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ZAngband Monsters

The Demonic quylthulg (L.Red 'Q' : 'Q')

=== Num:727 Lev:70 Rar:1 Spd:120 Hp:280 AC:1 Exp:77785
A pile of pulsing flesh that glows with an inner hellish fire. The world itself seems to cry out against it.
This natural evil 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 summon a demon, teleport-self, or blink-self; 1 time in 2. It cannot be confused, slept, or frightened. It is ever vigilant for intruders, which it may notice from 200 feet. It has no physical attacks.

[U] Smaug the Golden (L.Red 'D' : 'D')

=== Num:697 Lev:70 Rar:2 Spd:120 Hp:1400 AC:50 Exp:807178
Smaug is one of the Uruloki that still survive, a fire-drake of immense cunning and intelligence. His speed through air is matched by few other dragons and his dragonfire is what legends are made of.
This evil dragon moves normally. He is always created sluggish. He reflects bolt spells. 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 4d10, claw to attack with damage 4d10, claw to attack with damage 4d10, and bite to attack with damage 6d14.

The Dreadmaster (Orange 'G' : 'G')

=== Num:690 Lev:70 Rar:2 Spd:120 Hp:840 AC:50 Exp:277112
It is an unlife of power almost unequaled. An affront to existence, its very touch abuses and disrupts the flow of life, and its unearthly limbs, of purest black, crush rock and flesh with ease.
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 intelligently which paralyze, produce nether bolts, teleport level, summon an undead, blind, confuse, drain mana, or cause mortal wounds; 1 time in 9. 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 up to 6 objects or treasures. It can hit to attack with damage 6d6, hit to attack with damage 6d6, hit to reduce strength with damage 3d4, and hit to reduce strength with damage 3d4.

The Master thief (L.Dark 'p' : 'p')

=== Num:516 Lev:70 Rar:2 Spd:130 Hp:18d8 AC:25 Exp:63074
Cool and confident, fast and lithe; protect your possessions quickly!
This evil creature moves normally. He can open doors, bash down doors, and pick up objects. 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 2d8, hit to attack with damage 3d4, hit to steal gold with damage 4d4, and hit to steal items with damage 4d5.

The Plasma hound (L.Red 'Z' : 'Z')

=== Num:726 Lev:71 Rar:2 Spd:120 Hp:35d10 AC:40 Exp:100416
The very air warps as pure elemental energy stalks towards you in the shape of a giant hound. Your hair stands on end and your palms itch as you sense trouble.
This natural creature moves normally. It is always created sluggish. It usually appears in groups. It may breathe plasma; 1 time in 5. It can open doors and bash down doors. It resists fire. It resists plasma. 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 2d12, bite to attack with damage 2d12, bite to attack with damage 2d12, and claw to attack with damage 3d3.

[U] Shudde M'ell (Slate 'w' : 'w')

=== Num:747 Lev:71 Rar:20 Spd:125 Hp:2800 AC:45 Exp:400176
The most powerful and most evil of all Chthonians. "A great gray thing a mile long chanting and exuding strange acids... charging through the depths of the earth at a fantastic speed, in a dreadful fury... melting basaltic rocks like butter under a blowtorch."
This evil creature moves normally. It may breathe disenchantment, acid, or darkness, and is also magical, casting spells intelligently which summon a demon, summon similar monsters, terrify, paralyze, haste-self, heal-self, cause amnesia, cause brain smashing, or confuse; 1 time in 5. It can swim and bore through walls. It resists fire, cold, and poison. It resists plasma. It cannot be teleported. 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 crush to shatter with damage 55d2, crush to shatter with damage 55d2, touch to reduce constitution with damage 1d2, and touch to reduce constitution with damage 1d2.

The Aether vortex (L.Blue 'v' : 'v')

=== Num:752 Lev:71 Rar:2 Spd:130 Hp:24d20 AC:20 Exp:121008
An awesome vortex of pure magic, power radiates from its frame.
This creature moves extremely erratically. It is always created sluggish. It is surrounded by electricity. It is surrounded by flames. It is surrounded by ice. It is not detected by telepathy. It may breathe force, poison, inertia, nexus, light, sound, time, acid, chaos, frost, fire, confusion, lightning, darkness, gravity, plasma, shards, or nether powerfully; 1 time in 6. It can bash down doors and fly. It resists fire, acid, cold, poison, and lightning. It resists nexus, nether, and 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 electrocute with damage 5d5, engulf to burn with damage 3d3, engulf to shoot acid with damage 3d3, and engulf to freeze with damage 3d3.

The Ent (L.Green '%' : '%')

=== Num:708 Lev:71 Rar:3 Spd:120 Hp:2800 AC:60 Exp:539952
A treeherd; a sentient, moving tree. Its wrath is fearsome!
This friendly good giant moves normally. He is always created sluggish. 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 crush to attack with damage 10d11, crush to attack with damage 10d11, crush to attack with damage 10d11, and crush to attack with damage 10d11.

The Auto-mobile (L.Red 'g' : 'g')

=== Num:872 Lev:72 Rar:5 Spd:130 Hp:800 AC:50 Exp:186750
It is a streamlined metal demon, moving under its own power to crush you. It rumbles hungrily.
This silly creature moves normally. It is always created sluggish. It is not detected by telepathy. It can destroy weaker monsters, bash down doors, and destroy objects. It resists cold, poison, and lightning. It resists teleportation. It cannot be confused, slept, or frightened. It takes a while to see intruders, which it may notice from 100 feet. It can butt to attack with damage 8d3, and crush to attack with damage 8d7.

The Dark elven shade (White 'h' : 'h')

=== Num:881 Lev:72 Rar:2 Spd:130 Hp:576 AC:25 Exp:279300
A dark elven figure that glows with an inner light.
This evil undead creature moves normally. He is always created sluggish. He is invisible. He is cold blooded. He is magical, casting spells intelligently which summon a demon, produce darkness storms, summon similar monsters, raise the dead, heal-self, teleport away, blink-self, create darkness, summon an undead, blind, confuse, drain mana, cause critical wounds, or summon a monster; 1 time in 2. 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 touch to drain life force with damage 1d16, touch to drain charges, touch to reduce dexterity with damage 8d8, and touch to reduce intelligence with damage 8d8.

The Time hound (L.Green 'Z' : 'Z')

=== Num:725 Lev:72 Rar:4 Spd:130 Hp:35d10 AC:40 Exp:167350
You get a terrible sense of deja vu, or is it a premonition? All at once you see a little puppy and a toothless old dog. Perhaps you should give up and go to bed.
This natural creature moves normally. It is always created sluggish. It usually appears in groups. It may breathe time; 1 time in 8. It can open doors and 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 2d12, bite to attack with damage 2d12, bite to attack with damage 2d12, and claw to attack with damage 3d3.

[U] Ahtu, Avatar of Nyarlathotep (L.Dark '#' : '#')

=== Num:761 Lev:72 Rar:30 Spd:130 Hp:4180 AC:60 Exp:912350
"Higher already than the giants of the forest ringing it, the fifty-foot-thick column... sprouted a ring of tendrils, ruddy and golden and glittering overall with inclusions of quartz."
This evil demon moves normally. It is always created sluggish. It may breathe fire, plasma, or nether, and is also magical, casting spells intelligently which summon a demon, produce darkness storms, cause brain smashing, summon an undead, or cause mortal wounds; 1 time in 6. It can swim, open doors, push past weaker monsters, 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 13d13, crush to burn with damage 10d10, crush to attack with damage 13d13, and crush to burn with damage 10d10.

[U] Yibb-Tstll the Patient One (L.Dark 'P' : 'P')

=== Num:706 Lev:72 Rar:20 Spd:120 Hp:2255 AC:50 Exp:1359700
"There, about the pulsating body of the Ancient One, hugely winged reptilian creatures without faces cluttered and clutched at a multitude of blackly writhing, pendulous breasts! (Its eyes) moved quickly, independently -- sliding with vile viscosity over the whole rotten surface of Yib-Tstll's pulpy, glistening head!"
This evil creature moves normally, but does not deign to chase intruders. It is always created sluggish. It regenerates quickly. It may breathe nexus, toxic waste, or chaos powerfully, and is also magical, casting spells intelligently which summon a demon, raise the dead, create darkness, summon an undead, or teleport to; 1 time in 4. It can fly. It resists fire, acid, cold, and poison. It takes a while to see intruders, which it may notice from 300 feet. It will carry up to 6 good objects. It can touch to reduce all stats with damage 1d166, and touch to reduce all stats with damage 1d166.

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

=== Num:718 Lev:72 Rar:4 Spd:120 Hp:12d40 AC:40 Exp:58950
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 pass through walls, bash down doors, and fly. It is hurt by rock remover. It resists fire, cold, and poison. It cannot be confused or slept. It takes a while to see intruders, which it may notice from 200 feet. It can hit to attack with damage 3d10, hit to attack with damage 3d10, and hit to attack with damage 3d10.

[U] Glaurung, Father of the Dragons (Red 'D' : 'D')

=== Num:715 Lev:72 Rar:2 Spd:120 Hp:1700 AC:60 Exp:1495100
Glaurung is the father of all dragons, and was for a long time the most powerful. Nevertheless, he still has full command over his brood and can command them to appear whenever he so wishes. He is the definition of dragonfire.
This evil dragon moves normally. He is always created sluggish. He may breathe fire powerfully, and is also magical, casting spells which summon a dragon, confuse, or cause critical wounds; 1 time in 5. 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 7d12, claw to attack with damage 7d12, bite to attack with damage 8d14, and bite to attack with damage 8d14.

[U] Santa Claus (Red 'h' : 'h')

=== Num:733 Lev:73 Rar:3 Spd:150 Hp:1750 AC:50 Exp:2309892
Why would anybody want to kill Santa Claus? To get all the presents, of course!
This silly creature moves normally. He is always created sluggish. He reflects bolt spells. He is cold blooded. He is magical, casting spells intelligently which summon greater undead, terrify, paralyze, summon ancient dragons, create traps, teleport away, summon unique monsters, produce nether balls, cause amnesia, cause brain smashing, summon an undead, blind, drain mana, or cause mortal wounds; 1 time in 3. He can swim. He resists cold, poison, and lightning. He cannot be stunned, confused, slept, or teleported. He is fairly observant of intruders, which he may notice from 900 feet. He will carry up to 6 exceptional objects. He can hit to reduce charisma with damage 5d5, touch to reduce all stats with damage 10, touch to reduce all stats with damage 10, and charge to steal gold.

The Storm Troll (L.Blue 'T' : 'T')

=== Num:877 Lev:73 Rar:2 Spd:120 Hp:2000 AC:55 Exp:148512
The dungeon shakes as an enormous troll-form thunders into view, hurling ice and lightning in every direction. It is thirty feet tall, has six heads, and is enraged at your impudence.
This evil troll moves normally. It is always created sluggish. It is magical, casting spells intelligently which produce water bolts, produce ice bolts, produce frost balls, or produce lightning balls; 1 time in 7. It can open doors, push past weaker monsters, bash down doors, and pick up objects. It resists acid, cold, and lightning. 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 hit to electrocute with damage 3d10, bite to attack with damage 1d22, hit to freeze with damage 3d10, and bite to attack with damage 1d22.

[U] Azriel, Angel of Death (L.Dark 'A' : 'A')

=== Num:765 Lev:73 Rar:3 Spd:130 Hp:4500 AC:85 Exp:1450797
Azriel commands awesome power, his visage holy enough to shrivel your soul. You shriek with disbelief as his mastery of death draws you to your grave. It is truly beyond all but the mightiest of warriors to stand against him and live.
This good creature moves normally. He is always created sluggish. He reflects bolt spells. He is surrounded by ice. He may breathe nether powerfully, and is also magical, casting spells intelligently which produce mana bolts, produce nether bolts, summon an angel, produce nether balls, blind, or teleport to; 1 time in 2. He can open doors, push past weaker monsters, bash down doors, fly, and pick up objects. He resists fire, acid, cold, and poison. He resists nether. He cannot be frightened or teleported. He is fairly observant of intruders, which he may notice from 400 feet. He will carry up to 8 good objects. He can touch to drain life force with damage 1d12, hit to blind with damage 10d5, hit to attack with damage 10d10, and hit to attack with damage 10d10.

The Nether hound (L.Dark 'Z' : 'Z')

=== Num:724 Lev:73 Rar:2 Spd:120 Hp:35d10 AC:40 Exp:110109
You feel a soul-tearing chill upon viewing this beast, a ghostly form of darkness in the shape of a large dog.
This natural creature moves normally. It is always created sluggish. It usually appears in groups. It may breathe nether; 1 time in 5. It can open doors and bash down doors. It resists nether. 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 2d12, bite to attack with damage 2d12, bite to attack with damage 2d12, and claw to attack with damage 3d3.

The Draconic quylthulg (L.Green 'Q' : 'Q')

=== Num:759 Lev:73 Rar:3 Spd:120 Hp:504 AC:1 Exp:135252
It looks like it was once a dragon corpse, now deeply infected with magical bacteria that make it pulse in a foul and degrading way.
This natural evil 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-self, summon a dragon, or blink-self; 1 time in 2. It cannot be confused, slept, or frightened. It is ever vigilant for intruders, which it may notice from 200 feet. It has no physical attacks.

[U] Ghatanothoa (L.Dark 'H' : 'H')

=== Num:707 Lev:73 Rar:20 Spd:120 Hp:2100 AC:50 Exp:533562
The chief among the creatures known as Lloigor. Ghatanothoa has assumed a shape which is too horrible to describe: "Nothing I could say could even adumbrate the loathsome, unholy, non-human, extra-galactic horror and hatefulness and unutterabl evil of that forbidden spawn of black chaos, and illimitable night."
This evil creature moves normally. It is always created sluggish. It is invisible. It may breathe force, inertia, or gravity powerfully, and is also magical, casting spells intelligently which summon a demon, haste-self, teleport level, teleport away, blink-self, cause brain smashing, summon an undead, blind, cause mortal wounds, or cause critical wounds; 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 lightning. It takes a while to see intruders, which it may notice from 200 feet. It will carry up to 6 good objects. It can claw to reduce intelligence with damage 5d10, claw to reduce wisdom with damage 5d10, and bite to confuse with damage 5d10.

The Demilich (L.Umber 'L' : 'L')

=== Num:742 Lev:73 Rar:2 Spd:120 Hp:2100 AC:50 Exp:350727
A lich who is partially immaterial, on its way to a new, ethereal form.
This evil undead creature moves normally. It is always created sluggish. It is cold blooded. It is magical, casting spells intelligently which summon greater undead, terrify, paralyze, raise the dead, heal-self, teleport-self, blink-self, cause amnesia, 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, bash down doors, and fly. 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 good objects. It can touch to drain life force with damage 1d12, touch to drain charges, touch to reduce dexterity with damage 4d12, and touch to reduce dexterity with damage 4d12.

[U] Fangorn (L.Green '%' : '%')

=== Num:713 Lev:73 Rar:3 Spd:120 Hp:3500 AC:60 Exp:786573
The oldest of all ents, a respected and feared ancient creature.
This friendly good giant moves normally. He is always created sluggish. He can swim, 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 crush to attack with damage 12d11, crush to attack with damage 12d11, crush to attack with damage 12d11, and crush to attack with damage 12d11.

[U] Eihort, the Thing in the Labyrinth (L.Red 'j' : 'j')

=== Num:734 Lev:74 Rar:30 Spd:120 Hp:2310 AC:45 Exp:1908660
"Then came pale movement in the well, and something clambered up from the dark, a bloated blanched oval supported on myriad fleshless legs. Eyes formed in the gelatinous oval and stared at him."
This evil creature moves normally. It is always created sluggish. It regenerates quickly. It usually appears with an escort. It is magical, casting spells intelligently which summon a demon, produce acid balls, blink-self, cause amnesia, summon an undead, or summon a monster; 1 time in 4. It can swim, open doors, push past weaker monsters, and bash down doors. It is hurt by bright light. It resists acid, cold, and poison. It cannot be confused, slept, or teleported. It is fairly observant of intruders, which it may notice from 500 feet. It will carry up to 8 good objects. It can bite to paralyze with damage 8, crush to attack with damage 10d10, crush to attack with damage 10d10, and crush to attack with damage 10d10.

The Great unclean one (Green 'U' : 'U')

=== Num:736 Lev:74 Rar:30 Spd:120 Hp:4960 AC:75 Exp:970684
This disgusting demon resembles a shambling pile of rotting green flesh, with dozens of mouths drooling and leaving a trail of foul-smelling goo behind. Nurgle must be proud of himself for having created this atrocity!
This evil demon moves normally. It is always created sluggish. It may breathe poison, toxic waste, or acid powerfully, and is also magical, casting spells intelligently which summon a demon, terrify, raise the dead, summon an undead, cause mortal wounds, or cause critical wounds; 1 time in 3. It can destroy weaker monsters, swim, open doors, bash down doors, and destroy objects. It resists acid, cold, poison, and lightning. 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 good objects. It can bite to disease with damage 10d10, bite to shoot acid with damage 10d10, bite to poison with damage 10d10, and bite to confuse with damage 10d10.

[U] Nyogtha, the Thing that Should not Be (L.Dark 'j' : 'j')

=== Num:760 Lev:74 Rar:20 Spd:130 Hp:3850 AC:60 Exp:992732
"...a little finger of blackness crept out from beneath its edge a great wave of iridescent blackness, neither liquid nor solid, a frightful gelatinous mass."
This evil creature moves normally. It is always created sluggish. It regenerates quickly. It may breathe poison, toxic waste, acid, or darkness powerfully, and is also magical, casting spells intelligently which summon greater undead, summon a demon, summon similar monsters, haste-self, teleport-self, cause brain smashing, summon an undead, or cause mind blasting; 1 time in 5. It can destroy weaker monsters, swim, bash down doors, and destroy objects. It is hurt by bright light. It resists fire, acid, cold, and poison. It resists nether and plasma. It cannot be confused, slept, or teleported. It takes a while to see intruders, which it may notice from 200 feet. It will carry up to 8 good objects. It can crush to shoot acid with damage 10d6, crush to shoot acid with damage 10d6, crush to shoot acid with damage 10d6, and crush to attack with damage 16d16.

[U] Khamul the Easterling (L.Dark 'W' : 'W')

=== Num:738 Lev:74 Rar:3 Spd:120 Hp:2450 AC:50 Exp:2247596
A warrior-king of the East. Khamul is a powerful opponent, his skill in combat awesome and his form twisted by evil cunning.
This evil undead creature moves normally. He is always created sluggish. He is cold blooded. He is magical, casting spells intelligently which produce fire balls, summon similar monsters, produce mana bolts, terrify, paralyze, raise the dead, produce frost balls, teleport level, produce nether balls, summon an undead, blind, 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, 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 8 good objects. He can hit to attack with damage 10d10, hit to attack with damage 5d5, touch to lower experience (by 40d6+), and touch to lower experience (by 40d6+).

The Great ice wyrm (White 'D' : 'D')

=== Num:741 Lev:74 Rar:2 Spd:120 Hp:2100 AC:85 Exp:909688
An immense dragon capable of awesome destruction. You have never felt such extreme cold, or witnessed such an icy stare. Begone quickly or feel its wrath!
This evil dragon moves normally. It is always created sluggish. It is surrounded by ice. It may breathe frost powerfully, and is also magical, casting spells which terrify, blind, or confuse; 1 time in 6. 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 300 feet. It will carry up to 8 good objects. It can claw to attack with damage 4d12, claw to attack with damage 4d12, claw to attack with damage 4d12, and bite to freeze with damage 5d14.

The Keeper of Secrets (Violet 'H' : 'H')

=== Num:746 Lev:75 Rar:20 Spd:130 Hp:3150 AC:75 Exp:1112735
This demonic keeper of forbidden secrets looks like a hairless minotaur with extra arms, decorated with tattoos and nose rings. It is the embodiment of Slaanesh's perverted magic.
This evil demon moves normally. It is always created sluggish. It may breathe confusion powerfully, and is also magical, casting spells intelligently which summon a demon, terrify, heal-self, teleport-self, teleport away, cause brain smashing, summon an undead, or drain mana; 1 time in 3. It can swim, open doors, push past weaker monsters, and bash down doors. It resists fire and acid. It cannot be confused or slept. It takes a while to see intruders, which it may notice from 300 feet. It will carry up to 4 good objects. It can hit to confuse with damage 10d10, hit to terrify with damage 10d10, hit to blind with damage 10d10, and hit to terrify with damage 10d10.

[U] Thuringwethil (L.Dark 'V' : 'V')

=== Num:755 Lev:75 Rar:4 Spd:130 Hp:2800 AC:72 Exp:1668069
Chief messenger between Sauron and Morgoth, she is surely the most deadly of her vampire race. At first she is charming to meet, but her wings and eyes give away her true form.
This evil undead creature moves normally. She is always created sluggish. She regenerates quickly. She is cold blooded. She is magical, casting spells intelligently which summon similar monsters, terrify, paralyze, produce nether balls, cause brain smashing, blind, drain mana, cause mortal wounds, or cause critical wounds; 1 time in 3. She can open doors, bash down doors, and fly. She is hurt by bright light. She resists cold and poison. She cannot be confused, slept, or teleported. She is fairly observant of intruders, which she may notice from 200 feet. She will carry up to 8 good objects. She can bite to attack with damage 5d8, bite to drain life force with damage 6d6, hit to confuse with damage 6d6, and hit to confuse with damage 6d6.

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

=== Num:744 Lev:75 Rar:4 Spd:120 Hp:60d60 AC:80 Exp:503765
This intensely evil creature bears the form of a gargantuan black worm. Its gaping maw is a void of blackness, acid drips from its steely hide. It is like nothing you have ever seen before, and a terrible chill runs down your spine as you face it.
This evil undead creature moves normally. It is always created sluggish. It is cold blooded. It may breathe nether, and is also magical, casting spells intelligently which produce mana bolts, terrify, produce nether bolts, produce nether balls, cause brain smashing, summon an undead, or blind; 1 time in 4. It can swim, open doors, bore through walls, and bash down doors. It is hurt by bright light. 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 200 feet. It will carry one or two good objects. It can sting to reduce constitution with damage 8d8, sting to reduce constitution with damage 8d8, bite to shoot acid with damage 10d10, and bite to shoot acid with damage 10d10.

The Goat of Mendes (L.Dark 'q' : 'q')

=== Num:721 Lev:75 Rar:3 Spd:120 Hp:1494 AC:33 Exp:284080
It is a demonic creature from the lowest hell, vaguely resembling a large black he-goat.
This evil demon moves normally. It is always created sluggish. It is magical, casting spells intelligently which summon a demon, terrify, raise the dead, produce frost balls, produce nether balls, cause amnesia, cause brain smashing, summon an undead, blind, confuse, drain mana, or cause mortal wounds; 1 time in 4. It can open doors, push past weaker monsters, and bash down doors. It is hurt by bright light. It resists fire and cold. It cannot be confused or slept. It takes quite a while to see intruders, which it may notice from 300 feet. It will carry one or two objects or treasures. It can gaze to terrify, butt to attack with damage 6d6, bite to lower experience (by 40d6+), and bite to reduce constitution.

The Hru (Slate 'P' : 'P')

=== Num:709 Lev:76 Rar:3 Spd:120 Hp:2800 AC:75 Exp:624942
A rock giant, a being made of living stone.
This evil giant moves normally. He is always created sluggish. He can push past weaker monsters, bore through walls, bash down doors, and destroy objects. He is hurt by rock remover. He takes a while to see intruders, which he may notice from 300 feet. He will carry up to 6 objects or treasures. He can crush to shatter with damage 10d11, crush to shatter with damage 10d11, and crush to shatter with damage 10d11.

The Chaos vortex (Violet 'v' : 'v')

=== Num:751 Lev:76 Rar:1 Spd:140 Hp:24d20 AC:40 Exp:187380
Void, nothingness, spinning destructively.
This creature moves extremely erratically. It is always created sluggish. It is not detected by telepathy. It may breathe chaos powerfully; 1 time in 6. It can bash down doors and fly. It cannot be confused, slept, or frightened. It is ever vigilant for intruders, which it may notice from 1000 feet. It has no physical attacks.

[U] Hastur the Unspeakable (Blue 'H' : 'H')

=== Num:757 Lev:76 Rar:40 Spd:120 Hp:3905 AC:75 Exp:2287116
Its form is partially that of a reptile, partially that of a gigantic octopus. It will destroy you.
This evil undead creature moves normally. It is always created sluggish. It is surrounded by electricity. It is cold blooded. It may breathe darkness or nether powerfully, and is also magical, casting spells intelligently which summon a demon, terrify, paralyze, haste-self, produce water balls, heal-self, teleport-self, teleport away, cause brain smashing, blind, teleport to, drain mana, or cause mortal wounds; 1 time in 3. It can swim, open doors, and bash down doors. It is hurt by bright light. It resists cold and poison. It cannot be confused, slept, or teleported. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 8 good objects. It can crush to attack with damage 14d8, crush to attack with damage 14d8, bite to lower experience (by 80d6+) with damage 6d6, and bite to lower experience (by 80d6+) with damage 6d6.

The Hell knight (Slate 'p' : 'p')

=== Num:731 Lev:76 Rar:1 Spd:120 Hp:1050 AC:65 Exp:457596
It is a humanoid form dressed in armour of ancient style. From beneath its helmet, eyes glow with hellfire.
This evil creature moves normally. It is always created sluggish. It is cold blooded. It is magical, casting spells intelligently which produce fire balls, terrify, summon monsters, produce plasma bolts, produce nether balls, blind, or cause critical wounds; 1 time in 5. It can open doors and bash down doors. It resists fire, cold, and poison. It resists nexus, nether, and plasma. 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 10d5, hit to attack with damage 10d5, hit to attack with damage 10d5, and hit to lower experience (by 80d6+).

The Eye druj (L.Dark 's' : 's')

=== Num:749 Lev:76 Rar:4 Spd:130 Hp:700 AC:45 Exp:640440
A bloodshot eyeball floating in the air, you'd be forgiven for assuming it harmless.
This evil undead creature moves normally, but does not deign to chase intruders. It is always created sluggish. It is cold blooded. It is magical, casting spells intelligently which produce mana bolts, produce nether bolts, produce nether balls, or summon an undead; 1 time in 1. It can swim. It resists fire, cold, and poison. It resists teleportation. It cannot be confused, slept, or frightened. It is fairly observant of intruders, which it may notice from 200 feet. It can gaze to lower experience (by 80d6+), and gaze to lower experience (by 80d6+).

[U] Daoloth, the Render of the Veils (Slate 'U' : 'U')

=== Num:767 Lev:76 Rar:30 Spd:120 Hp:5040 AC:62 Exp:2263842
"Not shapeless, but so complex that the eye could recognize no describable shape. There were hemispheres and shining metal, coupled by long plastic rods. The rods were of a flat gray color, so that he could not make out which were nearer; they merged into a flat mass from which protruded individual cylinders. As he looked at it, he had a curious feeling that eyes gleamed from between these rods; but wherever he glanced at the construction, he saw only the spaces between them."
This evil creature moves normally, but does not deign to chase intruders. It is always created sluggish. It reflects bolt spells. It may breathe nexus, and is also magical, casting spells which summon monsters, teleport-self, teleport level, teleport away, or blink-self; 1 time in 3. It can pass through walls and fly. It resists fire, acid, cold, and poison. It resists nexus. It cannot be confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 8 good objects. It can touch to confuse with damage 5d12, touch to confuse with damage 5d12, touch to confuse with damage 5d12, and touch to confuse with damage 5d12.

[U] The Phoenix (Red 'B' : 'B')

=== Num:743 Lev:76 Rar:3 Spd:120 Hp:2520 AC:65 Exp:1303344
A massive glowing eagle bathed in flames. The searing heat chars your skin and melts your armour.
This natural good creature moves normally. It is always created sluggish. It is surrounded by flames. It may breathe light, fire, or plasma, and is also magical, casting spells which produce fire balls, produce plasma bolts, or produce fire bolts; 1 time in 3. It can open doors, bash down doors, and fly. It resists fire, acid, and lightning. It resists plasma. It cannot be confused or slept. It is ever vigilant for intruders, which it may notice from 600 feet. It will carry one or two good objects. It can bite to burn with damage 12d6, bite to burn with damage 12d6, hit to burn with damage 9d12, and hit to burn with damage 9d12.

[U] Nidhogg the Hel-Drake (L.Dark 'D' : 'D')

=== Num:753 Lev:77 Rar:2 Spd:120 Hp:3219 AC:66 Exp:1609135
In the bowels of Hel, the dread Nidhogg, a dragon blacker than the night, feasts on the essences of the dead.
This evil dragon moves normally. It is always created sluggish. It may breathe poison, acid, frost, or nether powerfully, and is also magical, casting spells intelligently which summon a dragon, summon an undead, or cause critical wounds; 1 time in 5. It can push past weaker monsters, bash down doors, and fly. It resists fire, acid, and poison. 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 8 good objects. It can claw to reduce constitution with damage 8d12, claw to reduce constitution with damage 8d12, bite to drain life force with damage 8d15, and bite to drain life force with damage 8d15.

[U] Dworkin Barimen (Violet 'p' : 'p')

=== Num:763 Lev:77 Rar:2 Spd:130 Hp:3360 AC:99 Exp:1546160
Once this now gnomish creature created the universe with the Jewel of Judgement - or so you have been told. There is little sanity left in his present form even if he still has the power. "He was a small man. Tiny, might be an even better word. He was around five feet tall and a hunchback. His hair and beard were as heavy as (Corwin's). The only distinguishing features in that great mass of fur were his long, hook nose and his almost black eyes, now squinted against the light... Dworkin: 'I am Oberon's prisoner.' Corwin: 'Oh? None of us knew that Dad had locked you up.' (Corwin) heard (Dworkin) weeping. 'Yes,' he said after a long time. 'He didn't trust me.' 'Why not?' 'I told him I'd thought of a way to destroy Amber. I described it to him, and he locked me in.'"
This Amberite moves normally. He is always created sluggish. He is magical, casting spells which summon a demon, terrify, invoke raw Logrus, summon monsters, heal-self, teleport-self, teleport away, blink-self, cause amnesia, cause brain smashing, blind, confuse, teleport to, or cause mortal wounds; 1 time in 4. He can open doors, bash down doors, and fly. He resists fire, cold, poison, and lightning. He resists disenchantment. He cannot be confused, slept, or teleported. He is fairly observant of intruders, which he may notice from 250 feet. He will carry up to 6 good objects, in addition to chosen objects. He can hit to confuse with damage 4d8, hit to terrify with damage 5d6, hit to paralyze with damage 5d6, and hit to blind with damage 4d8.

[U] Uriel, Angel of Fire (L.Red 'A' : 'A')

=== Num:764 Lev:77 Rar:3 Spd:130 Hp:3850 AC:80 Exp:1546160
A creature of godly appearance, you dare not challenge Uriel's supremacy. Those who stood against him before are but a memory, cremated by his mastery of elemental fire.
This good creature moves normally. He is always created sluggish. He reflects bolt spells. He is surrounded by flames. He may breathe fire powerfully, and is also magical, casting spells intelligently which produce fire balls, produce mana bolts, summon an angel, blind, teleport to, or produce fire bolts; 1 time in 2. He can open doors, push past weaker monsters, bash down doors, fly, and pick up objects. He resists fire, acid, poison, and lightning. He cannot be frightened or teleported. He is fairly observant of intruders, which he may notice from 400 feet. He will carry up to 8 good objects. He can hit to burn with damage 9d12, hit to burn with damage 4d6, hit to attack with damage 10d10, and hit to attack with damage 10d10.

The Bloodthirster (Red 'U' : 'U')

=== Num:758 Lev:77 Rar:30 Spd:144 Hp:3150 AC:90 Exp:1051325
Khorne's mightiest servant, a winged hound-demon walking on two paws and wielding a mighty axe and a whip in the other two. Intelligent, bloodthirsty eyes behold you from inside the bloody demon armour.
This evil demon moves normally. It is always created sluggish. It regenerates quickly. It can open doors, push past weaker monsters, bash down doors, and fly. It resists fire, acid, cold, and poison. It resists teleportation, nexus, and nether. It cannot be confused, slept, or frightened. It takes a while to see intruders, which it may notice from 300 feet. It will carry up to 4 good objects. It can hit to attack with damage 50, hit to attack with damage 50, and hit to attack with damage 25d2.

The Lord of Chaos (Violet 'p' : 'p')

=== Num:737 Lev:77 Rar:3 Spd:130 Hp:1845 AC:40 Exp:727265
He is one of the few true masters of the art, being extremely skillful in all forms of unarmed combat and controlling the Logrus with disdainful ease.
This evil creature moves normally. He is always created sluggish. He is invisible. He is magical, casting spells intelligently which summon a demon, invoke raw Logrus, summon spiders, heal-self, summon hounds, or cause mind blasting; 1 time in 2. He can open doors and bash down doors. He resists fire, acid, and poison. He cannot be confused or slept. He is observant of intruders, which he may notice from 300 feet. He will carry up to 4 objects or treasures. He can kick to attack with damage 20d2, kick to attack with damage 10d2, hit to poison with damage 20, and hit to reduce all stats with damage 15.

[U] Ancalagon the Black (L.Dark 'D' : 'D')

=== Num:766 Lev:78 Rar:3 Spd:120 Hp:5250 AC:62 Exp:1939168
'Rushing Jaws' is his name, and death is his game. No dragon of the brood of Glaurung can match him.
This evil dragon moves normally. He is always created sluggish. He may breathe acid powerfully, and is also magical, casting spells which terrify, summon ancient dragons, summon a dragon, blind, or confuse; 1 time in 2. He can open doors, push past weaker monsters, bash down doors, and fly. He resists fire and acid. 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 5d12, claw to attack with damage 6d12, claw to attack with damage 8d12, and bite to attack with damage 10d14.

[U] The Lernean Hydra (L.Green 'M' : 'M')

=== Num:754 Lev:78 Rar:2 Spd:120 Hp:3150 AC:70 Exp:1240904
A massive legendary hydra. It has twelve powerful heads. Its many eyes stare at you as clouds of smoke and poisonous vapour rise from its seething form.
This natural creature moves normally. It is always created sluggish. It may breathe poison or fire powerfully, and is also magical, casting spells intelligently which produce fire balls, produce poison balls, terrify, summon hydras, produce plasma bolts, or produce fire bolts; 1 time in 3. It can destroy weaker monsters, swim, open doors, and bash down doors. It resists fire and poison. It cannot be confused or slept. It takes a while to see intruders, which it may notice from 200 feet. It will carry up to 8 objects or treasures. It can bite to poison with damage 8d6, bite to poison with damage 8d6, bite to burn with damage 12d6, and bite to burn with damage 12d6.

The Great hell wyrm (Red 'D' : 'D')

=== Num:756 Lev:78 Rar:2 Spd:120 Hp:3780 AC:65 Exp:1042776
A vast dragon of immense power. Fire leaps continuously from its huge form. The air around it scalds you. Its slightest glance burns you, and you truly realize how insignificant you are.
This evil dragon moves normally. It is always created sluggish. It is surrounded by flames. It may breathe fire powerfully, and is also magical, casting spells which terrify, blind, or confuse; 1 time in 6. It can push past weaker monsters, 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 400 feet. It will carry up to 10 good objects. It can claw to attack with damage 4d12, claw to attack with damage 4d12, claw to attack with damage 4d12, and bite to attack with damage 5d14.

The Mana hound (L.Blue 'Z' : 'Z')

=== Num:883 Lev:78 Rar:4 Spd:130 Hp:60d10 AC:50 Exp:288568
A powerful aura radiates from this canine creature. It feels like... magic?
This natural creature moves normally. It is always created sluggish. It usually appears in groups. It may breathe mana; 1 time in 8. It can open doors and 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 25, bite to attack with damage 25, bite to attack with damage 25, and claw to attack with damage 3d3.

[U] Baphomet the Minotaur Lord (L.Dark 'H' : 'H')

=== Num:730 Lev:79 Rar:4 Spd:130 Hp:1900 AC:48 Exp:1475673
A fearsome bull-headed demon, Baphomet swings a mighty axe as he curses all that defy him.
This evil creature moves normally. He is always created sluggish. He may breathe force, and is also magical, casting spells which produce mana bolts, produce plasma bolts, produce lightning balls, or slow; 1 time in 6. He can swim and bash down doors. He resists fire and poison. He cannot be confused or slept. He takes quite a while to see intruders, which he may notice from 300 feet. He will carry up to 4 good objects. He can butt to attack with damage 12d13, butt to attack with damage 12d13, hit to attack with damage 10d10, and hit to attack with damage 10d10.

[U] Ulik the Troll (Orange 'T' : 'T')

=== Num:729 Lev:79 Rar:4 Spd:130 Hp:2450 AC:60 Exp:939588
Ulik is the strongest troll who has ever lived. He could challenge the immortals and pound them to dust with his great strength.
This evil troll moves normally. He is always created sluggish. He regenerates quickly. He can swim, open doors, bore through walls, and bash down doors. He resists fire, poison, and lightning. He cannot be confused, slept, or teleported. He takes quite a while to see intruders, which he may notice from 300 feet. He will carry up to 6 good objects. He can hit to shatter with damage 20d12, hit to shatter with damage 20d12, and bite to poison with damage 6d14.

[U] Brand, Mad Visionary of Amber (Violet 'p' : 'p')

=== Num:773 Lev:79 Rar:1 Spd:120 Hp:3500 AC:50 Exp:2098113
Brand sees himself as a hero, the god creator and absolute monarch of a future world. Unfortunately he needs to erase the existing world to make his new world. "...a figure both like Bleys and (Corwin). (Corwin's) features, though smaller, his eyes, Bleys' hair, beardless. He wore a riding suit of green and sat atop a white horse... There was a quality of both strength and weakness, questing and abandonment about him."
This evil Amberite moves normally. He is always created sluggish. He is magical, casting spells intelligently which produce fire balls, produce darkness storms, invoke raw Logrus, haste-self, heal-self, produce frost balls, teleport-self, create traps, produce acid balls, teleport away, blink-self, cause brain smashing, blind, confuse, drain mana, cause mortal wounds, or cause mind blasting; 1 time in 2. He can open doors, bash down doors, and fly. He resists fire, cold, poison, and lightning. He cannot be confused, slept, or teleported. He is ever vigilant for intruders, which he may notice from 1000 feet. He will carry up to 8 good objects, in addition to chosen objects. He can hit to disenchant with damage 6d8, hit to disenchant with damage 6d8, hit to confuse with damage 5d5, and hit to drain charges with damage 5d5.

[U] Gandalf the Grey (Violet 'p' : 'p')

=== Num:772 Lev:79 Rar:7 Spd:120 Hp:3430 AC:50 Exp:1181382
The wizard who opposed Saruman, and in the end, was the only one of the Istari to succeed in his task. Gandalf is very wise and specializes in fire magic.
This friendly good creature moves normally. He is always created sluggish. He reflects bolt spells. He is magical, casting spells intelligently which produce fire balls, summon similar monsters, produce mana bolts, terrify, haste-self, produce plasma bolts, heal-self, teleport-self, create traps, summon an angel, summon a dragon, teleport away, cause amnesia, cause brain smashing, blind, confuse, cause mortal wounds, produce fire bolts, or summon a monster; 1 time in 2. He can open doors, bash down doors, and fly. He resists fire, cold, poison, and lightning. He cannot be confused, slept, or teleported. He is ever vigilant for intruders, which he may notice from 1010 feet. He will carry up to 8 good objects. He can hit to disenchant with damage 6d8, hit to disenchant with damage 6d8, hit to terrify with damage 5d5, and hit to terrify with damage 5d5.

The Lesser kraken (L.Green 'l' : 'l')

=== Num:740 Lev:79 Rar:2 Spd:120 Hp:2464 AC:75 Exp:1188336
An enormously fearsome and powerful inhabitant of the depths. It resembles a gargantuan octopus and its evil is almost tangible.
This evil aquatic creature moves normally. It is always created sluggish. It may breathe darkness powerfully, and is also magical, casting spells intelligently which terrify, produce water balls, create darkness, blind, confuse, teleport to, cause mortal wounds, or cause critical wounds; 1 time in 6. It can push past weaker monsters and bash down doors. It resists fire, poison, and lightning. It resists water. It cannot be confused or slept. It pays little attention to intruders, which it may notice from 300 feet. It will carry one or two good objects. It can crush to attack with damage 16d12, crush to attack with damage 16d12, crush to attack with damage 16d12, and crush to attack with damage 16d12.

[U] Fundin Bluecloak (L.Green 'h' : 'h')

=== Num:762 Lev:79 Rar:2 Spd:130 Hp:3800 AC:99 Exp:1405050
He is one of the greatest dwarven priests to walk the earth. Fundin has earned a high position in the church, and his skill with both weapon and spell only justify his position further. His combination of both dwarven strength and priestly wisdom are a true match for any adventurer.
This friendly creature moves normally. He is always created sluggish. He is magical, casting spells which terrify, summon monsters, heal-self, cause amnesia, cause brain smashing, blind, confuse, cause mortal wounds, or cause critical wounds; 1 time in 4. He can swim, open doors, and bash down doors. He resists acid, cold, poison, and lightning. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 250 feet. He will carry up to 6 good objects. He can hit to attack with damage 10d10, hit to attack with damage 8d6, hit to attack with damage 8d6, and hit to attack with damage 8d6.

The Hand druj (L.Dark 's' : 's')

=== Num:748 Lev:79 Rar:4 Spd:130 Hp:420 AC:55 Exp:386118
A skeletal hand floating in the air, motionless except for its flexing fingers.
This evil undead creature moves normally, but does not deign to chase intruders. It is always created sluggish. It is cold blooded. It is magical, casting spells intelligently which terrify, teleport away, cause amnesia, create darkness, blind, confuse, or cause critical wounds; 1 time in 1. It can swim. It resists cold and poison. It resists teleportation. It cannot be confused, slept, or frightened. It is fairly observant of intruders, which it may notice from 200 feet. It has no physical attacks.

The Great storm wyrm (Blue 'D' : 'D')

=== Num:728 Lev:79 Rar:2 Spd:120 Hp:1700 AC:65 Exp:939588
A vast dragon of power. Storms and lightning crash around its titanic form. Deep blue scales reflect the flashes and highlight the creature's great muscles. It regards you with contempt.
This evil dragon moves normally. It is always created sluggish. It is surrounded by electricity. It may breathe lightning powerfully, and is also magical, casting spells which terrify, blind, or confuse; 1 time in 6. 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 300 feet. It will carry up to 8 good objects. It can claw to attack with damage 4d12, claw to attack with damage 4d12, claw to attack with damage 4d12, and bite to electrocute with damage 5d14.

[U] Artsi the Champion of Chaos (L.Green 'h' : 'h')

=== Num:770 Lev:79 Rar:2 Spd:130 Hp:5478 AC:88 Exp:1066926
He is one of the greatest warriors of chaos to walk the earth. His bloody blade has slain thousands and tens of thousands, and still hungers for more.
This evil creature moves normally. He is always created sluggish. He may breathe chaos, and is also magical, casting spells intelligently which summon a demon, produce fire balls, invoke raw Logrus, teleport-self, produce mana storms, or confuse; 1 time in 4. He can swim, open doors, and bash down doors. He resists fire, cold, poison, and lightning. He resists nexus and nether. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 250 feet. He will carry up to 6 good objects. He can hit to drain life force with damage 6d6, hit to drain life force with damage 8d8, and hit to drain life force with damage 10d10.
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