[To the Spoilers Page] [News]

ZAngband Monsters

The Troll priest (Blue 'T' : 'T')

=== Num:403 Lev:40 Rar:1 Spd:110 Hp:210 AC:25 Exp:4673
A troll who is so bright he knows how to read.
This evil troll moves normally. He is always created sluggish. He is magical, casting spells which produce magic missiles, terrify, blink-self, create darkness, or cause light wounds; 1 time in 5. He can open doors and bash down doors. He is hurt by bright light. He cannot be confused or slept. 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, hit to attack with damage 1d8, and bite to attack with damage 3d4.

The Vampiric ixitxachitl (L.Dark 'l' : 'l')

=== Num:406 Lev:40 Rar:1 Spd:110 Hp:17d22 AC:25 Exp:3683
A devil ray of the depths, with vampiric powers.
This natural evil aquatic creature moves normally. It is magical, casting spells which terrify, haste-self, heal-self, cause amnesia, blind, or cause critical wounds; 1 time in 6. It resists poison. It resists nether. It takes a while to see intruders, which it may notice from 200 feet. It can sting to poison with damage 2d8, and sting to drain life force with damage 2d8.

The Creeping adamantite coins (L.Green '$' : '$')

=== Num:423 Lev:40 Rar:4 Spd:120 Hp:14d25 AC:25 Exp:7670
It is a pile of coins, slithering 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 6 objects or treasures. It can bite to poison with damage 3d4, touch to poison with damage 3d5, hit to attack with damage 1d12, and hit to attack with damage 1d12.

The Stone troll (L.Dark 'T' : 'T')

=== Num:401 Lev:40 Rar:1 Spd:110 Hp:23d7 AC:20 Exp:6375
He is a giant troll with scabrous black skin.
This evil troll moves normally. He usually appears in groups. He can open doors and bash down doors. He is hurt by bright light and rock remover. He tends to overlook intruders, which he may notice from 200 feet. He will carry a object or treasure. He can hit to attack with damage 1d6, hit to attack with damage 1d6, and bite to attack with damage 3d4.

The Gorgimera (L.Dark 'H' : 'H')

=== Num:433 Lev:40 Rar:2 Spd:110 Hp:25d14 AC:27 Exp:4546
It has 3 heads - gorgon, goat and dragon - all attached to a lion's body.
This creature moves normally. It is always created sluggish. It may breathe fire; 1 time in 8. It can bash down doors and fly. It resists fire. It is fairly observant of intruders, which it may notice from 120 feet. It can bite to burn with damage 1d3, bite to burn with damage 1d3, bite to attack with damage 1d10, and gaze to paralyze with damage 2d4.

The Clairvoyant (L.Blue 'p' : 'p')

=== Num:445 Lev:40 Rar:3 Spd:120 Hp:25d7 AC:25 Exp:12292
He is using his supernatural talents to bring about your destruction.
This evil creature moves normally. He is always created sluggish. He is magical, casting spells intelligently which paralyze, cause amnesia, blind, cause mind blasting, cause critical wounds, or summon a monster; 1 time in 8. He can open doors and bash down doors. He is fairly observant of intruders, which he may notice from 1000 feet. He will carry one or two objects or treasures. He can hit to confuse with damage 5d5, and hit to terrify with damage 5d5.

The Vibration hound (L.Umber 'Z' : 'Z')

=== Num:428 Lev:40 Rar:3 Spd:110 Hp:25d7 AC:15 Exp:5917
A blurry canine form which seems to be moving as fast as the eye can follow. You can feel the earth resonating beneath your feet.
This natural creature moves normally. It is always created sluggish. It usually appears in groups. It may breathe sound; 1 time in 5. It can bash down doors. It cannot be confused or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to attack with damage 2d6, bite to attack with damage 2d6, claw to attack with damage 3d3, and claw to attack with damage 3d3.

The Pukelman (Umber 'g' : 'g')

=== Num:398 Lev:40 Rar:3 Spd:110 Hp:46d12 AC:40 Exp:8584
A stumpy figure carved from stone, with glittering eyes.
This creature moves normally. It is always created sluggish. It is cold blooded. It is not detected by telepathy. It is magical, casting spells which produce acid bolts, slow, or confuse; 1 time in 4. It can bash down doors. It is hurt by rock remover. It resists cold and poison. It cannot be confused, slept, or frightened. It is fairly observant of intruders, which it may notice from 120 feet. It can hit to attack with damage 1d12, and hit to attack with damage 3d6.

The White wraith (White 'W' : 'W')

=== Num:416 Lev:40 Rar:1 Spd:110 Hp:16d5 AC:20 Exp:4140
It is a tangible but ghostly form made of white fog.
This evil undead creature moves normally. It is always created sluggish. It is cold blooded. It is magical, casting spells which terrify, cause serious wounds, or create darkness; 1 time in 8. It can open doors, bash down doors, and fly. It is hurt by bright light. It resists cold and poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It will carry one or two objects or treasures. It can hit to attack with damage 1d6, hit to attack with damage 1d6, and touch to lower experience (by 20d6+).

[U] Kharis the Powerslave (Umber 'z' : 'z')

=== Num:409 Lev:40 Rar:4 Spd:110 Hp:704 AC:20 Exp:14451
He is out to have a revenge on you who have desecrated his tomb.
This evil undead creature moves normally. He is cold blooded. He usually appears with escorts. He is magical, casting spells which summon similar monsters, terrify, raise the dead, create traps, create darkness, slow, summon an undead, or cause critical wounds; 1 time in 5. He can open doors and bash down doors. He resists cold and poison. He cannot be frightened or teleported. 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 gaze to terrify, hit to disease with damage 6d6, claw to reduce constitution, and claw to reduce constitution.

The Bat of Gorgoroth (Green 'b' : 'b')

=== Num:878 Lev:40 Rar:3 Spd:120 Hp:20d10 AC:30 Exp:4571
Fed with horrid meats and grown to enormous size, this slavering creature seeks livelier prey.
This natural creature moves a bit erratically. It usually appears in groups. It may breathe poison or darkness, and is also magical, casting spells which terrify; 1 time in 8. It can push past weaker monsters, bash down doors, and fly. It resists poison. It takes quite a while to see intruders, which it may notice from 200 feet. It will carry a object or treasure. It can bite to poison with damage 1d10, and claw to attack with damage 1d4.

The Killer red beetle (Red 'K' : 'K')

=== Num:421 Lev:40 Rar:1 Spd:110 Hp:14d5 AC:25 Exp:4241
It is a giant beetle wreathed in flames.
This natural creature moves normally. It is rarely detected by telepathy. It can bash down doors and fly. It resists fire. It takes quite a while to see intruders, which it may notice from 140 feet. It can bite to attack with damage 3d4, and spit to burn with damage 4d5.

The Young bronze dragon (L.Umber 'd' : 'd')

=== Num:462 Lev:41 Rar:3 Spd:110 Hp:175 AC:30 Exp:8486
It has a form that legends are made of. Its still-tender scales are a rich bronze hue, and its shape masks its true form.
This dragon moves normally. It is always created sluggish. It may breathe confusion, and is also magical, casting spells which terrify; 1 time in 11. It can open doors, bash down doors, and fly. It cannot be confused or slept. It pays very little attention to intruders, which it may notice from 200 feet. It will carry up to 4 objects or treasures. It can claw to attack with damage 1d4, claw to attack with damage 1d4, and bite to attack with damage 1d6.

The Grave wight (Blue 'W' : 'W')

=== Num:470 Lev:41 Rar:1 Spd:110 Hp:12d7 AC:20 Exp:6117
It is a ghostly form with eyes that haunt you.
This evil undead creature moves a bit erratically. It is always created sluggish. It is cold blooded. It is magical, casting spells which terrify, create darkness, or cause critical wounds; 1 time in 8. It can open doors, bash down doors, and fly. It is hurt by bright light. It resists cold and poison. It cannot be confused or slept. 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 1d7, hit to attack with damage 1d7, and touch to lower experience (by 20d6+).

The Jade monk (L.Green 'p' : 'p')

=== Num:370 Lev:41 Rar:2 Spd:120 Hp:41d12 AC:24 Exp:8747
A green-garbed monk, trained in martial arts.
This creature moves normally. He is magical, casting spells which produce lightning bolts; 1 time in 6. He can open doors and bash down doors. He resists fire and poison. He cannot be confused, slept, or frightened. He is fairly observant of intruders, which he may notice from 300 feet. He will carry up to 3 objects or treasures. He can kick to attack with damage 5d2, hit to attack with damage 5, kick to attack with damage 5d5, and hit to attack with damage 5.

The Fiend of Slaanesh (L.Red 'S' : 'S')

=== Num:438 Lev:41 Rar:4 Spd:120 Hp:25d14 AC:25 Exp:4061
Slaanesh's pet, a large scorpion-like creature with a human face and reptile skin.
This evil demon moves normally. It can bash down doors. It takes quite a while to see intruders, which it may notice from 120 feet. It can sting to poison with damage 8, sting to reduce strength with damage 8, and wail to terrify with damage 1d4.

The Vampire (L.Slate 'V' : 'V')

=== Num:432 Lev:41 Rar:1 Spd:110 Hp:18d12 AC:22 Exp:3254
It is a humanoid with an aura of power. You notice a sharp set of front teeth.
This evil undead creature moves normally. It is always created sluggish. It regenerates quickly. It is cold blooded. It is magical, casting spells which terrify, paralyze, cause serious wounds, cause amnesia, create darkness, teleport to, or cause mind blasting; 1 time in 9. It can open doors, bash down doors, and fly. It is hurt by bright light. It resists cold and poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It will carry one or two objects or treasures. It can hit to attack with damage 1d6, hit to attack with damage 1d6, and bite to drain life force with damage 1d8.

The Black knight (L.Dark 'p' : 'p')

=== Num:442 Lev:41 Rar:1 Spd:120 Hp:22d10 AC:35 Exp:7263
He is a figure encased in deep black plate armour; he looks at you menacingly.
This evil creature moves normally. He is always created sluggish. He is magical, casting spells which terrify, create darkness, blind, or cause critical wounds; 1 time in 8. He can open doors and bash down 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 5d5, hit to attack with damage 5d5, and hit to attack with damage 5d5.

[U] Grendel (Green 'O' : 'O')

=== Num:431 Lev:41 Rar:2 Spd:120 Hp:900 AC:50 Exp:39464
An ogre renowned for acts of surpassing cruelty.
This evil giant moves normally. He usually appears with an escort. He can swim, 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 6d6, hit to attack with damage 6d6, and hit to attack with damage 6d6.

The Nexus hound (Violet 'Z' : 'Z')

=== Num:429 Lev:41 Rar:3 Spd:110 Hp:25d7 AC:15 Exp:5337
A locus of conflicting points coalesce to form the vague shape of a huge hound. Or is it just your imagination?
This natural creature moves normally. It is always created sluggish. It usually appears in groups. It may breathe nexus; 1 time in 5. It can bash down doors. It resists nexus. It cannot be confused or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to attack with damage 2d8, bite to attack with damage 2d8, claw to attack with damage 3d3, and claw to attack with damage 3d3.

The Flamer of Tzeentch (L.Red ',' : ',')

=== Num:425 Lev:41 Rar:2 Spd:110 Hp:30d15 AC:35 Exp:9241
It looks like an inverted mushroom, with two flexible arms.
This evil demon moves normally. It is always created sluggish. It is surrounded by flames. It is magical, casting spells which produce fire balls or produce fire bolts; 1 time in 3. It can bash down doors. It resists fire and poison. It resists plasma. It cannot be confused, slept, or frightened. It takes a while to see intruders, which it may notice from 100 feet. It can engulf to burn with damage 3d6, and engulf to burn with damage 3d6.

The Young blue dragon (Blue 'd' : 'd')

=== Num:459 Lev:41 Rar:1 Spd:110 Hp:154 AC:30 Exp:6274
It has a form that legends are made of. Its still-tender scales are a deep blue in hue. Sparks crackle along its length.
This evil dragon moves normally. It is always created sluggish. It may breathe lightning, and is also magical, casting spells which terrify; 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 one or two objects or treasures. It can claw to attack with damage 1d4, claw to attack with damage 1d4, and bite to attack with damage 1d6.

The Young white dragon (White 'd' : 'd')

=== Num:460 Lev:41 Rar:1 Spd:110 Hp:154 AC:30 Exp:7549
It has a form that legends are made of. Its still-tender scales are a frosty white in hue. Icy blasts of cold air come from it as it breathes.
This evil dragon moves normally. It is always created sluggish. It may breathe frost, and is also magical, casting spells which terrify; 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 one or two objects or treasures. It can claw to attack with damage 1d4, claw to attack with damage 1d4, and bite to attack with damage 1d6.

The Beast of Nurgle (Orange 'q' : 'q')

=== Num:422 Lev:41 Rar:2 Spd:110 Hp:15d7 AC:25 Exp:2785
It walks on four legs, but mostly resembles a slug-shaped jelly. It even has two disgusting antennae in its head. Yecch!
This evil demon moves normally. It is rarely detected by telepathy. It can swim and bash down doors. It resists acid and poison. It takes quite a while to see intruders, which it may notice from 140 feet. It can touch to poison with damage 3d3, touch to disease with damage 3d3, and bite to shoot acid with damage 4d5.

The Giant army ant (Orange 'a' : 'a')

=== Num:473 Lev:41 Rar:3 Spd:120 Hp:14d6 AC:20 Exp:3644
An armoured form moving with purpose. Powerful on its own, flee when hordes of them march.
This natural creature moves a bit erratically. It is rarely detected by telepathy. It usually appears in groups. It can destroy weaker monsters and bash down doors. It takes quite a while to see intruders, which it may notice from 100 feet. It can bite to attack with damage 2d12.

The Ring mimic (White '=' : '=')

=== Num:457 Lev:42 Rar:4 Spd:120 Hp:7d35 AC:30 Exp:9813
A strange creature that disguises itself as discarded objects to lure unsuspecting adventurers within reach of its venomous claws.
This creature moves normally, but does not deign to chase intruders. It is always created sluggish. It is cold blooded. It is not detected by telepathy. It is magical, casting spells which produce frost bolts, terrify, produce lightning bolts, cause serious wounds, produce acid bolts, cause amnesia, blind, confuse, produce fire bolts, or summon a monster; 1 time in 4. It cannot be confused, slept, or frightened. It pays very little attention to intruders, which it may notice from 300 feet. It can hit to poison with damage 3d4, hit to poison with damage 3d4, and hit to poison with damage 3d4.

The Chaos tile (Violet '.' : '.')

=== Num:458 Lev:42 Rar:6 Spd:120 Hp:2d6 AC:30 Exp:3813
It is a floor tile corrupted by chaos.
This creature moves normally, but does not deign to chase intruders. It breeds explosively. It is always created sluggish. It is cold blooded. It is not detected by telepathy. It is magical, casting spells which terrify, cause serious wounds, blink-self, blind, confuse, or summon a monster; 1 time in 4. It cannot be confused, slept, or frightened. It pays very little attention to intruders, which it may notice from 300 feet. It can hit to confuse with damage 8d4.

The Young green dragon (Green 'd' : 'd')

=== Num:461 Lev:42 Rar:1 Spd:110 Hp:140 AC:30 Exp:8587
It has a form that legends are made of. Its still-tender scales are a deep green in hue. Foul gas seeps through its scales.
This evil dragon moves normally. It is always created sluggish. It may breathe poison, and is also magical, casting spells which terrify; 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 one or two objects or treasures. It can claw to attack with damage 1d4, claw to attack with damage 1d4, and bite to attack with damage 1d6.

The Algroth (Slate 'T' : 'T')

=== Num:424 Lev:42 Rar:1 Spd:110 Hp:15d12 AC:30 Exp:3973
A powerful troll form. Venom drips from its needlelike claws.
This evil troll 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 claw to poison with damage 4d3, and claw to poison with damage 4d3.

The Giant purple worm (Violet 'w' : 'w')

=== Num:446 Lev:42 Rar:4 Spd:110 Hp:67d5 AC:30 Exp:7947
It is a massive worm form, many feet in length. Its vast maw drips acid and poison.
This natural creature moves normally. It can swim and bash down doors. It resists acid and poison. It takes quite a while to see intruders, which it may notice from 140 feet. It can hit to attack with damage 1d8, bite to shoot acid with damage 2d8, and sting to poison with damage 1d8.

The Storm giant (Blue 'P' : 'P')

=== Num:487 Lev:42 Rar:1 Spd:110 Hp:760 AC:30 Exp:21013
It is a twenty-five foot tall giant wreathed in lighting.
This evil giant moves normally. He is always created sluggish. He is surrounded by electricity. He is magical, casting spells which terrify, produce lightning bolts, produce lightning balls, blink-self, confuse, or teleport to; 1 time in 8. He can open doors, bash down doors, and pick up objects. He resists cold and lightning. 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 electrocute with damage 3d8, hit to electrocute with damage 3d8, and hit to electrocute with damage 3d8.

[U] Jaws (White 'l' : 'l')

=== Num:467 Lev:42 Rar:2 Spd:120 Hp:648 AC:40 Exp:11413
The biggest white shark who has ever lived, it is hunting for you now!
This natural aquatic creature moves normally. It can push past weaker monsters, bash down doors, and pick up objects. It resists poison. It cannot be confused or slept. It takes a while to see intruders, which it may notice from 100 feet. It will carry one or two objects or treasures. It can bite to attack with damage 11d2, bite to attack with damage 22, bite to attack with damage 11d2, and bite to attack with damage 22.

The Hellblade (Violet '|' : '|')

=== Num:420 Lev:42 Rar:2 Spd:120 Hp:130 AC:20 Exp:5333
A deadly blade of chaos, moving of its own volition.
This evil creature moves normally. It is always created sluggish. It is cold blooded. It can bash down doors and fly. 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 lower experience (by 20d6+) with damage 2d13, and hit to lower experience (by 20d6+) with damage 2d13.

The Shantak (L.Dark 'B' : 'B')

=== Num:434 Lev:42 Rar:20 Spd:120 Hp:25d14 AC:27 Exp:6907
A scaly bird larger than an elephants, with a horse-like head.
This natural evil creature moves normally. It is magical, casting spells which terrify or haste-self; 1 time in 6. It can fly. It resists acid. It is fairly observant of intruders, which it may notice from 120 feet. It can bite to attack with damage 1d6, bite to attack with damage 1d6, and bite to attack with damage 1d6.

The Giant blue ant (Blue 'a' : 'a')

=== Num:469 Lev:42 Rar:2 Spd:110 Hp:5d9 AC:25 Exp:3493
It is a giant ant that crackles with energy.
This natural creature moves a bit erratically. It is rarely detected by telepathy. It can bash down doors. It resists lightning. It tends to overlook intruders, which it may notice from 100 feet. It can bite to electrocute with damage 5d5.

The Lesser wall monster (L.Slate '#' : '#')

=== Num:448 Lev:43 Rar:4 Spd:110 Hp:9d8 AC:37 Exp:5133
A sentient, moving section of wall.
This creature moves somewhat erratically. It breeds explosively. It is always created sluggish. It is cold blooded. It is not detected by telepathy. It can bore through walls and bash down doors. It is hurt by rock remover. It resists fire, cold, and poison. It cannot be confused or slept. It takes quite a while to see intruders, which it may notice from 200 feet. It can hit to attack with damage 2d6, hit to attack with damage 2d6, and hit to attack with damage 2d6.

The Catoblepas (Green 'q' : 'q')

=== Num:447 Lev:43 Rar:2 Spd:110 Hp:30d7 AC:26 Exp:11194
A strange ox-like form with a huge head but a thin, weak neck, it looks like the creation of some deranged alchemist.
This natural evil creature moves normally. It can swim and bash down doors. It resists poison. It takes quite a while to see intruders, which it may notice from 150 feet. It will carry up to 4 objects or treasures. It can gaze to terrify with damage 2d4, gaze to blind with damage 2d4, butt to attack with damage 2d6, and bite to attack with damage 2d12.

The Mage (Red 'p' : 'p')

=== Num:449 Lev:43 Rar:1 Spd:110 Hp:15d5 AC:20 Exp:5870
A fat mage with glasses and a pointy hat.
This evil creature moves normally. He is always created sluggish. He is magical, casting spells intelligently which produce frost bolts, haste-self, teleport-self, produce lightning bolts, blind, confuse, teleport to, produce fire bolts, or summon a monster; 1 time in 3. He can open doors and bash down 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 2d5, and hit to attack with damage 2d5.

The Manticore (Orange 'H' : 'H')

=== Num:472 Lev:43 Rar:2 Spd:120 Hp:175 AC:15 Exp:7726
It is a winged lion's body with a human torso and a tail covered in vicious spikes.
This evil creature moves normally. It is always created sluggish. 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 3d4, hit to attack with damage 3d4, hit to attack with damage 3d4, and hit to attack with damage 3d4.

The Nexus quylthulg (Violet 'Q' : 'Q')

=== Num:480 Lev:44 Rar:1 Spd:110 Hp:7d12 AC:1 Exp:10588
It is a very unstable, strange pulsing mound of flesh.
This creature moves normally, but does not deign to chase intruders. It is always created sluggish. It is invisible. It is not detected by telepathy. It is magical, casting spells which teleport away or blink-self; 1 time in 1. It resists teleportation and nexus. It cannot be confused, slept, or frightened. It is vigilant for intruders, which it may notice from 100 feet. It has no physical attacks.

The Shadow drake (L.Dark 'd' : 'd')

=== Num:471 Lev:44 Rar:2 Spd:110 Hp:35d7 AC:30 Exp:16119
It is a dragon-like form wrapped in shadow. Glowing red eyes shine out in the dark.
This natural evil dragon moves a bit erratically. It is always created sluggish. It is invisible. It is magical, casting spells which terrify, haste-self, create darkness, slow, or confuse; 1 time in 6. It can open doors, bash down doors, fly, and pick up objects. It resists cold. It takes quite a while to see intruders, which it may notice from 250 feet. It will carry one or two objects or treasures. It can bite to freeze with damage 1d6, bite to freeze with damage 1d6, and bite to freeze with damage 1d6.

The Aklash (L.Slate 'T' : 'T')

=== Num:463 Lev:44 Rar:4 Spd:110 Hp:23d9 AC:32 Exp:6621
Pale, bald, fat, hairless troll creatures. Ugly beyond description. Not to mention how bad their breath smells...
This evil troll moves normally. It regenerates quickly. It usually appears in groups. It may breathe poison; 1 time in 7. It can open doors and bash down doors. It resists acid and poison. It takes a while to see intruders, which it may notice from 140 feet. It can claw to attack with damage 1d6, claw to attack with damage 1d6, bite to poison with damage 1d20, and crush to attack with damage 2d9.

The Cyclops (Umber 'P' : 'P')

=== Num:444 Lev:44 Rar:2 Spd:120 Hp:50d12 AC:45 Exp:13549
A gigantic humanoid with but one eye.
This evil giant moves normally. It is always created sluggish. It can open doors, push past weaker monsters, bash down doors, and pick up objects. It resists acid and poison. It takes 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 9d8, and hit to attack with damage 9d8.

The Ice troll (White 'T' : 'T')

=== Num:454 Lev:44 Rar:1 Spd:110 Hp:28d7 AC:25 Exp:6537
He is a white troll with powerfully clawed hands.
This evil troll moves normally. He usually appears in groups. He can open doors and bash down doors. He is hurt by bright light. He resists cold. He tends to overlook intruders, which he may notice from 200 feet. He will carry a object or treasure. He can hit to attack with damage 1d5, hit to attack with damage 1d5, hit to attack with damage 1d5, and bite to freeze with damage 3d6.

The Skeletal tyrannosaurus (White 'R' : 'R')

=== Num:466 Lev:44 Rar:2 Spd:120 Hp:50d7 AC:25 Exp:11761
It is the skeleton of a tyrannosaurus, animated by dark dweomers.
This natural 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 claw to attack with damage 1d8, claw to attack with damage 1d8, bite to reduce constitution with damage 4d6, and gaze to terrify.

[U] The Ultimate Dungeon Cleaner (L.Dark 'g' : 'g')

=== Num:451 Lev:44 Rar:2 Spd:120 Hp:630 AC:40 Exp:10085
It looks like a huge spiked roller. It was designed to keep this dungeon clean, and you are the biggest spot of dirt in sight.
This creature moves normally. It is always created sluggish. It reflects bolt spells. It is cold blooded. It is not detected by telepathy. It can destroy weaker monsters, bash down doors, and destroy objects. It resists fire, cold, and poison. It cannot be confused, slept, frightened, or teleported. It takes a while to see intruders, which it may notice from 100 feet. It can crush to attack with damage 2d10, crush to attack with damage 2d10, crush to attack with damage 2d10, and crush to attack with damage 2d10.

The Memory moss (Blue ',' : ',')

=== Num:486 Lev:44 Rar:3 Spd:110 Hp:1d2 AC:1 Exp:5783
A mass of green vegetation. You don't remember seeing anything like it before.
This creature moves normally, but does not deign to chase intruders. It is always created sluggish. It is not detected by telepathy. It is magical, casting spells which cause amnesia; 1 time in 6. It cannot be confused, slept, or frightened. It is observant of intruders, which it may notice from 300 feet. It can hit to confuse with damage 1d4, and hit to confuse with damage 1d4.

The 5-headed hydra (Green 'M' : 'M')

=== Num:440 Lev:44 Rar:2 Spd:120 Hp:70d8 AC:40 Exp:20058
A strange reptilian hybrid with five heads dripping venom.
This natural creature moves normally. It is always created sluggish. It is magical, casting spells which produce poison balls or terrify; 1 time in 5. It can swim, push past weaker monsters, and bash down doors. It resists poison. It takes a while to see intruders, which it may notice from 200 feet. It will carry up to 6 objects or treasures. It can bite to poison with damage 4d4, bite to poison with damage 4d4, bite to poison with damage 4d4, and bite to poison with damage 4d4.

The Killer slicer beetle (Orange 'K' : 'K')

=== Num:474 Lev:44 Rar:2 Spd:110 Hp:22d7 AC:25 Exp:5587
It is a beetle with deadly sharp cutting mandibles and a rock-hard carapace.
This natural creature moves normally. It is rarely detected by telepathy. It can bash down doors and fly. It takes quite a while to see intruders, which it may notice from 140 feet. It can bite to attack with damage 5d8, and bite to attack with damage 5d8.

The Ivory monk (White 'p' : 'p')

=== Num:492 Lev:45 Rar:1 Spd:120 Hp:40d7 AC:25 Exp:9371
A monk in white robes. He is skilled in martial arts.
This creature moves normally. He is magical, casting spells which heal-self; 1 time in 7. He can open doors and bash down doors. He resists fire and poison. He cannot be confused, slept, or frightened. He is fairly observant of intruders, which he may notice from 250 feet. He will carry one or two objects or treasures. He can kick to attack with damage 8, hit to attack with damage 8, kick to attack with damage 8d4, and hit to attack with damage 8.

[U] Bokrug (Green 'R' : 'R')

=== Num:489 Lev:45 Rar:30 Spd:110 Hp:748 AC:35 Exp:34314
A lizard-like Great Old One worshipped by the men of Sarnath.
This evil demon moves normally. It usually appears with escorts. It is magical, casting spells which produce water bolts, summon similar monsters, terrify, summon an undead, cause mind blasting, or cause critical wounds; 1 time in 5. It can swim, open doors, and bash down doors. It resists cold and poison. It tends to overlook intruders, which it may notice from 200 feet. It will carry one or two good objects. It can bite to attack with damage 2d5, crush to attack with damage 2d10, and crush to attack with damage 2d10.

The Behinder (Black '.' : '.')

=== Num:868 Lev:45 Rar:100 Spd:125 Hp:23d20 AC:22 Exp:23629
"The Behinder flung itself on his shoulders. Then I knew why nobody's supposed to see one. I wish I hadn't. To this day I can see it, plain as a fence at noon, and forever I will be able to see it."
This natural creature moves normally. It is always created sluggish. It is invisible. It is cold blooded. It is not detected by telepathy. It can swim and open doors. It cannot be stunned, confused, slept, or frightened. It pays little attention to intruders, which it may notice from 100 feet. It can touch to terrify with damage 5d5, and bite to attack with damage 8d4.

The Gorgon (Blue 'H' : 'H')

=== Num:475 Lev:46 Rar:2 Spd:110 Hp:30d14 AC:44 Exp:13084
A bull whose skin is made of steel plates. Watch out for its deadly breath!
This natural evil creature moves normally. It is always created sluggish. It may breathe poison; 1 time in 8. It can push past weaker monsters and bash down doors. It resists acid and poison. It takes a while to see intruders, which it may notice from 120 feet. It can butt to attack with damage 3d9, butt to attack with damage 3d9, bite to poison with damage 1d10, and kick to attack with damage 2d4.

The Dhole (Slate 'w' : 'w')

=== Num:455 Lev:46 Rar:20 Spd:110 Hp:588 AC:64 Exp:23716
A gigantic worm dripping with acid. "...even as he looked, one reared up several hundred feet and leveled a bleached, viscous end at him."
This natural evil creature moves normally. It may breathe acid; 1 time in 6. It can swim and bore through walls. It resists acid. It takes a while to see intruders, which it may notice from 140 feet. It can spit to shoot acid with damage 1d8, engulf to shoot acid with damage 2d8, and crush to attack with damage 4d8.

The Half-troll (Orange 'T' : 'T')

=== Num:491 Lev:46 Rar:2 Spd:110 Hp:18d14 AC:30 Exp:7302
A huge, ugly, half-human in search of plunder.
This evil troll moves normally. He usually appears in groups. He can open doors and bash down doors. He resists poison. He tends to overlook intruders, which he may notice from 200 feet. He will carry a object or treasure. He can claw to attack with damage 1d5, claw to attack with damage 1d5, claw to attack with damage 1d5, and bite to attack with damage 2d6.

The Deep one (Green 'u' : 'u')

=== Num:452 Lev:46 Rar:20 Spd:120 Hp:26d12 AC:25 Exp:10573
"I thought their predominant color was a greyish-green, though they had white bellies. They were mostly shiny and slippery, but the ridges of their backs were scaly. Their forms vaguely suggested the anthropoid, while their heads were the heads of fish, with prodigious bulging eyes that never closed. At the sides of their necks were palpitating gills and their long paws were webbed."
This evil demon moves a bit erratically. It usually appears in groups. It can swim and bash down doors. It resists fire and poison. It resists teleportation and water. It takes a while to see intruders, which it may notice from 200 feet. It will carry one or two objects or treasures. It can claw to poison with damage 2d4, claw to poison with damage 2d4, and bite to attack with damage 4d4.

The Basilisk (L.Dark 'R' : 'R')

=== Num:453 Lev:46 Rar:3 Spd:120 Hp:14d30 AC:45 Exp:17232
An evil reptile whose eyes stare deeply at you and makes your soul wilt!
This natural evil creature moves normally. It may breathe poison; 1 time in 8. It can swim, open doors, and bash down doors. It resists poison. It cannot be confused or slept. It takes quite a while to see intruders, which it may notice from 150 feet. It will carry one or two objects or treasures. It can gaze to paralyze, bite to attack with damage 2d12, bite to attack with damage 2d12, and bite to attack with damage 2d12.

[U] Barney the Dinosaur (Violet 'R' : 'R')

=== Num:441 Lev:46 Rar:2 Spd:120 Hp:747 AC:45 Exp:28593
The lovable purple reptile is making a guest appearance here. Flee while you still can!
This silly natural evil creature moves normally. He is always created sluggish. He may breathe toxic waste or chaos, and is also magical, casting spells intelligently which produce poison balls, summon hydras, cause amnesia, create darkness, slow, blind, confuse, or drain mana; 1 time in 3. He can swim. He resists poison. He cannot be confused, slept, or teleported. He takes a while to see intruders, which he may notice from 100 feet. He will carry one or two exceptional objects. He can sing to reduce intelligence, sing to reduce wisdom, charge to steal gold, and charge to steal gold.

The Death watch beetle (L.Blue 'K' : 'K')

=== Num:478 Lev:46 Rar:3 Spd:110 Hp:19d12 AC:30 Exp:6571
It is a giant beetle that produces a chilling sound.
This natural creature moves normally. It is rarely detected by telepathy. It can bash down doors and fly. It takes quite a while to see intruders, which it may notice from 160 feet. It can bite to attack with damage 5d4, and wail to terrify with damage 5d6.

The Gug (L.Dark 'P' : 'P')

=== Num:476 Lev:46 Rar:2 Spd:110 Hp:17d15 AC:30 Exp:14837
A hideous, beastly, four-armed unclean giant: "...large as a barrel... The eyes jutted two inches from each side, shaded by bony protuberances overgrown of the mouth. That mouth had great yellow fangs and ran from the top to the tally."
This evil giant moves normally. It is always created sluggish. It can open doors, bash down doors, and pick up objects. It resists acid and poison. It takes quite a while to see intruders, which it may notice from 140 feet. It will carry one or two objects or treasures. It can bite to attack with damage 10d4, claw to attack with damage 2d7, claw to attack with damage 2d7, and claw to attack with damage 2d7.

The Halfling slinger (L.Umber 'h' : 'h')

=== Num:539 Lev:47 Rar:1 Spd:110 Hp:207 AC:20 Exp:7281
A rebel halfling who has rejected the halfling tradition of archery.
This evil creature moves normally. He usually appears in groups. He can open doors. He resists poison. 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 2d6, and hit to attack with damage 2d6.

The Colbran (Blue 'g' : 'g')

=== Num:435 Lev:47 Rar:2 Spd:120 Hp:56d12 AC:40 Exp:15189
A man-shaped form of living lightning, sparks and shocks crackle all over this madly capering figure, as it leaps and whirls around and about you.
This creature moves normally. It is always created sluggish. It reflects bolt spells. It is surrounded by electricity. It is cold blooded. It is not detected by telepathy. It is magical, casting spells which produce lightning bolts; 1 time in 3. It can bash down doors and fly. It resists poison and lightning. It cannot be confused, slept, or frightened. It is fairly observant of intruders, which it may notice from 120 feet. It can hit to electrocute with damage 3d8, and hit to electrocute with damage 3d8.

The Ninja (L.Dark 'p' : 'p')

=== Num:485 Lev:47 Rar:2 Spd:120 Hp:13d9 AC:25 Exp:7610
A humanoid clothed in black who moves with blinding speed.
This evil creature moves normally. He can open doors and bash down doors. He cannot be confused or slept. 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 poison with damage 3d4, hit to reduce strength with damage 3d4, and hit to reduce strength with damage 3d4.

The Skeleton troll (White 's' : 's')

=== Num:465 Lev:47 Rar:1 Spd:110 Hp:20d7 AC:25 Exp:8803
It is a troll skeleton animated by dark dweomers.
This evil undead troll 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 1d6, hit to attack with damage 1d6, and bite to attack with damage 3d4.

The Mithril golem (L.Blue 'g' : 'g')

=== Num:464 Lev:47 Rar:4 Spd:110 Hp:56d15 AC:45 Exp:10176
It is a massive statue of purest mithril. It looks expensive!
This creature moves normally. It reflects bolt spells. It is cold blooded. It is not detected by telepathy. It can bash down doors. It resists cold, poison, and lightning. It cannot be confused, slept, or frightened. It is fairly observant of intruders, which it may notice from 120 feet. It will carry one or two objects or treasures. It can hit to attack with damage 3d8, hit to attack with damage 3d8, hit to attack with damage 5d5, and hit to attack with damage 5d5.

The Carrion crawler (Green 'c' : 'c')

=== Num:515 Lev:47 Rar:2 Spd:110 Hp:14d12 AC:20 Exp:5133
A hideous centipede covered in slime and with glowing tentacles around its head.
This natural creature moves a bit erratically. It is rarely detected by telepathy. It usually appears in groups. It can bash down doors. It resists poison. It is fairly observant of intruders, which it may notice from 150 feet. It can sting to paralyze with damage 2d6, and sting to paralyze with damage 2d6.

The Ghost (White 'G' : 'G')

=== Num:477 Lev:47 Rar:1 Spd:120 Hp:9d8 AC:20 Exp:11190
You don't believe in them, and they don't believe in you.
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 paralyze, blind, or drain mana; 1 time in 15. It can pass through walls, fly, and pick up objects. It resists cold and poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It will carry one or two objects or treasures. It can wail to terrify, touch to lower experience (by 20d6+), claw to reduce intelligence with damage 1d6, and claw to reduce wisdom with damage 1d6.

The Malicious leprechaun (Violet 'h' : 'h')

=== Num:529 Lev:47 Rar:4 Spd:120 Hp:4d4 AC:7 Exp:1552
This little creature has a fiendish gleam in its eyes.
This evil creature moves a bit erratically. He breeds explosively. He is invisible. He is cold blooded. He is magical, casting spells which teleport-self, blink-self, teleport to, or cause light wounds; 1 time in 6. He can open doors and pick up objects. He is hurt by bright light. He is fairly observant of intruders, which he may notice from 80 feet. He can touch to steal gold, and touch to steal items.

The Giant squid (Green 'l' : 'l')

=== Num:482 Lev:48 Rar:3 Spd:110 Hp:560 AC:40 Exp:14202
Besides being capable of dragging whole ships underwater, this creature can also harm you with ranged attacks.
This natural aquatic creature moves normally. It may breathe poison, acid, or lightning; 1 time in 8. It can push past weaker monsters. It resists acid and cold. It resists water. It pays little attention to intruders, which it may notice from 80 feet. It can crush to attack with damage 8d4, crush to attack with damage 8d4, and crush to attack with damage 8d4.

[U] Bull Gates (L.Dark 'p' : 'p')

=== Num:732 Lev:48 Rar:3 Spd:140 Hp:1750 AC:45 Exp:196450
He may not code worth a dime, but he certainly knows how to make money.
This silly evil creature moves normally. He is always created sluggish. He is magical, casting spells which create traps; 1 time in 6. He can swim, open doors, bash down doors, and pick up objects. He resists fire and poison. He cannot be confused, slept, or teleported. He is ever vigilant for intruders, which he may notice from 400 feet. He will carry up to 4 good objects. He can charge to steal gold with damage 5d5, charge to steal items with damage 5d5, spit to blind with damage 10d5, and drool on you to disease with damage 8d5.

The Spectator (L.Blue 'e' : 'e')

=== Num:488 Lev:48 Rar:3 Spd:110 Hp:20d7 AC:1 Exp:5486
It has two small eyestalks and a large central eye.
This creature moves normally. It is always created sluggish. It is not detected by telepathy. It is magical, casting spells which paralyze, cause serious wounds, cause amnesia, or slow; 1 time in 6. It can fly. It cannot be confused, slept, or frightened. It is observant of intruders, which it may notice from 300 feet. It can gaze to paralyze with damage 1d4, gaze to confuse with damage 1d4, and gaze to disenchant.

The Giant red ant (Red 'a' : 'a')

=== Num:548 Lev:48 Rar:1 Spd:110 Hp:120 AC:30 Exp:6949
A giant ant covered in shaggy fur. Its powerful jaws glow with heat.
This natural creature moves normally. It is rarely detected by telepathy. It usually appears in groups. It can destroy weaker monsters and bash down doors. It resists fire. It takes quite a while to see intruders, which it may notice from 140 feet. It can bite to burn with damage 3d12, and bite to burn with damage 3d12.

The Angel (Blue 'A' : 'A')

=== Num:417 Lev:48 Rar:6 Spd:110 Hp:230 AC:30 Exp:22613
A lesser angel wearing little more than a loincloth - its steely skin provides all the protection it needs.
This good creature moves normally. It is always created sluggish. It is magical, casting spells which terrify, cause amnesia, blind, or confuse; 1 time in 3. It can open doors, bash down doors, fly, and pick up objects. It resists acid and poison. It cannot be confused, slept, or frightened. It prefers to ignore intruders, which it may notice from 300 feet. It will carry one or two objects or treasures. It can hit to attack with damage 3d4, hit to attack with damage 3d4, hit to attack with damage 3d4, and hit to attack with damage 3d4.

The Ethereal drake (Orange 'd' : 'd')

=== Num:504 Lev:48 Rar:3 Spd:110 Hp:315 AC:45 Exp:30659
A dragon of elemental power, with control over light and dark, the ethereal drake's eyes glare with white hatred from the shadows.
This evil dragon moves normally. It is always created sluggish. It is invisible. It may breathe light or darkness, and is also magical, casting spells which terrify, slow, or confuse; 1 time in 6. It can pass through walls and fly. It cannot be confused or slept. It takes a while to see intruders, which it may notice from 250 feet. It will carry one or two objects or treasures. It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 2d6.

The Elder thing (L.Green 'u' : 'u')

=== Num:569 Lev:48 Rar:3 Spd:110 Hp:26d13 AC:35 Exp:21242
"...some ridged barrel-shaped objects with thin horizontal arms radiating spoke-like from a central ring and with vertical knobs or bulbs projecting from the head and base of the barrel. Each of these knobs was the hub of a system of five long, flat, triangularly tapering arms arranged around it like the arms of a starfish."
This demon moves normally. It is always created sluggish. It is magical, casting spells which summon a demon, produce poison balls, terrify, produce balls of radiation, teleport away, summon an undead, confuse, or cause mortal wounds; 1 time in 4. It can swim, open doors, and bash down doors. It resists acid and poison. It resists teleportation. It cannot be confused or slept. It tends to overlook intruders, which it may notice from 100 feet. It can crush to attack with damage 4d6, crush to attack with damage 4d6, crush to attack with damage 4d6, and touch to reduce wisdom.

The Ogre mage (Orange 'O' : 'O')

=== Num:430 Lev:48 Rar:2 Spd:110 Hp:21d12 AC:20 Exp:13013
A hideous ogre wrapped in black sorcerous robes.
This evil giant moves normally. It is always created sluggish. It is magical, casting spells which paralyze, heal-self, produce frost balls, create traps, or summon a monster; 1 time in 4. 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 one or two objects or treasures. It can hit to attack with damage 3d8, hit to attack with damage 3d8, hit to attack with damage 3d8, and hit to attack with damage 3d8.

The Seahorse (Orange 'l' : 'l')

=== Num:443 Lev:48 Rar:2 Spd:120 Hp:40d10 AC:30 Exp:14964
Your mind is filled with admiration as you view this wondrous, magical seahorse.
This natural good aquatic creature moves normally. It is always created sluggish. It is magical, casting spells which produce frost bolts, produce water bolts, produce ice bolts, or produce mana bolts; 1 time in 5. It resists cold and poison. It takes a while to see intruders, which it may notice from 200 feet. It can bite to paralyze with damage 4d5, bite to reduce dexterity with damage 4d5, and bite to reduce constitution with damage 4d5.

The Anti-magic hound (Violet 'Z' : 'Z')

=== Num:882 Lev:49 Rar:4 Spd:110 Hp:36d10 AC:30 Exp:9178
A field of static energy surrounds this hound. Its presence seems to dampen all other energies...
This natural creature moves normally. It is always created sluggish. It usually appears in groups. It may breathe disenchantment; 1 time in 5. It can bash down doors. It resists disenchantment. It cannot be confused or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It can claw to attack with damage 3d3, bite to disenchant with damage 3d12, claw to attack with damage 3d3, and bite to disenchant with damage 3d12.

The Black pudding (L.Dark 'j' : 'j')

=== Num:585 Lev:49 Rar:5 Spd:110 Hp:240 AC:12 Exp:2644
A lump of rotting black flesh that slurrrrrrrps across the dungeon floor.
This creature moves normally. It is cold blooded. It is not detected by telepathy. It usually appears in groups. It can swim, open doors, bash down doors, and pick up objects. It resists fire, acid, poison, and lightning. It cannot be confused, slept, or frightened. It is vigilant for intruders, which it may notice from 120 feet. It will carry one or two objects or treasures. It can touch to shoot acid with damage 1d10, touch to shoot acid with damage 1d10, touch to shoot acid with damage 1d10, and touch to shoot acid with damage 1d10.

The Plasma vortex (L.Red 'v' : 'v')

=== Num:588 Lev:49 Rar:1 Spd:120 Hp:19d10 AC:15 Exp:16676
A whirlpool of intense flame, charring the stones at your feet.
This creature moves extremely erratically. It is always created sluggish. It is surrounded by electricity. It is surrounded by flames. It is not detected by telepathy. It may breathe plasma powerfully; 1 time in 6. It can bash down doors and fly. It resists fire. It resists plasma. It cannot be confused, slept, or frightened. It is ever vigilant for intruders, which it may notice from 1000 feet. It can engulf to burn with damage 8d8.

The Doombat (Blue 'b' : 'b')

=== Num:484 Lev:49 Rar:2 Spd:120 Hp:18d24 AC:37 Exp:11418
It is a fast moving creature of chaos, a gigantic black bat surrounded by flickering bright red flames.
This natural evil creature moves normally. It is surrounded by flames. It is rarely detected by telepathy. It can bash down doors and fly. It resists fire. It takes quite a while to see intruders, which it may notice from 160 feet. It can bite to burn with damage 5d4, bite to burn with damage 5d4, and bite to burn with damage 5d4.

The Mist giant (L.Blue '#' : '#')

=== Num:552 Lev:49 Rar:2 Spd:120 Hp:490 AC:25 Exp:31951
"Two eyes, the colour of a thin, yellow wine, were set high in the thing's body; though it had no separate head. A mouthing, obscene slit, filled with fangs lay just beneath the eyes. It had no nose or ears... Four appendages sprang from its upper parts and its lower body slithered along the ground, unsupported by any limbs... incredibly disgusting to behold and its amorphous body gave off a stench of death and decay..."
This evil giant moves normally. 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 can crush to attack with damage 4d8, crush to attack with damage 4d8, crush to attack with damage 4d8, and bite to lower experience (by 40d6+) with damage 3d9.

The Acidic cytoplasm (L.Green 'j' : 'j')

=== Num:541 Lev:49 Rar:5 Spd:120 Hp:240 AC:12 Exp:11791
A disgusting animated blob of destruction. Flee its gruesome hunger!
This creature moves normally. It is cold blooded. It is not detected by telepathy. It can 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 will carry up to 6 objects or treasures. It can touch to shoot acid with damage 1d10, touch to shoot acid with damage 1d10, touch to shoot acid with damage 1d10, and touch to shoot acid with damage 1d10.

The Mumak (Slate 'q' : 'q')

=== Num:547 Lev:49 Rar:3 Spd:110 Hp:54d10 AC:30 Exp:14187
A massive elephantine form with eyes twisted by madness.
This natural creature moves normally. It can bash down doors. It pays very little attention to intruders, which it may notice from 200 feet. It can butt to attack with damage 4d6, butt to attack with damage 4d6, and crush to attack with damage 4d4.

The Air elemental (L.Blue 'E' : 'E')

=== Num:526 Lev:49 Rar:2 Spd:120 Hp:21d5 AC:25 Exp:14778
It is a towering tornado of winds.
This evil creature moves a bit erratically. It is always created sluggish. It is cold blooded. It is not detected by telepathy. It is magical, casting spells which produce lightning bolts; 1 time in 8. It can destroy weaker monsters, bash down doors, destroy objects, and fly. It resists fire, acid, and poison. It cannot be confused, slept, or frightened. It tends to overlook intruders, which it may notice from 120 feet. It can hit to attack with damage 1d10, hit to confuse with damage 1d4, and hit to attack with damage 1d10.

The Chaos drake (Violet 'd' : 'd')

=== Num:501 Lev:49 Rar:3 Spd:110 Hp:350 AC:50 Exp:37302
A dragon twisted by the forces of chaos. It seems first ugly, then fair, as its form shimmers and changes in front of your eyes.
This evil dragon moves normally. It is always created sluggish. It may breathe disenchantment or chaos, and is also magical, casting spells which terrify, slow, or confuse; 1 time in 6. It can open doors, bash down doors, and fly. It resists fire. It resists disenchantment. It cannot be confused or slept. It takes quite a while to see intruders, which it may notice from 250 feet. It will carry one or two objects or treasures. It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 2d6.

The Lich (White 'L' : 'L')

=== Num:518 Lev:49 Rar:3 Spd:110 Hp:210 AC:30 Exp:21187
It is a skeletal form dressed in robes. It radiates vastly evil power.
This evil undead creature moves normally. It is always created sluggish. It is cold blooded. It is magical, casting spells intelligently which terrify, paralyze, teleport away, blink-self, slow, cause brain smashing, blind, teleport to, drain mana, or cause critical wounds; 1 time in 4. It can open doors and bash down doors. It is hurt by bright light. It resists cold and poison. It cannot be confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It will carry one or two objects or treasures. It can touch to lower experience (by 40d6+), touch to drain charges, touch to reduce dexterity with damage 2d8, and touch to reduce dexterity with damage 2d8.

The Archangel (L.Blue 'A' : 'A')

=== Num:456 Lev:49 Rar:6 Spd:110 Hp:280 AC:34 Exp:25853
A lesser angel protected by an aura of holiness. Its muscular form looks extremely powerful next to your own frail body.
This good creature moves normally. It is always created sluggish. It is magical, casting spells intelligently which terrify, haste-self, heal-self, blind, or confuse; 1 time in 3. It can open doors, bash down doors, fly, and pick up objects. It resists cold and poison. It resists teleportation. It cannot be confused, slept, or frightened. It prefers to ignore intruders, which it may notice from 300 feet. It will carry one or two objects or treasures. It can hit to attack with damage 3d5, hit to attack with damage 3d5, hit to attack with damage 3d5, and hit to attack with damage 3d5.

The Fire elemental (Red 'E' : 'E')

=== Num:510 Lev:49 Rar:2 Spd:110 Hp:21d8 AC:25 Exp:13533
It is a towering inferno of flames.
This evil creature moves a bit erratically. It is always created sluggish. It is surrounded by flames. It is not detected by telepathy. It is magical, casting spells which produce fire bolts; 1 time in 6. It can destroy weaker monsters, bash down doors, destroy objects, and fly. It resists fire and poison. It cannot be confused, slept, or frightened. It tends to overlook intruders, which it may notice from 120 feet. It can hit to burn with damage 4d6, and hit to burn with damage 4d6.
© 2001 by Robert Rühlmann, rr9@thangorodrim.net [News] [To the Spoilers Page]