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ZAngband Monsters

[U] Ariel, Queen of Air (L.Blue 'E' : 'E')

=== Num:687 Lev:60 Rar:4 Spd:130 Hp:1890 AC:25 Exp:158629
A towering air elemental, Ariel, the sorceress, avoids your blows with her extreme speed.
This evil creature moves a bit erratically. She is always created sluggish. She is surrounded by electricity. She is cold blooded. She is not detected by telepathy. She is magical, casting spells which produce frost balls, produce lightning bolts, or produce lightning balls; 1 time in 5. She can destroy weaker monsters, bash down doors, destroy objects, and fly. She resists fire, cold, poison, and lightning. She cannot be confused, slept, or frightened. She tends to overlook intruders, which she may notice from 120 feet. She can hit to attack with damage 4d6, hit to confuse with damage 1d4, hit to attack with damage 4d6, and hit to confuse with damage 1d4.

The Fallen angel (L.Dark 'A' : 'A')

=== Num:652 Lev:60 Rar:6 Spd:130 Hp:70d35 AC:70 Exp:595695
An angelic being who was mighty once but dared defy the Omnipotent to arms.
This evil creature moves normally. It is always created sluggish. It reflects bolt spells. It is magical, casting spells intelligently which summon a demon, produce mana bolts, terrify, produce nether bolts, cause serious wounds, make invulnerable, blind, teleport to, or cause mortal wounds; 1 time in 3. It can open doors, push past weaker monsters, bash down doors, fly, and pick up objects. It resists fire, cold, and poison. It resists teleportation and nether. It cannot be frightened. It prefers to ignore intruders, which it may notice from 300 feet. It will carry up to 8 good objects. It can gaze to drain life force with damage 4d4, gaze to drain life force with damage 4d4, hit to attack with damage 8d6, and hit to attack with damage 8d6.

[U] Mother Hydra (Green 'u' : 'u')

=== Num:596 Lev:60 Rar:30 Spd:120 Hp:1425 AC:60 Exp:224876
The queen of the deep ones. "Vast, Polyphemous-like, and loathsome, it darted like a stupendous monster of nightmares..."
This evil demon moves normally. She is always created sluggish. She usually appears with an escort. She is magical, casting spells which summon a demon, summon hydras, produce water balls, produce acid balls, produce acid bolts, or create darkness; 1 time in 7. She can swim and bash down doors. She resists fire, cold, and poison. She resists water. She cannot be confused, slept, or teleported. She tends to overlook intruders, which she may notice from 120 feet. She will carry up to 3 good objects. She can claw to poison with damage 8d4, claw to poison with damage 8d4, and bite to attack with damage 8d8.

The Spawn of Ubbo-Sathla (Violet 'j' : 'j')

=== Num:626 Lev:60 Rar:5 Spd:120 Hp:30d7 AC:20 Exp:15581
Weird, jelly like creatures. No two look the same.
This evil creature moves a bit erratically. It breeds explosively. It is always created sluggish. It is surrounded by electricity. It is not detected by telepathy. It can destroy weaker monsters, swim, and bash down doors. It resists fire and lightning. It resists nexus. It cannot be confused or slept. It tends to overlook intruders, which it may notice from 1000 feet. It can crush to shoot acid with damage 8d4, and crush to shoot acid with damage 8d4.

The Spirit troll (Violet 'T' : 'T')

=== Num:630 Lev:60 Rar:3 Spd:110 Hp:600 AC:36 Exp:32648
A weird troll from the elemental planes.
This evil troll moves normally. It is invisible. It can pass through walls and fly. It resists cold, poison, and lightning. It cannot be confused or slept. It is observant of intruders, which it may notice from 200 feet. It can hit to attack with damage 3d6, hit to attack with damage 3d5, and hit to attack with damage 3d5.

The Fire vampire (Red 'V' : 'V')

=== Num:613 Lev:60 Rar:4 Spd:120 Hp:468 AC:66 Exp:78933
It is a living entity of fire. Fire springs up wherever this creature touches.
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 intelligently which produce fire balls, haste-self, produce plasma bolts, teleport-self, blink-self, confuse, or drain mana; 1 time in 4. It can pass through walls, destroy objects, and fly. It resists fire and poison. It resists plasma. It cannot be stunned, confused, slept, or frightened. It is ever vigilant for intruders, which it may notice from 300 feet. It can touch to burn with damage 1d10, touch to reduce wisdom with damage 1d10, touch to burn with damage 1d10, and touch to reduce intelligence with damage 1d10.

The Archpriest (Blue 'p' : 'p')

=== Num:637 Lev:60 Rar:2 Spd:120 Hp:340 AC:30 Exp:67771
An evil priest, dressed all in black. Deadly spells hit you at an alarming rate as his black spiked mace rains down blow after blow on your pitiful frame.
This evil creature moves normally. He is always created sluggish. He is magical, casting spells intelligently which paralyze, raise the dead, heal-self, summon an undead, blind, confuse, cause critical wounds, or summon a monster; 1 time in 2. 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 up to 4 objects or treasures. He can hit to attack with damage 3d4, hit to attack with damage 3d4, and hit to attack with damage 3d5.

The Young multi-hued dragon (Violet 'd' : 'd')

=== Num:556 Lev:60 Rar:1 Spd:110 Hp:168 AC:35 Exp:62667
It has a form that legends are made of. Beautiful scales of shimmering and magical colours cover it.
This evil dragon moves normally. It is always created sluggish. It may breathe poison, acid, frost, fire, or lightning, and is also magical, casting spells which terrify; 1 time in 5. It can open doors, bash down doors, and fly. It resists fire, acid, cold, poison, and lightning. It cannot be confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 4 objects or treasures. It can claw to attack with damage 1d9, claw to attack with damage 1d9, and bite to attack with damage 2d10.

The Master lich (L.Slate 'L' : 'L')

=== Num:658 Lev:60 Rar:2 Spd:120 Hp:1100 AC:32 Exp:204381
A skeletal form wrapped in robes. Powerful magic crackles along its bony fingers.
This evil undead creature moves normally. It is always created sluggish. It is cold blooded. It is magical, casting spells intelligently which terrify, paralyze, blink-self, cause brain smashing, summon an undead, blind, confuse, teleport to, drain mana, cause mortal wounds, or cause critical wounds; 1 time in 3. It can open doors and bash down doors. It resists cold and poison. It resists teleportation. It cannot be confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 4 objects or treasures. It can touch to lower experience (by 80d6+), touch to drain charges, touch to reduce dexterity with damage 2d12, and touch to reduce dexterity with damage 2d12.

The Emperor wight (Yellow 'W' : 'W')

=== Num:604 Lev:60 Rar:2 Spd:120 Hp:230 AC:40 Exp:86248
Your life force is torn from your body as this powerful unearthly being approaches.
This evil undead creature moves normally. It is always created sluggish. It is cold blooded. It is magical, casting spells which terrify, paralyze, produce nether bolts, or cause critical wounds; 1 time in 6. 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 up to 4 objects or treasures. It can hit to attack with damage 1d12, hit to attack with damage 1d12, touch to lower experience (by 80d6+), and touch to lower experience (by 80d6+).

[U] Father Dagon (Green 'u' : 'u')

=== Num:595 Lev:60 Rar:30 Spd:120 Hp:1425 AC:40 Exp:174629
The king of the deep ones. "Vast, Polyphemous-like, and loathsome, it darted like a stupendous monster of nightmares..."
This evil demon moves normally. He is always created sluggish. He usually appears with an escort. He is magical, casting spells which summon a demon, produce water bolts, summon similar monsters, produce water balls, produce acid balls, or produce acid bolts; 1 time in 7. He can swim and bash down doors. He resists fire, cold, and poison. He resists water. He cannot be confused, slept, or teleported. He tends to overlook intruders, which he may notice from 120 feet. He will carry up to 3 good objects. He can claw to poison with damage 8d4, claw to poison with damage 8d4, and bite to attack with damage 8d8.

The Ancient blue dragon (Blue 'D' : 'D')

=== Num:601 Lev:60 Rar:1 Spd:120 Hp:630 AC:40 Exp:78133
A huge draconic form. Lightning crackles along its length.
This evil dragon moves normally. It is always created sluggish. It may breathe lightning powerfully, and is also magical, casting spells intelligently which terrify, blind, or confuse; 1 time in 9. It can push past weaker monsters, bash down doors, and fly. It resists lightning. It cannot be confused or slept. It pays little attention to intruders, which it may notice from 200 feet. It will carry up to 8 objects or treasures. It can claw to attack with damage 4d8, claw to attack with damage 4d8, and bite to electrocute with damage 5d8.

The Shadow demon (Violet 'G' : 'G')

=== Num:665 Lev:60 Rar:3 Spd:120 Hp:7d20 AC:15 Exp:28800
A mighty spirit of darkness of vaguely humanoid form. Razor-edged claws reach out to end your life as it glides towards you, seeking to suck the energy from your soul to feed its power.
This evil demon moves normally. It is always created sluggish. It regenerates quickly. It is invisible. It is cold blooded. It usually appears in groups. It is magical, casting spells which produce nether bolts; 1 time in 8. It can pass through walls and fly. It is hurt by bright light. It resists cold and poison. It resists nether. It cannot be confused or slept. 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 touch to lower experience (by 80d6+), touch to lower experience (by 40d6+), claw to reduce intelligence with damage 1d10, and claw to reduce wisdom with damage 1d10.

The Ethereal dragon (Orange 'D' : 'D')

=== Num:676 Lev:60 Rar:2 Spd:120 Hp:1400 AC:45 Exp:216838
A huge dragon emanating from the elemental plains, the ethereal dragon is a master of light and dark. Its form disappears from sight as it cloaks itself in unearthly shadows.
This dragon moves normally. It is always created sluggish. It is invisible. It may breathe light, confusion, or darkness powerfully, and is also magical, casting spells which blind or confuse; 1 time in 5. It can push past weaker monsters, 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 up to 6 objects or treasures. It can claw to attack with damage 4d12, claw to attack with damage 4d12, and bite to attack with damage 6d12.

The Iron lich (Slate 'L' : 'L')

=== Num:666 Lev:60 Rar:4 Spd:120 Hp:1960 AC:70 Exp:305867
It is a huge, twisted grey skull floating through the air. Its cold eyes burn with hatred towards all who live.
This evil undead creature moves normally. It is always created sluggish. It reflects bolt spells. It is cold blooded. It may breathe fire powerfully, and is also magical, casting spells intelligently which produce ice bolts, produce water balls, produce frost balls, produce lightning balls, cause brain smashing, summon an undead, drain mana, or cause mortal wounds; 1 time in 2. It can bash down doors and fly. It resists fire, cold, and poison. It resists teleportation. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 300 feet. It will carry a good object. It can butt to freeze with damage 3d6, butt to burn with damage 3d6, and butt to electrocute with damage 3d6.

The Death drake (Umber 'D' : 'D')

=== Num:643 Lev:61 Rar:2 Spd:120 Hp:600 AC:45 Exp:238771
It is a dragon-like form wrapped in darkness. You cannot make out its true form but you sense its evil.
This evil dragon moves normally. It is always created sluggish. It is invisible. It may breathe nether powerfully, and is also magical, casting spells which terrify, slow, or confuse; 1 time in 6. It can push past weaker monsters, pass through walls, fly, and pick up objects. It resists cold. It resists teleportation and nether. It cannot be confused or slept. It pays little attention to intruders, which it may notice from 250 feet. It will carry up to 6 objects or treasures. It can claw to attack with damage 4d10, claw to attack with damage 4d10, bite to lower experience (by 80d6+) with damage 3d6, and bite to lower experience (by 80d6+) with damage 3d6.

The Formless spawn of Tsathoggua (L.Dark 'U' : 'U')

=== Num:662 Lev:61 Rar:20 Spd:110 Hp:308 AC:25 Exp:59025
"...living things that oozed along stone channels... But they were not toads like Tsathoggua himself. Far worse -- they were amorphous lumps of viscous black slime that took temporary shapes for various purposes."
This evil demon moves normally. It is always created sluggish. It regenerates quickly. It is magical, casting spells which summon a demon, produce acid bolts, create darkness, cause mind blasting, or produce fire bolts; 1 time in 9. It can swim, open doors, and bash down doors. It is hurt by fire. It resists poison. It resists teleportation. It cannot be confused or slept. It pays little attention to intruders, which it may notice from 200 feet. It will carry one or two objects or treasures. It can hit to shoot acid with damage 2d4, hit to shoot acid with damage 2d4, crush to attack with damage 3d4, and bite to shoot acid with damage 6d6.

The Archon (Yellow 'A' : 'A')

=== Num:661 Lev:61 Rar:6 Spd:130 Hp:70d35 AC:70 Exp:564221
Never a more heavenly being have you seen. The very holiness of its presence makes you deeply respect it. Few creatures can match the powers of an Archon; fewer still live to tell the tale after attacking one.
This good creature moves normally. It is always created sluggish. It reflects bolt spells. It is magical, casting spells intelligently which produce mana bolts, terrify, summon an angel, cause serious wounds, make invulnerable, blind, teleport to, or cause mortal wounds; 1 time in 3. It can open doors, push past weaker monsters, bash down doors, fly, and pick up objects. It resists acid, cold, poison, and lightning. It resists teleportation. It cannot be frightened. It prefers to ignore intruders, which it may notice from 300 feet. It will carry up to 8 good objects. It can gaze to terrify with damage 4d4, gaze to terrify with damage 4d4, hit to attack with damage 8d6, and hit to attack with damage 8d6.

[U] Kavlax the Many-Headed (Violet 'd' : 'd')

=== Num:616 Lev:61 Rar:3 Spd:120 Hp:800 AC:40 Exp:172272
A large dragon with a selection of heads, all shouting and arguing as they look for prey, but each with its own deadly breath weapon.
This evil dragon moves normally. He is always created sluggish. He may breathe nexus, sound, acid, frost, fire, confusion, lightning, gravity, or shards powerfully; 1 time in 4. He can open doors, bash down doors, and fly. He resists fire, acid, cold, and lightning. He resists nexus. He cannot be confused or slept. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry up to 4 good objects. He can bite to attack with damage 2d12, bite to attack with damage 2d12, bite to attack with damage 2d12, and bite to attack with damage 2d12.

The Will o' the wisp (Yellow 'E' : 'E')

=== Num:582 Lev:61 Rar:4 Spd:130 Hp:120 AC:60 Exp:61775
A strange ball of glowing light. It disappears and reappears and seems to draw you to it. You seem somehow compelled to stand still and watch its strange dancing motion.
This creature moves somewhat erratically. It is always created sluggish. It is invisible. It is not detected by telepathy. It is magical, casting spells intelligently which teleport-self, cause serious wounds, blink-self, or confuse; 1 time in 2. It can pass through walls and fly. It resists cold, poison, and lightning. It cannot be confused, slept, or frightened. It is ever vigilant for intruders, which it may notice from 300 feet. It can hit to attack with damage 1d9, and hit to attack with damage 1d9.

The War troll (Green 'T' : 'T')

=== Num:631 Lev:61 Rar:3 Spd:120 Hp:350 AC:50 Exp:28079
A massive troll, equipped with a scimitar and heavy armour.
This evil troll moves normally. It regenerates quickly. It usually appears in groups. It can open doors and bash down doors. It resists poison. It cannot be confused, slept, or frightened. It tends to overlook intruders, which it may notice from 200 feet. It will carry a object or treasure. It can hit to attack with damage 4d4, hit to attack with damage 5d5, and hit to attack with damage 6d6.

The Byakhee (L.Dark 'U' : 'U')

=== Num:659 Lev:61 Rar:30 Spd:110 Hp:315 AC:20 Exp:51395
"There flapped rhythmically a horde of tame, trained, hybrid winged things... not altogether crows, nor moles, nor buzzards, nor ants, nor decomposed human beings, but something I cannot and must not recall."
This evil demon moves normally. It is always created sluggish. It usually appears in groups. It is magical, casting spells which summon a demon, confuse, or produce fire bolts; 1 time in 9. It can open doors, bash down doors, and fly. It resists fire. It cannot be confused or slept. It pays little attention to intruders, which it may notice from 200 feet. It will carry one or two objects or treasures. It can claw to reduce strength with damage 3d4, and bite to lower experience (by 20d6+) with damage 3d4.

[U] Quachil Uttaus, Treader of the Dust (L.Dark 'z' : 'z')

=== Num:684 Lev:61 Rar:30 Spd:120 Hp:2500 AC:40 Exp:769103
"It was a figure no larger than a young child, but sere and shriveled as some millenial mummy. Its hairless head, its unfeatured face, borne on a neck of skeleton thinness, were lined with a thousand reticulated wrinkles. The body was like that of some monstrous, withered abortion that had never drawn breath. The pipy arms, ending in bony claws, were outhrust as if ankylosed in posture of an eternal dreadful groping."
This evil undead demon moves normally. It is always created sluggish. It regenerates quickly. It usually appears with an escort. It may breathe time, and is also magical, casting spells intelligently which haste-self, heal-self, or slow; 1 time in 3. It can destroy weaker monsters, swim, open doors, bash down doors, and pick up objects. It resists cold. It resists nether. It takes a while to see intruders, which it may notice from 300 feet. It will carry one or two exceptional objects. It can claw to attack with damage 40, touch to time with damage 1d50, and touch to time with damage 1d50.

[U] Jasra, Brand's Mistress (Violet 'n' : 'n')

=== Num:642 Lev:61 Rar:3 Spd:120 Hp:1680 AC:50 Exp:492338
Brand's one-time mistress. Her face could sink a thousand ships, but Brand is not too selective.
This evil creature moves normally. She is always created sluggish. She is magical, casting spells intelligently which terrify, paralyze, summon hydras, produce plasma bolts, produce acid balls, cause critical wounds, or produce fire bolts; 1 time in 2. She can swim, open doors, and bash down doors. She resists fire, acid, and poison. She cannot be confused or slept. She is observant of intruders, which she may notice from 300 feet. She will carry up to 4 good objects. She can gaze to lower experience (by 80d6+), gaze to paralyze, hit to attack with damage 8d6, and hit to attack with damage 8d6.

[U] Ubbo-Sathla, the Unbegotten Source (L.Slate 'j' : 'j')

=== Num:655 Lev:61 Rar:30 Spd:120 Hp:1400 AC:40 Exp:393731
"There, in the gray beginning of Earth, the formless mass that was Ubbo-Sathla reposed amid the slime and the vapors. Headless, without organs or members..."
This evil creature moves normally. It is always created sluggish. It regenerates quickly. It is cold blooded. It usually appears with an escort. It can destroy weaker monsters, swim, open doors, and bash down doors. It is hurt by fire. It resists cold and poison. It cannot be stunned, confused, or slept. It is fairly observant of intruders, which it may notice from 900 feet. It will carry up to 4 good objects. It can crush to shoot acid with damage 5d5, hit to poison with damage 5d5, crush to shoot acid with damage 5d5, and hit to poison with damage 5d5.

The Mature red dragon (Red 'd' : 'd')

=== Num:589 Lev:61 Rar:1 Spd:110 Hp:380 AC:40 Exp:77150
A large dragon, scales tinted deep red.
This evil dragon moves normally. It is always created sluggish. It may breathe fire, and is also magical, casting spells which terrify or confuse; 1 time in 9. It can bash down doors and fly. It resists fire. It cannot be confused or slept. It takes quite a while to see 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 1d10, and bite to attack with damage 2d12.

The Clubber demon (Slate 'U' : 'U')

=== Num:648 Lev:61 Rar:2 Spd:110 Hp:300 AC:25 Exp:30093
It is a demon swinging wildly with two clubs.
This evil demon moves normally. It is always created sluggish. It usually appears in groups. It is magical, casting spells which blind or confuse; 1 time in 8. It can open doors and bash down doors. It resists fire. It cannot be confused or slept. It pays little attention to intruders, which it may notice from 200 feet. It will carry a object or treasure. It can hit to attack with damage 3d4, hit to attack with damage 8d12, and hit to attack with damage 8d12.

The Sky whale (L.Blue 'l' : 'l')

=== Num:594 Lev:61 Rar:6 Spd:110 Hp:600 AC:37 Exp:29667
A vastly intelligent whale from the stars.
This good creature moves normally. It is always created sluggish. It is magical, casting spells intelligently which terrify, teleport away, cause amnesia, cause brain smashing, confuse, or teleport to; 1 time in 9. It can bash down doors and fly. It resists teleportation, disenchantment, and nexus. It cannot be confused or slept. It takes quite a while to see intruders, which it may notice from 200 feet. It will carry up to 4 objects or treasures. It can crush to attack with damage 20d2, crush to attack with damage 20d2, and crush to attack with damage 20d2.

[U] Fat Man (L.Dark '{' : '{')

=== Num:627 Lev:62 Rar:2 Spd:120 Hp:144 AC:40 Exp:31059
A shining machine of death and destruction.
This silly creature moves normally. It is always created sluggish. It reflects bolt spells. It is cold blooded. It is not detected by telepathy. It can bash down doors. 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 explode to shatter with damage 200d2.

The Ancient black dragon (L.Dark 'D' : 'D')

=== Num:624 Lev:62 Rar:1 Spd:120 Hp:645 AC:40 Exp:114789
A huge draconic form. Pools of acid melt the floor around it.
This evil dragon moves normally. It is always created sluggish. It may breathe acid powerfully, and is also magical, casting spells intelligently which terrify, blind, or confuse; 1 time in 9. It can push past weaker monsters, bash down doors, and fly. It resists acid. It cannot be confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 8 objects or treasures. It can claw to attack with damage 4d9, claw to attack with damage 4d9, and bite to shoot acid with damage 5d10.

The Monastic lich (Umber 'L' : 'L')

=== Num:611 Lev:62 Rar:2 Spd:120 Hp:840 AC:40 Exp:154469
A skeletal form wrapped in priestly robes. Before its un-death, it was a monk in an evil order...
This evil undead creature moves normally. It is always created sluggish. It is cold blooded. It is magical, casting spells intelligently which terrify, paralyze, raise the dead, blink-self, cause brain smashing, blind, confuse, teleport to, drain mana, cause mortal wounds, or cause critical wounds; 1 time in 3. It can open doors and bash down doors. It resists cold and poison. It resists teleportation. It cannot be confused or slept. It takes quite a while to see intruders, which it may notice from 300 feet. It will carry up to 6 objects or treasures. It can kick to attack with damage 24, hit to attack with damage 24, claw to lower experience (by 80d6+) with damage 4d2, and claw to reduce dexterity with damage 4d2.

The Drolem (Green 'g' : 'g')

=== Num:691 Lev:62 Rar:3 Spd:120 Hp:1500 AC:52 Exp:214343
A constructed dragon, the drolem has massive strength. Powerful spells weaved during its creation make it a fearsome adversary. Its eyes show little intelligence, but it has been instructed to destroy all it meets.
This dragon moves normally. It is always created sluggish. It is cold blooded. It is not detected by telepathy. It may breathe poison, and is also magical, casting spells which slow, blind, or confuse; 1 time in 6. It can swim, open doors, and bash down doors. It resists fire, cold, poison, and lightning. It resists teleportation. It cannot be confused, slept, or frightened. It takes quite a while to see intruders, which it may notice from 250 feet. It can bite to attack with damage 5d8, bite to attack with damage 5d8, claw to poison with damage 3d3, and claw to poison with damage 3d3.

The Dark elven sorceror (Violet 'h' : 'h')

=== Num:657 Lev:62 Rar:2 Spd:130 Hp:480 AC:25 Exp:141557
A dark elven figure, dressed in deepest black. Power seems to crackle from his slender frame.
This evil creature moves normally. He is always created sluggish. He is magical, casting spells intelligently which summon a demon, produce fire balls, produce magic missiles, raise the dead, heal-self, produce frost balls, blink-self, produce acid bolts, create darkness, summon an undead, blind, confuse, teleport to, cause critical wounds, or summon a monster; 1 time in 2. He can open doors and bash down doors. He is hurt by bright light. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 200 feet. He will carry up to 4 objects or treasures. He can hit to attack with damage 2d8, hit to attack with damage 2d8, and hit to attack with damage 2d8.

The Warrior of the Dawn (L.Red 'p' : 'p')

=== Num:693 Lev:62 Rar:2 Spd:120 Hp:19d25 AC:35 Exp:25627
Fierce, barbaric warriors, armed with great spiked clubs, and surrounded in an aura of scarlet. Whenever one of them is slain, another appears out of nowhere to take his place.
This creature moves normally. He usually appears in groups. He can open doors and bash down doors. He resists acid, poison, and lightning. He cannot be slept or frightened. He takes a while to see intruders, which he may notice from 200 feet. He can hit to attack with damage 5d5, and hit to attack with damage 5d5.

The Death quasit (White 'u' : 'u')

=== Num:649 Lev:63 Rar:3 Spd:130 Hp:270 AC:32 Exp:154400
It is a demon of small stature, but its armoured frame moves with lightning speed and its powers make it a tornado of death and destruction.
This evil demon moves normally. It is always created sluggish. It is invisible. It is magical, casting spells intelligently which summon a demon, terrify, cause amnesia, blind, confuse, or cause critical wounds; 1 time in 10. It can pass through walls and fly. It resists fire and poison. It resists teleportation. It cannot be confused, slept, or frightened. It is ever vigilant for intruders, which it may notice from 200 feet. It will carry up to 4 objects or treasures. It can bite to reduce dexterity with damage 3d6, claw to attack with damage 3d3, and claw to attack with damage 3d3.

The Dread (Orange 'G' : 'G')

=== Num:667 Lev:63 Rar:1 Spd:120 Hp:15d20 AC:22 Exp:33040
It is a form that screams its presence against the eye. Death incarnate, its hideous black body seems to struggle against reality as the universe itself struggles to banish it.
This evil undead creature moves a bit erratically. It is always created sluggish. It is invisible. It is cold blooded. It usually appears in groups. It is magical, casting spells which paralyze, produce nether bolts, blind, confuse, 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 a object or treasure. It can hit to attack with damage 6d6, hit to attack with damage 6d6, and hit to reduce strength with damage 3d4.

The Leprechaun fanatic (L.Dark 'h' : 'h')

=== Num:700 Lev:63 Rar:6 Spd:123 Hp:5d5 AC:7 Exp:9360
These leprechauns are not afraid to die for their cause. They are carrying explosives and making terrorist strikes...
This silly evil creature moves a bit erratically. He breeds explosively. He is magical, casting spells intelligently which teleport-self, blink-self, or teleport to; 1 time in 6. He can open doors and pick up objects. He cannot be frightened. He is fairly observant of intruders, which he may notice from 80 feet. He can explode to attack with damage 20d3.

The Greater titan (Violet 'P' : 'P')

=== Num:702 Lev:63 Rar:3 Spd:120 Hp:2000 AC:50 Exp:379560
A forty foot tall humanoid that shakes the ground as it walks. The power radiating from its frame shakes your courage, its hatred inspired by your defiance.
This evil giant moves normally. He is always created sluggish. He is magical, casting spells intelligently which summon monsters, heal-self, or teleport to; 1 time in 3. He can open doors, push past weaker monsters, bash down doors, and pick up objects. He takes a while to see intruders, which he may notice from 300 feet. He will carry up to 4 good objects. He can hit to confuse with damage 12d12, hit to confuse with damage 12d12, hit to confuse with damage 12d12, and hit to confuse with damage 12d12.

The Spectral tyrannosaurus (L.Green 'R' : 'R')

=== Num:705 Lev:63 Rar:3 Spd:120 Hp:2500 AC:60 Exp:350600
A deadly undead horror which looks like a skeletal tyrannosaurus surrounded by a sickly green glow.
This natural evil undead creature moves normally. It is always created sluggish. It may breathe poison, nexus, or nether, and is also magical, casting spells which terrify or paralyze; 1 time in 6. It can open doors, push past weaker monsters, and bash down doors. It resists acid, cold, and poison. It resists teleportation and nexus. It cannot be confused, slept, or frightened. It takes quite a while to see intruders, which it may notice from 250 feet. It will carry up to 4 good objects. It can bite to lower experience (by 40d6+) with damage 2d13, bite to lower experience (by 40d6+) with damage 2d13, bite to reduce strength with damage 5d8, and gaze to terrify.

The Balrog (L.Red 'U' : 'U')

=== Num:720 Lev:63 Rar:3 Spd:120 Hp:2100 AC:40 Exp:581600
It is a massive humanoid demon wreathed in flames.
This evil demon moves normally. It is always created sluggish. It is surrounded by flames. It may breathe fire powerfully, and is also magical, casting spells intelligently which summon greater undead, summon a demon, produce plasma bolts, produce nether balls, cause brain smashing, summon an undead, blind, or confuse; 1 time in 4. It can open doors, push past weaker monsters, bore through walls, bash down doors, and fly. It resists fire. It cannot be confused or slept. It pays little attention to intruders, which it may notice from 200 feet. It will carry one or two good objects. It can hit to burn with damage 2d6, hit to attack with damage 5d6, hit to burn with damage 6d2, and hit to attack with damage 6d5.

The Lloigor (L.Blue 'v' : 'v')

=== Num:682 Lev:63 Rar:20 Spd:120 Hp:1050 AC:50 Exp:166480
"Invisible ones from the stars... They sometimes took forms... but existed as vortices of power in their natural state."
This evil creature moves normally. It is always created sluggish. It is invisible. It may breathe force or gravity powerfully, and is also magical, casting spells intelligently which summon similar monsters, teleport away, blink-self, blind, or cause mind blasting; 1 time in 4. It can open doors, push past weaker monsters, pass through walls, bash down doors, and fly. It resists fire, cold, and 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 engulf to reduce constitution with damage 4d10, engulf to reduce constitution with damage 4d10, and engulf to reduce constitution with damage 4d10.

[U] Judge Fear (L.Dark 'W' : 'W')

=== Num:674 Lev:63 Rar:4 Spd:120 Hp:1260 AC:45 Exp:317840
A Dark Judge, reputedly so frightening that his gaze can kill.
This evil undead creature moves normally. He is always created sluggish. He is invisible. He is cold blooded. He is magical, casting spells which terrify, paralyze, raise the dead, cause amnesia, cause brain smashing, summon an undead, blind, drain mana, cause mind blasting, or cause critical wounds; 1 time in 3. He can open doors, push past weaker monsters, and bash down doors. He is hurt by bright light. He resists fire, cold, and poison. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 900 feet. He will carry up to 4 good objects. He can gaze to terrify, gaze to lower experience (by 40d6+), gaze to lower experience (by 40d6+), and gaze to attack with damage 2d20.

[U] Judge Death (L.Dark 'W' : 'W')

=== Num:686 Lev:63 Rar:3 Spd:120 Hp:1710 AC:45 Exp:713840
The most powerful Dark Judge, whose touch means death.
This evil undead creature moves normally. He is always created sluggish. He is cold blooded. He is magical, casting spells intelligently which summon greater undead, produce fire balls, terrify, paralyze, summon monsters, raise the dead, produce nether balls, summon an undead, blind, drain mana, or cause mortal wounds; 1 time in 3. He can open doors, push past weaker monsters, and bash down doors. He is hurt by fire. He resists cold, poison, and lightning. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 900 feet. He will carry up to 4 good objects. He can claw to poison with damage 10d5, claw to poison with damage 10d5, claw to lower experience (by 40d6+) with damage 10, and gaze to terrify.

The Ancient white dragon (White 'D' : 'D')

=== Num:617 Lev:63 Rar:1 Spd:120 Hp:630 AC:40 Exp:161360
A huge draconic form. Frost covers it from head to tail.
This evil dragon moves normally. It is always created sluggish. It may breathe frost powerfully, and is also magical, casting spells intelligently which terrify, blind, or confuse; 1 time in 9. It can push past weaker monsters, bash down doors, and fly. It resists cold. It cannot be confused or slept. It pays little attention to intruders, which it may notice from 200 feet. It will carry up to 8 objects or treasures. It can claw to attack with damage 4d9, claw to attack with damage 4d9, and bite to freeze with damage 5d12.

The Hunting horror (L.Dark 'U' : 'U')

=== Num:663 Lev:63 Rar:20 Spd:110 Hp:390 AC:45 Exp:63680
"And in the air there were great viperine creatures, which had curiously distorted heads, and grotesquely great clawed appendages, supporting themselves with ease by the aid of black rubbery wings of singularly monstrous dimensions."
This evil demon moves normally. It is always created sluggish. It may breathe darkness powerfully, and is also magical, casting spells which summon a demon, blind, or confuse; 1 time in 9. It can open doors, bash down doors, and fly. It is hurt by bright light. It resists fire and poison. It cannot be confused or slept. It pays little attention to intruders, which it may notice from 200 feet. It will carry a object or treasure. It can bite to reduce dexterity with damage 1d3, bite to poison with damage 1d3, and crush to attack with damage 9d4.

The Death leprechaun (L.Dark 'h' : 'h')

=== Num:680 Lev:64 Rar:6 Spd:120 Hp:5d5 AC:7 Exp:11070
Nasty undead little creatures. They are chanting the name of the sinister wizard who created them: 'Bruce! Bruce..!'
This silly evil undead creature moves a bit erratically. He breeds explosively. He is invisible. He is cold blooded. He is magical, casting spells intelligently which raise the dead, teleport-self, blink-self, teleport to, or cause critical wounds; 1 time in 6. He can open doors and pick up objects. He is hurt by bright light. He resists nether. He is fairly observant of intruders, which he may notice from 80 feet. He can touch to lower experience (by 40d6+) with damage 1d10, touch to steal gold, and touch to steal items.

The Zephyr Lord (Violet 'W' : 'W')

=== Num:671 Lev:64 Rar:2 Spd:130 Hp:660 AC:35 Exp:149773
An undead master of the vicious Zephyr hounds.
This evil undead creature moves normally. He is always created sluggish. He is magical, casting spells intelligently which summon hounds; 1 time in 5. He can open doors, bash down doors, and fly. He resists fire, cold, poison, and lightning. He cannot be stunned, confused, or slept. He is fairly observant of intruders, which he may notice from 200 feet. He will carry up to 6 objects or treasures. He can hit to lower experience (by 20d6+) with damage 8d2, hit to reduce strength with damage 8d2, and hit to reduce constitution with damage 8d2.

[U] Judge Mortis (L.Green 'z' : 'z')

=== Num:656 Lev:64 Rar:3 Spd:120 Hp:1260 AC:35 Exp:493353
Another Dark Judge, he is a rotting humanoid with a cow's skull as his head.
This evil undead creature moves normally. He is always created sluggish. He is cold blooded. He may breathe poison or nether, and is also magical, casting spells which terrify, produce nether bolts, raise the dead, teleport-self, blink-self, produce acid bolts, summon an undead, blind, produce poison bolts, or cause critical wounds; 1 time in 3. He can open doors, push past weaker monsters, and bash down doors. He is hurt by fire. He resists cold and poison. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 900 feet. He will carry up to 4 good objects. He can hit to poison with damage 5d5, hit to disease with damage 5d5, touch to reduce all stats, and touch to lower experience (by 80d6+).

[U] Scatha the Worm (White 'D' : 'D')

=== Num:692 Lev:64 Rar:2 Spd:120 Hp:1400 AC:65 Exp:587858
An ancient and wise Dragon. Scatha has grown clever over the long years. His scales are covered with frost, and his breath sends a shower of ice into the air.
This evil dragon moves normally. He is always created sluggish. He may breathe frost powerfully, and is also magical, casting spells which confuse or cause critical wounds; 1 time in 3. He can push past weaker monsters, bash down doors, and fly. He resists cold. He cannot be confused or slept. He tends to overlook intruders, which he may notice from 200 feet. He will carry up to 8 good objects. He can claw to attack with damage 4d10, claw to attack with damage 4d10, claw to attack with damage 4d10, and bite to attack with damage 6d14.

The Greater basilisk (L.Dark 'R' : 'R')

=== Num:668 Lev:64 Rar:2 Spd:120 Hp:1400 AC:50 Exp:143910
A large basilisk, whose shape resembles that of a great wyrm.
This natural evil creature moves normally. It may breathe poison, darkness, or nether powerfully; 1 time in 8. It can swim, open doors, and bash down doors. It resists poison. 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 good objects. It can gaze to paralyze, bite to attack with damage 5d12, bite to attack with damage 5d12, and bite to attack with damage 5d12.

The Fastitocalon (Green 'D' : 'D')

=== Num:704 Lev:64 Rar:3 Spd:120 Hp:3150 AC:75 Exp:256578
A huge aquatic dragon, its shell is as large as a small island. Some have called this creature a dragon-turtle.
This aquatic dragon moves normally. It is always created sluggish. It may breathe acid or fire; 1 time in 6. It resists fire and acid. It resists teleportation. It cannot be confused, slept, or frightened. It takes quite a while to see intruders, which it may notice from 250 feet. It can bite to attack with damage 5d8, bite to attack with damage 5d8, crush to poison with damage 3d10, and crush to poison with damage 3d10.

The Sorcerer (Orange 'p' : 'p')

=== Num:638 Lev:64 Rar:2 Spd:130 Hp:310 AC:25 Exp:181548
A human figure in robes, he moves with magically improved speed, and his hands are ablur with spell casting.
This evil creature moves normally. He is always created sluggish. He is magical, casting spells which produce fire balls, produce frost balls, create traps, summon a dragon, blink-self, produce acid bolts, summon an undead, blind, confuse, teleport to, cause critical wounds, or summon a monster; 1 time in 2. 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 up to 6 objects or treasures. He can hit to attack with damage 2d8, hit to attack with damage 2d8, and hit to attack with damage 2d8.

The Shoggoth (L.Dark 'j' : 'j')

=== Num:685 Lev:64 Rar:20 Spd:140 Hp:700 AC:40 Exp:105903
"The nightmare, plastic column of fetid, black iridescence oozed tightly onward... A shapeless congerie of protoplasmic bubbles, faintly self-luminous and with myriads of temporary eyes forming and unforming as pustules of greenish light all over the tunnel-filling front that bore down upon us, crushing the frantic penguins and slithering over glistening floor that it and its kind had swept so evilly free of all litter. Still came that eldritch mocking cry -- 'Tekeli-li! Tekeli-li!'"
This evil demon moves normally. It is always created sluggish. It regenerates quickly. It can destroy weaker monsters, swim, bash down doors, and destroy objects. It is hurt by bright light. It resists fire, acid, poison, and lightning. It resists teleportation and plasma. It cannot be confused, slept, or frightened. It takes a while to see intruders, which it may notice from 1000 feet. It can crush to shoot acid with damage 5d6, crush to shoot acid with damage 5d6, crush to shoot acid with damage 5d6, and crush to attack with damage 9d9.

The 11-headed hydra (L.Red 'M' : 'M')

=== Num:688 Lev:64 Rar:2 Spd:120 Hp:70d18 AC:50 Exp:242351
A strange reptilian hybrid with eleven smouldering heads.
This natural creature moves normally. It is always created sluggish. It may breathe fire, and is also magical, casting spells which produce fire balls, terrify, produce plasma bolts, or produce fire bolts; 1 time in 4. It can swim, open doors, push past weaker monsters, and bash down doors. It resists fire. It takes a while to see intruders, which it may notice from 200 feet. It will carry up to 10 objects or treasures. It can bite to burn with damage 3d12, bite to burn with damage 3d12, bite to burn with damage 3d12, and bite to burn with damage 3d12.

[U] Garm, Guardian of Hel (Umber 'C' : 'C')

=== Num:717 Lev:64 Rar:2 Spd:120 Hp:2100 AC:60 Exp:782362
Garm is a gigantic hound, whose job is to guard that none escapes the tortures of Hel, the Norse place of punishment for the wicked and cowardly dead.
This natural evil creature moves normally. It is always created sluggish. It may breathe frost, darkness, or nether, and is also magical, casting spells which summon hounds or summon an undead; 1 time in 3. It can swim, open doors, push past weaker monsters, and bash down doors. It resists fire. It resists nether. It cannot be confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 4 good objects. It can claw to attack with damage 7d13, claw to attack with damage 7d13, bite to attack with damage 8d13, and bite to attack with damage 8d13.

The Dark young of Shub-Niggurath (L.Dark '#' : '#')

=== Num:677 Lev:64 Rar:20 Spd:120 Hp:900 AC:37 Exp:58876
"Something black in the road, something that wasn't a tree. Something big and black and ropy, just squatting there, waiting, with ropy arms squirming and reaching... It came crawling up the hillside... and it was the black thing of my dreams... that black, ropy, slimy jelly tree-thing out of the woods. It crawled up and it flowed up on its hoofs and mouths and snaky arms."
This evil demon moves normally. It is always created sluggish. It is magical, casting spells which summon a demon, heal-self, cause serious wounds, or blind; 1 time in 9. It can swim, open doors, and bash down doors. It is hurt by bright light. It resists fire. It resists teleportation. It cannot be confused or slept. It pays little attention to intruders, which it may notice from 200 feet. It will carry one or two objects or treasures. It can crush to attack with damage 5d6, crush to attack with damage 5d6, bite to reduce strength with damage 1d6, and bite to reduce strength with damage 1d6.

The Ancient multi-hued dragon (Violet 'D' : 'D')

=== Num:675 Lev:64 Rar:1 Spd:120 Hp:1500 AC:45 Exp:233372
A huge draconic form. Many colours ripple down its massive frame. Few live to see another.
This evil dragon moves normally. It is always created sluggish. It may breathe poison, acid, frost, fire, or lightning powerfully, and is also magical, casting spells intelligently which terrify, blind, or confuse; 1 time in 5. It can open doors, push past weaker monsters, bash down doors, and fly. It resists fire, acid, cold, poison, and lightning. It cannot be confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 8 objects or treasures. It can claw to attack with damage 4d12, claw to attack with damage 4d12, and bite to attack with damage 6d12.

[U] Zoth-Ommog (Umber 'R' : 'R')

=== Num:695 Lev:65 Rar:40 Spd:120 Hp:1750 AC:25 Exp:344652
"A body shaped like a road-based, truncated cone. A flat, blunt, wedge-shaped, vaguely reptilian head surmounts this conical torso, and the head is almost entirely hidden behind swirling tresses. This hair, or beard and mane, consists of thickly carved and coiling ropes, like serpents or worms... Through this repulsive Medusa-mane of ropy tendrils, two fierce, serpent-like eyes glare in a horrible intermingling of cold, inhuman mockery and what I can only describe as gloating menace."
This evil creature moves a bit erratically. It is always created sluggish. It is magical, casting spells which produce poison balls, terrify, paralyze, summon hydras, summon spiders, produce acid balls, produce nether balls, cause mortal wounds, cause mind blasting, cause critical wounds, or summon a monster; 1 time in 5. It can swim, bash down doors, and destroy objects. It resists acid, cold, poison, and lightning. It cannot be confused, slept, or frightened. It tends to overlook intruders, which it may notice from 120 feet. It can crush to attack with damage 25d3, crush to attack with damage 25d3, bite to reduce dexterity with damage 2d10, and bite to reduce constitution with damage 2d10.

The Dracolich (L.Blue 'D' : 'D')

=== Num:701 Lev:65 Rar:2 Spd:120 Hp:1800 AC:48 Exp:332556
The skeletal form of a once-great dragon, enchanted by magic most perilous. Its animated form strikes with speed and drains life from its prey to satisfy its hunger.
This evil undead dragon moves normally. It is always created sluggish. It is cold blooded. It may breathe frost or nether powerfully, and is also magical, casting spells which terrify or confuse; 1 time in 6. It can open doors, push past weaker monsters, bash down doors, fly, and pick up objects. It resists cold and poison. It resists teleportation. It cannot be confused or slept. It takes quite a while to see intruders, which it may notice from 250 feet. It will carry up to 4 good objects. It can claw to attack with damage 4d12, claw to attack with damage 4d12, bite to lower experience (by 80d6+) with damage 3d6, and bite to drain life force with damage 3d6.

[U] Chaugnar Faugn, Horror from the Hills (L.Dark 'q' : 'q')

=== Num:681 Lev:65 Rar:40 Spd:110 Hp:2100 AC:62 Exp:283038
"The ears were webbed and tentacled, the trunk terminated in a huge flaring disk at least a foot in diameter... Its forelimbs were bent stiffly at the elbow, and its hands... rested palms upward on its lap."
This evil demon moves normally, but does not deign to chase intruders. It is always created sluggish. It is magical, casting spells which summon a demon, terrify, paralyze, summon monsters, cause amnesia, cause brain smashing, confuse, cause mortal wounds, cause mind blasting, or cause critical wounds; 1 time in 6. It can swim. It is hurt by rock remover. It resists fire, cold, and poison. It cannot be confused, slept, or frightened. It pays little attention to intruders, which it may notice from 100 feet. It can crush to attack with damage 10d10, crush to attack with damage 10d10, bite to reduce constitution with damage 8d2, and bite to reduce constitution with damage 8.

[U] The Stormbringer (L.Dark '|' : '|')

=== Num:698 Lev:65 Rar:2 Spd:120 Hp:1209 AC:50 Exp:487620
The mightiest of hellblades, a black runesword which thirsts for your soul.
This evil creature moves normally. It is always created sluggish. It is cold blooded. It can bash down doors and fly. It resists fire, cold, and poison. It resists nether. It cannot be confused, slept, or frightened. It takes a while to see intruders, which it may notice from 200 feet. It can wail to terrify, hit to lower experience (by 80d6+) with damage 64, hit to lower experience (by 80d6+) with damage 64, and hit to drain life force with damage 8d8.

[U] Quaker, Master of Earth (Umber 'E' : 'E')

=== Num:679 Lev:65 Rar:4 Spd:110 Hp:1260 AC:50 Exp:177450
A towering stone elemental stands before you. The walls and ceiling are reduced to rubble as Quaker advances.
This evil creature moves normally. He is always created sluggish. He is cold blooded. He is not detected by telepathy. He is magical, casting spells which produce acid balls or produce acid bolts; 1 time in 6. He can destroy weaker monsters, swim, pass through walls, bore through walls, and destroy objects. He is hurt by rock remover. He resists fire, cold, poison, and lightning. He cannot be confused, slept, or frightened. He pays little attention to intruders, which he may notice from 100 feet. He can hit to attack with damage 6d6, hit to attack with damage 6d6, hit to attack with damage 6d6, and hit to shatter with damage 10d10.

The High priest (White 'p' : 'p')

=== Num:689 Lev:65 Rar:2 Spd:120 Hp:560 AC:25 Exp:105840
A dark priest of the highest order. Powerful and evil, beware his many spells.
This evil creature moves normally. He is always created sluggish. He is magical, casting spells intelligently which paralyze, summon monsters, raise the dead, heal-self, cause brain smashing, summon an undead, blind, or cause mortal wounds; 1 time in 2. 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 up to 4 objects or treasures. He can hit to attack with damage 3d4, hit to attack with damage 3d4, and hit to attack with damage 3d5.

The Colour out of space (Violet '.' : '.')

=== Num:678 Lev:65 Rar:2 Spd:120 Hp:900 AC:50 Exp:183036
"The shaft of phosphorescence from the well... was no longer shining out, it was pouring out; and as the shapeless stream of unplaceable colour left the well it seemed to flow directly into the sky."
This evil creature moves a bit erratically. It is always created sluggish. It is invisible. It is cold blooded. It may breathe disenchantment or nether, and is also magical, casting spells intelligently which teleport-self or drain mana; 1 time in 9. It can pass through walls and fly. It resists fire, acid, cold, and poison. It cannot be stunned, confused, or slept. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 4 objects or treasures. It can touch to reduce all stats with damage 6d6, and touch to reduce all stats with damage 6d6.

The Maulotaur (Umber 'H' : 'H')

=== Num:723 Lev:66 Rar:2 Spd:130 Hp:2444 AC:25 Exp:292615
It is a belligrent minotaur with some destructive magical arsenal, armed with a hammer.
This evil creature moves normally. It is always created sluggish. It is magical, casting spells which produce fire balls or produce plasma bolts; 1 time in 5. It can bash down doors. It resists fire. It resists teleportation. It is fairly observant of intruders, which it may notice from 130 feet. It will carry a good object. It can hit to shatter with damage 8d8, hit to shatter with damage 8d8, butt to attack with damage 4d6, and butt to attack with damage 4d6.

The Nazgul (L.Dark 'W' : 'W')

=== Num:696 Lev:66 Rar:3 Spd:120 Hp:3300 AC:55 Exp:430000
A tall black cloaked Ringwraith, radiating an aura of fear.
This evil undead creature moves normally. He is cold blooded. He may breathe nether, and is also magical, casting spells intelligently which terrify, paralyze, or drain mana; 1 time in 6. He can swim, open doors, push past weaker monsters, and bash down doors. He is hurt by bright light. He resists cold and poison. He resists teleportation and nether. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 900 feet. He will carry one or two good objects. He can hit to terrify with damage 6d6, hit to terrify with damage 6d6, hit to lower experience (by 80d6+) with damage 4d6, and hit to lower experience (by 80d6+) with damage 4d6.

The Lesser black reaver (L.Dark 'L' : 'L')

=== Num:694 Lev:66 Rar:3 Spd:120 Hp:1750 AC:60 Exp:288444
A humanoid form, black as night, advancing steadily and unstoppably.
This evil undead creature moves normally. It is always created sluggish. It is cold blooded. It is magical, casting spells intelligently which paralyze, raise the dead, produce nether balls, blind, confuse, teleport to, drain mana, cause mind blasting, or cause critical wounds; 1 time in 3. It can swim, open doors, bore through walls, and bash down doors. It resists cold and poison. It resists teleportation. It cannot be confused, slept, or frightened. It tends to overlook intruders, which it may notice from 200 feet. It will carry one or two good objects. It can hit to disenchant with damage 4d8, hit to disenchant with damage 4d8, hit to reduce strength with damage 4d6, and hit to reduce strength with damage 4d6.

[U] Fafner the Dragon (L.Green 'D' : 'D')

=== Num:712 Lev:66 Rar:4 Spd:120 Hp:2075 AC:50 Exp:683829
The mighty dragon of the Norse myth, Fafner was a giant who slew his brother to win a treasure hoard, and then transformed himself into a dragon, greedily watching over his hoard.
This evil dragon moves normally. He is always created sluggish. He may breathe poison or fire powerfully, and is also magical, casting spells which terrify, confuse, or cause critical wounds; 1 time in 3. He can push past weaker monsters, bash down doors, and fly. He resists fire and poison. He cannot be confused or slept. He tends to overlook intruders, which he may notice from 200 feet. He will carry up to 8 good objects. He can claw to attack with damage 4d10, claw to attack with damage 4d10, bite to burn with damage 14d6, and bite to poison with damage 14d6.

[U] Judge Fire (Red 's' : 's')

=== Num:654 Lev:66 Rar:3 Spd:120 Hp:1260 AC:35 Exp:616448
One of the Dark Judges, he has come to punish your crime of living. He looks like a skeleton enveloped in flames.
This evil undead creature moves normally. He is always created sluggish. He may breathe fire powerfully, and is also magical, casting spells which summon a demon, produce fire balls, terrify, produce plasma bolts, teleport-self, blink-self, create darkness, summon an undead, cause critical wounds, produce fire bolts, or summon a monster; 1 time in 3. He can open doors, push past weaker monsters, and bash down doors. He is hurt by cold. He resists fire and poison. He resists plasma. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 900 feet. He will carry up to 4 good objects. He can hit to burn with damage 5d5, hit to burn with damage 5d5, gaze to lower experience (by 80d6+), and wail to terrify.

The Juggernaut of Khorne (L.Dark 'g' : 'g')

=== Num:672 Lev:67 Rar:3 Spd:125 Hp:68d19 AC:45 Exp:64900
A great, vicious beast whose flesh is made of steel and whose blood is fire. It charges at you ignoring everything else.
This evil demon moves normally. It reflects bolt spells. It can bash down doors and destroy objects. It resists fire, 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 can butt to attack with damage 6d6, crush to attack with damage 8d6, crush to attack with damage 8d6, and butt to attack with damage 6d6.

The Death mold (L.Dark 'm' : 'm')

=== Num:711 Lev:67 Rar:1 Spd:140 Hp:70d20 AC:60 Exp:108064
It is the epitome of all that is evil, in a mold. Its lifeless form draws power from sucking the souls of those that approach it, a nimbus of pure evil surrounds it. Luckily for you, it can't move.
This evil creature moves normally, but does not deign to chase intruders. It is always created sluggish. It resists acid, poison, and lightning. It cannot be confused, slept, or frightened. It is ever vigilant for intruders, which it may notice from 1000 feet. It can hit to disenchant with damage 7d7, hit to disenchant with damage 7d7, hit to disenchant with damage 7d7, and hit to drain life force with damage 5d5.

[U] Utgard-Loke (White 'P' : 'P')

=== Num:683 Lev:67 Rar:3 Spd:120 Hp:2800 AC:62 Exp:490072
A frost giant chieftain, unusually smart for a giant.
This evil giant moves normally. He is always created sluggish. He is surrounded by ice. He usually appears with an escort. He may breathe frost, and is also magical, casting spells intelligently which summon similar monsters, heal-self, or teleport to; 1 time in 3. He can swim, open doors, push past weaker monsters, bash down doors, and pick up objects. He resists cold. He takes a while to see intruders, which he may notice from 300 feet. He will carry up to 4 good objects. He can hit to freeze with damage 12d12, hit to freeze with damage 12d12, hit to freeze with damage 12d12, and hit to freeze with damage 12d12.

The Nycadaemon (Orange 'U' : 'U')

=== Num:719 Lev:67 Rar:3 Spd:120 Hp:2170 AC:40 Exp:196812
A loathsome, sturdy, winged, horned demon, with talons that could tear a stone wall down.
This evil demon moves normally. It is always created sluggish. It is surrounded by flames. It regenerates quickly. It is invisible. It may breathe nether, and is also magical, casting spells which summon a demon, paralyze, blink-self, cause brain smashing, or confuse; 1 time in 4. It can bore through walls and fly. It resists fire, acid, and cold. It cannot be stunned, confused, or slept. It pays little attention to intruders, which it may notice from 200 feet. It will carry one or two good objects. It can touch to terrify, claw to attack with damage 6d6, claw to attack with damage 6d6, and claw to attack with damage 6d6.

The Nightwing (L.Dark 'W' : 'W')

=== Num:722 Lev:68 Rar:4 Spd:120 Hp:45d30 AC:60 Exp:358560
Everywhere colours seem paler and the air chiller. At the centre of the cold stands a mighty figure. Its wings envelop you in the chill of death as the nightwing reaches out to draw you into oblivion. Your muscles sag and your mind loses all will to fight as you stand in awe of this mighty being.
This evil undead creature moves normally. It is always created sluggish. It is cold blooded. It is magical, casting spells intelligently which produce mana bolts, terrify, produce nether bolts, produce nether balls, cause brain smashing, summon an undead, blind, or cause mortal wounds; 1 time in 4. It can open doors, bash down doors, and fly. It is hurt by bright light. It resists cold and poison. It resists teleportation. 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 good objects. It can touch to poison with damage 3d5, touch to poison with damage 3d5, hit to disenchant with damage 6d8, and hit to disenchant with damage 6d8.

[U] Itangast the Fire Drake (Red 'D' : 'D')

=== Num:710 Lev:68 Rar:4 Spd:120 Hp:1540 AC:50 Exp:663030
A mighty ancient dragon, Itangast's form scorches your flesh. Wisps of smoke curl up from his nostrils as he regards you with disdain.
This evil dragon moves normally. He is always created sluggish. He may breathe fire powerfully, and is also magical, casting spells which confuse or cause critical wounds; 1 time in 3. He can push past weaker monsters, bash down doors, and fly. He resists fire. He cannot be confused or slept. He tends to overlook intruders, which he may notice from 200 feet. He will carry up to 8 good objects. He can claw to attack with damage 1d10, claw to attack with damage 1d10, bite to attack with damage 3d14, and bite to attack with damage 4d14.

[U] Zhar the Twin Obscenity (L.Dark 'R' : 'R')

=== Num:714 Lev:68 Rar:30 Spd:120 Hp:3500 AC:60 Exp:613125
"The thing that crouched in the weird green dusk was a living mass of shuddering horror, a ghastly mountain of sensate, quivering flesh, whose tentacles, far-flung in the dim reaches of the subterranean cavern, emitted a strange humming sound, while from the depths of the creature's body came a weird and horrific undulation."
This evil creature moves normally. It is always created sluggish. It is magical, casting spells intelligently which summon a demon, terrify, blind, confuse, or cause mind blasting; 1 time in 6. It can destroy weaker monsters, swim, open doors, bash down doors, and pick up objects. It takes a while to see intruders, which it may notice from 300 feet. It will carry up to 4 good objects. It can crush to attack with damage 23d10, crush to attack with damage 23d10, and crush to attack with damage 23d10.

The Behemoth (Green 'H' : 'H')

=== Num:716 Lev:68 Rar:3 Spd:120 Hp:3500 AC:90 Exp:275580
A great water-beast, with an almost unpenetrable skin.
This natural creature moves normally. It is always created sluggish. It may breathe fire; 1 time in 9. It can swim. It resists fire, acid, and cold. It cannot be confused, slept, or frightened. It takes quite a while to see intruders, which it may notice from 250 feet. It can bite to burn with damage 5d8, bite to burn with damage 5d8, crush to attack with damage 3d15, and crush to attack with damage 3d15.

The Dracolisk (Red 'D' : 'D')

=== Num:703 Lev:68 Rar:3 Spd:120 Hp:1800 AC:48 Exp:515025
A mixture of dragon and basilisk, the dracolisk stares at you with deep piercing eyes, its evil breath burning the ground where it stands.
This natural evil dragon moves normally. It is always created sluggish. It may breathe fire or nether, and is also magical, casting spells which terrify or paralyze; 1 time in 6. It can open doors, bash down doors, and fly. It resists fire and acid. It resists teleportation and nether. It cannot be confused or slept. It takes quite a while to see intruders, which it may notice from 250 feet. It will carry up to 4 good objects. It can bite to attack with damage 5d12, bite to attack with damage 5d12, bite to attack with damage 8d8, and gaze to paralyze.

[U] The King in Yellow (Yellow 'L' : 'L')

=== Num:735 Lev:69 Rar:30 Spd:120 Hp:2240 AC:50 Exp:1646708
The King in Yellow is an Avatar of Hastur: "He has no face, and is twice as tall as a man. He wears pointed shoes under his tattered, fantastically colored robes, and a streamer of silk appears to fall from the pointed tip of his hood. At times he appears to be winged; at others, haloed."
This evil undead creature moves normally. He is always created sluggish. He is cold blooded. He is magical, casting spells intelligently which summon a demon, summon similar monsters, terrify, raise the dead, teleport-self, teleport away, cause brain smashing, summon an undead, confuse, cause mortal wounds, or cause critical wounds; 1 time in 2. He can swim, open doors, push past weaker monsters, and bash down doors. He is hurt by bright light. He resists fire, acid, cold, and poison. He cannot be confused, slept, or teleported. He is fairly observant of intruders, which he may notice from 900 feet. He will carry up to 6 good objects. He can crush to attack with damage 12d12, crush to attack with damage 12d12, gaze to reduce wisdom with damage 5d10, and gaze to terrify with damage 5d10.

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

=== Num:876 Lev:69 Rar:100 Spd:110 Hp:10000 AC:200 Exp:3072340
A swirling, rotating red disk. A funnel thrusts out, seeking the one who disturbed the Pattern.
This creature moves a bit erratically. It is always created sluggish. It reflects bolt spells. It is surrounded by electricity. It regenerates quickly. It is not detected by telepathy. It is magical, casting spells which paralyze; 1 time in 10. It can destroy weaker monsters, bash down doors, and fly. It resists fire, acid, cold, poison, and lightning. It resists teleportation, disenchantment, nether, water, and plasma. It cannot be stunned, confused, slept, or frightened. It is vigilant for intruders, which it may notice from 200 feet. It can explode to reduce all stats with damage 50d50.

The Ultra-elite paladin (White 'p' : 'p')

=== Num:699 Lev:69 Rar:2 Spd:120 Hp:539 AC:72 Exp:80454
Fighting for a good cause, and they consider you an agent of the devil.
This good creature moves normally. He reflects bolt spells. He usually appears in groups. He is magical, casting spells which heal-self; 1 time in 12. He can open doors and bash down doors. He resists fire, cold, and lightning. He resists teleportation, disenchantment, nexus, and nether. He cannot be stunned, confused, slept, or frightened. 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 3d12, and hit to attack with damage 3d12.
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