=== Num:155 Lev:10 Rar:3 Spd:110 Hp:5d8 AC:10 Exp:38
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 can swim.
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 Skaven shaman (Green 'r' : 'r')
=== Num:217 Lev:10 Rar:1 Spd:110 Hp:7d8 AC:10 Exp:108
The shaman of a skaven tribe gets his powers from a mystic
stone corrupted by chaos, called a Warp Stone.
This evil creature moves normally.
He is always created sluggish.
He is magical, casting spells which produce magic missiles, terrify, blink-self, confuse, or cause light wounds; 1 time in 8.
He can open doors and bash down doors.
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 1d7, and hit to attack with damage 1d7.
The Rattlesnake (Red 'J' : 'J')
=== Num:119 Lev:10 Rar:1 Spd:110 Hp:4d8 AC:12 Exp:102
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 swim and 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 2d8.
The Gremlin (Umber 'u' : 'u')
=== Num:153 Lev:10 Rar:3 Spd:110 Hp:4d6 AC:15 Exp:44
Don't splash water on them, and don't feed them after midnight!
This evil demon moves normally.
It breeds explosively.
It can swim, open doors, and pick up objects.
It is hurt by bright light.
It resists poison.
It takes a while to see intruders, which it may notice from 300 feet.
It can claw to eat your food with damage 1d2, claw to eat your food with damage 1d2, and bite to eat your food with damage 1d3.
[U] The wounded bear (Red 'q' : 'q')
=== Num:159 Lev:10 Rar:1 Spd:110 Hp:80 AC:18 Exp:108
A wounded bear, who has occasionally attacked humans.
This natural creature moves normally.
It is always created sluggish.
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 1d5, claw to attack with damage 1d5, and bite to attack with damage 1d10.
The Skeleton kobold (White 's' : 's')
=== Num:91 Lev:10 Rar:1 Spd:110 Hp:4d7 AC:16 Exp:95
It is a small animated kobold skeleton.
This evil undead creature moves normally.
It is cold blooded. It is not detected by telepathy.
It can open doors and bash down doors.
It resists cold and poison.
It cannot be confused, slept, or frightened.
It takes quite a while to see intruders, which it may notice from 200 feet.
It can hit to attack with damage 1d7.
The Hill orc (Slate 'o' : 'o')
=== Num:149 Lev:10 Rar:1 Spd:110 Hp:9d9 AC:16 Exp:114
He is a hardy well-weathered survivor.
This evil orc moves normally.
He usually appears in groups.
He can open doors and bash down 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 1d10.
The Creeping silver coins (Slate '$' : '$')
=== Num:117 Lev:10 Rar:2 Spd:100 Hp:8d8 AC:18 Exp:83
It is a pile of coins, crawling forward on thousands of tiny legs.
This natural creature moves normally.
It is cold blooded.
It can bash down doors.
It resists poison.
It cannot be confused or slept.
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 Crypt Creep (L.Dark 's' : 's')
=== Num:124 Lev:10 Rar:2 Spd:110 Hp:4d9 AC:15 Exp:95
Frightening skeletal figures in black robes.
This evil undead creature moves a bit erratically.
It is cold blooded. It usually appears in groups.
It is magical, casting spells which summon an undead or cause light wounds; 1 time in 10.
It can open doors and bash down doors.
It is hurt by bright light.
It resists poison.
It cannot be confused or slept.
It takes a while to see intruders, which it may notice from 200 feet.
It can claw to attack with damage 1d2, claw to attack with damage 1d2, and bite to poison.
The Manes (L.Red 'u' : 'u')
=== Num:128 Lev:10 Rar:2 Spd:110 Hp:6d8 AC:18 Exp:51
It is a minor but aggressive demon.
This evil demon moves normally.
It usually appears in groups.
It can open doors and bash down 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.
[U] Bloodfang the Wolf (L.Red 'C' : 'C')
=== Num:170 Lev:10 Rar:1 Spd:120 Hp:30 AC:18 Exp:146
It has been terrorizing the nearby villages.
This natural creature moves normally.
It can bash down doors.
It takes a while to see intruders, which it may notice from 300 feet.
It can bite to attack with damage 1d10, and bite to attack with damage 1d10.
The Rat-thing (L.Red 'r' : 'r')
=== Num:115 Lev:11 Rar:1 Spd:120 Hp:7d9 AC:15 Exp:210
A ratlike creature with a humanlike face. "The bones of the
tiny paws, it is rumoured, imply prehensile characteristics
more typical of a diminutive monkey than a of a rat; while the
small skull with its savage yellow fangs is of the utmost
anomalousness, appearing from certain angles like a miniature,
monstrously degrade parody of a human skull."
This natural evil creature moves normally.
It is magical, casting spells which terrify; 1 time in 9.
It takes a while to see intruders, which it may notice from 120 feet.
It can bite to attack with damage 2d2, and bite to attack with damage 3d2.
The Dark elf (L.Dark 'h' : 'h')
=== Num:122 Lev:11 Rar:2 Spd:110 Hp:5d10 AC:10 Exp:133
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 produce magic missiles, create darkness, or confuse; 1 time in 10.
He can open doors and bash down 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 Giant slug (L.Umber 'w' : 'w')
=== Num:120 Lev:11 Rar:1 Spd:100 Hp:9d9 AC:12 Exp:49
It is slowly making its way towards you, eating everything in
its path...
This natural creature moves normally.
It is not detected by telepathy.
It may breathe acid; 1 time in 10.
It can destroy weaker monsters, swim, and destroy objects.
It takes a while to see intruders, which it may notice from 100 feet.
It can bite to shoot acid with damage 2d4, and bite to shoot acid with damage 2d4.
The Lemure (Orange 'u' : 'u')
=== Num:148 Lev:11 Rar:3 Spd:110 Hp:9d9 AC:16 Exp:63
It is the larval form of a major demon.
This evil demon moves normally.
It usually appears in groups.
It can open doors and bash down 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 Green mold (Green 'm' : 'm')
=== Num:146 Lev:11 Rar:2 Spd:110 Hp:16d8 AC:15 Exp:147
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 acid and poison.
It cannot be confused, slept, or frightened.
It tends to overlook intruders, which it may notice from 20 feet.
It can hit to terrify with damage 1d4.
The Novice ranger (Green 'p' : 'p')
=== Num:142 Lev:11 Rar:1 Spd:110 Hp:4d9 AC:8 Exp:161
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 open doors and bash down 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 Disembodied hand that strangled people (Green 'z' : 'z')
=== Num:112 Lev:11 Rar:2 Spd:130 Hp:5d8 AC:20 Exp:258
Even today, nobody knows where it lurks...
This silly evil undead creature moves normally.
It is cold blooded. It is not detected by telepathy.
It can open doors, bash down doors, and fly.
It resists poison.
It cannot be confused, slept, or frightened.
It takes a while to see intruders, which it may notice from 300 feet.
It can crush to attack with damage 1d8.
[U] Lagduf, the Snaga (Umber 'o' : 'o')
=== Num:140 Lev:11 Rar:2 Spd:110 Hp:140 AC:20 Exp:663
A captain of a regiment of weaker orcs, Lagduf keeps his troop in order
with displays of excessive violence.
"I've told you twice that Gorbag's swine got to the gate first, and none
of ours got out. Lagduf and Muzgash ran through, but they were shot."
This evil orc moves normally.
He usually appears with an escort.
He can open doors and bash down 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 Barracuda (Blue 'l' : 'l')
=== Num:96 Lev:11 Rar:2 Spd:120 Hp:5d10 AC:30 Exp:217
A predatory fish with razor-sharp teeth.
This natural aquatic creature moves normally.
It takes a while to see intruders, which it may notice from 200 feet.
It can bite to attack with damage 10, and bite to attack with damage 1d10.
The Red naga (L.Red 'n' : 'n')
=== Num:130 Lev:11 Rar:2 Spd:110 Hp:8d8 AC:40 Exp:147
A large red snake with a woman's torso.
This evil creature moves a bit erratically.
She can swim, bash down doors, and pick up objects.
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 Huorn (Green '%' : '%')
=== Num:329 Lev:11 Rar:1 Spd:110 Hp:35d10 AC:22 Exp:349
A very strong near-sentient tree, which has become hostile
to humanoid forms of life.
This natural evil creature moves normally, but does not deign to chase intruders.
It is rarely detected by telepathy.
It is magical, casting spells which blink-self or teleport to; 1 time in 9.
It resists cold.
It resists water.
It cannot be confused or slept.
It takes a while to see intruders, which it may notice from 400 feet.
It will carry a object or treasure.
It can crush to attack with damage 3d6, crush to attack with damage 3d6, crush to attack with damage 3d6, and crush to attack with damage 3d6.
The Death sword (L.Slate '|' : '|')
=== Num:107 Lev:12 Rar:5 Spd:130 Hp:35 AC:20 Exp:229
A bloodthirsty blade lurking for prey. Beware!
This evil creature moves normally, but does not deign to chase intruders.
It is cold blooded. It is not detected by telepathy.
It resists fire and poison.
It cannot be confused, slept, or frightened.
It is ever vigilant for intruders, which it may notice from 200 feet.
It will carry one or two objects or treasures.
It can hit to attack with damage 5d5, hit to attack with damage 5d5, hit to attack with damage 5d5, and hit to attack with damage 5d5.
The Brown yeek (Umber 'y' : 'y')
=== Num:141 Lev:12 Rar:1 Spd:110 Hp:3d7 AC:12 Exp:190
It is a strange small humanoid.
This natural creature moves normally.
It can open doors and bash down 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.
The Giant brown bat (Umber 'b' : 'b')
=== Num:114 Lev:12 Rar:1 Spd:130 Hp:2d9 AC:12 Exp:213
It screeches as it attacks.
This natural creature moves somewhat erratically.
It can fly.
It takes quite a while to see intruders, which it may notice from 100 feet.
It can bite to attack with damage 1d3.
[U] Robin Hood, the Outlaw (L.Green 'p' : 'p')
=== Num:138 Lev:12 Rar:2 Spd:120 Hp:120 AC:15 Exp:1265
The legendary archer steals from the rich (you qualify).
This evil creature moves normally.
He is always created sluggish.
He is magical, casting spells which heal-self or create traps; 1 time in 5.
He can open doors, bash down doors, and pick up objects.
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 touch to steal items.
The Zombified kobold (Slate 'z' : 'z')
=== Num:123 Lev:12 Rar:1 Spd:110 Hp:4d9 AC:14 Exp:137
It is an animated kobold corpse. Flesh falls off in large chunks as it
shambles forward.
This evil undead creature moves normally.
It is cold blooded. It is not detected by telepathy.
It can open doors and bash down doors.
It resists cold and poison.
It cannot be confused, slept, or frightened.
It takes quite a while to see intruders, which it may notice from 200 feet.
It can hit to attack with damage 1d3, and hit to attack with damage 1d3.
[U] Wormtongue, Agent of Saruman (L.Dark 'p' : 'p')
=== Num:137 Lev:12 Rar:2 Spd:115 Hp:190 AC:15 Exp:632
He's been spying for Saruman. He is a snivelling wretch with no morals.
"At [Theoden's] feet upon the steps sat a wizened figure of a man, with a
pale wise face and heavy-lidded eyes...he laughed grimly, as he lifted his
heavy lids for a moment and gazed on the strangers with dark eyes."
This evil creature moves normally.
He is always created sluggish.
He is magical, casting spells which produce frost bolts, produce poison balls, heal-self, create traps, or slow; 1 time in 5.
He can open doors, bash down doors, and pick up objects.
He cannot be teleported.
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, and touch to steal gold.
The Rotting corpse (L.Red 'z' : 'z')
=== Num:125 Lev:12 Rar:1 Spd:110 Hp:6d8 AC:15 Exp:99
Corpses awakened from their sleep by dark sorceries.
This evil undead creature moves normally.
It is cold blooded. It is not detected by telepathy. It usually appears in groups.
It can open doors and bash down doors.
It resists cold and poison.
It cannot be confused, slept, or frightened.
It takes a while to see intruders, which it may notice from 200 feet.
It can claw to poison with damage 1d3, and claw to poison with damage 1d3.
The Bloodshot eye (Red 'e' : 'e')
=== Num:129 Lev:12 Rar:3 Spd:110 Hp:3d9 AC:6 Exp:190
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 can fly.
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 Lost soul (Umber 'G' : 'G')
=== Num:133 Lev:12 Rar:2 Spd:110 Hp:2d6 AC:8 Exp:38
It is almost insubstantial.
This evil undead creature moves somewhat erratically.
It is invisible. It is cold blooded.
It is magical, casting spells which teleport-self or drain mana; 1 time in 15.
It can pass through walls, fly, and pick up objects.
It resists cold.
It cannot be confused or slept.
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.
[U] Brodda, the Easterling (Orange 'p' : 'p')
=== Num:169 Lev:12 Rar:2 Spd:110 Hp:150 AC:20 Exp:533
A nasty piece of work, Brodda picks on defenseless women and children.
"And Morwen was gone. Empty stood her house, broken and cold. It was
more than a year since she departed to Doriath. Brodda the Easterling
(who had wedded Morwen's kinswoman Airin) had plundered her house, and
taken all that was left of her goods."
This evil creature moves normally.
He can open doors and bash down 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 Phantom warrior (L.Blue 'G' : 'G')
=== Num:152 Lev:12 Rar:1 Spd:110 Hp:4d6 AC:15 Exp:30
Creatures that are half real, half illusion.
This creature moves normally.
It is cold blooded. It is not detected by telepathy. It usually appears in groups.
It can pass through walls and fly.
It cannot be slept or frightened.
It takes quite a while to see intruders, which it may notice from 200 feet.
It can hit to attack with damage 1d11, and hit to attack with damage 1d11.
The Baby red dragon (L.Red 'd' : 'd')
=== Num:167 Lev:13 Rar:2 Spd:110 Hp:80 AC:15 Exp:470
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 11.
It can open doors, bash down doors, and fly.
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 Novice priest (L.Blue 'p' : 'p')
=== Num:109 Lev:13 Rar:2 Spd:110 Hp:5d4 AC:9 Exp:140
He is tripping over his priestly robes.
This good creature moves normally.
He is always created sluggish. He usually appears in groups.
He is magical, casting spells which terrify, heal-self, or cause light wounds; 1 time in 12.
He can open doors and bash down 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 Skeleton orc (White 's' : 's')
=== Num:136 Lev:13 Rar:1 Spd:110 Hp:7d8 AC:18 Exp:206
It is an animated orc skeleton.
This evil undead orc moves normally.
It is cold blooded. It is not detected by telepathy.
It can open doors and bash down doors.
It resists cold and poison.
It cannot be confused, slept, or frightened.
It takes quite a while to see intruders, which it may notice from 200 feet.
It can hit to attack with damage 2d8.
The Night lizard (Blue 'R' : 'R')
=== Num:134 Lev:13 Rar:2 Spd:110 Hp:3d7 AC:20 Exp:173
It is a black lizard with overlapping scales and a powerful jaw.
This natural creature moves normally.
It can swim.
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 Wood spider (L.Umber 'S' : 'S')
=== Num:127 Lev:13 Rar:3 Spd:120 Hp:2d7 AC:10 Exp:198
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 tends to overlook intruders, which it may notice from 80 feet.
It can bite to attack with damage 1d3, and sting to poison with damage 1d4.
The Baby blue dragon (L.Blue 'd' : 'd')
=== Num:163 Lev:13 Rar:2 Spd:110 Hp:70 AC:15 Exp:396
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 11.
It can open doors, bash down doors, and fly.
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 Baby black dragon (Slate 'd' : 'd')
=== Num:166 Lev:13 Rar:2 Spd:110 Hp:70 AC:15 Exp:470
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 11.
It can open doors, bash down doors, and fly.
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 Disenchanter mold (Violet 'm' : 'm')
=== Num:192 Lev:13 Rar:2 Spd:110 Hp:11d8 AC:6 Exp:107
It is a strange glowing growth on the dungeon floor.
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 11.
It resists poison.
It resists disenchantment.
It cannot be confused, slept, or frightened.
It tends to overlook intruders, which it may notice from 20 feet.
It can touch to disenchant with damage 1d6.
The Rock mole (Slate 'r' : 'r')
=== Num:161 Lev:14 Rar:2 Spd:110 Hp:9d11 AC:15 Exp:391
Despite its minuscule size, this mole creature has fangs powerful
enough to bore through solid rock.
This natural creature moves normally.
It is rarely detected by telepathy.
It can bore through walls, bash down doors, and destroy objects.
It tends to overlook intruders, which it may notice from 200 feet.
It can bite to attack with damage 1d10, and bite to attack with damage 1d10.
The Hairy mold (L.Umber 'm' : 'm')
=== Num:190 Lev:14 Rar:2 Spd:110 Hp:11d8 AC:6 Exp:213
It is a strange hairy 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 confused, slept, or frightened.
It tends to overlook intruders, which it may notice from 20 feet.
It can hit to poison with damage 1d10.
The Bandit (L.Dark 'p' : 'p')
=== Num:150 Lev:14 Rar:2 Spd:110 Hp:6d16 AC:12 Exp:151
He is after your cash!
This evil creature moves normally.
He can open doors, bash down doors, and pick up objects.
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 Giant spider (Slate 'S' : 'S')
=== Num:175 Lev:14 Rar:2 Spd:110 Hp:7d10 AC:10 Exp:204
It is a vast black spider whose bulbous body is bloated with poison.
This natural creature moves normally.
It is rarely detected by telepathy.
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 poison with damage 3d6, and bite to poison with damage 3d6.
The Carnivorous flying monkey (L.Red 'H' : 'H')
=== Num:145 Lev:14 Rar:2 Spd:110 Hp:17d9 AC:15 Exp:222
It looks fantastic, yet frightening.
This natural creature moves normally.
It can fly.
It takes a while to see intruders, which it may notice from 300 feet.
It can claw to attack with damage 1d10, claw to attack with damage 1d10, and bite to attack with damage 5.
The Space monster (Black '.' : '.')
=== Num:144 Lev:14 Rar:2 Spd:110 Hp:18d8 AC:15 Exp:187
A black hole in the fabric of reality.
This creature moves normally.
It can pass through walls and fly.
It resists acid.
It cannot be confused or slept.
It takes a while to see intruders, which it may notice from 300 feet.
It can hit to terrify with damage 1d4.
The Quiver slot (L.Umber ',' : ',')
=== Num:185 Lev:14 Rar:2 Spd:120 Hp:1 AC:1 Exp:53
It looks weird.
This creature moves normally, but does not deign to chase intruders.
It breeds explosively. It is cold blooded. It is not detected by telepathy.
It cannot be confused, slept, or frightened.
It is ever vigilant for intruders, which it may notice from 40 feet.
It can release spores to confuse with damage 1.
The Clear mushroom patch (White ',' : ',')
=== Num:184 Lev:14 Rar:2 Spd:120 Hp:1 AC:1 Exp:44
Yum! It looks quite tasty.
This creature moves normally, but does not deign to chase intruders.
It breeds explosively. It is invisible. It is cold blooded. It is not detected by telepathy.
It cannot be confused, slept, or frightened.
It is ever vigilant for intruders, which it may notice from 40 feet.
It can release spores to attack with damage 1.
The Blue horror (L.Blue 'u' : 'u')
=== Num:189 Lev:14 Rar:3 Spd:110 Hp:11d9 AC:25 Exp:213
An ugly screaming little demon servant of Tzeentch.
This evil demon moves normally.
It usually appears in groups.
It can open doors and bash down doors.
It resists fire.
It cannot be confused or frightened.
It takes a while to see intruders, which it may notice from 200 feet.
It can claw to terrify with damage 1d6, and claw to terrify with damage 1d8.
The Dark elven warrior (L.Dark 'h' : 'h')
=== Num:182 Lev:14 Rar:1 Spd:110 Hp:7d11 AC:14 Exp:204
A dark elven figure in armour and ready with his sword.
This evil creature moves normally.
He is magical, casting spells which produce magic missiles; 1 time in 12.
He can open doors and bash down 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 1d10, and hit to attack with damage 1d10.
The Giant fruit fly (L.Umber 'I' : 'I')
=== Num:197 Lev:14 Rar:6 Spd:120 Hp:1d4 AC:7 Exp:44
A fast-breeding, annoying pest.
This natural creature moves extremely erratically.
It breeds explosively. It is rarely detected by telepathy.
It can fly.
It is fairly observant of intruders, which it may notice from 80 feet.
It can bite to attack with damage 1d2.
The Baby green dragon (L.Green 'd' : 'd')
=== Num:165 Lev:14 Rar:2 Spd:110 Hp:70 AC:15 Exp:631
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 11.
It can open doors, bash down doors, and fly.
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 white dragon (L.Slate 'd' : 'd')
=== Num:164 Lev:14 Rar:2 Spd:110 Hp:70 AC:15 Exp:551
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 11.
It can open doors, bash down doors, and fly.
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 Shadow Creature of Fiona (Slate 'h' : 'h')
=== Num:201 Lev:14 Rar:2 Spd:110 Hp:7d8 AC:10 Exp:151
"There was something unusual about their appearance... For one thing,
all had uniformly bloodshot eyes. Very, very bloodshot eyes. With them,
though, the condition seemed normal. For another, all had an extra joint
to each finger and thumb, and sharp, forward-curving spurs on the backs
of their hands. All of them had prominent jaws (and) forty-four teeth,
most of them longer than human teeth, and several looking to be much
sharper. Their flesh was grayish and hard and shiny. There were
undoubtedly other differences also, but those were sufficient to prove
a point of some sort."
This creature moves normally.
He usually appears in groups.
He can open doors and bash down doors.
He resists poison.
He cannot be confused or slept.
He takes a while to see intruders, which he may notice from 120 feet.
He will carry a object or treasure.
He can hit to attack with damage 1d7, and hit to attack with damage 1d7.
The Skaven (L.Green 'r' : 'r')
=== Num:158 Lev:14 Rar:1 Spd:110 Hp:8d9 AC:20 Exp:44
A mutated rat-creature from the great waste, it is vaguely
humanoid in appearance and walks on its hind legs. This race
serves chaos fervently and is greatly feared by others.
This evil creature moves normally.
He usually appears in groups.
He can open doors.
He takes a while to see intruders, which he may notice from 150 feet.
He will carry up to 3 objects or treasures.
He can hit to attack with damage 1d4, and hit to attack with damage 1d4.
The Giant grey rat (Slate 'r' : 'r')
=== Num:156 Lev:14 Rar:1 Spd:110 Hp:2d2 AC:6 Exp:62
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 White wolf (White 'C' : 'C')
=== Num:211 Lev:14 Rar:1 Spd:120 Hp:5d7 AC:14 Exp:284
A large and muscled wolf from the northern wastes. Its breath is cold and
icy and its fur coated in frost.
This natural creature moves a bit erratically.
It usually appears in groups.
It can bash down doors.
It resists cold.
It takes a while to see intruders, which it may notice from 300 feet.
It can bite to attack with damage 1d3, and bite to attack with damage 1d6.
The Culverin (L.Umber 'I' : 'I')
=== Num:867 Lev:14 Rar:2 Spd:110 Hp:6d5 AC:7 Exp:1164
A many legged scuttling thing, it spits pebbles with deadly force.
This natural creature moves a bit erratically.
It takes quite a while to see intruders, which it may notice from 200 feet.
It has no physical attacks.
The Chaos shapechanger (Violet 'H' : 'H')
=== Num:203 Lev:15 Rar:2 Spd:110 Hp:15d9 AC:10 Exp:267
A vaguely humanoid form constantly changing its appearance.
This evil creature moves normally.
It is magical, casting spells which produce frost bolts, confuse, or produce fire bolts; 1 time in 5.
It takes a while to see intruders, which it may notice from 100 feet.
It will carry a object or treasure.
It can hit to attack with damage 1d5, and hit to confuse with damage 1d3.
The Sand-dweller (L.Umber 'u' : 'u')
=== Num:183 Lev:15 Rar:1 Spd:110 Hp:7d9 AC:10 Exp:124
"Rough-skinned, large-eyed, large-eared, with a horrible,
distorted resemblance to the koala bear facially, though
his body had an appearance of emaciation."
This evil creature moves normally.
He usually appears in groups.
He can open doors and bash down doors.
He is hurt by bright light.
He takes a while to see intruders, which he may notice from 200 feet.
He will carry up to 3 objects or treasures.
He can claw to attack with damage 1d6, and claw to attack with damage 1d6.
The Yeti (White 'Y' : 'Y')
=== Num:154 Lev:15 Rar:3 Spd:110 Hp:8d9 AC:12 Exp:324
A large white figure covered in shaggy fur.
This natural creature moves normally.
It can open doors and bash down 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 Orc shaman (Blue 'o' : 'o')
=== Num:162 Lev:15 Rar:1 Spd:110 Hp:6d8 AC:10 Exp:210
An orc dressed in skins who gestures wildly.
This evil orc moves normally.
He is always created sluggish.
He is magical, casting spells which produce magic missiles, blink-self, or cause light wounds; 1 time in 8.
He can open doors and bash down 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 Dark elven priest (Blue 'h' : 'h')
=== Num:226 Lev:15 Rar:1 Spd:120 Hp:5d11 AC:15 Exp:505
A dark elven figure, dressed all in black, chanting curses and waiting to
deliver your soul to hell.
This evil creature moves normally.
He is always created sluggish.
He is magical, casting spells intelligently which produce magic missiles, heal-self, cause serious wounds, create darkness, blind, or confuse; 1 time in 5.
He can open doors and bash down 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 one or two objects or treasures.
He can hit to attack with damage 1d9, and hit to attack with damage 1d10.
The King cobra (Green 'J' : 'J')
=== Num:171 Lev:15 Rar:2 Spd:110 Hp:5d10 AC:15 Exp:276
It is a large snake with a hooded face.
This natural creature moves somewhat erratically.
It can swim and 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 1d4, and bite to poison with damage 5d4.
The Tengu (Blue 'u' : 'u')
=== Num:194 Lev:15 Rar:1 Spd:120 Hp:11d9 AC:16 Exp:229
It is a fast-moving demon that blinks quickly in and out of existence; no
other demon matches its teleporting mastery.
This evil demon moves normally.
It is magical, casting spells which teleport-self, teleport away, blink-self, or teleport to; 1 time in 3.
It can open doors, bash down doors, and fly.
It resists fire.
It resists teleportation.
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 Kamikaze yeek (Umber 'y' : 'y')
=== Num:179 Lev:15 Rar:1 Spd:113 Hp:3d8 AC:15 Exp:400
The evil wizard Bruce has trained them to be living weapons.
This silly natural creature moves normally.
It can open doors and bash down doors.
It resists acid.
It cannot be frightened.
It is fairly observant of intruders, which it may notice from 180 feet.
It can explode to attack with damage 10d2.
The Owlbear (Orange 'H' : 'H')
=== Num:188 Lev:15 Rar:1 Spd:110 Hp:12d8 AC:10 Exp:343
A bizarre bear-creature with the claws and the face of an owl.
This natural evil creature moves normally.
It can open doors and bash down doors.
It takes a while to see intruders, which it may notice from 200 feet.
It can claw to attack with damage 1d6, claw to attack with damage 1d3, and crush to attack with damage 1d10.
The Dark elven mage (Violet 'h' : 'h')
=== Num:178 Lev:16 Rar:1 Spd:120 Hp:5d10 AC:10 Exp:417
A dark elven figure, dressed all in black, hurling spells at you.
This evil creature moves normally.
He is always created sluggish.
He is magical, casting spells which produce magic missiles, produce poison balls, create darkness, blind, or confuse; 1 time in 3.
He can open doors and bash down doors.
He is hurt by bright light.
He resists poison.
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.
[U] Grishnakh, the Hill Orc (Umber 'o' : 'o')
=== Num:186 Lev:16 Rar:3 Spd:110 Hp:160 AC:20 Exp:1443
He is a cunning and devious orc.
"Grishnakh [was] a short crook-legged creature, very broad and with
long arms that hung almost to the ground."
This evil orc moves normally.
He usually appears with an escort.
He can open doors and bash down 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 1d12, hit to attack with damage 1d10, hit to attack with damage 1d12, and hit to attack with damage 1d10.
[U] Golfimbul, the Hill Orc Chief (Umber 'o' : 'o')
=== Num:215 Lev:16 Rar:3 Spd:110 Hp:180 AC:30 Exp:2337
A leader of a band of raiding orcs, he picks on hobbits.
This evil orc moves normally.
He usually appears with an escort.
He can open doors and bash down doors.
He resists fire and cold.
He takes a while to see intruders, which he may notice from 200 feet.
He will carry up to 4 good objects.
He can hit to attack with damage 1d12, hit to attack with damage 1d12, hit to attack with damage 1d10, and hit to attack with damage 1d10.
The Nether worm mass (L.Dark 'w' : 'w')
=== Num:213 Lev:16 Rar:4 Spd:100 Hp:3d9 AC:6 Exp:41
It is a disgusting mass of dark worms, eating each other, the floor,
the air, you....
This natural creature moves extremely erratically.
It breeds explosively. It is rarely detected by telepathy.
It can swim and bash down doors.
It is hurt by bright light.
It cannot be frightened.
It is very observant of intruders, which it may notice from 100 feet.
It can touch to lower experience (by 10d6+).
[U] Meneldor the Swift (Umber 'B' : 'B')
=== Num:384 Lev:16 Rar:5 Spd:130 Hp:560 AC:32 Exp:945
An agent of supernatural beings, this creature looks like a
huge eagle.
This friendly natural good creature moves normally.
It can fly.
It takes a while to see intruders, which it may notice from 200 feet.
It can claw to attack with damage 7d3, claw to attack with damage 7d3, and bite to attack with damage 3d7.
The Grape jelly (Violet 'j' : 'j')
=== Num:212 Lev:16 Rar:3 Spd:110 Hp:36d8 AC:1 Exp:325
It is a pulsing mound of glowing 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 11.
It is hurt by bright light.
It resists poison.
It cannot be confused, slept, or frightened.
It pays very little attention to intruders, which it may notice from 20 feet.
It can touch to lower experience (by 10d6+).
The Zombified orc (Slate 'z' : 'z')
=== Num:208 Lev:16 Rar:1 Spd:110 Hp:8d8 AC:12 Exp:315
It is a shambling orcish corpse leaving behind a trail of flesh.
This evil undead orc moves normally.
It is cold blooded. It is not detected by telepathy.
It can open doors and bash down doors.
It resists cold and poison.
It cannot be confused, slept, or frightened.
It takes a while to see intruders, which it may notice from 200 feet.
It can hit to attack with damage 1d4, hit to attack with damage 1d4, and hit to attack with damage 1d6.
The Black harpy (L.Dark 'H' : 'H')
=== Num:157 Lev:16 Rar:1 Spd:120 Hp:2d9 AC:11 Exp:305
A woman's face on the body of a vicious black bird.
This natural evil creature moves a bit erratically.
She can fly.
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.
The Moon beast (L.Slate 'q' : 'q')
=== Num:223 Lev:16 Rar:1 Spd:120 Hp:8d9 AC:15 Exp:518
"Great greyish-white slippery things which could expand and
contract at will, and whose principle shape... was that of a
sort of toad without any eyes, but with a curious vibrating mass
of short pink tentacles on the end of its blung, vague snout."
This natural evil creature moves normally.
It is magical, casting spells which heal-self, cause serious wounds, create darkness, blind, or confuse; 1 time in 6.
It can open doors and bash down doors.
It resists fire.
It takes a while to see intruders, which it may notice from 300 feet.
It will carry one or two objects or treasures.
It can claw to attack with damage 1d3, claw to attack with damage 1d3, and butt to attack with damage 1d6.
The Tax collector (L.Dark 'p' : 'p')
=== Num:199 Lev:16 Rar:3 Spd:110 Hp:6d8 AC:16 Exp:183
He is eyeing your purse suspiciously.
This silly evil creature moves normally.
He can open doors, bash down doors, and pick up objects.
He is fairly observant of intruders, which he may notice from 200 feet.
He will carry one or two objects or treasures.
He can touch to steal gold, and touch to steal items.
The Panther (L.Dark 'f' : 'f')
=== Num:198 Lev:16 Rar:2 Spd:120 Hp:7d8 AC:15 Exp:538
A large black cat, stalking you with intent. It thinks you're its next
meal.
This natural creature moves normally.
It can bash down doors.
It is very observant of intruders, which it may notice from 400 feet.
It can claw to attack with damage 1d8, and claw to attack with damage 1d8.
The Creeping gold coins (Yellow '$' : '$')
=== Num:195 Lev:16 Rar:3 Spd:100 Hp:12d8 AC:18 Exp:173
It is a pile of coins, crawling forward on thousands of tiny legs.
This natural creature moves normally.
It is cold blooded.
It can bash down doors.
It resists poison.
It cannot be confused or slept.
It is fairly observant of intruders, which it may notice from 50 feet.
It will carry up to 4 objects or treasures.
It can hit to attack with damage 2d5, and touch to poison with damage 3d5.
The War bear (Umber 'q' : 'q')
=== Num:173 Lev:16 Rar:1 Spd:110 Hp:7d10 AC:25 Exp:203
Bears with tusks, trained to kill.
This natural creature moves normally.
It is rarely detected by telepathy. It usually appears in groups.
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 1d4, claw to attack with damage 1d4, and bite to attack with damage 1d6.
The Servant of Glaaki (L.Green 'z' : 'z')
=== Num:181 Lev:16 Rar:1 Spd:110 Hp:7d11 AC:10 Exp:244
"...the hand of a corpse -- bloodless and skeletal, and with
impossibly long, cracked nails."
This evil undead creature moves normally.
It is cold blooded. It usually appears in groups.
It is magical, casting spells which terrify or cause light wounds; 1 time in 12.
It can open doors and bash down doors.
It is hurt by bright light.
It resists cold and poison.
It cannot be confused, slept, or frightened.
It takes a while to see intruders, which it may notice from 200 feet.
It can crush to attack with damage 1d8, and claw to disease with damage 1d3.
[U] Thorondor (Umber 'B' : 'B')
=== Num:468 Lev:16 Rar:6 Spd:130 Hp:768 AC:32 Exp:1087
An agent of supernatural being, Thorondor is the lord of eagles.
This friendly natural good creature moves normally.
It can fly.
It takes a while to see intruders, which it may notice from 200 feet.
It can claw to attack with damage 16d2, claw to attack with damage 16d2, and bite to attack with damage 4d10.
The Abyss worm mass (L.Dark 'w' : 'w')
=== Num:214 Lev:16 Rar:4 Spd:100 Hp:4d7 AC:7 Exp:81
Even more disgusting dark worms, their essence that of unbeing.
This natural evil creature moves extremely erratically.
It breeds explosively. It is rarely detected by telepathy. It is invisible. It is cold blooded.
It can swim, bore through walls, and bash down doors.
It is hurt by bright light.
It cannot be frightened.
It is very observant of intruders, which it may notice from 100 feet.
It can crawl on you to lower experience (by 10d6+).
The Air spirit (L.Blue 'E' : 'E')
=== Num:227 Lev:17 Rar:2 Spd:130 Hp:6d8 AC:20 Exp:475
A whirlwind of sentient air.
This evil creature moves extremely erratically.
It is invisible. It is cold blooded. It is not detected by telepathy.
It can bash down doors and fly.
It resists poison.
It cannot be confused, slept, or frightened.
It takes a while to see intruders, which it may notice from 120 feet.
It can hit to attack with damage 1d3.
The Swordsman (L.Umber 'p' : 'p')
=== Num:216 Lev:17 Rar:1 Spd:110 Hp:10d9 AC:20 Exp:237
A warrior of considerable skill.
This creature moves normally.
He can open doors and bash down doors.
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 3d5, and hit to attack with damage 3d5.
The Knight archer (L.Umber 'p' : 'p')
=== Num:219 Lev:17 Rar:1 Spd:110 Hp:7d11 AC:20 Exp:410
A warrior trained in melee as well as missile weapons.
This creature moves normally.
He can open doors and bash down doors.
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 3d4, and hit to attack with damage 3d4.
The Mine-dog (Umber 'C' : 'C')
=== Num:221 Lev:17 Rar:4 Spd:120 Hp:5d6 AC:15 Exp:453
An explosive charge has been attached to this poor animal, who
has been trained to search for its target and detonate.
This silly natural creature moves somewhat erratically.
It usually appears in groups.
It can bash down doors.
It takes a while to see intruders, which it may notice from 300 feet.
It can explode to attack with damage 6d6.
The Hellcat (L.Red 'f' : 'f')
=== Num:222 Lev:17 Rar:1 Spd:120 Hp:7d8 AC:15 Exp:259
It is as large as a tiger, its yellow eyes are pupilless.
This natural evil creature moves a bit erratically.
It is rarely detected by telepathy. It usually appears in groups.
It resists fire.
It takes quite a while to see intruders, which it may notice from 200 feet.
It can claw to attack with damage 1d5, claw to attack with damage 1d5, and bite to attack with damage 1d8.
The Spotted jelly (Slate 'j' : 'j')
=== Num:233 Lev:17 Rar:3 Spd:120 Hp:10d8 AC:5 Exp:313
A jelly thing.
This creature moves normally, but does not deign to chase intruders.
It is cold blooded. It is not detected by telepathy.
It is hurt by bright light.
It resists acid and poison.
It cannot be confused, slept, or frightened.
It is vigilant for intruders, which it may notice from 120 feet.
It can touch to shoot acid with damage 1d10, touch to shoot acid with damage 2d6, and touch to shoot acid with damage 2d6.
The Giant red ant (L.Red 'a' : 'a')
=== Num:168 Lev:17 Rar:2 Spd:110 Hp:3d7 AC:17 Exp:227
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 Ogre (L.Umber 'O' : 'O')
=== Num:238 Lev:17 Rar:2 Spd:110 Hp:9d9 AC:16 Exp:313
A hideous, smallish giant that is often found near or with orcs.
This evil giant moves normally.
It usually appears in groups.
It can open doors and bash down doors.
It takes quite a while to see intruders, which it may notice from 200 feet.
It will carry a object or treasure.
It can hit to attack with damage 2d8.
The Killer bee (Yellow 'I' : 'I')
=== Num:174 Lev:17 Rar:2 Spd:120 Hp:2d3 AC:25 Exp:270
It is poisonous and aggressive.
This natural creature moves normally.
It is rarely detected by telepathy. It usually appears in groups.
It can fly.
It is fairly observant of intruders, which it may notice from 120 feet.
It can sting to poison with damage 1d4, and sting to reduce strength with damage 1d4.
The Giant white tick (White 'S' : 'S')
=== Num:176 Lev:17 Rar:2 Spd:100 Hp:8d8 AC:15 Exp:227
It is moving slowly towards you.
This natural creature moves normally.
It is rarely detected by telepathy.
It can bash down doors and fly.
It resists poison.
It takes a while to see intruders, which it may notice from 120 feet.
It can bite to poison with damage 2d6.
[U] The Borshin (White 'g' : 'g')
=== Num:177 Lev:17 Rar:2 Spd:110 Hp:150 AC:20 Exp:464
Pallid and twisted, this creature hates the very sight of you.
"It looked like something that had started out to be a man but had never
quite made it. It had been stepped on, twisted, had holes poked into the
sickly dough of its head-bulge. Bones showed through the transparent flesh
of its torso and its short legs were as thick as trees, terminating in
disk-shaped pads from which dozens of long toes hung like roots or worms.
its arms were longer than its entire body. it was a crushed slug, a thing
that had been frozen and thawed before it was fully baked. It was -
'It is the Borshin', said the Lord of Bats."
This creature moves normally.
It can bash down doors.
It resists cold and poison.
It cannot be confused, slept, or frightened.
It is ever vigilant for intruders, which it may notice from 400 feet.
It can hit to attack with damage 2d11, crush to attack with damage 2d15, and touch to terrify.
The Pseudo dragon (Violet 'd' : 'd')
=== Num:193 Lev:17 Rar:2 Spd:110 Hp:140 AC:30 Exp:777
A small relative of the dragon that inhabits dark caves.
This dragon moves normally.
It is always created sluggish.
It may breathe light or darkness, and is also magical, casting spells which terrify or confuse; 1 time in 11.
It can bash down doors and fly.
It takes quite a while to see intruders, which it may notice from 200 feet.
It will carry a object or treasure.
It can claw to attack with damage 1d3, claw to attack with damage 1d3, and bite to attack with damage 1d5.
The Giant piranha (L.Blue 'l' : 'l')
=== Num:187 Lev:17 Rar:2 Spd:120 Hp:5d8 AC:20 Exp:194
A very large and bloodthirsty fish.
This natural aquatic creature moves normally.
It usually appears in groups.
It cannot be slept.
It is fairly observant of intruders, which it may notice from 300 feet.
It can bite to attack with damage 9, and bite to attack with damage 9.
The Giant salamander (Red 'R' : 'R')
=== Num:143 Lev:17 Rar:1 Spd:110 Hp:4d8 AC:20 Exp:378
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 can swim.
It resists fire.
It is vigilant for intruders, which it may notice from 60 feet.
It can bite to burn with damage 3d6.
[U] Boldor, King of the Yeeks (Violet 'y' : 'y')
=== Num:237 Lev:18 Rar:3 Spd:120 Hp:130 AC:20 Exp:1806
A great yeek, powerful in magic and sorcery, but a yeek all the same.
This natural evil creature moves normally.
He is always created sluggish. He usually appears with escorts.
He is magical, casting spells intelligently which summon similar monsters, heal-self, teleport-self, blink-self, slow, or blind; 1 time in 3.
He can open doors and bash down doors.
He resists acid.
He is fairly observant of intruders, which he may notice from 180 feet.
He will carry up to 4 good objects.
He can hit to attack with damage 1d9, hit to attack with damage 1d9, and hit to attack with damage 1d8.
The Mongbat (L.Umber 'b' : 'b')
=== Num:235 Lev:18 Rar:3 Spd:113 Hp:88 AC:40 Exp:354
Devil-bats, notoriously difficult to kill.
This natural evil creature moves normally.
It is rarely detected by telepathy. It usually appears in groups.
It can fly.
It resists cold and poison.
It is fairly observant of intruders, which it may notice from 200 feet.
It can claw to attack with damage 1d4, claw to attack with damage 1d4, and bite to poison with damage 1d8.
The Wolf (Umber 'C' : 'C')
=== Num:196 Lev:18 Rar:1 Spd:120 Hp:4d7 AC:15 Exp:366
It howls and snaps at you.
This natural creature moves a bit erratically.
It usually appears in groups.
It can bash down doors.
It takes a while to see intruders, which it may notice from 300 feet.
It can bite to attack with damage 1d8.
[U] Hobbes the Tiger (Yellow 'f' : 'f')
=== Num:200 Lev:18 Rar:2 Spd:120 Hp:80 AC:15 Exp:937
Fast-moving, with a taste for tuna sandwiches.
This silly natural creature moves normally.
He can bash down doors.
He cannot be confused or slept.
He is ever vigilant for intruders, which he may notice from 400 feet.
He can claw to attack with damage 1d11, claw to attack with damage 1d11, and bite to attack with damage 1d4.
The Undead mass (Umber 'j' : 'j')
=== Num:202 Lev:18 Rar:2 Spd:110 Hp:6d8 AC:10 Exp:263
A sickening mound of decaying flesh, bones, hands and so on. It seems to
be growing.
This evil undead creature moves normally, but does not deign to chase intruders.
It breeds explosively. It is cold blooded. It is not detected by telepathy.
It is hurt by bright light.
It resists cold and poison.
It cannot be confused, slept, or frightened.
It is observant of intruders, which it may notice from 700 feet.
It can touch to disease with damage 1d6, and touch to reduce constitution with damage 1d6.
The Baby multi-hued dragon (Violet 'd' : 'd')
=== Num:204 Lev:18 Rar:2 Spd:110 Hp:72 AC:15 Exp:834
This hatchling dragon is still soft, its eyes unaccustomed to light and
its scales shimmering with a hint of colour.
This evil dragon moves normally.
It is always created sluggish.
It may breathe poison, acid, frost, fire, or lightning; 1 time in 11.
It can open doors, bash down doors, and fly.
It resists fire, acid, cold, poison, and 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 Hippogriff (L.Umber 'H' : 'H')
=== Num:209 Lev:18 Rar:1 Spd:110 Hp:14d9 AC:7 Exp:377
A strange hybrid of eagle, lion and horse. It looks weird.
This natural creature moves normally.
It can bash down doors and fly.
It is fairly observant of intruders, which it may notice from 120 feet.
It can hit to attack with damage 2d5, and bite to attack with damage 2d5.
The Drider (Blue 'S' : 'S')
=== Num:234 Lev:18 Rar:2 Spd:110 Hp:7d13 AC:15 Exp:846
A dark elven torso merged with the bloated form of a giant spider.
This evil creature moves normally.
It is always created sluggish.
It is magical, casting spells which produce magic missiles, create darkness, confuse, or cause light wounds; 1 time in 8.
It can bash down doors.
It resists poison.
It pays little attention to intruders, which it may notice from 80 feet.
It can hit to attack with damage 1d10, hit to attack with damage 1d10, and bite to poison with damage 1d10.
The Dweller on the threshold (Violet 'Y' : 'Y')
=== Num:263 Lev:19 Rar:5 Spd:110 Hp:22d8 AC:15 Exp:953
A creature like a giant purple Buddha with lots of teeth.
It cleans them with the bones of sorcerors.
This evil creature moves normally, but does not deign to chase intruders.
It is magical, casting spells which produce acid bolts, confuse, or drain mana; 1 time in 6.
It resists fire and poison.
It resists disenchantment.
It cannot be confused, slept, or frightened.
It is ever vigilant for intruders, which it may notice from 300 feet.
It will carry a object or treasure.
It can gaze to paralyze, claw to drain charges with damage 3d5, claw to burn with damage 3d5, and bite to disenchant with damage 2d5.
[U] Gwaihir the Windlord (Umber 'B' : 'B')
=== Num:410 Lev:19 Rar:5 Spd:130 Hp:640 AC:65 Exp:2159
An agent of supernatural beings, this creature looks like a
huge eagle.
This friendly natural good creature moves normally.
It can fly.
It takes a while to see intruders, which it may notice from 200 feet.
It can claw to attack with damage 15d2, claw to attack with damage 15d2, and bite to attack with damage 3d10.
The Vorpal bunny (White 'r' : 'r')
=== Num:205 Lev:19 Rar:3 Spd:120 Hp:7d10 AC:20 Exp:953
It looks very cute, except for the razor sharp teeth. It moans
ominously as it jumps at your throat!
This silly natural creature moves normally.
It is magical, casting spells which blink-self; 1 time in 8.
It can bash down doors.
It is ever vigilant for intruders, which it may notice from 400 feet.
It can bite to attack with damage 6, and bite to attack with damage 7.
The Black mamba (L.Dark 'J' : 'J')
=== Num:210 Lev:19 Rar:3 Spd:120 Hp:7d8 AC:14 Exp:579
It has glistening black skin, a sleek body and highly venomous fangs.
This natural creature moves somewhat erratically.
It can swim and bash down doors.
It resists poison.
It is vigilant for intruders, which it may notice from 100 feet.
It can bite to poison with damage 8d4.
The Novice paladin (White 'p' : 'p')
=== Num:147 Lev:19 Rar:2 Spd:110 Hp:4d9 AC:15 Exp:434
He thinks you are an agent of the devil.
This good creature moves normally.
He is always created sluggish. He usually appears in groups.
He is magical, casting spells which terrify or cause light wounds; 1 time in 9.
He can open doors and bash down 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 Shallow puddle (L.Blue '~' : '~')
=== Num:873 Lev:19 Rar:6 Spd:115 Hp:9d6 AC:17 Exp:410
It is a placid watery pool.
This creature moves normally, but does not deign to chase intruders.
It is cold blooded. It is not detected by telepathy.
It can swim.
It resists acid, poison, and lightning.
It cannot be confused, slept, or frightened.
It is ever vigilant for intruders, which it may notice from 100 feet.
It can touch to shoot acid with damage 2d3, and touch to shoot acid with damage 2d3.
The Ochre jelly (Yellow 'j' : 'j')
=== Num:245 Lev:19 Rar:3 Spd:120 Hp:9d8 AC:18 Exp:265
A fast moving highly acidic jelly thing, that is eating away the floor it
rests on.
This creature moves normally.
It is cold blooded. It is not detected by telepathy.
It can swim, open doors, bash down doors, and pick up objects.
It resists acid and poison.
It cannot be confused, slept, or frightened.
It is vigilant for intruders, which it may notice from 120 feet.
It can touch to shoot acid with damage 1d10, touch to shoot acid with damage 2d6, and touch to shoot acid with damage 2d6.
The Black orc (L.Dark 'o' : 'o')
=== Num:244 Lev:19 Rar:2 Spd:110 Hp:8d10 AC:36 Exp:543
He is a large orc with powerful arms and deep black skin.
This evil orc moves normally.
He usually appears in groups.
He can open doors and bash down doors.
He is hurt by bright light.
He takes 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 3d4, and hit to attack with damage 3d4.
The Skeleton human (White 's' : 's')
=== Num:228 Lev:19 Rar:1 Spd:110 Hp:7d8 AC:15 Exp:386
It is an animated human skeleton.
This evil undead creature moves normally.
It is cold blooded. It is not detected by telepathy.
It can open doors and bash down doors.
It resists cold and poison.
It cannot be confused, slept, or 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 Zombified human (Slate 'z' : 'z')
=== Num:229 Lev:19 Rar:1 Spd:110 Hp:9d8 AC:12 Exp:362
It is a shambling human corpse dropping chunks of flesh behind it.
This evil undead creature moves normally.
It is cold blooded. It is not detected by telepathy.
It can open doors and bash down doors.
It resists cold and poison.
It cannot be confused, slept, or frightened.
It takes a while to see intruders, which it may notice from 200 feet.
It can hit to attack with damage 1d4, and hit to attack with damage 1d4.
The Moaning spirit (L.Umber 'G' : 'G')
=== Num:231 Lev:19 Rar:2 Spd:120 Hp:3d9 AC:10 Exp:302
A ghostly apparition that shrieks horribly.
This evil undead creature moves a bit erratically.
It is always created sluggish. It is invisible. It is cold blooded.
It is magical, casting spells which terrify or teleport-self; 1 time in 15.
It can pass through walls and fly.
It resists cold.
It cannot be confused or slept.
It is fairly observant of intruders, which it may notice from 140 feet.
It will carry up to 3 objects or treasures.
It can wail to terrify, and touch to reduce dexterity with damage 1d8.