hit as hard for their level as the melee and magic skeletons, but attack much faster to compensate. |
Skeleton (magic) | 12,18,25,30,37,43,50,54,63,67,75,78,88,91,100,102,113,114,126,138 | Magic | Thrown | No | These monsters, being mages, are not affected by the Shadow silk hood. Protect from Magic strongly recommended against level 198 variants. |
Zombie (melee) | 1,14,28,42,56,70,82,96,110,124,138 | Melee | Fire spells | Yes | These monsters can occasionally drop various hatchets. Higher levels tend to hit extremely hard and accurately. May also be summoned by Necromancers. |
Zombie (ranged) | 1,14,28,42,56,70,82,96,110,124,138 | Ranged | Slash | Yes | Throws hatchets at you. Given least priority unless several are in the same room. Use Protect from Range. |
Red dragon | Varies | Melee, Magic, Dragonfire | Stab | No | Dragonfire protection or the Protect from Magic prayer are strongly recommended. |
Bat | 2,19,36,53 | Melee | Ranged > Stab > Slash | No | Weak and rarely appears on this floor. Given the lowest priority. |
Giant bat | 70,86,103,120,138 | Melee | Air spells | No | These monsters have average max hits for their level, but are very accurate and have high defence against the styles they are not weak against. |
Fire giant | 37,54,71,88,105,121,138 | Melee | Water spells | No | These monsters can deal considerable damage, so safe spots or Protect from Melee are advisable. Counts for Fire giant tasks. |
Animated book | 2,16,32,47,63,77,92,107,123,138 | Magic | Thrown | No | At higher levels these monsters can hit very hard and are generally given high priority to kill in any room, unless it is of a low level. |
Hellhound | 70,79,89,99,109,119,128,138
|
Melee | Slash | No | These monsters can deal considerable damage, so safe spots or Protect from Melee are advisable. Counts for Hellhound tasks. |
Lesser demon | 70,105,119,133 | Melee and Magic | Arrows | No | More dangerous than non-Daemonheim variants due to their high defence and damage output. Protect from magic recommended. Counts for Lesser Demon slayer tasks, and usually gives more XP if the player is around level 100+. Attacks are very accurate so use the respective prayer protection. |
Greater demon | 74,86,106,138 | Melee and Magic | Arrows | No | More dangerous than non-Daemonheim variants due to their high defence and damage output. Protect from magic recommended. Counts for Greater Demon tasks. |
Black demon | 103,138 | Melee and Magic | Magic (varies) | No | Much more dangerous than non-Daemonheim variants, as it can hit hard and accurately, and has high defence. Protect from magic recommended. Counts for Black Demon tasks. |
Necromancer | 39,50,61,71,82,93,105,114,126,138 | Magic | Arrows | No* | These monsters will occasionally summon Zombies, which use melee to attack. The Zombies are much more stronger then the Necromancers themselves. Level 115+ variants can summon level 198 zombies. |
Ghost | 16,32,47,63,77,92,107,123,138 | Melee and Magic | Thrown | No | This monster cannot be poisoned. Counts for ghost tasks. Both attacks at higher levels are quite accurate. Protect from magic if attacking via ranged/magic, Protect from Melee if attacking close range. |
Warped Floors (m)
Monster name | Combat level | Attack style(s) | Weakness(es) | Affected by Shadow silk hood? | Other notes/tactics |
---|---|---|---|---|---|
Dungeon spider | 5,13,22,31,40,47,48,61,77,94, | Melee | Air spells | No | These monsters hit low for their level, but are poisonous on members' servers. As always, protection prayers do NOT prevent poisoning. They are extremely accurate for their level. |
Skeleton (melee) | 12,18,25,30,37,43,50,54,63,67,75,78,88,91,100,102,113,114,126,138 | Melee | Magic (varies) | Yes | These monsters wield a large variety of weapons, and can occasionally drop them. They hit fairly hard for their levels, so protection prayers or safe spots should be considered. |
Skeleton (ranged) | 12,18,25,30,37,43,50,54,63,67,75,78,88,91,100,102,113,114,126,138 | Ranged | Crush | Yes | These skeletons attack by throwing skulls. They do not hit as hard for their level as the melee and magic skeletons, but attack much faster to compensate. |
Skeleton (magic) | 12,18,25,30,37,43,50,54,63,67,75,78,88,91,100,102,113,114,126,138 | Magic | Thrown | No | These monsters, being mages, are not affected by the Shadow silk hood. Protect from Magic strongly recommended. |
Zombie (melee) | 1,14,28,42,56,70,82,96,110,124,138 | Melee | Fire spells | Yes | These monsters can occasionally drop various hatchets. |
Zombie (ranged) | 1,14,28,42,56,70,82,96,110,124,138 | Ranged | Slash | Yes | Given least priority unless several in one room. Use Protect from Ranged. |
Black dragon | 65,84,102,120,138 | Melee, Magic, Dragonfire | Slash | No | Dragonfire protection or the Protect from Magic prayer are strongly recommended. |
Bat | 2,19,36,53 | Melee | Air spells | No | Ignore until all other monsters are dead, due to their low combat levels. |
Giant bat | 70,86,103,120,138 | Melee | Air spells | No | These monsters have average max hits for their level, but are very accurate and have high defence against the styles they are not weak against. |
Reborn mage | 45,51,59,64,71,77,82,90,95,101 | Magic | Thrown | No* | Summons reborn warriors. This monster can follow you from room to room, and must be killed as quickly as possible. |
Reborn warrior | 14,28,42,56,70,84,98,112,126,138 | Melee | Water spells | No | These monsters are summoned by reborn mages. They will follow players from room to room, and must be slain as soon as possible. |
Animated book | 2,16,32,47,63,77,92,107,123,138 | Magic | Thrown | No | These monsters can deal dangerous amounts of damage at higher levels. Protect from Magic highly recommended, unless it is under level 90. |
Animated pickaxe | 5,19,35,49,64,78,93,107,123,138 | Melee | Water spells | No | These monsters can occasionally drop various pickaxes, along with hitting high often. |
Guard dog | 4,19,35,50,65,81,96,112,127,138 | Melee | Water spells | No | These monsters hit low for their level, but are very accurate to compensate. |
Brute | 21,36,51,67,82,98,113,117,128,138 | Melee | Magic (varies) | No | Attacks slowly, but hits very hard. Safe spots or Protect from Melee should be used if meleeing them. Contrary to popular belief, they are not affected by the Shadow silk hood. These monsters can drop various mauls. |
Lesser demon | 70,105,119,133 | Melee and Magic | Arrows | No | Counts for Lesser Demon tasks, and usually targets low level players that don't have a hood. |
Greater demon | 74,86,106,138 | Melee and Magic | Magic (varies) | No | Same as the Lesser Demon, but is much more dangerous. Counts for Greater Demon tasks. |
Black demon | 103,138 | Melee and Magic | Magic (varies) | No | Same as the Greater/Lesser Demon, but is even more dangerous, as it has very high melee defence and can easily hit 250-300 or higher. Counts for Black Demon tasks. |
Ankou | 7,25,43,63,81,100,119,138 | Melee | Magic (varies) | No | Contrary to popular belief, this monster is not affected by the Shadow silk hood. |
Slayer Monsters (m)
These monsters can be encountered on any floor. They all have unique drops of their own, such as Sunstriker boots, Shadow silk hood and the Hexhunter bow. After the Dungeoneering Toolbelt update, slayer monsters are twice as common as before.
Monster name | Combat level | Attack style(s) | Weakness(es) | Other notes/tactics |
---|---|---|---|---|
Icefiend | 28,50,72,95,117,138 | Melee | Crush | Requires level 1 Slayer to kill. It can drop a Frostbite dagger and Hailstorm dagger. |
Crawling Hand | 29 | Melee | Air spells | Requires level 5 Slayer to kill. It can drop a silver precision bracelet and golden precision bracelet. The items dropped are useful for rushing, when armour is not made. |
Cave Crawler | 29 | Melee | Earth spells | Requires level 10 Slayer to kill. This monster cannot be poisoned. It can also poison you, starting at 28 life points. It can drop Sunstriker boots and Marksman boots. |
Cave Slime | 44, | Melee | Water spells | Requires level 17 Slayer to kill. Unlike its counterparts in Lumbridge Swamp Caves, this monster is not poisonous. It can drop Incantor's boots and Sorcerer's boots. |
Pyrefiend | 44,73,92 | Melee | Water spells | Requires level 30 Slayer to kill. This monster's attacks are magic based, so leather armour is helpful. It can drop the Flameburst defender. |
Night spider | 73 | Melee | Fire spells | Requires level 41 Slayer to kill. This monster cannot be poisoned. It can poison you, starting at 28 life points. Often killed for the coveted Shadow silk hood. |
Jelly | 63 | Melee | Air spells | Requires level 52 Slayer to kill. It can drop Absorption boots and Grounding boots. |
Spiritual Guardian | 82 | Melee | Water spells | Requires level 63 Slayer to kill. It can drop Protector's ward and Guardian's ward. |
Seeker | 86 | Magic | Stab | Requires level 71 Slayer to kill. This monster can disable the effects of the Shadow silk hood. Its attack targets all players in the room, and is fairly accurate. It can drop a Seeker's charm. |
Nechryael | 112 | Melee | Water spells | Requires level 80 Slayer to kill. This monster will NOT summon Death spawns to help it, as this is a Dungeoneering variant, not the one encountered in the mainland. These have fairly high hitpoints for their level. It can drop a Doomcore staff. |
Edimmu | 122 | Melee and Magic | Slash | Requires level 90 Slayer to kill. This monster cannot be poisoned. Its magic attack targets all players in the room, and is fairly accurate. It can drop a Blood necklace. |
Soulgazer | 107,128 | Magic | Arrows | Requires level 99 Slayer to kill. This monster's attack targets all players in the room, and is fairly accurate, but have fairly low defence and high health for their level. It can also drop the fabled Hexhunter bow. |