Whenever a Wandering Monster appears, roll 2d6 and use the matching result.
After killing a WM, gain experience equal to its MR. Then roll its treasure chance and use the T&T treasure generation table if successful.
2 — GIANT: MR 80. Special: L1SR on DEX to dodge each attack; a failed dodge means you are smashed flat. After successful dodges you may inflict your combat-roll hits. Treasure 1–5.
3 — BLOOD BATS: Roll 1d6 for number; if 1, roll again and add 1. Each MR 10. Treasure 1–3.
4 — KILLER BEES: You cannot defend. Roll 1d6-1 for damage. If hit, you become immune to bee/wasp/hornet poison. No treasure.
5 — OGRE: MR 20. If it rolls three sixes in combat, you are knocked down and your next combat damage is halved. Treasure 1–3.
6 — GIANT SNAKE: MR 16. If it hits, roll 1d6; 4–6 means poisonous and your STR is halved for the rest of the dungeon. Immune to poison. After kill, roll 1d6; on 1, mate attacks. Treasure 1–3.
7 — ORC: MR 16. Treasure 1–3.
8 — GIANT JELLYFISH: Surprise ceiling attack: take 1d6+5 hits, reduced only by head armor. After kill, cleaning weapon takes a turn and triggers a WM check. Treasure 1–2.
9 — GIANT SPIDER: MR 16. First combat turn make SR; fail = caught in web and fight at half strength until spider dies. Treasure 1–4.
10 — GIANT RATS: Roll 1d6 for number. Each MR 12. Treasure 1–3.
11 — TROLL: MR 24. Treasure 1–4.
12 — RABID DOG: MR 18. If it causes at least 1 damage, you get rabies: future damage taken is tripled. Treasure 1–3.