Not every monster in the game, just the ones that killed me or that I have something to say about. HD is the monster's
hit dice from the game's data (a rough level). Danger is my own score after ~140 deaths. The letter is the ASCII glyph, so
ASCII-mode people can find them too. Sprites are my fan art, not the game's tiles.

rsteppe marmot
HD 1 · valleys 1-3, Arslanbob Woods
danger ■□□□□
Fat, whistles, bites when you corner it.
tip: Free XP. If you die to one of these, delete the character file and tell no one. (I died to one. On the bus. Bump.)

jjackal
HD 1 · valleys 1-4
danger ■■□□□
Fast and always in a pack of 2-4.
tip: Don't fight them in the open. Back into a corridor or between two junipers so only one can reach you.

skarakurt
HD 2 · valleys, Tunnels, Sands
danger ■■■□□
The black widow of the steppe. Poison that lasts.
tip: Carry one kymyz (curing) from valley 2 on. The poison does more damage than the bite. Kill it first, always.

hgrey wolf
HD 4 · valleys 3-9, Woods, Blizzard
danger ■■■□□
Kökbörü. The clans call it an ancestor; it does not care.
tip: Packs again. Rest only when the valley is explored, or they find you at half HP. They are fast, so you can't run.

vkuyun
HD 5 · valleys 5-11, Moiynkum Sands
danger ■■■□□
A dust whirlwind that walks on its own business. Confuses.
tip: Poison does nothing to it. Confusion near a river is how my Kichi drowned. Fight it on dry ground or just walk away.

zkurgan skeleton
HD 5 · the Old Kurgans
danger ■■□□□
Old bones in rotten felt with a bronze blade.
tip: Slow and stupid. Maces are great. St. Janyl players: these are your piety snacks.

Halmasty
HD 8 · the high passes
danger ■■■□□
The hairy wild man. Herders leave it bread.
tip: You have no bread (the game says so itself). Hits hard. Ranged it from across a river once, it never reached me.

Aalbasty
HD 9 · deep valleys
danger ■■■■■
Yellow hair, feet turned backward. Her touch stops the breath.
tip: Number one killer of my characters at XL 10-12. Do not let her touch you. Tulpar's sweat (haste) and leave.

8balbal guardian
HD 12 · the Old Kurgans
danger ■■■■□
A stone figure from a kurgan, cup in hand. It has started to walk.
tip: Very high AC, very slow. If you're not a hitter, don't bother: it can't catch you.

Dyoung ajdaha
HD 9 · deep valleys
danger ■■■■□
A serpent-dragon no longer than a cart. Already breathes fire.
tip: Drink salkyn ayran (resistance) before, not during. Ajdaha-born players laugh at the fire, everyone else cries.

rTökö the Marmot King
HD 4 · early valleys (unique)
danger ■■■□□
The fattest marmot in Irad, with a court of lesser marmots.
tip: Funniest unique. His court surrounds you in the open. Fight him in a doorway and he's just a big marmot.

hAk Börü, the White Wolf
HD 11 · end of the Arslanbob Woods (unique)
danger ■■■■■
A white wolf as big as a pony, leader of every pack in the woods.
tip: Guards the tamga of the Chubar. Clear the Woods level by level first so his pack is already dead when you reach him.

&Morkhan's Herald
HD 22 · the Hidden Valley of Janyl (final)
danger ■■■■■
Bull-headed. Keeps the Ene Malka in the ruin of the First Church.
tip: I won exactly once (Iradi Kashysh, St. Janyl ★★★★★). What worked for me is on the tier page. Click to unblur.