=== Num:482 Lev:50 Rar:3 Spd:130 Hp:1100 AC:60 Exp:6000
A lord of all that is natural, skilled in the mystic ways. He is a master
of martial arts and is at one with nature, able to summon help from the
wild if need be.
This creature moves normally.
He is always created sluggish. He is invisible.
He is magical, casting spells which heal-self; 1 time in 3.
He can bash down doors and open doors.
He resists poison, cold, acid, fire, and lightning.
He cannot be slept or confused.
He is observant of intruders, which he may notice from 300 feet.
He will carry up to 6 objects or treasures.
He can kick to attack with damage 10d2, kick to attack with damage 10d2, hit to poison with damage 20, and hit to paralyze with damage 15.
[U] The Balrog of Moria (Violet 'U' : 'U')
=== Num:483 Lev:50 Rar:3 Spd:130 Hp:3000 AC:100 Exp:30000
A huge Balrog surrounded by raging pillars of fire, this is indeed a
terrible opponent. Wielding a great whip of fire and a blazing sword, his
fury blisters your skin and melts your flesh!
This evil demon moves normally.
He is always created sluggish. He usually appears with escorts.
He may breathe fire powerfully, and is also magical, casting spells which confuse, summon an undead, terrify, or summon a demon; 1 time in 4.
He can push past weaker monsters, bash down doors, and open doors.
He resists fire.
He cannot be slept or confused.
He pays little attention to intruders, which he may notice from 200 feet.
He will carry up to 18 good objects.
He can hit to burn with damage 6d12, hit to burn with damage 6d12, crush to attack with damage 5d12, and touch to drain charges.
The Time hound (L.Blue 'Z' : 'Z')
=== Num:486 Lev:51 Rar:2 Spd:130 Hp:60d10 AC:100 Exp:5000
You get a terrible sense of deja vu, or is it a premonition? All at once
you see a little puppy and a toothless old dog. Perhaps you should give
up and go to bed.
This natural creature moves normally.
It is always created sluggish. It usually appears in groups.
It may breathe time; 1 time in 5.
It can bash down doors and open doors.
It cannot be slept or confused.
It is ever vigilant for intruders, which it may notice from 300 feet.
It can claw to attack with damage 2d12, claw to attack with damage 2d12, bite to attack with damage 2d12, and bite to attack with damage 2d12.
The Plasma hound (L.Red 'Z' : 'Z')
=== Num:487 Lev:51 Rar:2 Spd:120 Hp:60d10 AC:100 Exp:5000
The very air warps as pure elemental energy stalks towards you in the
shape of a giant hound. Your hair stands on end and your palms itch as
you sense trouble.
This natural creature moves normally.
It is always created sluggish. It usually appears in groups.
It may breathe plasma; 1 time in 5.
It can bash down doors and open doors.
It resists fire and lightning.
It cannot be slept or confused.
It is ever vigilant for intruders, which it may notice from 300 feet.
It can claw to attack with damage 2d12, claw to attack with damage 2d12, bite to attack with damage 2d12, and bite to attack with damage 2d12.
[U] Harowen the Black Hand (L.Blue 'p' : 'p')
=== Num:491 Lev:51 Rar:3 Spd:140 Hp:2500 AC:90 Exp:20000
He is a master of disguise, an expert of stealth, a genius at traps, and
moves with blinding speed. Check your pockets!
This creature moves normally.
He is always created sluggish.
He is magical, casting spells which create traps; 1 time in 6.
He can pick up objects, bash down doors, and open doors.
He resists poison.
He cannot be slept or confused.
He is ever vigilant for intruders, which he may notice from 400 feet.
He will carry up to 10 good objects.
He can touch to steal gold with damage 5d5, touch to steal items with damage 5d5, hit to blind with damage 10d5, and hit to poison with damage 8d5.
The Nether hound (L.Green 'Z' : 'Z')
=== Num:485 Lev:51 Rar:2 Spd:120 Hp:60d10 AC:100 Exp:5000
You feel a soul-tearing chill upon viewing this beast, a ghostly form of
darkness in the shape of a large dog.
This natural creature moves normally.
It is always created sluggish. It usually appears in groups.
It may breathe nether; 1 time in 5.
It can bash down doors and open doors.
It cannot be slept or confused.
It is ever vigilant for intruders, which it may notice from 300 feet.
It can claw to attack with damage 2d12, claw to attack with damage 2d12, bite to attack with damage 2d12, and bite to attack with damage 2d12.
[U] Ji Indur Dawndeath (L.Dark 'W' : 'W')
=== Num:464 Lev:52 Rar:3 Spd:120 Hp:3200 AC:70 Exp:22000
This Ringwraith was a weak-minded sorcerer-king who fell easily under
Sauron's power.
This evil undead creature moves normally.
He is cold blooded. He is always created sluggish. He is invisible.
He is magical, casting spells which cause critical wounds, blind, summon an undead, produce nether balls, produce lightning balls, produce frost balls, produce acid balls, paralyze, terrify, or produce fire balls; 1 time in 3.
He can push past weaker monsters, bash down doors, and open doors.
He is hurt by bright light.
He resists poison, cold, and fire.
He cannot be slept or confused.
He is fairly observant of intruders, which he may notice from 900 feet.
He will carry up to 8 good objects.
He can hit to attack with damage 8d7, hit to attack with damage 8d7, touch to lower experience (by 40d6+) with damage 6d7, and touch to lower experience (by 40d6+) with damage 6d7.
The Chaos vortex (Violet 'v' : 'v')
=== Num:502 Lev:53 Rar:3 Spd:120 Hp:30d20 AC:80 Exp:4000
Void, nothingness, spinning destructively.
This creature moves extremely erratically.
It is not detected by telepathy. It is always created sluggish.
It may breathe chaos powerfully; 1 time in 6.
It can bash down doors.
It cannot be frightened, slept, or confused.
It is ever vigilant for intruders, which it may notice from 1000 feet.
It can engulf to confuse with damage 5d5, engulf to confuse with damage 5d5, engulf to confuse with damage 5d5, and engulf to cause hallucinations with damage 5d5.
The Storm of Unmagic (Violet 'v' : 'v')
=== Num:614 Lev:53 Rar:3 Spd:120 Hp:30d20 AC:40 Exp:4000
Howling through the disintegrating dungeon, this whirlpool of Unmagic
rips the enchantments from everything it touches.
This creature moves extremely erratically.
It is not detected by telepathy. It is always created sluggish.
It may breathe disenchantment powerfully; 1 time in 6.
It can bash down doors.
It cannot be frightened, slept, or confused.
It is ever vigilant for intruders, which it may notice from 500 feet.
It can engulf to drain charges with damage 5d5, and engulf to disenchant with damage 5d5.
The Elder vampire (Red 'V' : 'V')
=== Num:596 Lev:54 Rar:3 Spd:120 Hp:3000 AC:90 Exp:4500
A terrible robed undead figure, this creature has existed in its
unlife for many centuries by stealing the life of others. It can
summon the very shades of its victims from beyond the grave to
come enslaved to its aid.
This evil undead creature moves normally.
It is cold blooded. It regenerates quickly. It is always created sluggish. It is invisible.
It is magical, casting spells which cause critical wounds, cause mortal wounds, drain mana, summon an undead, cause brain smashing, create darkness, produce nether bolts, paralyze, or terrify; 1 time in 5.
It can bash down doors, open doors, and pass through walls.
It is hurt by bright light.
It resists poison, cold, and fire.
It cannot be slept or confused.
It is fairly observant of intruders, which it may notice from 200 feet.
It will carry up to 9 good objects.
It can hit to attack with damage 4d6, hit to attack with damage 4d6, bite to lower experience (by 80d6+) with damage 5d6, and bite to lower experience (by 80d6+) with damage 5d6.
[U] The Phoenix (Red 'B' : 'B')
=== Num:497 Lev:54 Rar:3 Spd:120 Hp:3600 AC:130 Exp:40000
A massive glowing eagle bathed in flames. The searing heat chars your
skin and melts your armour.
This natural creature moves normally.
It is always created sluggish.
It may breathe plasma, fire, or light, and is also magical, casting spells which produce fire bolts, produce plasma bolts, summon similar monsters, or produce fire balls; 1 time in 3.
It can bash down doors and open doors.
It resists poison, acid, fire, and lightning.
It cannot be slept or confused.
It is ever vigilant for intruders, which it may notice from 600 feet.
It will carry up to 4 good objects.
It can bite to burn with damage 12d6, bite to burn with damage 12d6, hit to burn with damage 9d12, and hit to burn with damage 9d12.
The Demilich (L.Umber 'L' : 'L')
=== Num:557 Lev:54 Rar:2 Spd:120 Hp:3200 AC:100 Exp:12500
A lich who is partially immaterial, on its way to a new, ethereal form.
This evil undead creature moves normally.
It is cold blooded. It is always created sluggish.
It is magical, casting spells intelligently which cause critical wounds, cause mortal wounds, drain mana, confuse, cause amnesia, blind, summon an undead, cause brain smashing, teleport to, blink-self, teleport-self, heal-self, paralyze, terrify, or summon a demon; 1 time in 3.
It can bash down doors and open doors.
It resists poison and cold.
It cannot be slept or confused.
It tends to overlook intruders, which it may notice from 200 feet.
It will carry up to 10 good objects.
It can touch to lower experience (by 80d6+), touch to drain charges, touch to reduce dexterity with damage 4d12, and touch to reduce dexterity with damage 4d12.
[U] Shelob, Spider of Darkness (L.Dark 'S' : 'S')
=== Num:330 Lev:55 Rar:3 Spd:120 Hp:3500 AC:120 Exp:27000
Shelob is an enormous bloated spider, the last daughter of Ungoliant the
Unlight. Her poison is legendary, as is her ego. She normally guards the
pass through Cirith Ungol, but occasionally goes out foraging for food to
feed her voracious appetite.
This natural evil creature moves normally.
She is always created sluggish. She usually appears with escorts.
She may breathe darkness or poison, and is also magical, casting spells intelligently which cause critical wounds, cause mortal wounds, confuse, blind, create traps, heal-self, slow, terrify, or summon similar monsters; 1 time in 4.
She can bash down doors.
She is hurt by bright light.
She resists poison and acid.
She cannot be slept or confused.
She pays little attention to intruders, which she may notice from 300 feet.
She will carry up to 6 good objects.
She can claw to poison with damage 5d6, claw to poison with damage 5d6, bite to paralyze with damage 5d10, and sting to reduce strength with damage 5d4.
[U] Ar-Pharazon the Golden (Yellow 'p' : 'p')
=== Num:611 Lev:55 Rar:1 Spd:130 Hp:4000 AC:45 Exp:32500
Last and proudest king of ancient Numenor. Corrupted by power and
avarice, he fell victim to Sauron's wiles, tried to fight the Valar
themselves, and condemned Numenor to oblivion.
This evil creature moves normally.
He is always created sluggish.
He is magical, casting spells intelligently which summon monsters, teleport away, heal-self, or summon similar monsters; 1 time in 6.
He can pick up objects, push past weaker monsters, bash down doors, and open doors.
He resists poison, fire, and lightning.
He prefers to ignore intruders, which he may notice from 300 feet.
He will carry up to 8 exceptional objects.
He can hit to attack with damage 8d8, hit to attack with damage 8d8, hit to attack with damage 8d8, and hit to attack with damage 8d8.
The Dracolich (L.Green 'D' : 'D')
=== Num:476 Lev:55 Rar:2 Spd:120 Hp:3500 AC:120 Exp:18000
The skeletal form of a once-great dragon, enchanted by magic most
perilous. Its animated form strikes with speed and drains life from its
prey to satisfy its hunger.
This evil undead dragon moves normally.
It is cold blooded. It is always created sluggish.
It may breathe nether or frost powerfully, and is also magical, casting spells intelligently which confuse or terrify; 1 time in 6.
It can pick up objects, push past weaker monsters, and bash down doors.
It resists poison and cold.
It cannot be slept or confused.
It pays little attention to intruders, which it may notice from 250 feet.
It will carry up to 8 good objects.
It can claw to attack with damage 4d12, claw to attack with damage 4d12, and bite to lower experience (by 80d6+) with damage 7d14.
The Archon (Yellow 'A' : 'A')
=== Num:455 Lev:55 Rar:5 Spd:130 Hp:100d35 AC:140 Exp:10000
Never a more heavenly being have you seen. The very holiness of its
presence makes you deeply respect it. Few creatures can match the powers
of an Archon; fewer still live to tell the tale after attacking one.
This creature moves normally.
It is always created sluggish.
It is magical, casting spells intelligently which cause mortal wounds, blind, teleport to, cause serious wounds, summon an angel, terrify, or produce mana bolts; 1 time in 3.
It can pick up objects, push past weaker monsters, bash down doors, and open doors.
It resists poison, cold, acid, fire, and lightning.
It cannot be frightened, slept, or confused.
It prefers to ignore intruders, which it may notice from 300 feet.
It will carry up to 14 good objects.
It can gaze to terrify with damage 4d4, gaze to terrify with damage 4d4, hit to attack with damage 8d6, and hit to attack with damage 8d6.
The Dracolisk (L.Red 'D' : 'D')
=== Num:478 Lev:55 Rar:2 Spd:120 Hp:3500 AC:120 Exp:14000
A mixture of dragon and basilisk, the dracolisk stares at you with deep
piercing eyes, its evil breath burning the ground where it stands.
This natural evil dragon moves normally.
It is always created sluggish.
It may breathe nexus or fire powerfully, and is also magical, casting spells intelligently which paralyze or terrify; 1 time in 6.
It can push past weaker monsters and bash down doors.
It resists acid and fire.
It cannot be slept or confused.
It pays little attention to intruders, which it may notice from 250 feet.
It will carry up to 8 good objects.
It can bite to attack with damage 4d12, bite to attack with damage 4d12, bite to burn with damage 7d14, and gaze to paralyze.
The Barbazu (L.Green 'U' : 'U')
=== Num:567 Lev:55 Rar:4 Spd:120 Hp:800 AC:60 Exp:3000
A foul, humanoid creature with a long tail, clawed hands and feet,
and a disgusting, wiry, snaky beard. They are the elite shock troops
of the hells, capable of a terrifying berserk fury.
This evil demon moves normally.
It is always created sluggish. It usually appears in groups.
It is magical, casting spells which terrify or summon a demon; 1 time in 10.
It can bash down doors and open doors.
It resists poison.
It cannot be slept or confused.
It pays little attention to intruders, which it may notice from 250 feet.
It will carry one or two objects or treasures.
It can hit to attack with damage 4d10, hit to attack with damage 4d10, hit to reduce constitution with damage 10d2, and sting to poison with damage 5d5.
[U] Dwar, Dog Lord of Waw (L.Dark 'W' : 'W')
=== Num:474 Lev:56 Rar:3 Spd:120 Hp:4000 AC:90 Exp:25000
Dwar had a special affinity for dogs in life, and can still command them
at will. He howls maniacally as he reaches out to destroy you.
This evil undead creature moves normally.
He is cold blooded. He is always created sluggish.
He is magical, casting spells intelligently which cause critical wounds, summon monsters, blind, summon an undead, produce nether balls, summon hounds, paralyze, terrify, or produce fire balls; 1 time in 3.
He can push past weaker monsters, bash down doors, and open doors.
He is hurt by bright light.
He resists poison, cold, and fire.
He cannot be slept or confused.
He is fairly observant of intruders, which he may notice from 900 feet.
He will carry up to 8 good objects.
He can hit to attack with damage 8d8, hit to attack with damage 8d8, bite to lower experience (by 40d6+) with damage 6d7, and wail to terrify with damage 6d7.
The Lesser titan (Yellow 'P' : 'P')
=== Num:433 Lev:56 Rar:3 Spd:120 Hp:2400 AC:80 Exp:6000
It is a humanoid figure thirty feet tall that gives off an aura of power
and hate.
This evil giant moves normally.
It is always created sluggish.
It is magical, casting spells intelligently which summon monsters, teleport to, or heal-self; 1 time in 3.
It can pick up objects, bash down doors, and open doors.
It takes a while to see intruders, which it may notice from 300 feet.
It will carry up to 8 good objects.
It can hit to confuse with damage 9d9, hit to confuse with damage 9d9, hit to confuse with damage 9d9, and hit to confuse with damage 9d9.
The Grand master mystic (Orange 'p' : 'p')
=== Num:493 Lev:57 Rar:3 Spd:130 Hp:2200 AC:80 Exp:15000
He is one of the few true masters of the art, being extremely skillful in
all forms of unarmed combat and controlling the world's natural creatures
with disdainful ease.
This creature moves normally.
He is always created sluggish. He is invisible.
He is magical, casting spells which cause mind blasting, summon hounds, heal-self, or summon spiders; 1 time in 3.
He can bash down doors and open doors.
He resists poison, cold, acid, fire, and lightning.
He cannot be slept or confused.
He is observant of intruders, which he may notice from 300 feet.
He will carry up to 8 objects or treasures.
He can kick to attack with damage 20d2, kick to attack with damage 10d2, hit to poison with damage 20, and hit to paralyze with damage 15.
The Hand druj (Yellow 's' : 's')
=== Num:499 Lev:57 Rar:2 Spd:130 Hp:600 AC:110 Exp:12000
A skeletal hand floating in the air, motionless except for its flexing
fingers.
This evil undead creature moves normally, but does not deign to chase intruders.
It is cold blooded. It is always created sluggish.
It is magical, casting spells intelligently which produce fire bolts, cause critical wounds, confuse, cause amnesia, blind, create darkness, produce acid bolts, teleport away, produce lightning bolts, terrify, or produce frost bolts; 1 time in 1.
It resists poison and cold.
It cannot be frightened, slept, or confused.
It is fairly observant of intruders, which it may notice from 200 feet.
It has no physical attacks.
[U] The Lernaean Hydra (Violet 'M' : 'M')
=== Num:504 Lev:57 Rar:2 Spd:120 Hp:4500 AC:140 Exp:20000
A massive legendary hydra. It has twelve powerful heads. Its many eyes
stare at you as clouds of smoke and poisonous vapour rise from its
seething form. And it grows new heads as fast as you chop them off.
This natural creature moves normally.
It regenerates quickly. It is always created sluggish.
It may breathe fire or poison powerfully, and is also magical, casting spells intelligently which produce fire bolts, produce plasma bolts, summon hydras, terrify, produce poison balls, summon similar monsters, or produce fire balls; 1 time in 3.
It can destroy weaker monsters, bash down doors, and open doors.
It resists poison and fire.
It cannot be slept or confused.
It takes a while to see intruders, which it may notice from 200 feet.
It will carry up to 14 objects or treasures.
It can bite to poison with damage 8d6, bite to poison with damage 8d6, bite to burn with damage 12d6, and bite to burn with damage 12d6.
The Eye druj (Red 's' : 's')
=== Num:500 Lev:58 Rar:2 Spd:130 Hp:1000 AC:90 Exp:15000
A bloodshot eyeball floating in the air, you'd be forgiven for assuming it
harmless.
This evil undead creature moves normally, but does not deign to chase intruders.
It is cold blooded. It is always created sluggish.
It is magical, casting spells intelligently which summon an undead, cause brain smashing, produce nether balls, produce nether bolts, or produce mana bolts; 1 time in 1.
It resists poison, cold, and fire.
It cannot be frightened, slept, or confused.
It is fairly observant of intruders, which it may notice from 200 feet.
It has no physical attacks.
[U] Baphomet the Minotaur Lord (Violet 'H' : 'H')
=== Num:490 Lev:58 Rar:4 Spd:130 Hp:4700 AC:120 Exp:24000
A fearsome bull-headed monster, Baphomet swings a mighty axe as he curses
all that defy him.
This evil creature moves normally.
He is always created sluggish.
He may breathe force, and is also magical, casting spells which produce lightning balls, produce plasma bolts, slow, or produce mana bolts; 1 time in 6.
He can bash down doors.
He resists poison and fire.
He cannot be slept or confused.
He takes quite a while to see intruders, which he may notice from 300 feet.
He will carry up to 10 good objects.
He can butt to attack with damage 12d13, butt to attack with damage 12d13, hit to attack with damage 10d10, and hit to attack with damage 10d10.
The Ethereal hound (L.Green 'Z' : 'Z')
=== Num:495 Lev:59 Rar:3 Spd:120 Hp:60d15 AC:100 Exp:7000
A pale green hound. Pulsing red lines and strange fluorescent light
hints at internal organs best left to the imagination.
This natural creature moves normally.
It is always created sluggish. It is invisible. It usually appears in groups.
It may breathe nether; 1 time in 5.
It can pass through walls.
It cannot be slept or confused.
It is ever vigilant for intruders, which it may notice from 300 feet.
It can claw to attack with damage 2d12, claw to attack with damage 2d12, bite to attack with damage 2d12, and bite to attack with damage 2d12.
The Skull druj (Orange 's' : 's')
=== Num:501 Lev:59 Rar:2 Spd:130 Hp:1400 AC:120 Exp:18000
A glowing skull possessed by sorcerous power. It need not move, but
merely blast you with mighty magic as it speaks the words of power.
This evil undead creature moves normally, but does not deign to chase intruders.
It is cold blooded. It is always created sluggish.
It is magical, casting spells intelligently which cause mind blasting, cause mortal wounds, summon an undead, cause brain smashing, create traps, produce water balls, produce plasma bolts, slow, or produce nether bolts; 1 time in 1.
It resists poison, cold, and fire.
It cannot be frightened, slept, or confused.
It is fairly observant of intruders, which it may notice from 200 feet.
It has no physical attacks.
[U] Fundin Bluecloak (L.Blue 'h' : 'h')
=== Num:508 Lev:59 Rar:2 Spd:130 Hp:5000 AC:195 Exp:20000
He is one of the greatest dwarven priests to walk the earth. Fundin has
earned a high position in the church, and his skill with both weapon and
spell only justify his position further. His combination of both dwarven
strength and priestly wisdom are a true match for any adventurer.
This creature moves normally.
He is always created sluggish.
He is magical, casting spells which cause critical wounds, cause mortal wounds, confuse, summon monsters, cause amnesia, blind, cause brain smashing, heal-self, or terrify; 1 time in 4.
He can bash down doors and open doors.
He resists poison, cold, acid, fire, and lightning.
He cannot be slept or confused.
He is fairly observant of intruders, which he may notice from 250 feet.
He will carry up to 10 good objects.
He can hit to attack with damage 8d8, hit to attack with damage 8d8, hit to attack with damage 8d8, and hit to attack with damage 8d8.