As mentioned above, in most fantasy and literature, dungeons and dungeon-like environments use a limited number of monster types to confront the protagonists. This is as common as the mountain lair full of orcs and other greenskins, to dragons and their kobold worshippers, to, in one peculiar instance, a dungeon stocked with rabbits. Thanks, Dakota Krout, for that one.

1. The Withered

A withered monster is a gaunt or emaciated version of a normal monster, typically a slow starter or has noticably poor initiative. What isn't immediately obvious, until the heroes enter combat, is that the Withered are not an inferior version of the standard mob. They might have low dexterity and initiative but they more than make up for this with much higher than normal endurance, constitution, or whatever stat is being used for durability. Withered are also very likely to have damage reduction, especially against bludgeoning attacks, and might be impervious to unarmed non-magical strikes. These creatures have survived a very long time, can set ambushes, and otherwise become a huge pain in the ass for unprepared heroes.

2. The Dungeon-Spawned

Dungeons have elements, styles, etc, and a Dungeon-Spawned monster is a full aesthetic upgrade to the regular version. The best example of this I can come up with are the plant-monster versions of regular monsters, like the timber-wolf. It's a wolf, but it is made of forest deadfall, leaves, etc. It still uses the basic wolf monster template, but is aesthetic to the dungeon. It would also be appropriate to give said monsters low level or incidental powers relevant to the dungeon that created them. A timber-wolf would be able to pass without trace, because its made of the forest itself.

3. The Bloated

A contrast to the Withered, the Bloated is a cancerous, gangrenous, rugose horror version of its normal self. Where is demonstrates its ability is that the monster's health is two to three times what the normal version is. It is also normal for the Bloated to have higher strength, so that they hit like a behemoth. These are also elder mobs, but where the withered shriveled down and dried up, the Bloated filled themselves with the energy of the dungeon and became worse and more dangerous. 

4. Shadowed

Shadowed versions of mobs are melanistic, being of black or very dark coloration. They have increased agility, and more dangerously, innate sneak and stealth abilities. 

5. Pale 

Opposite of the Shadowed, the Pale are albino versions of the monster and are typically the more Oh Shit option of the two. Where shadowed are sneaky, the Pale are much more front and center. Some very common Pale abilities include regeneration, aura of fear, and a summon mob ability that brings in common versions of their base template. The eyeless pale man with the dead fish skin can laugh, and a moment later a dozen wights appear to attend it.

6. The Glowing

The Glowing are elite level-ups for a mob. They have become imbued with so much of the essence of the dungeon it radiates from them as light. All of their stats are well above normal, they are larger, and fighting one Glowing is like fighting an entire encounter full of the regular version. A perfectly normal and natural reaction to spotting a Glowing is 'nope, lets find another way'. As the elite of a dungeon, Glowing Mobs should have innate powers associated with the elements of the dungeon, such as any sort of earth/fire aspecting dungeon creating Glowing that are immune to fire, can breath fire, or literally have a corona of fire around them.

7. Mythic

The Mythic Mob is basically what happens when a dungeon mob is given all of the things, and then some. A dungeon that spits out a Mythic Mob has been working on it for a while, there should be a good chance that it can wipe the party in a TPK, and potentially become a Raid Boss by leaving the dungeon and makig itself a nightmare for the surface world. 

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