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Version 0.31: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.

Crawl uses a discrete system of sizes to decide how large or small a monster is. There are six categories, as follows from smallest to largest:

Useful Info

Size has the following effects:

Player only:

  • It modifies your evasion. Smaller sizes increase EV, larger sizes lower it. In specific: size gives a flat bonus/penalty to your base EV, and affects how much EV you get out of Dodging skill.
  • It determines what armour and weapons you can use. Species that aren't medium-sized generally have trouble with certain equipment. Note that a species may have restrictions beyond size; octopodes can only wear hats, for instance.

All creatures:

  • Creatures can only constrict enemies that are the same size or smaller.
  • Larger creatures are more resistant to knockback effects (like Primal Wave) and trample attacks.
  • Large and Giant creatures can traverse through water easier.

Monster only:

  • Larger monsters lose more EV when trapped by a throwing net or web.
  • Larger monsters drop more gold when killed by a Gozag worshipper.
  • Tiny monsters create weaker Inner Flame explosions; giant monsters create larger explosions.



The majority of player species are medium, and can use almost every kind of item. Only giant clubs, giant spiked clubs, large rocks, and bardings are not available.


Along with the item restrictions medium species face, small characters cannot use the following: bardiches, battleaxes, dire flails, executioner's axes, glaives, great maces, great swords, halberds, tower shields, longbows, scythes, triple swords, or javelins. Furthermore, broad axes, double swords, magical staves, tridents, and demon tridents are treated as two-handed weapons.

Only one player species is small:

Pig Form makes players small-sized, but disables most types of equipment.


Little players cannot wield anything that small players cannot, and are also prevented from wearing the following:

Also, triple crossbows cannot be wielded.

Two player species are little:


No playable species are small enough to qualify as tiny, but there are several transformations that shrink characters down that small. This grants them a considerable boost to evasion but often imposes significant drawbacks (not least of which is the inability to use most equipment).


The hybrid species have large-sized bodies but medium-sized torsos, and may wear anything medium-sized characters wear except for boots. Instead, they may use bardings. They are also large enough to ignore movement and attack penalties from shallow water. However, their unusual frames cause body armour to grant half the normal base AC bonus.


Large species are subject to all the same armour restrictions as little species, except that they can use kite shields and tower shields, but can't use bucklers. However, they may use any weapon they find, including giant clubs, giant spiked clubs, and large rocks, some of the most devastating weapons in the game. They are large enough to move and attack normally in shallow water.

Players in Serpent Form are also considered large, but cannot make use of any equipment.


There are no giant species, but Dragon Form will make you this size.

Giant creatures have a quality known as "fake amphibious" that lets them move through deep water without drowning. (They are tall enough that their heads stay above the water.) Unlike creatures that are truly amphibious or native to water, they get penalties to fighting when standing in deep water. Dragon Form gives permanent flight, making this moot.


  • Prior to 0.31, giant monsters were immune to nets and webs.
  • Prior to 0.30, size affected shields. Hybrid/Large species would receive less encumbrance from their shields, though they received slightly less SH from shields. Small species would be encumbered more, but get slightly more SH from shields. Also, large player species had a movement penalty while walking in shallow water.
  • Prior to 0.28, some monsters were Big-sized (between Large and Giant).
  • Prior to 0.19, size affected how you escaped throwing nets.
  • Prior to 0.16, smaller monsters and players had a better chance to escape shaft traps.