The dungeons are full of vermin, beasts, and monsters of all sorts. A few of the more successful ones aspire to the status of wandering monster. Wandering monsters are lone creatures that do not enjoy the advantages of a group or the strength of an alpha predator, yet do fulfill an important role in the dungeon ecosystem.
If a wandering monster encounters any group, it encounters as per the wandering monster conflict rules.
|1||Ankheng: Instead of following tunnels, when wandering the ankheng may dig a natural cave up to 1 half finger in length that connects to a different area of the dungeon.|
|2||Giant Slug: If desired, you may write “slimy” on the map at any location where a giant slug camps.|
|3||Giant Spider: The spider starts with 1 . When not wandering, the spider creates a web at its current location. If delvers or breeders encounter the spider at this location, they lose 1 and the spider is unaffected.|
|4||Green Slime: If the green slime destroys a monster group, adventuring group, or wandering monster in conflict, do not remove any from the slime. Instead, add 1 . Green slime does not collect .|
|5||Itinerant Wizard: The itinerant wizard starts with 1 .|
|6||Lone Hobgoblin: If the hobgoblin encounters a goblin group, it joins the group instead of conflicting.|
|7||Mimic: The mimic starts with 1 . Mimics never wander.|
|8||Ooze: An ooze kills 2 instead of 1 .|
|9||Scavenger Jelly: No special rules.|
|10||Skeletons: If skeletons appear inside a tomb or wander into one, add 1 .|
|11||Troll: The troll starts with 1 . The troll is never killed except by adventuring groups. Instead, it wanders away leaving its loot behind.|
|12||Make up your own and make a note of it for future use.|