That's no beta

This one may be easier for the German speaking members of the audience, but the "B"-like character in Brogue is not a beta.

The terminal (curses) version of Brogue does not use "ß", nor may you see "ß" if you are using a tiles variant, but assuming SDL and not tiles (the default), the fancy characters used are

    $ grep U_ src/platform/platformdependent.c
            case G_UP_ARROW: return U_UP_ARROW;
            case G_DOWN_ARROW: return U_DOWN_ARROW;
            case G_FLOOR: return U_MIDDLE_DOT;
            case G_CHASM: return U_FOUR_DOTS;
            case G_TRAP: return U_DIAMOND;
            case G_FIRE: return U_FLIPPED_V;
            case G_FOLIAGE: return U_ARIES;
            case G_AMULET: return U_ANKH;
            case G_SCROLL: return U_MUSIC_NOTE;
            case G_RING: return U_CIRCLE;
            case G_WEAPON: return U_UP_ARROW;
            case G_GEM: return U_FILLED_CIRCLE;
            case G_TOTEM: return U_NEUTER;
            case G_GOOD_MAGIC: return U_FILLED_CIRCLE_BARS;
            case G_BAD_MAGIC: return U_CIRCLE_BARS;
            case G_DOORWAY: return U_OMEGA;
            case G_CHARM: return U_LIGHTNING_BOLT;
            case G_GUARDIAN: return U_ESZETT;
            case G_WINGED_GUARDIAN: return U_ESZETT;
            case G_EGG: return U_FILLED_CIRCLE;
            case G_BLOODWORT_STALK: return U_ARIES;
            case G_FLOOR_ALT: return U_MIDDLE_DOT;
            case G_UNICORN: return U_U_ACUTE;
            case G_TURRET: return U_FILLED_CIRCLE;
            case G_CARPET: return U_MIDDLE_DOT;
            case G_STATUE: return U_ESZETT;
            case G_CRACKED_STATUE: return U_ESZETT;
            case G_MAGIC_GLYPH: return U_FOUR_DOTS;
            case G_ELECTRIC_CRYSTAL: return U_CURRENCY;
            case G_LEFT_TRIANGLE: return U_LEFT_TRIANGLE;
    $ whatchar ß
    [ß] Ll U+00DF LATIN SMALL LETTER SHARP S

where various statues use U_ESZETT or "sharp s" or "ß".

Why not use "S" for statues? "S" already got taken by Salamanders, and historically monsters in rogue used A to Z inclusive (though, spoilers, V znl or qvssvphyg gb frr) and statues may not be monsters, and non-monster dungeon features tend to get non-alpha or non-alphanumeric characters assigned to them, such as "+" for doors or "." for floor tiles. This has been complicated by roguelikes with a lot of (or, too many) monsters; Angband and others use variations of "," and ";" for various monsters. Another complication is whether a terminal can actually display the glyph; Unicode may lead to display glitches depending on the characters, font, and terminal, real or these days mostly emulated. Hence the curses variant of Brogue cleaving pretty close to ASCII. I forget whether it's 100% free-range ASCII like rogue is, or if it pulls in any nope-not-ASCII characters such as ACS_DIAMOND.

    // CFLAGS=-lncurses make acs
    #include 
    #include 
    int main(void)
    {
        setlocale(LC_ALL, "");
        initscr();
        addch(ACS_ULCORNER); printw(" ");
        addch(ACS_LLCORNER); printw(" ");
        addch(ACS_URCORNER); printw(" ");
        addch(ACS_LRCORNER); printw(" ");
        addch(ACS_LTEE); printw(" ");
        addch(ACS_RTEE); printw(" ");
        addch(ACS_BTEE); printw(" ");
        addch(ACS_TTEE); printw(" ");
        addch(ACS_HLINE); printw(" ");
        addch(ACS_VLINE); printw(" ");
        addch(ACS_PLUS); printw(" ");
        addch(ACS_S1); printw(" ");
        addch(ACS_S9); printw(" ");
        addch(ACS_DIAMOND); printw(" ");
        addch(ACS_CKBOARD); printw(" ");
        addch(ACS_DEGREE); printw(" ");
        addch(ACS_PLMINUS); printw(" ");
        addch(ACS_BULLET); printw(" ");
        addch(ACS_LARROW); printw(" ");
        addch(ACS_RARROW); printw(" ");
        addch(ACS_DARROW); printw(" ");
        addch(ACS_UARROW); printw(" ");
        addch(ACS_BOARD); printw(" ");
        addch(ACS_LANTERN); printw(" ");
        addch(ACS_BLOCK); printw(" ");
        addch(ACS_S3); printw(" ");
        addch(ACS_S7); printw(" ");
        addch(ACS_LEQUAL); printw(" ");
        addch(ACS_GEQUAL); printw(" ");
        addch(ACS_PI); printw(" ");
        addch(ACS_NEQUAL); printw(" ");
        addch(ACS_STERLING); printw(" ");
        addch(ACS_BSSB); printw(" ");
        addch(ACS_SSBB); printw(" ");
        addch(ACS_BBSS); printw(" ");
        addch(ACS_SBBS); printw(" ");
        addch(ACS_SBSS); printw(" ");
        addch(ACS_SSSB); printw(" ");
        addch(ACS_SSBS); printw(" ");
        addch(ACS_BSSS); printw(" ");
        addch(ACS_BSBS); printw(" ");
        addch(ACS_SBSB); printw(" ");
        addch(ACS_SSSS); printw(" ");
        getch();
        endwin();
        return 0;
    }