=== Num:10 Lev:0 Rar:1 Spd:110 Hp:2d8 AC:8 Exp:0
A hardy, street-wise crook that knows an easy catch when it sees one.
This evil creature moves normally.
He can pick up objects, bash down doors, and open doors.
He pays very little attention to intruders, which he may notice from 100 feet.
He will carry a object or treasure.
He can hit to attack with damage 1d6, touch to steal items, and insult.
The Filthy street urchin (L.Dark 't' : 't')
=== Num:1 Lev:0 Rar:2 Spd:110 Hp:1d4 AC:1 Exp:0
He looks squalid and thoroughly revolting.
This creature moves a bit erratically.
He usually appears in groups.
He can pick up objects and open doors.
He takes quite a while to see intruders, which he may notice from 40 feet.
He can beg, and touch to steal gold.
The Aimless-looking merchant (Orange 't' : 't')
=== Num:12 Lev:0 Rar:1 Spd:110 Hp:3d3 AC:1 Exp:0
The typical ponce around town, with purse jingling, and looking for more
amulets of adornment to buy.
This creature moves somewhat erratically.
He can pick up objects, bash down doors, and open doors.
He prefers to ignore intruders, which he may notice from 100 feet.
He will carry a object or treasure.
He can hit to attack with damage 1d3.
The Village idiot (L.Green 't' : 't')
=== Num:7 Lev:0 Rar:1 Spd:120 Hp:4d4 AC:1 Exp:0
Drooling and comical, but then, what do you expect?
This creature moves a bit erratically.
He can pick up objects.
He is ever vigilant for intruders, which he may notice from 60 feet.
He can drool on you.
The Blubbering idiot (L.Slate 't' : 't')
=== Num:5 Lev:0 Rar:1 Spd:110 Hp:1d2 AC:1 Exp:0
He tends to blubber a lot.
This creature moves a bit erratically.
He can pick up objects.
He is ever vigilant for intruders, which he may notice from 60 feet.
He can drool on you.
The Singing, happy drunk (Yellow 't' : 't')
=== Num:11 Lev:0 Rar:1 Spd:110 Hp:2d3 AC:1 Exp:0
He makes you glad to be sober.
This creature moves somewhat erratically.
He can pick up objects, bash down doors, and open doors.
He is ever vigilant for intruders, which he may notice from 100 feet.
He will carry a object or treasure.
He can beg.
The Mean-looking mercenary (Red 't' : 't')
=== Num:13 Lev:0 Rar:1 Spd:110 Hp:5d8 AC:20 Exp:0
No job is too low for him.
This evil creature moves somewhat erratically.
He can pick up objects, bash down doors, and open doors.
He prefers to ignore intruders, which he may notice from 100 feet.
He will carry one or two objects or treasures.
He can hit to attack with damage 1d10.
The Pitiful-looking beggar (L.Umber 't' : 't')
=== Num:8 Lev:0 Rar:1 Spd:110 Hp:1d4 AC:1 Exp:0
You just can't help feeling sorry for him.
This creature moves a bit erratically.
He can pick up objects and open doors.
He takes quite a while to see intruders, which he may notice from 100 feet.
He can beg.
The Boil-covered wretch (Green 't' : 't')
=== Num:6 Lev:0 Rar:1 Spd:110 Hp:1d2 AC:1 Exp:0
Ugly doesn't begin to describe him.
This creature moves a bit erratically.
He can pick up objects, bash down doors, and open doors.
He is ever vigilant for intruders, which he may notice from 60 feet.
He can drool on you.
The Battle-scarred veteran (L.Blue 't' : 't')
=== Num:14 Lev:0 Rar:1 Spd:110 Hp:7d8 AC:30 Exp:0
He doesn't take to strangers kindly.
This creature moves somewhat erratically.
He can pick up objects, bash down doors, and open doors.
He prefers to ignore intruders, which he may notice from 100 feet.
He will carry one or two objects or treasures.
He can hit to attack with damage 2d6.
The Mangy-looking leper (Umber 't' : 't')
=== Num:9 Lev:0 Rar:1 Spd:110 Hp:1 AC:1 Exp:0
You feel it isn't safe to touch him.
This creature moves a bit erratically.
He can pick up objects and open doors.
He tends to overlook intruders, which he may notice from 100 feet.
He can beg.
[U] Farmer Maggot (White 'h' : 'h')
=== Num:4 Lev:0 Rar:4 Spd:110 Hp:350 AC:10 Exp:0
He's lost his dogs. He's had his mushrooms stolen. He's not a happy
hobbit!
This creature moves normally.
He can bash down doors and open doors.
He cannot be slept or confused.
He is very observant of intruders, which he may notice from 400 feet.
He will carry one or two good objects.
He can moan, and moan.
The Scrawny cat (L.Umber 'f' : 'f')
=== Num:2 Lev:0 Rar:3 Spd:110 Hp:1d2 AC:1 Exp:0
A skinny little furball with sharp claws and a menacing look.
This natural creature moves a bit erratically.
It is fairly observant of intruders, which it may notice from 300 feet.
It can claw to attack with damage 1.
The Scruffy little dog (L.Umber 'C' : 'C')
=== Num:3 Lev:0 Rar:3 Spd:110 Hp:1d3 AC:1 Exp:0
A thin flea-ridden mutt, growling as you get close.
This natural creature moves a bit erratically.
It is observant of intruders, which it may notice from 200 feet.
It can bite to attack with damage 1.
The Jackal (L.Umber 'C' : 'C')
=== Num:29 Lev:1 Rar:1 Spd:110 Hp:1d4 AC:3 Exp:1
It is a yapping snarling dog, dangerous when in a pack.
This natural creature moves normally.
It usually appears in groups.
It is fairly observant of intruders, which it may notice from 100 feet.
It can bite to attack with damage 1.
The Large white snake (White 'J' : 'J')
=== Num:23 Lev:1 Rar:1 Spd:100 Hp:3d6 AC:30 Exp:2
It is about eight feet long.
This natural creature moves somewhat erratically.
It can bash down doors.
It pays very little attention to intruders, which it may notice from 40 feet.
It can bite to attack with damage 1, and crush to attack with damage 1.
The Giant yellow centipede (Yellow 'c' : 'c')
=== Num:17 Lev:1 Rar:1 Spd:110 Hp:2d6 AC:12 Exp:2
It is about four feet long and carnivorous.
This natural creature moves normally.
It is rarely detected by telepathy.
It takes quite a while to see intruders, which it may notice from 80 feet.
It can bite to attack with damage 1d3, and sting to attack with damage 1d3.
The Floating eye (Orange 'e' : 'e')
=== Num:27 Lev:1 Rar:1 Spd:110 Hp:3d6 AC:6 Exp:1
A disembodied eye, floating a few feet above the ground.
This creature moves normally, but does not deign to chase intruders.
It is hurt by bright light.
It cannot be frightened.
It is fairly observant of intruders, which it may notice from 20 feet.
It can gaze to paralyze.
The White worm mass (White 'w' : 'w')
=== Num:26 Lev:1 Rar:1 Spd:100 Hp:4d4 AC:1 Exp:2
It is a large slimy mass of worms.
This natural creature moves extremely erratically.
It breeds explosively. It is rarely detected by telepathy.
It is hurt by bright light.
It resists poison.
It cannot be frightened.
It is fairly observant of intruders, which it may notice from 70 feet.
It can crawl on you to poison with damage 1d2.
The Grey mold (Slate 'm' : 'm')
=== Num:15 Lev:1 Rar:1 Spd:110 Hp:1d2 AC:1 Exp:3
A small strange grey growth.
This creature moves normally, but does not deign to chase intruders.
It is not detected by telepathy.
It resists poison.
It cannot be frightened, slept, or confused.
It is ever vigilant for intruders, which it may notice from 20 feet.
It can release spores to attack with damage 1d4, and release spores to attack with damage 1d4.
The Soldier ant (L.Slate 'a' : 'a')
=== Num:30 Lev:1 Rar:1 Spd:110 Hp:2d5 AC:3 Exp:3
A large ant with powerful mandibles.
This natural creature moves normally.
It is rarely detected by telepathy.
It can bash down doors.
It is fairly observant of intruders, which it may notice from 100 feet.
It can bite to attack with damage 1d2.
The Fruit bat (Orange 'b' : 'b')
=== Num:31 Lev:1 Rar:1 Spd:120 Hp:1d6 AC:3 Exp:1
A fast-moving pest.
This natural creature moves normally.
It is fairly observant of intruders, which it may notice from 200 feet.
It can bite to attack with damage 1.
The Clear icky thing (White 'i' : 'i')
=== Num:20 Lev:1 Rar:1 Spd:110 Hp:2d5 AC:6 Exp:2
It is a smallish, slimy, icky, blobby creature.
This creature moves extremely erratically.
It is not detected by telepathy. It is invisible.
It is fairly observant of intruders, which it may notice from 120 feet.
It can touch to attack with damage 1d2.
The Grey mushroom patch (Slate ',' : ',')
=== Num:16 Lev:1 Rar:1 Spd:110 Hp:1d2 AC:1 Exp:1
Yum! It looks quite tasty.
This creature moves normally, but does not deign to chase intruders.
It is not detected by telepathy.
It resists poison.
It cannot be frightened, slept, or confused.
It is ever vigilant for intruders, which it may notice from 20 feet.
It can release spores to confuse with damage 1d4.
The White icky thing (White 'i' : 'i')
=== Num:19 Lev:1 Rar:1 Spd:110 Hp:2d5 AC:7 Exp:1
It is a smallish, slimy, icky creature.
This creature moves extremely erratically.
It is not detected by telepathy.
It is fairly observant of intruders, which it may notice from 120 feet.
It can touch to attack with damage 1d2.
The Giant white mouse (White 'r' : 'r')
=== Num:21 Lev:1 Rar:1 Spd:110 Hp:1d3 AC:4 Exp:1
It is about three feet long with large teeth.
This natural creature moves somewhat erratically.
It breeds explosively.
It takes a while to see intruders, which it may notice from 80 feet.
It can bite to attack with damage 1d2.
The Large brown snake (Umber 'J' : 'J')
=== Num:22 Lev:1 Rar:1 Spd:100 Hp:4d6 AC:35 Exp:3
It is about eight feet long.
This natural creature moves a bit erratically.
It can bash down doors.
It pays very little attention to intruders, which it may notice from 40 feet.
It can bite to attack with damage 1d3, and crush to attack with damage 1d4.
The Giant white centipede (White 'c' : 'c')
=== Num:18 Lev:1 Rar:1 Spd:110 Hp:3d5 AC:10 Exp:2
It is about four feet long and carnivorous.
This natural creature moves somewhat erratically.
It is rarely detected by telepathy.
It can bash down doors.
It takes quite a while to see intruders, which it may notice from 70 feet.
It can bite to attack with damage 1d2, and sting to attack with damage 1d2.
The Rock lizard (L.Umber 'R' : 'R')
=== Num:28 Lev:1 Rar:1 Spd:110 Hp:3d4 AC:4 Exp:2
It is a small lizard with a hardened hide.
This natural creature moves normally.
It takes a while to see intruders, which it may notice from 200 feet.
It can bite to attack with damage 1.
The Small kobold (Yellow 'k' : 'k')
=== Num:24 Lev:1 Rar:1 Spd:110 Hp:2d7 AC:16 Exp:5
It is a squat and ugly humanoid figure with a canine face.
This evil creature moves normally.
It can bash down doors and open doors.
It resists poison.
It is fairly observant of intruders, which it may notice from 200 feet.
It will carry a object or treasure.
It can hit to attack with damage 1d5.
[U] Fang, Farmer Maggot's dog (L.Umber 'C' : 'C')
=== Num:47 Lev:2 Rar:1 Spd:120 Hp:25 AC:30 Exp:30
A rather vicious dog belonging to Farmer Maggot. It thinks you are
stealing mushrooms.
This natural creature moves a bit erratically.
It can bash down doors.
It cannot be slept or confused.
It is ever vigilant for intruders, which it may notice from 300 feet.
It can bite to attack with damage 1d4.
The Yellow mushroom patch (Yellow ',' : ',')
=== Num:39 Lev:2 Rar:1 Spd:110 Hp:1 AC:1 Exp:2
Yum! It looks quite tasty.
This creature moves normally, but does not deign to chase intruders.
It is not detected by telepathy.
It resists poison.
It cannot be frightened, slept, or confused.
It is ever vigilant for intruders, which it may notice from 20 feet.
It can release spores to terrify with damage 1d6.
The Giant green frog (Green 'R' : 'R')
=== Num:41 Lev:2 Rar:1 Spd:110 Hp:2d8 AC:8 Exp:6
It is as big as a wolf.
This natural creature moves a bit erratically.
It can bash down doors.
It takes quite a while to see intruders, which it may notice from 120 feet.
It can bite to attack with damage 1d3.
The Blue yeek (Blue 'y' : 'y')
=== Num:45 Lev:2 Rar:1 Spd:110 Hp:2d6 AC:14 Exp:4
A small humanoid figure.
This natural creature moves normally.
It can bash down doors and open doors.
It resists acid.
It is fairly observant of intruders, which it may notice from 180 feet.
It will carry a object or treasure.
It can hit to attack with damage 1d5.
The Metallic green centipede (Green 'c' : 'c')
=== Num:34 Lev:2 Rar:1 Spd:120 Hp:4d4 AC:4 Exp:3
It is about four feet long and carnivorous.
This natural creature moves somewhat erratically.
It is rarely detected by telepathy.
It can bash down doors.
It is fairly observant of intruders, which it may notice from 50 feet.
It can crawl on you to attack with damage 1.
The Novice rogue (Blue 'p' : 'p')
=== Num:36 Lev:2 Rar:1 Spd:110 Hp:8d4 AC:12 Exp:6
A rather shifty individual.
This evil creature moves normally.
He can pick up objects, bash down doors, and open doors.
He is observant of intruders, which he may notice from 200 feet.
He will carry a object or treasure.
He can hit to attack with damage 1d6, and touch to steal gold.
The White harpy (White 'H' : 'H')
=== Num:44 Lev:2 Rar:1 Spd:110 Hp:2d5 AC:17 Exp:5
A flying, screeching bird with a woman's face.
This natural evil creature moves somewhat erratically.
She is fairly observant of intruders, which she may notice from 160 feet.
She can claw to attack with damage 1, claw to attack with damage 1, and bite to attack with damage 1d2.
The Shrieker mushroom patch (L.Red ',' : ',')
=== Num:32 Lev:2 Rar:1 Spd:110 Hp:1 AC:1 Exp:1
Yum! It looks quite tasty. It doesn't sound so nice, though...
This creature moves normally, but does not deign to chase intruders.
It is not detected by telepathy. It is always created sluggish.
It resists poison.
It cannot be frightened, slept, or confused.
It is ever vigilant for intruders, which it may notice from 40 feet.
It has no physical attacks.
The Cave spider (L.Dark 'S' : 'S')
=== Num:50 Lev:2 Rar:1 Spd:120 Hp:2d6 AC:16 Exp:7
It is a black spider that moves in fits and starts.
This natural creature moves normally.
It is rarely detected by telepathy. It usually appears in groups.
It can bash down doors.
It pays little attention to intruders, which it may notice from 80 feet.
It can bite to attack with damage 1d4.
The Novice warrior (Umber 'p' : 'p')
=== Num:35 Lev:2 Rar:1 Spd:110 Hp:9d4 AC:16 Exp:6
He looks inexperienced but tough.
This creature moves normally.
He can bash down doors and open doors.
He is observant of intruders, which he may notice from 200 feet.
He will carry a object or treasure.
He can hit to attack with damage 1d7, and hit to attack with damage 1d7.
The Blubbering icky thing (L.Slate 'i' : 'i')
=== Num:33 Lev:2 Rar:1 Spd:110 Hp:5d6 AC:4 Exp:8
It is a smallish, slimy, icky, hungry creature.
This creature moves somewhat erratically.
It is not detected by telepathy.
It can pick up objects and destroy weaker monsters.
It resists poison.
It is fairly observant of intruders, which it may notice from 140 feet.
It will carry one or two objects or treasures.
It can crawl on you to poison with damage 1d4, and crawl on you to eat your food.
The Salamander (Orange 'R' : 'R')
=== Num:43 Lev:2 Rar:1 Spd:110 Hp:4d6 AC:20 Exp:10
A small black and orange lizard.
This natural creature moves a bit erratically.
It resists fire.
It pays little attention to intruders, which it may notice from 80 feet.
It can bite to burn with damage 1d3.
[U] Grip, Farmer Maggot's dog (L.Umber 'C' : 'C')
=== Num:46 Lev:2 Rar:1 Spd:120 Hp:25 AC:30 Exp:30
A rather vicious dog belonging to Farmer Maggot. It thinks you are
stealing mushrooms.
This natural creature moves a bit erratically.
It can bash down doors.
It cannot be slept or confused.
It is ever vigilant for intruders, which it may notice from 300 feet.
It can bite to attack with damage 1d4.
The Novice priest (Green 'p' : 'p')
=== Num:37 Lev:2 Rar:1 Spd:110 Hp:7d4 AC:10 Exp:6
He is tripping over his priestly robes.
This creature moves normally.
He is always created sluggish.
He is magical, casting spells which cause light wounds, heal-self, or terrify; 1 time in 12.
He can bash down doors and open doors.
He is fairly observant of intruders, which he may notice from 200 feet.
He will carry a object or treasure.
He can hit to attack with damage 1d5.
The Wild cat (L.Umber 'f' : 'f')
=== Num:51 Lev:2 Rar:2 Spd:120 Hp:3d5 AC:12 Exp:8
A larger than normal feline, hissing loudly. Its velvet claws conceal a
fistful of needles.
This natural creature moves normally.
It can bash down doors.
It is ever vigilant for intruders, which it may notice from 400 feet.
It can claw to attack with damage 1d3, and claw to attack with damage 1d3.
The Kobold (L.Green 'k' : 'k')
=== Num:25 Lev:2 Rar:1 Spd:110 Hp:3d7 AC:16 Exp:5
It is a small, dog-headed humanoid.
This evil creature moves normally.
It can bash down doors and open doors.
It resists poison.
It is fairly observant of intruders, which it may notice from 200 feet.
It will carry a object or treasure.
It can hit to attack with damage 1d8.
The White jelly (White 'j' : 'j')
=== Num:40 Lev:2 Rar:1 Spd:120 Hp:8d8 AC:1 Exp:10
Its a large pile of white flesh.
This creature moves normally, but does not deign to chase intruders.
It is not detected by telepathy.
It is hurt by bright light.
It resists poison.
It cannot be frightened, slept, or confused.
It pays very little attention to intruders, which it may notice from 20 feet.
It can touch to poison with damage 1d2.
The Large yellow snake (Yellow 'J' : 'J')
=== Num:49 Lev:2 Rar:1 Spd:100 Hp:4d8 AC:38 Exp:9
It is about ten feet long.
This natural creature moves a bit erratically.
It can bash down doors.
It tends to overlook intruders, which it may notice from 50 feet.
It can bite to attack with damage 1d4, and crush to attack with damage 1d6.
The Novice mage (Red 'p' : 'p')
=== Num:38 Lev:2 Rar:1 Spd:110 Hp:6d4 AC:6 Exp:6
He is leaving behind a trail of dropped spell components.
This creature moves normally.
He is always created sluggish.
He is magical, casting spells which confuse, blind, blink-self, or produce magic missiles; 1 time in 12.
He can bash down doors and open doors.
He is observant of intruders, which he may notice from 200 feet.
He will carry a object or treasure.
He can hit to attack with damage 1d4.
The Crow (Slate 'B' : 'B')
=== Num:559 Lev:2 Rar:2 Spd:120 Hp:3d5 AC:12 Exp:8
It is a hooded crow, gray except for the black wings and head.
This natural creature moves normally.
It is ever vigilant for intruders, which it may notice from 400 feet.
It can bite to attack with damage 1d3, and bite to attack with damage 1d3.
The Giant black ant (L.Dark 'a' : 'a')
=== Num:42 Lev:2 Rar:1 Spd:110 Hp:3d6 AC:20 Exp:8
It is about three feet long.
This natural creature moves a bit erratically.
It is rarely detected by telepathy.
It can bash down doors.
It pays little attention to intruders, which it may notice from 80 feet.
It can bite to attack with damage 1d4.
The Green worm mass (Green 'w' : 'w')
=== Num:48 Lev:2 Rar:1 Spd:100 Hp:6d4 AC:3 Exp:3
It is a large slimy mass of worms.
This natural creature moves extremely erratically.
It breeds explosively. It is rarely detected by telepathy.
It is hurt by bright light.
It resists acid.
It cannot be frightened.
It is fairly observant of intruders, which it may notice from 70 feet.
It can crawl on you to shoot acid with damage 1d3.
The Yellow mold (Yellow 'm' : 'm')
=== Num:63 Lev:3 Rar:1 Spd:110 Hp:8d8 AC:10 Exp:9
It is a strange yellow growth on the dungeon floor.
This creature moves normally, but does not deign to chase intruders.
It is not detected by telepathy.
It resists poison.
It cannot be frightened, slept, or confused.
It pays very little attention to intruders, which it may notice from 20 feet.
It can release spores to attack with damage 1d4.
The Spotted mushroom patch (Orange ',' : ',')
=== Num:58 Lev:3 Rar:1 Spd:110 Hp:1 AC:1 Exp:3
Yum! It looks quite tasty.
This creature moves normally, but does not deign to chase intruders.
It is not detected by telepathy.
It resists poison.
It cannot be frightened, slept, or confused.
It is ever vigilant for intruders, which it may notice from 20 feet.
It can release spores to poison with damage 2d4.
The Kobold shaman (Red 'k' : 'k')
=== Num:604 Lev:3 Rar:1 Spd:110 Hp:3d6 AC:16 Exp:15
It is a kobold dressed in skins and gesturing wildly.
This evil creature moves normally.
It is magical, casting spells which cause light wounds, confuse, heal-self, or produce magic missiles; 1 time in 5.
It can bash down doors and open doors.
It resists poison.
It is fairly observant of intruders, which it may notice from 200 feet.
It will carry a object or treasure.
It can hit to attack with damage 1d8.
The Poltergeist (L.Slate 'G' : 'G')
=== Num:54 Lev:3 Rar:1 Spd:130 Hp:2d5 AC:15 Exp:8
It is a ghastly, ghostly form.
This evil undead creature moves extremely erratically.
It is cold blooded. It is invisible.
It is magical, casting spells which blink-self; 1 time in 15.
It can pick up objects and pass through walls.
It is hurt by bright light.
It resists poison and cold.
It cannot be slept or confused.
It is fairly observant of intruders, which it may notice from 80 feet.
It will carry up to 3 objects or treasures.
It can touch to terrify.
The Yellow worm mass (Yellow 'w' : 'w')
=== Num:65 Lev:3 Rar:2 Spd:100 Hp:4d8 AC:4 Exp:4
It is a large slimy mass of worms.
This natural creature moves extremely erratically.
It breeds explosively. It is rarely detected by telepathy.
It is hurt by bright light.
It cannot be frightened.
It is fairly observant of intruders, which it may notice from 70 feet.
It can crawl on you to reduce dexterity with damage 1d3.
The Green ooze (Green 'j' : 'j')
=== Num:53 Lev:3 Rar:2 Spd:120 Hp:3d4 AC:16 Exp:4
It's green and it's oozing.
This creature moves extremely erratically.
It is not detected by telepathy.
It resists poison and acid.
It cannot be frightened, slept, or confused.
It pays little attention to intruders, which it may notice from 80 feet.
It will carry one or two objects or treasures.
It can crawl on you to shoot acid with damage 1d3.
The Giant white louse (White 'l' : 'l')
=== Num:56 Lev:3 Rar:1 Spd:120 Hp:1 AC:5 Exp:1
It is six inches long.
This natural creature moves extremely erratically.
It breeds explosively. It is rarely detected by telepathy.
It is fairly observant of intruders, which it may notice from 60 feet.
It can bite to attack with damage 1.
The Metallic red centipede (Red 'c' : 'c')
=== Num:64 Lev:3 Rar:1 Spd:120 Hp:4d8 AC:9 Exp:12
It is about four feet long and carnivorous.
This natural creature moves a bit erratically.
It is rarely detected by telepathy.
It can bash down doors.
It takes a while to see intruders, which it may notice from 80 feet.
It can crawl on you to attack with damage 1d2.
The Giant white ant (White 'a' : 'a')
=== Num:62 Lev:3 Rar:1 Spd:110 Hp:3d6 AC:16 Exp:7
It is about two feet long and has sharp pincers.
This natural creature moves normally.
It is rarely detected by telepathy.
It can bash down doors.
It pays little attention to intruders, which it may notice from 80 feet.
It can bite to attack with damage 1d4.
The Clear worm mass (White 'w' : 'w')
=== Num:66 Lev:3 Rar:2 Spd:100 Hp:4d4 AC:1 Exp:4
It is a disgusting mass of poisonous worms.
This natural creature moves extremely erratically.
It breeds explosively. It is rarely detected by telepathy. It is invisible.
It is hurt by bright light.
It resists poison.
It cannot be frightened.
It is fairly observant of intruders, which it may notice from 70 feet.
It can crawl on you to poison with damage 1d2.
[U] Smeagol (L.Blue 'h' : 'h')
=== Num:52 Lev:3 Rar:2 Spd:130 Hp:400 AC:12 Exp:50
Usually known as Gollum. He's been sneaking, and he wants his 'precious.'
This evil creature moves extremely erratically.
He is invisible.
He can pick up objects, bash down doors, and open doors.
He is observant of intruders, which he may notice from 200 feet.
He will carry one or two exceptional objects.
He can touch to steal gold with damage 1d4.
The Yellow jelly (Yellow 'j' : 'j')
=== Num:60 Lev:3 Rar:1 Spd:120 Hp:10d8 AC:1 Exp:12
It's a large pile of yellow flesh.
This creature moves normally, but does not deign to chase intruders.
It is not detected by telepathy.
It is magical, casting spells which drain mana; 1 time in 15.
It is hurt by bright light.
It resists poison.
It cannot be frightened, slept, or confused.
It pays very little attention to intruders, which it may notice from 20 feet.
It can touch to poison with damage 1d3.
The Black naga (L.Dark 'n' : 'n')
=== Num:57 Lev:3 Rar:1 Spd:110 Hp:6d8 AC:40 Exp:20
A large black serpent's body with a female torso.
This evil creature moves a bit erratically.
She can bash down doors.
She pays very little attention to intruders, which she may notice from 160 feet.
She will carry a object or treasure.
She can crush to attack with damage 1d8.
The Radiation eye (L.Red 'e' : 'e')
=== Num:67 Lev:3 Rar:1 Spd:110 Hp:3d6 AC:6 Exp:6
A disembodied eye, crackling with energy.
This creature moves normally, but does not deign to chase intruders.
It is magical, casting spells which drain mana; 1 time in 11.
It is hurt by bright light.
It cannot be frightened.
It is fairly observant of intruders, which it may notice from 20 feet.
It can gaze to reduce strength with damage 1d6.
The Scruffy looking hobbit (Blue 'h' : 'h')
=== Num:61 Lev:3 Rar:1 Spd:110 Hp:3d5 AC:8 Exp:4
A short little guy, in bedraggled clothes. He appears to be looking
for a good tavern.
This evil creature moves normally.
He can pick up objects, bash down doors, and open doors.
He is fairly observant of intruders, which he may notice from 160 feet.
He will carry a object or treasure.
He can hit to attack with damage 1d4, and touch to steal gold.
The Silver jelly (L.Slate 'j' : 'j')
=== Num:59 Lev:3 Rar:2 Spd:120 Hp:10d8 AC:1 Exp:12
It is a large pile of silver flesh that sucks all light from its
surroundings.
This creature moves normally, but does not deign to chase intruders.
It is not detected by telepathy.
It is magical, casting spells which drain mana; 1 time in 15.
It is hurt by bright light.
It resists poison.
It cannot be frightened, slept, or confused.
It pays very little attention to intruders, which it may notice from 20 feet.
It can touch to absorb light with damage 1d3, and touch to absorb light with damage 1d3.
The Metallic blue centipede (Blue 'c' : 'c')
=== Num:55 Lev:3 Rar:1 Spd:120 Hp:4d5 AC:6 Exp:7
It is about four feet long and carnivorous.
This natural creature moves somewhat erratically.
It is rarely detected by telepathy.
It can bash down doors.
It takes a while to see intruders, which it may notice from 60 feet.
It can crawl on you to attack with damage 1d2.
The Cave lizard (Umber 'R' : 'R')
=== Num:68 Lev:4 Rar:1 Spd:110 Hp:3d6 AC:16 Exp:8
It is an armoured lizard with a powerful bite.
This natural creature moves normally.
It pays little attention to intruders, which it may notice from 80 feet.
It can bite to attack with damage 1d5.
The Novice paladin (White 'p' : 'p')
=== Num:70 Lev:4 Rar:1 Spd:110 Hp:6d8 AC:16 Exp:18
An adventurer both devoutly religious and skillful in combat.
This creature moves normally.
He is always created sluggish.
He is magical, casting spells which cause light wounds or terrify; 1 time in 9.
He can bash down doors and open doors.
He is observant of intruders, which he may notice from 200 feet.
He will carry a object or treasure.
He can hit to attack with damage 1d7, and hit to attack with damage 1d7.
The Giant white rat (L.Slate 'r' : 'r')
=== Num:73 Lev:4 Rar:1 Spd:110 Hp:2d2 AC:7 Exp:1
It is a very vicious rodent.
This natural creature moves a bit erratically.
It breeds explosively.
It takes quite a while to see intruders, which it may notice from 80 feet.
It can bite to poison with damage 1d3.
The Raven (L.Dark 'B' : 'B')
=== Num:560 Lev:4 Rar:2 Spd:120 Hp:4d5 AC:12 Exp:10
Larger than a crow, and pitch black.
This natural creature moves normally.
It is ever vigilant for intruders, which it may notice from 400 feet.
It can bite to attack with damage 1d4, and bite to attack with damage 1d4.
The Novice ranger (L.Slate 'p' : 'p')
=== Num:69 Lev:4 Rar:1 Spd:110 Hp:6d8 AC:8 Exp:18
An agile hunter, ready and relaxed.
This creature moves normally.
He is always created sluggish.
He is magical, casting spells which produce magic missiles; 1 time in 9.
He can bash down doors and open doors.
He is observant of intruders, which he may notice from 200 feet.
He will carry a object or treasure.
He can hit to attack with damage 1d5, and hit to attack with damage 1d5.
The Kobold archer (L.Slate 'k' : 'k')
=== Num:94 Lev:4 Rar:1 Spd:110 Hp:6d7 AC:16 Exp:20
It is an ugly dog-headed humanoid wielding a bow.
This evil creature moves normally.
It can bash down doors and open doors.
It resists poison.
It is fairly observant of intruders, which it may notice from 200 feet.
It will carry a object or treasure.
It can hit to attack with damage 1d9.
The Large grey snake (Slate 'J' : 'J')
=== Num:75 Lev:4 Rar:1 Spd:100 Hp:6d8 AC:41 Exp:14
It is about ten feet long.
This natural creature moves a bit erratically.
It can bash down doors.
It tends to overlook intruders, which it may notice from 60 feet.
It can bite to attack with damage 1d5, and crush to attack with damage 1d8.
The Creeping copper coins (Umber '$' : '$')
=== Num:72 Lev:4 Rar:3 Spd:100 Hp:7d8 AC:24 Exp:9
It appears to be a pile of copper coins.
This creature moves normally.
It is cold blooded.
It can bash down doors.
It resists poison and lightning.
It cannot be slept or confused.
It is fairly observant of intruders, which it may notice from 30 feet.
It will carry one or two objects or treasures.
It can hit to attack with damage 1d4, and touch to poison with damage 2d4.
The Blue jelly (Blue 'j' : 'j')
=== Num:71 Lev:4 Rar:1 Spd:110 Hp:12d8 AC:1 Exp:14
It's a large pile of pulsing blue flesh.
This creature moves normally, but does not deign to chase intruders.
It is not detected by telepathy. It is cold blooded.
It is hurt by bright light.
It resists cold.
It cannot be frightened, slept, or confused.
It pays very little attention to intruders, which it may notice from 20 feet.
It can touch to freeze with damage 1d6.
The Blue worm mass (Blue 'w' : 'w')
=== Num:74 Lev:4 Rar:1 Spd:100 Hp:5d8 AC:12 Exp:5
It is a large slimy mass of worms.
This natural creature moves extremely erratically.
It is cold blooded. It breeds explosively. It is rarely detected by telepathy.
It is hurt by bright light.
It resists cold.
It cannot be frightened.
It is fairly observant of intruders, which it may notice from 70 feet.
It can crawl on you to freeze with damage 1d4.
The Silver mouse (L.Slate 'r' : 'r')
=== Num:548 Lev:4 Rar:1 Spd:110 Hp:1d3 AC:4 Exp:1
It is about three feet long with large teeth. As the light of your lamp falls
on it, it seems to grow stronger.
This natural creature moves somewhat erratically.
It breeds explosively.
It takes a while to see intruders, which it may notice from 80 feet.
It can bite to absorb light with damage 1d2.
[U] Bullroarer the Hobbit (L.Umber 'h' : 'h')
=== Num:76 Lev:5 Rar:3 Spd:120 Hp:60 AC:8 Exp:90
He is a sturdy hobbit who is renowned for his unusual strength and
vigour. He can prove a troublesome opponent.
This creature moves normally.
He can bash down doors and open doors.
He is fairly observant of intruders, which he may notice from 160 feet.
He will carry up to 4 good objects.
He can hit to attack with damage 1d8, and hit to attack with damage 1d8.
The Rot jelly (Umber 'j' : 'j')
=== Num:549 Lev:5 Rar:1 Spd:120 Hp:20d8 AC:30 Exp:15
It is a large pile of rotting flesh, whose touch spoils your food. The terrible
smell it exudes is also very hard to get rid of...
This creature moves normally, but does not deign to chase intruders.
It is not detected by telepathy.
It is hurt by bright light.
It resists poison.
It cannot be frightened, slept, or confused.
It pays very little attention to intruders, which it may notice from 20 feet.
It can touch to eat your food with damage 2d3, and touch to reduce charisma with damage 2d3.
The Blue ooze (Blue 'j' : 'j')
=== Num:79 Lev:5 Rar:1 Spd:110 Hp:3d4 AC:16 Exp:7
It's blue and it's oozing.
This creature moves extremely erratically.
It is not detected by telepathy.
It resists cold.
It cannot be frightened, slept, or confused.
It pays little attention to intruders, which it may notice from 80 feet.
It will carry a object or treasure.
It can crawl on you to freeze with damage 1d4.
The Large kobold (Blue 'k' : 'k')
=== Num:82 Lev:5 Rar:1 Spd:110 Hp:13d9 AC:32 Exp:25
It a man-sized figure with the all too recognizable face of a kobold.
This evil creature moves normally.
It can bash down doors and open doors.
It resists poison.
It takes quite a while to see intruders, which it may notice from 200 feet.
It will carry one or two objects or treasures.
It can hit to attack with damage 1d10.
The Green jelly (Green 'j' : 'j')
=== Num:81 Lev:5 Rar:1 Spd:120 Hp:22d8 AC:1 Exp:18
It is a large pile of pulsing green flesh.
This creature moves normally, but does not deign to chase intruders.
It is not detected by telepathy.
It is hurt by bright light.
It resists acid.
It cannot be frightened, slept, or confused.
It pays very little attention to intruders, which it may notice from 20 feet.
It can touch to shoot acid with damage 1d2.
The Red worm mass (Red 'w' : 'w')
=== Num:86 Lev:5 Rar:1 Spd:100 Hp:5d8 AC:12 Exp:6
It is a large slimy mass of worms.
This natural creature moves extremely erratically.
It is not detected by telepathy. It breeds explosively.
It can bash down doors.
It is hurt by bright light.
It resists fire.
It cannot be frightened.
It is fairly observant of intruders, which it may notice from 70 feet.
It can crawl on you to burn with damage 1d6.
The Green naga (Green 'n' : 'n')
=== Num:78 Lev:5 Rar:1 Spd:110 Hp:9d8 AC:40 Exp:30
A large green serpent with a female's torso. Her green skin glistens with
acid.
This evil creature moves a bit erratically.
She can pick up objects and bash down doors.
She resists acid.
She pays very little attention to intruders, which she may notice from 180 feet.
She will carry a object or treasure.
She can crush to attack with damage 1d8, and spit to shoot acid with damage 2d6.
The Disenchanter eye (Violet 'e' : 'e')
=== Num:85 Lev:5 Rar:2 Spd:100 Hp:7d8 AC:6 Exp:20
A disembodied eye, crackling with magic.
This creature moves normally, but does not deign to chase intruders.
It is magical, casting spells which drain mana; 1 time in 9.
It is hurt by bright light.
It cannot be frightened.
It is fairly observant of intruders, which it may notice from 20 feet.
It can gaze to disenchant.
The Copperhead snake (Orange 'J' : 'J')
=== Num:87 Lev:5 Rar:1 Spd:110 Hp:4d6 AC:20 Exp:15
It has a copper head and sharp venomous fangs.
This natural creature moves somewhat erratically.
It can bash down doors.
It resists poison.
It is vigilant for intruders, which it may notice from 60 feet.
It can bite to poison with damage 2d4.
The Skeleton kobold (White 's' : 's')
=== Num:83 Lev:5 Rar:1 Spd:110 Hp:5d8 AC:26 Exp:12
It is a small animated kobold skeleton.
This evil undead creature moves normally.
It is not detected by telepathy. It is cold blooded.
It can bash down doors and open doors.
It resists poison and cold.
It cannot be frightened, slept, or confused.
It takes quite a while to see intruders, which it may notice from 200 feet.
It can hit to attack with damage 1d6.
The Grey icky thing (Slate 'i' : 'i')
=== Num:84 Lev:5 Rar:1 Spd:110 Hp:4d8 AC:12 Exp:10
It is a smallish, slimy, icky, nasty creature.
This creature moves somewhat erratically.
It is not detected by telepathy.
It takes a while to see intruders, which it may notice from 140 feet.
It can touch to attack with damage 1d5.
The Green glutton ghost (Green 'G' : 'G')
=== Num:80 Lev:5 Rar:1 Spd:130 Hp:3d4 AC:20 Exp:15
It is a very ugly green ghost with a voracious appetite.
This evil undead creature moves extremely erratically.
It is cold blooded. It is invisible.
It can pass through walls.
It cannot be slept or confused.
It is fairly observant of intruders, which it may notice from 100 feet.
It will carry up to 3 objects or treasures.
It can touch to eat your food with damage 1.
The Novice rogue (Blue 'p' : 'p')
=== Num:91 Lev:6 Rar:2 Spd:110 Hp:8d4 AC:12 Exp:6
A rather shifty individual.
This evil creature moves normally.
He usually appears in groups.
He can pick up objects, bash down doors, and open doors.
He is observant of intruders, which he may notice from 200 feet.
He will carry a object or treasure.
He can hit to attack with damage 1d6, and touch to steal gold.
The Giant brown bat (Umber 'b' : 'b')
=== Num:93 Lev:6 Rar:1 Spd:130 Hp:3d8 AC:15 Exp:10
It screeches as it attacks.
This natural creature moves somewhat erratically.
It takes quite a while to see intruders, which it may notice from 100 feet.
It can bite to attack with damage 1d3.
The Snaga (L.Umber 'o' : 'o')
=== Num:96 Lev:6 Rar:1 Spd:110 Hp:8d8 AC:32 Exp:15
He is one of the many weaker 'slave' orcs, often mistakenly known as a
goblin.
This evil orc moves normally.
He usually appears in groups.
He can bash down doors and open doors.
He is hurt by bright light.
He takes quite a while to see intruders, which he may notice from 200 feet.
He will carry a object or treasure.
He can hit to attack with damage 1d8.
The Purple mushroom patch (Violet ',' : ',')
=== Num:88 Lev:6 Rar:2 Spd:110 Hp:1 AC:1 Exp:15
Yum! It looks quite tasty.
This creature moves normally, but does not deign to chase intruders.
It is not detected by telepathy.
It cannot be frightened, slept, or confused.
It is ever vigilant for intruders, which it may notice from 20 feet.
It can release spores to reduce constitution with damage 1d2, release spores to reduce constitution with damage 1d2, and release spores to reduce constitution with damage 1d2.
The Brown mold (Umber 'm' : 'm')
=== Num:92 Lev:6 Rar:1 Spd:110 Hp:15d8 AC:12 Exp:20
A strange brown growth on the dungeon floor.
This creature moves normally, but does not deign to chase intruders.
It is not detected by telepathy.
It resists poison.
It cannot be frightened, slept, or confused.
It pays very little attention to intruders, which it may notice from 20 feet.
It can release spores to confuse with damage 1d4.
The Creeping silver coins (Slate '$' : '$')
=== Num:95 Lev:6 Rar:3 Spd:100 Hp:12d8 AC:30 Exp:18
It appears to be a pile of silver coins.
This creature moves normally.
It is cold blooded.
It can bash down doors.
It resists poison and lightning.
It cannot be slept or confused.
It is fairly observant of intruders, which it may notice from 40 feet.
It will carry up to 3 objects or treasures.
It can hit to attack with damage 1d6, and touch to poison with damage 2d6.
The Novice warrior (Umber 'p' : 'p')
=== Num:90 Lev:6 Rar:2 Spd:110 Hp:9d4 AC:16 Exp:6
He looks inexperienced but tough.
This creature moves normally.
He usually appears in groups.
He can bash down doors and open doors.
He is observant of intruders, which he may notice from 200 feet.
He will carry a object or treasure.
He can hit to attack with damage 1d7, and hit to attack with damage 1d7.
The Novice mage (Red 'p' : 'p')
=== Num:77 Lev:6 Rar:2 Spd:110 Hp:6d4 AC:6 Exp:6
He is leaving behind a trail of dropped spell components.
This creature moves normally.
He is always created sluggish. He usually appears in groups.
He is magical, casting spells which confuse, blind, blink-self, or produce magic missiles; 1 time in 12.
He can bash down doors and open doors.
He is fairly observant of intruders, which he may notice from 200 feet.
He will carry a object or treasure.
He can hit to attack with damage 1d4.
The Novice priest (Green 'p' : 'p')
=== Num:89 Lev:6 Rar:2 Spd:110 Hp:7d4 AC:10 Exp:6
He is tripping over his priestly robes.
This creature moves normally.
He is always created sluggish. He usually appears in groups.
He is magical, casting spells which cause light wounds, heal-self, or terrify; 1 time in 12.
He can bash down doors and open doors.
He is observant of intruders, which he may notice from 200 feet.
He will carry a object or treasure.
He can hit to attack with damage 1d5.
The Rattlesnake (Red 'J' : 'J')
=== Num:97 Lev:6 Rar:1 Spd:110 Hp:6d7 AC:24 Exp:20
It is recognized by the hard-scaled end of its body that is often rattled
to frighten its prey.
This natural creature moves somewhat erratically.
It can bash down doors.
It resists poison.
It is vigilant for intruders, which it may notice from 60 feet.
It can bite to poison with damage 2d5.
The Green icky thing (Green 'i' : 'i')
=== Num:105 Lev:7 Rar:2 Spd:110 Hp:5d8 AC:12 Exp:18
It is a smallish, slimy, icky, acidic creature.
This creature moves somewhat erratically.
It is not detected by telepathy.
It resists acid.
It takes a while to see intruders, which it may notice from 140 feet.
It can touch to shoot acid with damage 2d5.
[U] Mughash the Kobold Lord (Violet 'k' : 'k')
=== Num:110 Lev:7 Rar:3 Spd:110 Hp:150 AC:20 Exp:100
Strong and powerful, for a kobold.
This evil creature moves normally.
He usually appears with escorts.
He can bash down doors and open doors.
He resists poison.
He takes a while to see intruders, which he may notice from 200 feet.
He will carry one or two good objects.
He can hit to attack with damage 1d10, hit to attack with damage 1d10, and hit to attack with damage 1d10.
The Lost soul (L.Blue 'G' : 'G')
=== Num:107 Lev:7 Rar:2 Spd:110 Hp:2d8 AC:10 Exp:18
It is almost insubstantial.
This evil undead creature moves somewhat erratically.
It is cold blooded. It is invisible.
It is magical, casting spells which drain mana or teleport-self; 1 time in 15.
It can pick up objects and pass through walls.
It resists cold.
It cannot be slept or confused.
It is fairly observant of intruders, which it may notice from 120 feet.
It will carry up to 3 objects or treasures.
It can hit to attack with damage 2d2, and touch to reduce wisdom.
The Zombified kobold (Slate 'z' : 'z')
=== Num:106 Lev:7 Rar:1 Spd:110 Hp:6d8 AC:14 Exp:14
It is an animated kobold corpse. Flesh falls off in large chunks as it
shambles forward.
This evil undead creature moves normally.
It is not detected by telepathy. It is cold blooded.
It can bash down doors and open doors.
It resists poison and cold.
It cannot be frightened, slept, or confused.
It takes quite a while to see intruders, which it may notice from 200 feet.
It can hit to attack with damage 1d2, and hit to attack with damage 1d2.
The Red naga (Red 'n' : 'n')
=== Num:102 Lev:7 Rar:2 Spd:110 Hp:11d8 AC:40 Exp:40
A large red snake with a woman's torso.
This evil creature moves a bit erratically.
She can pick up objects and bash down doors.
She pays very little attention to intruders, which she may notice from 200 feet.
She will carry a object or treasure.
She can crush to attack with damage 1d10, and bite to reduce strength with damage 1d4.
The Manes (Umber 'u' : 'u')
=== Num:100 Lev:7 Rar:2 Spd:110 Hp:8d8 AC:32 Exp:16
It is a minor but aggressive demon.
This evil demon moves normally.
It usually appears in groups.
It can bash down doors and open doors.
It resists fire.
It cannot be frightened.
It takes quite a while to see intruders, which it may notice from 200 feet.
It can hit to attack with damage 1d8.
The Dark elf (L.Dark 'h' : 'h')
=== Num:108 Lev:7 Rar:2 Spd:110 Hp:7d10 AC:16 Exp:25
An elven figure with jet black skin and white hair, his eyes are large and
twisted with evil.
This evil creature moves normally.
He is always created sluggish.
He is magical, casting spells which confuse or create darkness; 1 time in 10.
He can bash down doors and open doors.
He is hurt by bright light.
He takes a while to see intruders, which he may notice from 200 feet.
He will carry one or two objects or treasures.
He can hit to attack with damage 1d6, and hit to attack with damage 1d6.
The Bloodshot eye (Red 'e' : 'e')
=== Num:101 Lev:7 Rar:3 Spd:110 Hp:10d8 AC:6 Exp:15
A disembodied eye, bloodshot and nasty.
This creature moves normally, but does not deign to chase intruders.
It is magical, casting spells which drain mana; 1 time in 7.
It is hurt by bright light.
It cannot be frightened.
It is fairly observant of intruders, which it may notice from 20 feet.
It can gaze to blind with damage 2d6.
The Giant red frog (Red 'R' : 'R')
=== Num:104 Lev:7 Rar:1 Spd:110 Hp:5d8 AC:16 Exp:16
It looks poisonous.
This natural creature moves somewhat erratically.
It can bash down doors.
It tends to overlook intruders, which it may notice from 120 feet.
It can bite to reduce strength with damage 2d4.
The Cave orc (L.Green 'o' : 'o')
=== Num:98 Lev:7 Rar:1 Spd:110 Hp:11d9 AC:32 Exp:20
He is often found in huge numbers in deep caves.
This evil orc moves normally.
He usually appears in groups.
He can bash down doors and open doors.
He is hurt by bright light.
He takes quite a while to see intruders, which he may notice from 200 feet.
He will carry a object or treasure.
He can hit to attack with damage 1d8.
The Wood spider (L.Umber 'S' : 'S')
=== Num:99 Lev:7 Rar:3 Spd:120 Hp:3d6 AC:16 Exp:15
It scuttles towards you.
This natural creature moves normally.
It is rarely detected by telepathy. It usually appears in groups.
It can bash down doors.
It resists poison.
It pays little attention to intruders, which it may notice from 80 feet.
It can bite to attack with damage 1d3, and sting to poison with damage 1d4.
The Red jelly (Red 'j' : 'j')
=== Num:103 Lev:7 Rar:1 Spd:110 Hp:26d8 AC:1 Exp:26
It is a large pulsating mound of red flesh.
This creature moves normally, but does not deign to chase intruders.
It is not detected by telepathy.
It is hurt by bright light.
It cannot be frightened, slept, or confused.
It pays very little attention to intruders, which it may notice from 20 feet.
It can touch to reduce strength with damage 1d5.
The Night lizard (Blue 'R' : 'R')
=== Num:109 Lev:7 Rar:2 Spd:110 Hp:4d8 AC:16 Exp:35
It is a black lizard with overlapping scales and a powerful jaw.
This natural creature moves normally.
It takes quite a while to see intruders, which it may notice from 200 feet.
It can bite to attack with damage 1d6, and bite to attack with damage 1d6.
The Hill orc (Umber 'o' : 'o')
=== Num:120 Lev:8 Rar:1 Spd:110 Hp:13d9 AC:32 Exp:25
He is a hardy well-weathered survivor.
This evil orc moves normally.
He usually appears in groups.
He can bash down doors and open doors.
He takes quite a while to see intruders, which he may notice from 200 feet.
He will carry a object or treasure.
He can hit to attack with damage 1d10.
The Green mold (Green 'm' : 'm')
=== Num:116 Lev:8 Rar:1 Spd:110 Hp:21d8 AC:14 Exp:28
It is a strange growth on the dungeon floor.
This creature moves normally, but does not deign to chase intruders.
It is not detected by telepathy.
It resists poison and acid.
It cannot be frightened, slept, or confused.
It tends to overlook intruders, which it may notice from 20 feet.
It can release spores to terrify with damage 1d4.
The Bandit (Blue 'p' : 'p')
=== Num:121 Lev:8 Rar:2 Spd:110 Hp:8d8 AC:24 Exp:26
He is after your cash!
This evil creature moves normally.
He can pick up objects, bash down doors, and open doors.
He is fairly observant of intruders, which he may notice from 200 feet.
He will carry one or two objects or treasures.
He can hit to attack with damage 2d4, and touch to steal gold.
The Nighthawk (Umber 'B' : 'B')
=== Num:598 Lev:8 Rar:2 Spd:120 Hp:8d8 AC:25 Exp:22
Trained to hunt and kill without fear.
This natural creature moves normally.
It cannot be frightened.
It is fairly observant of intruders, which it may notice from 300 feet.
It can claw to attack with damage 1d3, claw to attack with damage 1d3, and bite to attack with damage 1d4.
The Brown yeek (Umber 'y' : 'y')
=== Num:113 Lev:8 Rar:1 Spd:110 Hp:4d8 AC:18 Exp:11
It is a strange small humanoid.
This natural creature moves normally.
It can bash down doors and open doors.
It resists acid.
It is fairly observant of intruders, which it may notice from 180 feet.
It will carry a object or treasure.
It can hit to attack with damage 1d6.
[U] Lagduf, the Snaga (Yellow 'o' : 'o')
=== Num:112 Lev:8 Rar:2 Spd:110 Hp:190 AC:32 Exp:80
A captain of a regiment of weaker orcs, Lagduf keeps his troop in order
with displays of excessive violence.
This evil orc moves normally.
He usually appears with an escort.
He can bash down doors and open doors.
He takes quite a while to see intruders, which he may notice from 200 feet.
He will carry one or two good objects.
He can hit to attack with damage 1d10, hit to attack with damage 1d10, hit to attack with damage 1d9, and hit to attack with damage 1d9.
The Novice ranger (L.Slate 'p' : 'p')
=== Num:114 Lev:8 Rar:2 Spd:110 Hp:6d8 AC:8 Exp:18
An agile hunter, ready and relaxed.
This creature moves normally.
He is always created sluggish. He usually appears in groups.
He is magical, casting spells which produce magic missiles; 1 time in 9.
He can bash down doors and open doors.
He is observant of intruders, which he may notice from 200 feet.
He will carry a object or treasure.
He can hit to attack with damage 1d5, and hit to attack with damage 1d5.
The Lemure (L.Umber 'u' : 'u')
=== Num:119 Lev:8 Rar:3 Spd:110 Hp:13d9 AC:32 Exp:16
It is the larval form of a major demon.
This evil demon moves normally.
It usually appears in groups.
It can bash down doors and open doors.
It resists fire.
It cannot be frightened.
It takes quite a while to see intruders, which it may notice from 200 feet.
It can hit to attack with damage 1d8.
The Skeleton orc (White 's' : 's')
=== Num:117 Lev:8 Rar:1 Spd:110 Hp:10d8 AC:36 Exp:26
It is an animated orc skeleton.
This evil undead orc moves normally.
It is not detected by telepathy. It is cold blooded.
It can bash down doors and open doors.
It resists poison and cold.
It cannot be frightened, slept, or confused.
It takes quite a while to see intruders, which it may notice from 200 feet.
It can hit to attack with damage 2d5.
The Giant salamander (Yellow 'R' : 'R')
=== Num:115 Lev:8 Rar:1 Spd:110 Hp:6d7 AC:40 Exp:50
A large black and yellow lizard. You'd better run away!
This natural creature moves a bit erratically.
It is always created sluggish.
It may breathe fire; 1 time in 9.
It resists fire.
It is vigilant for intruders, which it may notice from 60 feet.
It can bite to burn with damage 3d6.
[U] Wormtongue, Agent of Saruman (L.Blue 'p' : 'p')
=== Num:111 Lev:8 Rar:1 Spd:110 Hp:250 AC:30 Exp:150
He's been spying for Saruman. He is a snivelling wretch with no morals
and disgusting habits.
This evil creature moves normally.
He is always created sluggish.
He is magical, casting spells which create traps, heal-self, slow, produce poison balls, or produce frost bolts; 1 time in 5.
He can pick up objects, bash down doors, and open doors.
He takes a while to see intruders, which he may notice from 200 feet.
He will carry one or two exceptional objects.
He can hit to attack with damage 1d5, hit to attack with damage 1d5, touch to steal gold, and insult.
The Novice paladin (White 'p' : 'p')
=== Num:118 Lev:8 Rar:2 Spd:110 Hp:6d8 AC:16 Exp:18
An adventurer both devoutly religious and skillful in combat.
This creature moves normally.
He is always created sluggish. He usually appears in groups.
He is magical, casting spells which cause light wounds or terrify; 1 time in 9.
He can bash down doors and open doors.
He is observant of intruders, which he may notice from 200 feet.
He will carry a object or treasure.
He can hit to attack with damage 1d7, and hit to attack with damage 1d7.
The Giant red ant (Red 'a' : 'a')
=== Num:132 Lev:9 Rar:2 Spd:110 Hp:4d8 AC:34 Exp:22
It is large and has venomous mandibles.
This natural creature moves normally.
It is rarely detected by telepathy.
It can bash down doors.
It tends to overlook intruders, which it may notice from 120 feet.
It can bite to attack with damage 1d4, and sting to reduce strength with damage 1d4.
The Yeti (White 'Y' : 'Y')
=== Num:122 Lev:9 Rar:3 Spd:110 Hp:11d9 AC:24 Exp:30
A large white figure covered in shaggy fur.
This natural creature moves normally.
It can bash down doors and open doors.
It resists cold.
It is fairly observant of intruders, which it may notice from 200 feet.
It can claw to attack with damage 1d3, claw to attack with damage 1d3, and bite to attack with damage 1d4.
The Bloodshot icky thing (Red 'i' : 'i')
=== Num:123 Lev:9 Rar:3 Spd:110 Hp:7d8 AC:18 Exp:24
It is a strange, slimy, icky creature.
This creature moves somewhat erratically.
It is not detected by telepathy.
It is magical, casting spells which drain mana; 1 time in 11.
It resists poison.
It takes a while to see intruders, which it may notice from 140 feet.
It can touch to attack with damage 1d4, and crawl on you to shoot acid with damage 2d4.
The Giant grey rat (Slate 'r' : 'r')
=== Num:124 Lev:9 Rar:1 Spd:110 Hp:2d3 AC:12 Exp:2
It is a rodent of unusual size.
This natural creature moves a bit erratically.
It breeds explosively.
It resists poison.
It takes a while to see intruders, which it may notice from 80 feet.
It can bite to poison with damage 1d4.
The Baby gold dragon (Yellow 'd' : 'd')
=== Num:575 Lev:9 Rar:2 Spd:110 Hp:100 AC:30 Exp:35
This hatchling dragon is still soft, its eyes unaccustomed to light and
its scales a pale gold.
This evil dragon moves normally.
It is always created sluggish.
It may breathe sound; 1 time in 12.
It can bash down doors and open doors.
It tends to overlook intruders, which it may notice from 200 feet.
It will carry up to 3 objects or treasures.
It can claw to attack with damage 1d3, claw to attack with damage 1d3, and bite to attack with damage 1d5.
The Baby white dragon (White 'd' : 'd')
=== Num:128 Lev:9 Rar:2 Spd:110 Hp:100 AC:30 Exp:35
This hatchling dragon is still soft, its eyes unaccustomed to light and
its scales a pale white.
This evil dragon moves normally.
It is always created sluggish.
It may breathe frost; 1 time in 12.
It can bash down doors and open doors.
It resists cold.
It tends to overlook intruders, which it may notice from 200 feet.
It will carry up to 3 objects or treasures.
It can claw to attack with damage 1d3, claw to attack with damage 1d3, and bite to attack with damage 1d5.
The Baby green dragon (Green 'd' : 'd')
=== Num:129 Lev:9 Rar:2 Spd:110 Hp:100 AC:30 Exp:35
This hatchling dragon is still soft, its eyes unaccustomed to light and
its scales a sickly green.
This evil dragon moves normally.
It is always created sluggish.
It may breathe poison; 1 time in 12.
It can bash down doors and open doors.
It resists poison.
It tends to overlook intruders, which it may notice from 200 feet.
It will carry up to 3 objects or treasures.
It can claw to attack with damage 1d3, claw to attack with damage 1d3, and bite to attack with damage 1d5.
The Baby black dragon (Slate 'd' : 'd')
=== Num:130 Lev:9 Rar:2 Spd:110 Hp:100 AC:30 Exp:35
This hatchling dragon is still soft, its eyes unaccustomed to light and
its scales a dull black.
This evil dragon moves normally.
It is always created sluggish.
It may breathe acid; 1 time in 12.
It can bash down doors and open doors.
It resists acid.
It tends to overlook intruders, which it may notice from 200 feet.
It will carry up to 3 objects or treasures.
It can claw to attack with damage 1d3, claw to attack with damage 1d3, and bite to attack with damage 1d5.
The Baby red dragon (Red 'd' : 'd')
=== Num:131 Lev:9 Rar:2 Spd:110 Hp:100 AC:30 Exp:35
This hatchling dragon is still soft, its eyes unaccustomed to light and
its scales a pale red.
This evil dragon moves normally.
It is always created sluggish.
It may breathe fire; 1 time in 12.
It can bash down doors and open doors.
It resists fire.
It tends to overlook intruders, which it may notice from 200 feet.
It will carry up to 3 objects or treasures.
It can claw to attack with damage 1d3, claw to attack with damage 1d3, and bite to attack with damage 1d5.
The Baby bronze dragon (L.Umber 'd' : 'd')
=== Num:574 Lev:9 Rar:2 Spd:110 Hp:100 AC:30 Exp:35
This hatchling dragon is still soft, its eyes unaccustomed to light and
its scales a dull bronze.
This evil dragon moves normally.
It is always created sluggish.
It may breathe confusion; 1 time in 12.
It can bash down doors and open doors.
It cannot be confused.
It tends to overlook intruders, which it may notice from 200 feet.
It will carry up to 3 objects or treasures.
It can claw to attack with damage 1d3, claw to attack with damage 1d3, and bite to attack with damage 1d5.
[U] Brodda, the Easterling (L.Umber 'p' : 'p')
=== Num:133 Lev:9 Rar:2 Spd:110 Hp:210 AC:25 Exp:100
A nasty piece of work, Brodda picks on defenseless women and children.
This creature moves normally.
He can bash down doors and open doors.
He takes a while to see intruders, which he may notice from 200 feet.
He will carry one or two good objects.
He can hit to attack with damage 1d12, hit to attack with damage 1d12, hit to attack with damage 1d12, and hit to attack with damage 1d12.
The King cobra (Green 'J' : 'J')
=== Num:134 Lev:9 Rar:2 Spd:110 Hp:8d10 AC:30 Exp:28
It is a large snake with a hooded face.
This natural creature moves somewhat erratically.
It can bash down doors.
It resists poison.
It is vigilant for intruders, which it may notice from 80 feet.
It can spit to blind with damage 1d2, and bite to poison with damage 3d4.
The Cave bear (Umber 'q' : 'q')
=== Num:563 Lev:9 Rar:1 Spd:110 Hp:8d8 AC:35 Exp:25
A large bear appears to have made its home in this cave. It is hungry,
and you are trespassing in its territory.
This natural creature moves a bit erratically.
It can bash down doors.
It is fairly observant of intruders, which it may notice from 100 feet.
It can claw to attack with damage 1d6, claw to attack with damage 1d6, and bite to attack with damage 1d8.
The Orc shaman (Red 'o' : 'o')
=== Num:126 Lev:9 Rar:1 Spd:110 Hp:9d8 AC:15 Exp:30
An orc dressed in skins who gestures wildly.
This evil orc moves normally.
He is always created sluggish.
He is magical, casting spells which cause light wounds, blink-self, or produce magic missiles; 1 time in 8.
He can bash down doors and open doors.
He is hurt by bright light.
He takes a while to see intruders, which he may notice from 200 feet.
He will carry one or two objects or treasures.
He can hit to attack with damage 1d6, and hit to attack with damage 1d6.
The Baby blue dragon (Blue 'd' : 'd')
=== Num:127 Lev:9 Rar:2 Spd:110 Hp:100 AC:30 Exp:35
This hatchling dragon is still soft, its eyes unaccustomed to light and
its scales a pale blue.
This evil dragon moves normally.
It is always created sluggish.
It may breathe lightning; 1 time in 12.
It can bash down doors and open doors.
It resists lightning.
It tends to overlook intruders, which it may notice from 200 feet.
It will carry up to 3 objects or treasures.
It can claw to attack with damage 1d3, claw to attack with damage 1d3, and bite to attack with damage 1d5.
The Black harpy (L.Dark 'H' : 'H')
=== Num:125 Lev:9 Rar:1 Spd:120 Hp:3d8 AC:22 Exp:19
A woman's face on the body of a vicious black bird.
This natural evil creature moves a bit erratically.
She is fairly observant of intruders, which she may notice from 160 feet.
She can claw to attack with damage 1d2, claw to attack with damage 1d2, and bite to attack with damage 1d3.