=== Num:820 Lev:90 Rar:1 Spd:130 Hp:4130 AC:50 Exp:2626120
Corwin is one of the most feared and respected Amberites; his skill
and cunning are well known. "Green eyes, black hair, dressed in black
and silver, yes. (Corwin) had on a cloak and it was slightly furled
as by a wind. (He) had on black boots, like Eric's, and (he) too bore a
blade, only (his) was heavier, though not quite as long as (Eric's).
(He) had (his) gloves on and they were silver and scaled. The clasp
at (his) neck was cast in the form of a silver rose."
This evil Amberite moves normally.
He is always created sluggish. He regenerates quickly.
He is magical, casting spells intelligently which produce fire balls, produce water bolts, produce mana bolts, terrify, paralyze, produce nether bolts, summon monsters, produce plasma bolts, produce water balls, heal-self, produce frost balls, teleport-self, create traps, summon an angel, teleport away, produce nether balls, produce acid bolts, cause amnesia, create darkness, cause brain smashing, confuse, teleport to, drain mana, cause mortal wounds, cause critical wounds, or summon a monster; 1 time in 4.
He can swim, open doors, and bash down doors.
He resists cold, poison, and lightning.
He cannot be confused, slept, or teleported.
He takes a while to see 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 attack with damage 10d15, hit to attack with damage 10d15, and hit to reduce constitution with damage 10d15.
[U] Omarax the Eye Tyrant (Yellow 'e' : 'e')
=== Num:805 Lev:90 Rar:4 Spd:130 Hp:4550 AC:40 Exp:876330
A disembodied eye, floating in the air. His gaze seems to shred your
soul and his spells crush your will. He is ancient, his history steeped
in forgotten evils, his atrocities numerous and sickening.
This evil creature moves normally.
He is always created sluggish.
He is magical, casting spells intelligently which produce frost bolts, produce darkness storms, summon similar monsters, terrify, produce acid bolts, cause amnesia, create darkness, slow, blind, confuse, drain mana, cause mind blasting, or produce fire bolts; 1 time in 2.
He can bash down doors and fly.
He resists poison.
He cannot be confused, slept, or teleported.
He is fairly observant of intruders, which he may notice from 300 feet.
He can gaze to lower experience (by 40d6+) with damage 2d6, gaze to paralyze with damage 2d6, gaze to drain charges with damage 2d6, and gaze to reduce intelligence with damage 2d6.
The Greater rotting quylthulg (Umber 'Q' : 'Q')
=== Num:802 Lev:90 Rar:3 Spd:120 Hp:1050 AC:1 Exp:367990
A massive pile of rotting flesh. A disgusting stench fills the air as it
throbs and writhes.
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 greater undead, blink-self, or teleport to; 1 time in 2.
It resists teleportation.
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.
The Great Wyrm of Many Colours (Violet 'D' : 'D')
=== Num:790 Lev:90 Rar:4 Spd:120 Hp:3640 AC:85 Exp:3294690
A huge dragon whose scales shimmer in myriad hues.
This evil dragon moves normally.
It is always created sluggish. It is surrounded by electricity. It is surrounded by flames. It is surrounded by ice.
It may breathe poison, acid, frost, fire, or lightning powerfully, and is also magical, casting spells which terrify, blind, or confuse; 1 time in 3.
It can push past weaker monsters, bash down doors, and fly.
It resists fire, acid, cold, poison, and lightning.
It resists teleportation.
It cannot be confused or slept.
It prefers to ignore intruders, which it may notice from 400 feet.
It will carry up to 8 good objects.
It can claw to attack with damage 6d12, claw to attack with damage 6d12, claw to attack with damage 6d12, and bite to attack with damage 9d14.
The Chaos hound (Violet 'Z' : 'Z')
=== Num:779 Lev:90 Rar:1 Spd:120 Hp:45d30 AC:50 Exp:451710
A constantly changing canine form, this hound rushes towards you as if
expecting mayhem and chaos ahead. It appears to have an almost kamikaze
relish for combat. You suspect all may not be as it seems.
This natural creature moves normally.
It is always created sluggish. It usually appears in groups.
It may breathe chaos; 1 time in 5.
It can bash down doors.
It cannot be confused or slept.
It is ever vigilant for intruders, which it may notice from 300 feet.
It can bite to attack with damage 2d12, bite to attack with damage 2d12, bite to attack with damage 2d12, and claw to attack with damage 3d3.
The Black reaver (L.Dark 'L' : 'L')
=== Num:798 Lev:90 Rar:3 Spd:120 Hp:2450 AC:85 Exp:3204740
A humanoid form, black as night, advancing steadily and unstoppably.
Flee!
This evil undead creature moves normally.
It is always created sluggish. It is cold blooded.
It is magical, casting spells intelligently which paralyze, produce mana storms, produce nether balls, 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 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 up to 6 good objects.
It can hit to disenchant with damage 6d8, hit to disenchant with damage 6d8, hit to reduce strength with damage 4d6, and hit to reduce strength with damage 4d6.
The Spectral Wyrm (White 'D' : 'D')
=== Num:879 Lev:90 Rar:4 Spd:130 Hp:4200 AC:100 Exp:1898680
The tortured soul of a once powerful wyrm.
This evil undead dragon moves normally.
It is invisible.
It may breathe nexus, disenchantment, or nether powerfully, and is also magical, casting spells which terrify, summon ancient dragons, or blink-self; 1 time in 3.
It can push past weaker monsters, pass through walls, and fly.
It resists teleportation, disenchantment, nexus, and nether.
It cannot be confused or slept.
It prefers to ignore intruders, which it may notice from 400 feet.
It will carry up to 8 good objects.
It can claw to attack with damage 10d12, claw to attack with damage 10d12, claw to attack with damage 10d12, and bite to disenchant with damage 8d8.
The Creeping dust (Blue '.' : '.')
=== Num:880 Lev:90 Rar:6 Spd:140 Hp:2d6 AC:30 Exp:67830
This is what happens to a mage when a powerful spell fails.
This creature moves extremely erratically.
It breeds explosively. It is always created sluggish. It is cold blooded. It is not detected by telepathy. It usually appears in groups.
It is magical, casting spells which summon greater undead, summon a demon, produce mana bolts, teleport-self, blink-self, or summon a monster; 1 time in 2.
It is hurt by rock remover.
It cannot be confused, slept, or frightened.
It pays very little attention to intruders, which it may notice from 300 feet.
It can hit to confuse with damage 3d4.
[U] Caine, the Conspirator (L.Dark 'p' : 'p')
=== Num:799 Lev:90 Rar:1 Spd:130 Hp:4200 AC:50 Exp:3136490
Caine is perhaps the least reliable Amberite, always ready to ignore
his pacts and promises when it suits him. "...the swarthy, dark-eyed
countenance of Caine, dressed all in satin that was black and green,
wearing a dark three-cornered hat set at a rakish angle, and a green
plume of feathers trailing down in the back. He was standing in the
profile, one arm akimbo, and toes of his boots curled upwards, and he
wore an emerald-studded dagger at his belt... He was dark."
This evil Amberite moves normally.
He is always created sluggish. He regenerates quickly.
He is magical, casting spells intelligently which summon a demon, produce water bolts, terrify, produce nether bolts, teleport-self, create traps, summon a dragon, produce acid bolts, cause amnesia, create darkness, summon an undead, confuse, teleport to, cause mortal wounds, or cause mind blasting; 1 time in 4.
He can swim, open doors, and bash down doors.
He resists cold and poison.
He cannot be confused, slept, or teleported.
He takes a while to see intruders, which he may notice from 1000 feet.
He will carry up to 8 good objects.
He can hit to attack with damage 9d15, hit to attack with damage 9d15, insult to steal items with damage 1d3, and insult to steal gold with damage 1d3.
[U] Mephistopheles, Lord of Hell (Red 'U' : 'U')
=== Num:831 Lev:91 Rar:2 Spd:140 Hp:5010 AC:75 Exp:10184164
A duke of hell, in the flesh.
This evil demon moves normally.
He is always created sluggish. He is surrounded by flames.
He may breathe fire or nether, and is also magical, casting spells which summon greater undead, summon a demon, terrify, paralyze, raise the dead, summon Cyberdemons, cause brain smashing, summon an undead, teleport to, or invoke the Hand of Doom; 1 time in 3.
He can open doors, push past weaker monsters, bash down doors, and fly.
He resists fire, cold, and poison.
He resists nether and plasma.
He cannot be confused or slept.
He tends to overlook intruders, which he may notice from 200 feet.
He will carry up to 8 exceptional objects.
He can gaze to drain life force with damage 1d15, gaze to terrify with damage 1d15, touch to burn with damage 4d5, and touch to drain charges with damage 4d5.
[U] Shuma-Gorath (L.Green 'e' : 'e')
=== Num:841 Lev:91 Rar:30 Spd:130 Hp:5950 AC:75 Exp:9847852
Shuma-Gorath is one of the immortal lords of chaos. The true form of
this blasphemous horror is a huge, all-seeing eye surrounded by tentacles.
This evil demon 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 summon greater undead, summon a demon, summon similar monsters, summon monsters, summon hydras, summon ancient dragons, raise the dead, heal-self, teleport-self, summon hounds, teleport level, teleport away, summon unique monsters, produce mana storms, cause amnesia, summon Cyberdemons, cause brain smashing, blind, confuse, drain mana, or invoke the Hand of Doom; 1 time in 2.
It can swim.
It resists acid, cold, poison, and lightning.
It resists disenchantment, nexus, nether, and water.
It cannot be stunned, confused, slept, or frightened.
It is ever vigilant for intruders, which it may notice from 500 feet.
It will carry an exceptional object.
It can crush to attack with damage 12d12, crush to attack with damage 12d12, gaze to reduce intelligence with damage 2d12, and gaze to reduce wisdom with damage 2d12.
[U] The Mouth of Sauron (Violet 'p' : 'p')
=== Num:818 Lev:91 Rar:3 Spd:130 Hp:4900 AC:50 Exp:5560739
The Mouth of Sauron is a mighty spell caster. So old that even he cannot
remember his own name, his power and evil are undeniable. He believes
unshakeably that he is unbeatable and laughs as he weaves his awesome
spells.
This evil creature moves normally.
He is always created sluggish. He is invisible.
He is magical, casting spells intelligently which produce fire balls, produce darkness storms, paralyze, produce plasma bolts, raise the dead, produce water balls, create traps, produce mana storms, produce nether balls, teleport to, or cause critical wounds; 1 time in 2.
He can open doors, bash down doors, and fly.
He resists fire, cold, and lightning.
He cannot be confused or slept.
He is fairly observant of intruders, which he may notice from 600 feet.
He will carry up to 10 good objects.
He can hit to disenchant with damage 6d8, hit to disenchant with damage 6d8, touch to drain charges, and touch to drain charges.
[U] Loki the Trickster (Green 'P' : 'P')
=== Num:835 Lev:91 Rar:2 Spd:130 Hp:7040 AC:80 Exp:7505432
Loki, the god of mischief, is a nasty person. He will use every
dirty trick in the book, and then some. In the end, his half-giant
heritage is bound to show, as he will defect to the side of the
giants and fight against the other gods of Asgard.
This evil giant moves normally.
He is always created sluggish. He is surrounded by flames. He regenerates quickly.
He is magical, casting spells which summon greater undead, summon a demon, summon Lords of Amber, produce darkness storms, haste-self, summon ancient dragons, raise the dead, heal-self, teleport-self, teleport level, teleport away, summon unique monsters, produce mana storms, make invulnerable, cause amnesia, summon Cyberdemons, teleport to, drain mana, or invoke the Hand of Doom; 1 time in 3.
He can swim, open doors, push past weaker monsters, bash down doors, and pick up objects.
He is hurt by cold.
He resists fire and poison.
He resists nether and plasma.
He cannot be confused, slept, or teleported.
He takes a while to see intruders, which he may notice from 500 feet.
He will carry up to 4 exceptional objects.
He can hit to blind with damage 6d11, hit to disenchant with damage 6d11, and hit to drain charges with damage 6d11.
The Sky Drake (L.Blue 'D' : 'D')
=== Num:793 Lev:91 Rar:4 Spd:130 Hp:4200 AC:100 Exp:5828543
The mightiest elemental dragon of air, it can destroy you with ease.
This good dragon moves normally.
It is always created sluggish. It is surrounded by electricity. It is surrounded by ice.
It may breathe light, lightning, or gravity powerfully, and is also magical, casting spells which terrify, summon ancient dragons, summon a dragon, or blind; 1 time in 3.
It can push past weaker monsters, bash down doors, and fly.
It resists lightning.
It resists teleportation.
It cannot be confused or slept.
It prefers to ignore intruders, which it may notice from 400 feet.
It will carry up to 8 good objects.
It can claw to attack with damage 8d12, claw to attack with damage 8d12, claw to attack with damage 8d12, and bite to electrocute with damage 9d15.
[U] The Witch-King of Angmar (L.Dark 'W' : 'W')
=== Num:825 Lev:91 Rar:3 Spd:130 Hp:4200 AC:60 Exp:10580853
The Chief of the Ringwraiths. A fell being of devastating power. His
spells are lethal and his combat blows crushingly hard. He moves at
speed, and commands legions of evil to do his bidding. It is said that he
is fated never to die by the hand of mortal man.
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, summon similar monsters, produce mana bolts, terrify, paralyze, summon monsters, summon ancient dragons, raise the dead, teleport away, produce nether balls, cause brain smashing, blind, 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 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 10d10, hit to lower experience (by 80d6+) with damage 5d5, and hit to lower experience (by 80d6+) with damage 5d5.
[U] Rhan-Tegoth (Blue 'S' : 'S')
=== Num:797 Lev:91 Rar:40 Spd:130 Hp:6300 AC:62 Exp:8029276
"An almost globular torso, with six long, sinuous limbs terminating
in clab-like claws. From the upper end a subsidiary globe bulged
forward bubble-like; its triangle of three staring, fishy eyes,
its foot-long and evidently flexible proboscis, and a distended
lateral system analogous to gills, suggested that it was a head."
This evil creature moves normally.
It is always created sluggish. It is surrounded by electricity. It is surrounded by flames.
It may breathe acid or confusion powerfully, and is also magical, casting spells which summon a demon, summon similar monsters, terrify, summon an undead, confuse, or cause mind blasting; 1 time in 5.
It can swim, open doors, push past weaker monsters, bash down doors, and fly.
It resists poison and lightning.
It resists water.
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 attack with damage 8d12, crush to reduce strength with damage 5d12, claw to attack with damage 8d12, and crush to shoot acid with damage 5d12.
The Great Wyrm of Power (Yellow 'D' : 'D')
=== Num:847 Lev:92 Rar:4 Spd:130 Hp:9213 AC:55 Exp:8991136
The mightiest of all dragonkind, a great wyrm of power is seldom
encountered in our world. It can crush stars with its might.
This good dragon moves normally.
It is always created sluggish. It reflects bolt spells. It is surrounded by electricity. It is surrounded by flames. It is surrounded by ice.
It may breathe force, poison, inertia, nexus, light, sound, disenchantment, toxic waste, time, acid, chaos, frost, mana, disintegration, fire, confusion, lightning, darkness, gravity, plasma, shards, or nether powerfully, and is also magical, casting spells which summon similar monsters, summon ancient dragons, or summon a dragon; 1 time in 3.
It can open doors, push past weaker monsters, bash down doors, and fly.
It resists fire, acid, cold, poison, and lightning.
It resists teleportation, disenchantment, nexus, nether, and plasma.
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 crush to poison with damage 8d12, crush to burn with damage 8d12, crush to electrocute with damage 8d12, and crush to attack with damage 10d18.
[U] Draugluin, Sire of All Werewolves (Umber 'C' : 'C')
=== Num:840 Lev:92 Rar:2 Spd:130 Hp:4900 AC:45 Exp:3829232
Draugluin provides Sauron with a fearsome personal guard. He is an
enormous wolf inhabited with a human spirit. He is chief of all his kind.
This natural evil creature moves a bit erratically.
He is always created sluggish. He usually appears with escorts.
He is magical, casting spells which terrify, summon monsters, or summon hounds; 1 time in 3.
He can swim, open doors, push past weaker monsters, bash down doors, and pick up objects.
He resists poison.
He pays little attention to intruders, which he may notice from 800 feet.
He will carry one or two good objects.
He can claw to attack with damage 3d3, claw to attack with damage 3d3, bite to poison with damage 2d6, and bite to poison with damage 2d6.
[U] Yig, Father of Serpents (Green 'R' : 'R')
=== Num:814 Lev:92 Rar:20 Spd:130 Hp:5010 AC:62 Exp:6122160
"The half-human father of serpents... the snake-god of the central
plains tribes -- presumably the primal source of the more
southerly Quetzalcoatl or Kukulcan -- was odd, half-anthropomorphic
devil."
This natural evil creature moves normally.
He is always created sluggish. He regenerates quickly. He usually appears with escorts.
He may breathe poison, toxic waste, or acid, and is also magical, casting spells intelligently which summon a demon, summon similar monsters, or summon hydras; 1 time in 4.
He can swim, open doors, and bash down doors.
He resists acid, poison, and lightning.
He cannot be confused, slept, or teleported.
He takes a while to see intruders, which he may notice from 1000 feet.
He will carry up to 8 good objects.
He can claw to poison with damage 8d10, claw to poison with damage 8d10, crush to attack with damage 8d15, and bite to attack with damage 2d50.
[U] Kaschei the Immortal (Violet 'L' : 'L')
=== Num:844 Lev:92 Rar:3 Spd:130 Hp:4200 AC:50 Exp:6750480
A stench of corruption and decay surrounds this sorcerer, who has clearly
risen from the grave to continue his foul plots and schemes.
This evil undead creature moves normally.
He is always created sluggish. He is cold blooded. He usually appears with an escort.
He is magical, casting spells intelligently which summon greater undead, summon a demon, produce fire balls, produce mana bolts, terrify, summon monsters, raise the dead, teleport-self, produce mana storms, cause brain smashing, blind, invoke the Hand of Doom, or cause mortal wounds; 1 time in 3.
He can open doors, bash down doors, and fly.
He resists fire, cold, and poison.
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 exceptional objects.
He can hit to disenchant with damage 6d8, hit to disenchant with damage 6d8, hit to attack with damage 5d5, and hit to attack with damage 5d5.
[U] The Destroyer (L.Slate 'g' : 'g')
=== Num:855 Lev:92 Rar:1 Spd:130 Hp:21760 AC:100 Exp:11726528
The Destroyer was built by the Norse deities to be their ultimate weapon
against the space gods who had arrived to judge the world. Unfortunately,
the Destroyer has gone berserk and is destroying everything it sees. The
mystical Destroyer is nearly indestructible, and it is said that when it
uses its power of complete disintegration, the day of Ragnarok is near.
This creature moves normally.
It is always created sluggish. It reflects bolt spells. It regenerates quickly. It is cold blooded. It is not detected by telepathy.
It may breathe disintegration, and is also magical, casting spells which produce mana bolts; 1 time in 3.
It can swim, push past weaker monsters, bore through walls, bash down doors, and fly.
It resists fire, cold, poison, and lightning.
It resists nexus, nether, water, and plasma.
It cannot be stunned, confused, slept, or frightened.
It is ever vigilant for intruders, which it may notice from 1000 feet.
It can hit to attack with damage 30d9, hit to attack with damage 30d9, hit to attack with damage 30d9, and hit to attack with damage 30d9.
[U] The Tarrasque (Violet 'R' : 'R')
=== Num:838 Lev:92 Rar:2 Spd:130 Hp:5950 AC:92 Exp:7772336
The Tarrasque is a massive reptile of legend, rumoured to be unkillable
and immune to magic. Fear its anger, for its devastation is unmatched!
This evil creature moves normally.
It is always created sluggish.
It may breathe disenchantment, frost, or fire powerfully; 1 time in 2.
It can swim, open doors, push past weaker monsters, and bash down doors.
It resists fire and cold.
It cannot be confused or slept.
It takes a while to see intruders, which it may notice from 500 feet.
It will carry up to 8 good objects.
It can hit to attack with damage 10d10, hit to attack with damage 10d10, touch to drain charges, and touch to drain charges.
[U] Hela, Queen of the Dead (Green 'p' : 'p')
=== Num:817 Lev:92 Rar:3 Spd:130 Hp:5180 AC:55 Exp:7631712
The Norse ruler of Hel is a merciless queen, who ever hunts for more
souls to add to her collection of tortured spirits. She arrives in
an ominous green robe, a certain sign of impending doom, to claim
as her own those who die an ignoble death.
This evil creature moves normally.
She is always created sluggish. She is invisible.
She is magical, casting spells intelligently which summon greater undead, produce darkness storms, terrify, paralyze, summon ancient dragons, raise the dead, heal-self, produce nether balls, cause amnesia, summon an undead, blind, teleport to, invoke the Hand of Doom, cause mortal wounds, or cause critical wounds; 1 time in 3.
She can open doors, bash down doors, and fly.
She resists fire, cold, and poison.
She resists nether.
She cannot be confused, slept, or teleported.
She is fairly observant of intruders, which she may notice from 600 feet.
She will carry one or two exceptional objects.
She can touch to reduce all stats with damage 50, touch to drain life force with damage 50, and touch to disenchant with damage 50.
The Shambler (L.Slate 'E' : 'E')
=== Num:786 Lev:92 Rar:4 Spd:130 Hp:3500 AC:75 Exp:3077008
This elemental creature is power incarnate; it looks like a huge polar bear
with a huge gaping maw instead of a head.
This evil creature moves normally.
It is always created sluggish.
It may breathe lightning powerfully; 1 time in 3.
It can swim, open doors, push past weaker monsters, and bash down doors.
It resists teleportation.
It cannot be confused or slept.
It tends to overlook intruders, which it may notice from 400 feet.
It will carry one or two good objects.
It can claw to attack with damage 3d12, claw to attack with damage 3d12, crush to attack with damage 8d12, and crush to attack with damage 8d12.
[U] Atlach-Nacha, the Spider God (L.Dark 'S' : 'S')
=== Num:809 Lev:92 Rar:20 Spd:120 Hp:9100 AC:80 Exp:7793280
"...there was a kind of face on the squat ebon body, low down amid
the several-jointed legs. The face peered up with a weird expression
of doubt and inquiry..."
This natural evil creature moves normally.
It is always created sluggish.
It may breathe poison or darkness, and is also magical, casting spells intelligently which summon a demon, produce darkness storms, terrify, paralyze, summon spiders, create darkness, blind, or confuse; 1 time in 3.
It can push past weaker monsters, bash down doors, and fly.
It is hurt by bright light.
It resists poison.
It cannot be confused, slept, or teleported.
It pays little attention to intruders, which it may notice from 80 feet.
It will carry up to 4 good objects.
It can bite to poison with damage 3d9, bite to reduce strength with damage 3d9, sting to poison with damage 2d5, and sting to reduce strength with damage 2d5.
[U] The Emperor Quylthulg (Yellow 'Q' : 'Q')
=== Num:821 Lev:92 Rar:3 Spd:130 Hp:3800 AC:1 Exp:3746688
A huge seething mass of flesh with a rudimentary intelligence, the Emperor
Quylthulg changes colours in front of your eyes. Pulsating first one
colour then the next, it knows only it must bring help to protect itself.
This natural evil creature moves normally, but does not deign to chase intruders.
It is always created sluggish. It is invisible.
It is magical, casting spells which summon greater undead, summon ancient dragons, or cause brain smashing; 1 time in 2.
It cannot be confused, slept, frightened, or teleported.
It is ever vigilant for intruders, which it may notice from 300 feet.
It will carry up to 8 objects or treasures.
It has no physical attacks.
[U] Cantoras, the Skeletal Lord (L.Blue 's' : 's')
=== Num:830 Lev:93 Rar:2 Spd:140 Hp:5250 AC:60 Exp:6998900
A legion of evil undead druj animating the skeleton of a once mighty
sorcerer. His power is devastating and his speed unmatched in the
underworld. Flee his wrath!
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 ice bolts, produce mana bolts, terrify, raise the dead, produce water balls, produce nether balls, slow, cause brain smashing, teleport to, or cause mortal wounds; 1 time in 1.
He can swim, open doors, and bash down doors.
He resists fire, cold, and poison.
He cannot be confused, slept, frightened, or teleported.
He pays little attention to intruders, which he may notice from 200 feet.
He will carry up to 8 exceptional objects.
He can gaze to lower experience (by 80d6+), gaze to lower experience (by 80d6+), touch to poison with damage 3d5, and touch to poison with damage 3d5.
[U] Qlzqqlzuup, the Lord of Flesh (L.Blue 'Q' : 'Q')
=== Num:822 Lev:93 Rar:3 Spd:130 Hp:3800 AC:1 Exp:3709775
This disgusting creature squeals and snorts as it writhes on the floor.
It pulsates with evil. Its intent is to overwhelm you with monster after
monster, until it can greedily dine on your remains.
This natural evil creature moves normally, but does not deign to chase intruders.
It is always created sluggish. It is invisible.
It is magical, casting spells which summon greater undead, summon a demon, summon Lords of Amber, summon similar monsters, summon monsters, summon hydras, summon spiders, summon ancient dragons, summon hounds, summon an angel, summon a dragon, summon unique monsters, summon an undead, summon ants, or summon a monster; 1 time in 1.
It cannot be confused, slept, frightened, or teleported.
It is ever vigilant for intruders, which it may notice from 300 feet.
It will carry up to 8 objects or treasures.
It has no physical attacks.
[U] Surtur the Giant Fire Demon (Red 'P' : 'P')
=== Num:837 Lev:93 Rar:2 Spd:130 Hp:7150 AC:80 Exp:8013651
Surtur is also one of the most ancient of all creatures. He is a demonic
giant of fire, who is destined to set the nine worlds afire with his
accursed sword of doom on the day of Ragnarok.
This evil demon moves normally.
He is always created sluggish. He is surrounded by flames.
He may breathe fire or plasma powerfully, and is also magical, casting spells which summon greater undead, summon a demon, summon similar monsters, teleport away, summon Cyberdemons, blind, teleport to, or invoke the Hand of Doom; 1 time in 5.
He can open doors, push past weaker monsters, bash down doors, and pick up objects.
He is hurt by cold.
He resists fire and poison.
He resists nether and plasma.
He cannot be confused, slept, or teleported.
He takes a while to see intruders, which he may notice from 500 feet.
He will carry up to 6 good objects.
He can hit to burn with damage 6d11, hit to attack with damage 6d11, hit to burn with damage 6d11, and hit to attack with damage 6d11.
[U] Klingsor, Evil Master of Magic (Yellow 'p' : 'p')
=== Num:819 Lev:94 Rar:3 Spd:130 Hp:4900 AC:50 Exp:6801886
Klingsor, whose hopeless effort to join the Knights of the Grail
was thwarted, turned to black magic and became a deadly necromancer.
This evil creature moves normally.
He is always created sluggish. He is invisible.
He is magical, casting spells intelligently which summon greater undead, produce fire balls, produce darkness storms, invoke raw Logrus, paralyze, produce plasma bolts, raise the dead, produce water balls, create traps, produce mana storms, produce nether balls, teleport to, drain mana, invoke the Hand of Doom, or cause critical wounds; 1 time in 2.
He can open doors, bash down doors, and fly.
He resists fire, cold, and lightning.
He cannot be confused, slept, or teleported.
He is fairly observant of intruders, which he may notice from 600 feet.
He will carry one or two exceptional objects, in addition to chosen objects.
He can hit to disenchant with damage 6d8, hit to drain charges with damage 6d8, touch to blind, and touch to confuse.
[U] Lungorthin, the Balrog of White Fire (White 'U' : 'U')
=== Num:839 Lev:94 Rar:2 Spd:130 Hp:6000 AC:62 Exp:7633990
A massive form cloaked in flame. Lungorthin stares balefully at you with
eyes that smoulder red. The dungeon floor where he stands is scorched by
the heat of his body.
This evil demon moves normally.
He is always created sluggish. He usually appears with escorts.
He may breathe fire powerfully, and is also magical, casting spells which summon greater undead, summon a demon, terrify, blind, or confuse; 1 time in 4.
He can open doors, push past weaker monsters, bash down doors, and fly.
He resists fire.
He cannot be confused or slept.
He pays little attention to intruders, which he may notice from 200 feet.
He will carry up to 8 good objects.
He can hit to burn with damage 8d12, hit to burn with damage 8d12, crush to attack with damage 8d12, and touch to drain charges.
[U] Tsathoggua, the Sleeper of N'kai (L.Dark 'r' : 'r')
=== Num:806 Lev:94 Rar:40 Spd:130 Hp:4620 AC:40 Exp:4434430
"...the formless bulking of a couchant mass. And the mass stirred
a little... and put forth with infinite slothfulness a huge and
toad-shaped head. And the head opened its eyes very slowly, as if
half awakened from slumber, so that they were visible as two slits
of oozing phosphor in the black browless face."
This evil creature moves normally.
It is always created sluggish.
It may breathe acid or nether, and is also magical, casting spells intelligently which summon a demon, terrify, paralyze, summon monsters, summon an undead, cause mortal wounds, or cause mind blasting; 1 time in 2.
It can swim, push past weaker monsters, and bash down doors.
It resists acid, cold, and poison.
It cannot be confused, slept, or teleported.
It pays very little attention to intruders, which it may notice from 300 feet.
It will carry one or two good objects.
It can crush to reduce all stats with damage 5d6, crush to shoot acid with damage 5d6, crush to reduce all stats with damage 5d6, and crush to shoot acid with damage 5d6.
[U] Abhoth, Source of Uncleanness (L.Green 'J' : 'J')
=== Num:833 Lev:94 Rar:30 Spd:130 Hp:6300 AC:75 Exp:6986252
"...in the pool [there was] a grayish, horrid mass that nearly choked
it from rim to rim. Here, it seemed, was the ultimate source of all
miscreation and abomination. For the gray mass quobbed and quivered,
and swelled perpetually; and from it, in manifold fission, were
spawned the anatomies that crept away on every side through the
grotto."
This evil demon moves normally, but does not deign to chase intruders.
It is always created sluggish. It is cold blooded.
It may breathe poison, nexus, toxic waste, or chaos, and is also magical, casting spells intelligently which summon greater undead, summon a demon, summon monsters, summon ancient dragons, raise the dead, heal-self, teleport-self, teleport away, cause brain smashing, drain mana, or cause mortal wounds; 1 time in 6.
It can swim.
It resists acid, poison, and lightning.
It resists disenchantment, nexus, nether, and water.
It cannot be stunned, confused, slept, or frightened.
It is ever vigilant for intruders, which it may notice from 500 feet.
It will carry one or two exceptional objects.
It can touch to shoot acid with damage 11d11, touch to disease with damage 11d11, touch to shoot acid with damage 11d11, and touch to poison with damage 11d11.
[U] Eric the Usurper (L.Red 'p' : 'p')
=== Num:813 Lev:94 Rar:1 Spd:130 Hp:4060 AC:50 Exp:7387744
When Oberon disappeared, Eric seized the opportunity and claimed
the throne, eliminating those who would have opposed him. "Handsome by
anyone's standards, his hair was so dark, as to be almost blue. His beard
curled around the mouth that always smiled, and he was dressed simply in a
leather jacket and leggings, a plain cloak, high black boots, and he wore
a red sword belt bearing a long silvery saber and clasped with a ruby,
and his high cloak, collar round his head was lined with red and the
trimmings of his sleeves matched it. His hands, thumbs hooked behind
his belt, were terribly strong and prominent. A pair of black gloves
jutted from his belt near his right tip."
This evil Amberite moves normally.
He is always created sluggish. He regenerates quickly.
He is magical, casting spells intelligently which summon a demon, produce fire balls, produce water bolts, terrify, paralyze, produce nether bolts, summon monsters, teleport-self, create traps, summon an angel, teleport away, produce acid bolts, cause amnesia, create darkness, cause brain smashing, blind, confuse, teleport to, drain mana, cause mortal wounds, cause critical wounds, or summon a monster; 1 time in 4.
He can swim, open doors, and bash down doors.
He resists acid, poison, and lightning.
He cannot be confused, slept, or teleported.
He takes a while to see intruders, which he may notice from 1000 feet.
He will carry up to 8 good objects.
He can hit to attack with damage 10d15, hit to attack with damage 10d15, and hit to steal items with damage 10d15.
The Great Wyrm of Law (L.Slate 'D' : 'D')
=== Num:784 Lev:94 Rar:2 Spd:120 Hp:3150 AC:85 Exp:3434522
A massive dragon of powerful intellect. It seeks to dominate the universe
and despises all other life. It sees all who do not obey it as mere
insects to be crushed underfoot.
This good dragon moves normally.
It is always created sluggish.
It may breathe sound or shards powerfully, and is also magical, casting spells which terrify, summon a dragon, blind, or confuse; 1 time in 3.
It can push past weaker monsters, bash down doors, and fly.
It cannot be confused or slept.
It prefers to ignore intruders, which it may notice from 400 feet.
It will carry up to 8 good objects.
It can claw to attack with damage 5d12, claw to attack with damage 5d12, claw to attack with damage 6d12, and bite to attack with damage 8d14.
[U] Cthugha, the Living Flame (L.Red 'E' : 'E')
=== Num:823 Lev:95 Rar:30 Spd:133 Hp:3800 AC:50 Exp:4243900
"But even though we had shielded our eyes, it was impossible not
to see the great amorphous shapes streaming skyward from the
accursed place, nor the equally great being hovering like a cloud
of living fire above the trees."
This evil creature moves normally.
It is always created sluggish. It is surrounded by flames.
It may breathe fire, and is also magical, casting spells intelligently which summon similar monsters; 1 time in 4.
It can destroy weaker monsters, destroy objects, and fly.
It resists fire.
It resists plasma.
It cannot be confused, slept, frightened, or teleported.
It takes a while to see intruders, which it may notice from 300 feet.
It will carry up to 4 objects or treasures.
It can touch to blind, touch to burn with damage 12d10, touch to burn with damage 12d10, and touch to burn with damage 12d10.
[U] Nyarlathotep, the Crawling Chaos (Red 'U' : 'U')
=== Num:851 Lev:95 Rar:30 Spd:130 Hp:6300 AC:50 Exp:9000435
Nyarlathothep is the messenger, the heart and the soul of the outer gods.
He is a shapechanger capable of assuming thousands of nightmarish forms.
One of them looks like this: "A tall, slim figure with the young face of
an antique pharaoh, gay with prismatic robes and crowned with a
pshent that glowed with inherent light... the fascination of a
dark god or fallen archangel, and around whose eyes there lurked
the languid sparkle of capricious humor."
This evil demon moves normally.
He is always created sluggish. He is surrounded by electricity. He regenerates quickly. He is surrounded by ice.
He may breathe nexus, and is also magical, casting spells intelligently which summon greater undead, summon a demon, produce fire balls, invoke raw Logrus, summon monsters, haste-self, summon spiders, summon ancient dragons, raise the dead, heal-self, teleport-self, summon hounds, summon an angel, teleport level, teleport away, produce mana storms, summon Cyberdemons, cause brain smashing, teleport to, invoke the Hand of Doom, cause mortal wounds, or cause mind blasting; 1 time in 3.
He can swim, open doors, pass through walls, and bash down doors.
He resists fire, acid, and poison.
He resists nexus.
He cannot be confused, slept, or teleported.
He takes a while to see intruders, which he may notice from 1000 feet.
He will carry up to 4 exceptional objects.
He can crush to reduce constitution with damage 30d4, crush to reduce strength with damage 30d4, gaze to reduce intelligence with damage 1d50, and gaze to reduce wisdom with damage 1d50.
[U] Benedict, the Ideal Warrior (L.Slate 'p' : 'p')
=== Num:824 Lev:95 Rar:1 Spd:130 Hp:4830 AC:50 Exp:8951040
In the field of combat Benedict rules supreme: with but one hand
he was still superior to Corwin. "Benedict, tall and dour; thin of
body, thin of face, wide of mind. He wore orange and yellow and brown
and reminded me of haystacks and pumpkins and scarecrows and the
Legend of Sleepy Hollow. He had a long, strong jaw and hazel eyes and
brown hair that never curled. He stood beside a tan horse and leaned
upon a lance about which was twined a rope of flowers. He seldom
laughed."
This evil Amberite moves normally.
He is always created sluggish. He regenerates quickly.
He is magical, casting spells intelligently which summon a demon, terrify, summon monsters, summon ancient dragons, heal-self, teleport-self, create traps, summon an angel, teleport level, teleport away, cause amnesia, cause brain smashing, confuse, teleport to, drain mana, or cause mortal wounds; 1 time in 4.
He can swim, open doors, and bash down doors.
He resists fire, cold, poison, and lightning.
He cannot be confused, slept, or teleported.
He takes a while to see intruders, which he may notice from 1000 feet.
He will carry up to 8 good objects.
He can hit to attack with damage 15d15, hit to attack with damage 15d15, hit to attack with damage 15d15, and hit to attack with damage 15d15.
The Greater draconic quylthulg (Green 'Q' : 'Q')
=== Num:801 Lev:95 Rar:3 Spd:120 Hp:1050 AC:1 Exp:1055240
A massive mound of scaled flesh, throbbing and pulsating with multi-hued
light.
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 ancient dragons, blink-self, or teleport to; 1 time in 2.
It resists teleportation.
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.
The Star-spawn of Cthulhu (L.Green 'U' : 'U')
=== Num:836 Lev:95 Rar:20 Spd:130 Hp:5250 AC:45 Exp:10146695
The last remnants of sanity threaten to leave your brain as you
behold this titanic bat-winged, octopus-headed unholy abomination.
"They all lay in stone houses in their great city of R'lyeh,
preserved by the spells of mighty Cthulhu for a glorious
resurrection when the stars and the earth might once more
be ready..."
This evil demon moves a bit erratically.
It is always created sluggish.
It may breathe acid, fire, or nether powerfully, and is also magical, casting spells which summon a demon, terrify, summon monsters, raise the dead, produce balls of radiation, heal-self, teleport-self, cause brain smashing, summon an undead, confuse, drain mana, or cause mind blasting; 1 time in 3.
It can swim, open doors, bash down doors, and destroy objects.
It resists fire, acid, poison, and lightning.
It resists teleportation and nether.
It cannot be confused.
It pays little attention to intruders, which it may notice from 900 feet.
It will carry up to 6 good objects.
It can claw to poison with damage 1d30, claw to shoot acid with damage 1d30, touch to drain charges with damage 1d10, and crush to disenchant with damage 2d33.
[U] Godzilla (Green 'R' : 'R')
=== Num:832 Lev:96 Rar:2 Spd:130 Hp:5950 AC:140 Exp:8427852
Godzilla rose from the contaminated sea.
Fear its anger, for its devastation is unmatched!
This evil creature moves normally.
It is always created sluggish.
It may breathe poison, disenchantment, toxic waste, acid, or plasma powerfully; 1 time in 2.
It can swim, open doors, push past weaker monsters, and bash down doors.
It resists fire, cold, and poison.
It resists disenchantment and plasma.
It cannot be confused, slept, or teleported.
It takes a while to see intruders, which it may notice from 500 feet.
It will carry up to 4 good objects.
It can claw to poison with damage 5d10, claw to poison with damage 5d10, bite to attack with damage 20d10, and crush to disenchant with damage 5d12.
[U] Ymir the Ice Giant (White 'P' : 'P')
=== Num:834 Lev:96 Rar:2 Spd:130 Hp:6020 AC:80 Exp:6438060
Ymir is one of the oldest beings there are. He looks like a giant
humanoid made of ice.
This evil giant moves normally.
He is always created sluggish. He is surrounded by ice. He is cold blooded. He usually appears with an escort.
He may breathe frost powerfully, and is also magical, casting spells which summon greater undead, summon similar monsters, produce ice bolts, heal-self, create darkness, or teleport to; 1 time in 3.
He can swim, open doors, push past weaker monsters, bash down doors, and pick up objects.
He is hurt by fire.
He resists cold and poison.
He resists disenchantment, nether, and water.
He cannot be confused, slept, or teleported.
He takes a while to see intruders, which he may notice from 500 feet.
He will carry up to 6 good objects.
He can hit to freeze with damage 5d10, hit to attack with damage 5d10, hit to freeze with damage 5d10, and hit to attack with damage 5d10.
[U] Shub-Niggurath, Black Goat of the Woods (L.Dark 'U' : 'U')
=== Num:848 Lev:96 Rar:30 Spd:130 Hp:4550 AC:50 Exp:8665296
This horrendous outer god looks like a writhing cloudy mass filled
with mouths and tentacles.
This evil demon moves normally.
She is always created sluggish. She is surrounded by electricity. She regenerates quickly. She is surrounded by ice.
She may breathe poison, toxic waste, chaos, or confusion, and is also magical, casting spells intelligently which summon greater undead, summon a demon, produce darkness storms, produce mana bolts, invoke raw Logrus, summon monsters, raise the dead, heal-self, summon unique monsters, cause brain smashing, or cause mortal wounds; 1 time in 3.
She can swim, open doors, pass through walls, bash down doors, and fly.
She resists acid, cold, and poison.
She cannot be confused, slept, or teleported.
She takes a while to see intruders, which she may notice from 1000 feet.
She will carry up to 4 good objects.
She can crush to reduce wisdom with damage 20d5, crush to reduce intelligence with damage 20d5, bite to reduce strength with damage 10d2, and bite to reduce constitution with damage 10d2.
[U] Cyaegha (L.Dark 'e' : 'e')
=== Num:826 Lev:96 Rar:30 Spd:130 Hp:4480 AC:60 Exp:10216860
"...it was a gigantic eye staring down at them. Around the eye,
the sky split; deep clefts opened through which the darkness
began to ooze, a darkness blacker than the night, which crawled
down as a set of slimy tentacles, taking on more form, more
definite shape... something was standing, outlined against
the black sky, something which had tentacles of darkness
and a green-glowing eye."
This evil demon moves normally.
It is always created sluggish. It is cold blooded.
It may breathe darkness or nether, and is also magical, casting spells intelligently which summon greater undead, summon a demon, produce darkness storms, terrify, paralyze, summon monsters, summon hydras, teleport away, cause amnesia, cause brain smashing, blind, or invoke the Hand of Doom; 1 time in 3.
It can open doors, push past weaker monsters, bash down doors, and fly.
It resists acid, cold, poison, and lightning.
It cannot be confused, slept, or teleported.
It is fairly observant of intruders, which it may notice from 900 feet.
It will carry up to 8 good objects.
It can crush to attack with damage 15d15, crush to attack with damage 15d15, crush to attack with damage 15d15, and crush to attack with damage 15d15.
[U] Yog-Sothoth, the All-in-One (Violet 'j' : 'j')
=== Num:845 Lev:97 Rar:30 Spd:130 Hp:4620 AC:50 Exp:5543202
"Great globes of light massing towards the opening... the breaking
apart of the nearest globes, and the protoplasmic flesh that
flowed blackly outward to join together and form that eldritch,
hideous horror from outer space... whose mask was a congeries
of iridescent globes... who froths as primal slime in nuclear
chaos forever beyond the nethermost outposts of space and time!"
This evil creature moves normally.
It is always created sluggish. It is surrounded by electricity. It is surrounded by flames. It is surrounded by ice. It is cold blooded.
It may breathe mana or disintegration, and is also magical, casting spells intelligently which summon greater undead, summon a demon, produce mana bolts, invoke raw Logrus, summon monsters, summon hounds, produce mana storms, summon Cyberdemons, or cause brain smashing; 1 time in 3.
It can open doors, pass through walls, bash down doors, and fly.
It resists fire, acid, poison, and lightning.
It cannot be confused, slept, or teleported.
It takes a while to see intruders, which it may notice from 1000 feet.
It will carry up to 4 good objects.
It can touch to attack with damage 40d5, touch to reduce constitution with damage 16d2, and touch to reduce constitution with damage 16d2.
[U] Oremorj the Cyberdemon Lord (Umber 'U' : 'U')
=== Num:843 Lev:97 Rar:4 Spd:130 Hp:6300 AC:45 Exp:9128463
The mightiest of Cyberdemons, their lord and ruler.
This evil demon moves a bit erratically.
It is always created sluggish.
It is magical, casting spells which summon Cyberdemons; 1 time in 3.
It resists fire and poison.
It cannot be teleported.
It pays little attention to intruders, which it may notice from 900 feet.
It will carry one or two exceptional objects.
It can hit to attack with damage 2d40, hit to attack with damage 2d40, hit to attack with damage 2d40, and hit to attack with damage 2d40.
[U] Sauron, the Sorcerer (Orange 'p' : 'p')
=== Num:858 Lev:97 Rar:1 Spd:130 Hp:7350 AC:80 Exp:10432038
Mighty in spells and enchantments,
he created the One Ring. His eyes glow with power and his gaze seeks to
destroy your soul. He has many servants, and rarely fights without them.
This evil creature moves normally.
He is always created sluggish. He reflects bolt spells. He regenerates quickly.
He is magical, casting spells intelligently which summon greater undead, summon a demon, produce fire balls, produce darkness storms, produce ice bolts, produce mana bolts, terrify, summon monsters, summon ancient dragons, produce plasma bolts, raise the dead, produce water balls, teleport-self, teleport level, produce mana storms, produce nether balls, cause amnesia, cause brain smashing, blind, confuse, invoke the Hand of Doom, or cause mortal wounds; 1 time in 2.
He can open doors, push past weaker monsters, bash down doors, and fly.
He resists fire, cold, poison, and lightning.
He cannot be confused, slept, frightened, or teleported.
He is ever vigilant for intruders, which he may notice from 1000 feet.
He will carry up to 8 exceptional objects, in addition to chosen objects.
He can hit to disenchant with damage 10d12, hit to disenchant with damage 10d12, touch to drain charges, and touch to drain charges.
[U] Nodens, Lord of the Great Abyss (White 'P' : 'P')
=== Num:849 Lev:97 Rar:3 Spd:130 Hp:5250 AC:50 Exp:7607339
The hoary Lord of the Great Abyss seems a wizened man, but appearances
can be deceiving.
This good creature moves normally.
He is always created sluggish. He regenerates quickly.
He is magical, casting spells intelligently which produce mana bolts, summon monsters, haste-self, heal-self, teleport-self, summon an angel, teleport level, teleport away, summon unique monsters, produce mana storms, teleport to, invoke the Hand of Doom, or cause mortal wounds; 1 time in 1.
He can swim, open doors, pass through walls, bash down doors, and fly.
He resists fire, acid, poison, and lightning.
He resists nexus, nether, and water.
He cannot be confused or slept.
He takes a while to see intruders, which he may notice from 1000 feet.
He will carry up to 6 exceptional objects.
He can hit to attack with damage 2d66, and hit to attack with damage 2d66.
The Aether hound (L.Blue 'Z' : 'Z')
=== Num:811 Lev:97 Rar:2 Spd:120 Hp:45d30 AC:50 Exp:1573458
A shifting, swirling form. It seems to be all colours and sizes and
shapes, though the dominant form is that of a huge dog. You feel very
uncertain all of a sudden.
This natural creature moves normally.
It is always created sluggish. It is surrounded by electricity. It is surrounded by flames. It is surrounded by ice. It usually appears in groups.
It may breathe force, poison, inertia, nexus, light, sound, disenchantment, time, acid, chaos, frost, fire, confusion, lightning, darkness, gravity, plasma, shards, or nether; 1 time in 5.
It can bash down doors and fly.
It resists fire, acid, cold, poison, and lightning.
It resists disenchantment, nexus, nether, and 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] Cerberus, Guardian of Hades (Red 'C' : 'C')
=== Num:853 Lev:97 Rar:1 Spd:130 Hp:7000 AC:80 Exp:10575288
A three-headed hell hound of fearsome aspect. Flame burns merrily from its
hide as it snarls and roars its defiance.
This natural evil creature moves normally.
It is always created sluggish. It is surrounded by flames.
It may breathe fire or nether, and is also magical, casting spells which produce darkness storms or summon hounds; 1 time in 3.
It can swim, open doors, push past weaker monsters, and bash down doors.
It resists fire.
It cannot be confused or slept.
It is fairly observant of intruders, which it may notice from 500 feet.
It will carry up to 4 good objects.
It can hit to burn with damage 9d12, hit to burn with damage 9d12, hit to burn with damage 9d12, and hit to burn with damage 9d12.
[U] Tulzscha, the Green Flame (L.Green 'E' : 'E')
=== Num:842 Lev:98 Rar:40 Spd:130 Hp:7000 AC:50 Exp:8000172
"A belching column of sick greenish flame... spouting volcanically
from the depths profound and inconceivable, casting no shadows as
healthy flame should, and coating the nitrous stone with a nasty,
venomous verdigris. For all that seething combustion no warmth
lay, but only the clamminess of death and corruption."
This evil demon moves a bit erratically.
It is always created sluggish. It is surrounded by flames. It regenerates quickly. It is surrounded by ice.
It may breathe nexus, frost, fire, or nether; 1 time in 3.
It can fly.
It resists fire, cold, poison, and lightning.
It resists nexus, nether, and plasma.
It cannot be teleported.
It tends to overlook intruders, which it may notice from 900 feet.
It will carry up to 6 good objects.
It can hit to attack with damage 2d50, hit to attack with damage 2d50, hit to attack with damage 2d50, and hit to attack with damage 2d50.
=== Num:852 Lev:98 Rar:30 Spd:130 Hp:6930 AC:75 Exp:9671094
"That last amorphous blight of nethermost confusion which
blasphemes and bubbles at the centre of all infinity --
the boundless daemon sultan Azathoth, whose name no lips
dare speak aloud, and who gnaws hungrily in inconceivable,
unlighted chambers beyond time amidst the muffled, maddening
beating of vile drums and the thin monotonous whine of
accursed flutes."
This evil demon moves normally.
It is always created sluggish. It is surrounded by electricity. It is surrounded by flames. It regenerates quickly. It is surrounded by ice. It is not detected by telepathy. It usually appears with escorts.
It may breathe disenchantment, chaos, mana, or disintegration powerfully, and is also magical, casting spells which summon a demon or produce water balls; 1 time in 5.
It can swim, open doors, bore through walls, bash down doors, and destroy objects.
It resists fire, acid, and poison.
It resists disenchantment.
It cannot be confused, slept, or teleported.
It pays very little attention to intruders, which it may notice from 1000 feet.
It will carry up to 4 good objects.
It can crush to attack with damage 35d5, crawl on you to shoot acid with damage 35d5, crush to attack with damage 35d5, and crawl on you to shoot acid with damage 35d5.
[U] Pazuzu, Lord of Air (White 'B' : 'B')
=== Num:827 Lev:99 Rar:2 Spd:140 Hp:3850 AC:62 Exp:9425662
A winged humanoid from the Planes of Hell, Pazuzu grins inhumanely at you
as he decides your fate.
This evil demon moves normally.
He is always created sluggish. He is invisible.
He is magical, casting spells which produce mana bolts, produce lightning bolts, produce lightning balls, or cause mind blasting; 1 time in 3.
He can open doors, bash down doors, and fly.
He resists fire, acid, poison, and lightning.
He cannot be confused or slept.
He is fairly observant of intruders, which he may notice from 400 feet.
He will carry up to 4 good objects.
He can hit to electrocute with damage 12d12, hit to electrocute with damage 12d12, hit to electrocute with damage 12d12, and hit to electrocute with damage 12d12.
[U] The Unicorn of Order (White 'q' : 'q')
=== Num:859 Lev:99 Rar:1 Spd:160 Hp:14000 AC:85 Exp:13954692
The Unicorn of Order, who once stole an eye from the great Serpent
of chaos, is watching the events unfold with growing distress. It
regards you as a mortal meddling in the affairs of immortals, and
attempts to eliminate you.
This good creature moves normally.
It is always created sluggish. It reflects bolt spells. It is surrounded by electricity. It regenerates quickly. It is surrounded by ice.
It may breathe inertia, light, sound, time, mana, disintegration, plasma, or shards powerfully, and is also magical, casting spells intelligently which summon Lords of Amber, summon monsters, haste-self, summon ancient dragons, heal-self, teleport-self, teleport away, summon unique monsters, blink-self, cause amnesia, or drain mana; 1 time in 3.
It can destroy weaker monsters, swim, and fly.
It resists fire, acid, cold, and lightning.
It resists disenchantment, nexus, nether, water, and plasma.
It cannot be stunned, confused, slept, frightened, or teleported.
It is ever vigilant for intruders, which it may notice from 1000 feet.
It will carry up to 8 exceptional objects, in addition to chosen objects.
It can kick to drain charges with damage 13d13, kick to drain charges with damage 12d12, butt to disenchant with damage 11d11, and bite to time with damage 10d10.
[Q] Oberon, King of Amber (Violet 'p' : 'p')
=== Num:860 Lev:99 Rar:1 Spd:145 Hp:7770 AC:82 Exp:12403120
Oberon, the father or grandfather of most Amberites, is as powerful
as ever. He is afraid that you will upset the balance and will not
let you harm the Serpent of Chaos. "Oberon, Lord of Amber, stood before
me in his green and his gold. High, wide and thick, his beard black and
shot with silver, his hair the same. Green rings in gold settings and
a blade of golden color."
This evil Amberite moves normally.
He is always created sluggish. He reflects bolt spells. He is surrounded by electricity. He is surrounded by flames. He regenerates quickly. He is never found out of depth.
He is magical, casting spells intelligently which summon greater undead, summon a demon, summon Lords of Amber, produce fire balls, produce ice bolts, produce mana bolts, terrify, invoke raw Logrus, summon monsters, summon ancient dragons, produce plasma bolts, produce water balls, teleport-self, summon an angel, teleport level, teleport away, produce mana storms, produce nether balls, cause amnesia, summon Cyberdemons, create darkness, cause brain smashing, blind, confuse, teleport to, invoke the Hand of Doom, or cause mortal wounds; 1 time in 2.
He can open doors, push past weaker monsters, bash down doors, and fly.
He resists fire, cold, and lightning.
He cannot be confused, slept, frightened, or teleported.
He is ever vigilant for intruders, which he may notice from 1000 feet.
He will carry up to 8 exceptional objects, in addition to chosen objects.
He can hit to disenchant with damage 12d12, hit to drain charges with damage 12d12, hit to confuse with damage 10d2, and hit to blind with damage 10d2.
[U] Great Cthulhu (Green 'U' : 'U')
=== Num:857 Lev:99 Rar:20 Spd:130 Hp:7000 AC:70 Exp:10759746
This creature is death incarnate. "A monster of vaguely anthropoid
outline, but with an octopus-like head whose face was a mass of
feelers, a scaly, rubbery-looking body, prodigious claws on hind
fore feet, and long, narrow wings behind. This thing... was a
somewhat bloated corpulence... It lumbered slobberingly into sight
and gropingly squeezed its gelatinous green immensity through the
black doorway... A mountain shambled or walked."
This evil demon moves normally.
It is always created sluggish. It regenerates quickly. It usually appears with escorts.
It may breathe poison, nexus, disenchantment, toxic waste, acid, chaos, disintegration, fire, confusion, darkness, plasma, or nether powerfully, and is also magical, casting spells intelligently which summon greater undead, summon a demon, summon similar monsters, terrify, raise the dead, teleport-self, cause amnesia, summon Cyberdemons, create darkness, cause brain smashing, blind, confuse, drain mana, invoke the Hand of Doom, or cause mind blasting; 1 time in 3.
It can swim, open doors, push past weaker monsters, and bash down doors.
It resists fire, acid, poison, and lightning.
It resists disenchantment, nexus, nether, and plasma.
It cannot be confused, slept, or teleported.
It pays very little attention to intruders, which it may notice from 1000 feet.
It will carry up to 8 exceptional objects.
It can crush to attack with damage 50d4, claw to drain charges with damage 15d2, claw to disenchant with damage 15d2, and touch to disease with damage 100.
[U] Carcharoth, the Jaws of Thirst (L.Dark 'C' : 'C')
=== Num:850 Lev:99 Rar:2 Spd:130 Hp:5250 AC:65 Exp:10164806
The first guard of Angband, Carcharoth, also known as 'The Red Maw', is
the largest wolf to ever walk the earth. He is highly intelligent and a
deadly opponent in combat.
This natural evil creature moves a bit erratically.
He is always created sluggish. He is surrounded by flames.
He may breathe fire, and is also magical, casting spells intelligently which terrify, heal-self, summon hounds, or cause brain smashing; 1 time in 4.
He can swim, open doors, push past weaker monsters, bash down doors, and pick up objects.
He resists fire and poison.
He cannot be confused or slept.
He is fairly observant of intruders, which he may notice from 800 feet.
He will carry one or two good objects.
He can claw to attack with damage 3d3, claw to attack with damage 3d3, bite to poison with damage 4d4, and bite to poison with damage 4d4.
[U] Jormungand the Midgard Serpent (Green 'J' : 'J')
=== Num:854 Lev:99 Rar:1 Spd:130 Hp:10800 AC:100 Exp:19800864
The Midgard Serpent is so huge that its body surrounds the world of
mortal men. It can grind gods themselves to lifeless pulp.
This evil aquatic creature moves normally.
It is always created sluggish. It regenerates quickly.
It is magical, casting spells which produce water balls; 1 time in 8.
It can push past weaker monsters and bore through walls.
It resists fire, acid, cold, and poison.
It resists nexus, water, and plasma.
It cannot be stunned, confused, or slept.
It is ever vigilant for intruders, which it may notice from 1000 feet.
It can crush to attack with damage 30d10, crush to attack with damage 30d10, and bite to attack with damage 5d60.
The Lourph (Umber 'S' : 'S')
=== Num:865 Lev:99 Rar:7 Spd:140 Hp:17d7 AC:55 Exp:1632736
Small brown spiders that lurk in the darkness deep underground.
An individual would be nearly harmless, but their size allows many
to crawl where only a single Mirkwood spider could stand. Packs of
these arachnids may scour the depths untiringly, and their hunger is
never satisfied.
This natural creature moves normally.
It regenerates quickly. It is cold blooded. It is not detected by telepathy. It usually appears in groups.
It can destroy weaker monsters, bash down doors, and destroy objects.
It is hurt by bright light.
It resists fire, acid, and poison.
It resists teleportation, disenchantment, and nether.
It cannot be stunned, confused, slept, or frightened.
It is ever vigilant for intruders, which it may notice from 2000 feet.
It can bite to paralyze with damage 5d5, bite to paralyze with damage 5d5, bite to poison with damage 7d5, and bite to reduce all stats with damage 8d5.
[U] Fenris Wolf (L.Dark 'C' : 'C')
=== Num:846 Lev:100 Rar:2 Spd:134 Hp:4900 AC:45 Exp:7915800
The immensely huge wolf who would swallow the sun to satisfy its
hunger and leave the Norse gods for the dessert.
This natural evil creature moves a bit erratically.
It is always created sluggish.
It may breathe poison, frost, or darkness; 1 time in 8.
It can destroy weaker monsters, swim, open doors, bash down doors, and pick up objects.
It resists fire, cold, and poison.
It takes quite a while to see intruders, which it may notice from 800 feet.
It will carry one or two good objects.
It can bite to attack with damage 20d6, claw to attack with damage 3d3, claw to attack with damage 3d3, and bite to attack with damage 20d6.
[Q] The Serpent of Chaos (L.Dark 'J' : 'J')
=== Num:862 Lev:100 Rar:1 Spd:155 Hp:25200 AC:87 Exp:13311000
The Big Boss himself. Before the universe the Serpent was. The Unicorn
of Order fought with Serpent and stole one of its eyes, known as the
Jewel of Judgement. With the Jewel, Dworkin drew the Pattern and thus
gave birth to the infinite worlds of shadow. Now the balance has been
disrupted, the Pattern damaged, and all the shadow is being absorbed by
the Serpent. Unless it is stopped, the word as we know it will come to
an end, all order reverting to Primal Chaos.
This evil creature moves normally.
It is always created sluggish. It reflects bolt spells. It is surrounded by electricity. It is surrounded by flames. It regenerates quickly. It is surrounded by ice. It is never found out of depth.
It may breathe poison, toxic waste, chaos, mana, disintegration, or nether powerfully, and is also magical, casting spells intelligently which summon greater undead, summon Lords of Amber, invoke raw Logrus, summon monsters, haste-self, summon ancient dragons, summon unique monsters, summon Cyberdemons, cause brain smashing, or invoke the Hand of Doom; 1 time in 3.
It can destroy weaker monsters, bore through walls, and fly.
It resists fire, acid, cold, poison, and lightning.
It resists nether.
It cannot be stunned, confused, slept, frightened, or teleported.
It is ever vigilant for intruders, which it may notice from 1110 feet.
It will carry up to 8 exceptional objects, in addition to chosen objects.
It can crush to shatter with damage 22d10, crush to shatter with damage 22d10, bite to reduce all stats with damage 10d12, and touch to drain charges.
[U] Morgoth, Lord of Darkness (L.Dark 'P' : 'P')
=== Num:861 Lev:100 Rar:1 Spd:140 Hp:14000 AC:75 Exp:12412600
He is the Master of the Pits of Angband. His figure is like a black
mountain crowned with Lightning. He rages with everlasting anger, his
body scarred by Fingolfin's eight mighty wounds. He can never rest from
his pain, but seeks forever to dominate all that is light and good in the
world. He is the origin of man's fear of darkness and created many foul
creatures with his evil powers. Orcs, Dragons, and Trolls are his most
foul corruptions, causing much pain and suffering in the world to please
him. His disgusting visage, twisted with evil, is crowned with iron, the
two remaining Silmarils forever burning him. Grond, the mighty Hammer of
the Underworld, cries defiance as he strides towards you to crush you to a
pulp!
This evil creature moves normally.
He is always created sluggish. He regenerates quickly. He is surrounded by ice. He is never found out of depth.
He is magical, casting spells intelligently which summon greater undead, summon Lords of Amber, produce mana bolts, summon monsters, summon ancient dragons, raise the dead, summon unique monsters, produce mana storms, produce nether balls, or cause brain smashing; 1 time in 3.
He can push past weaker monsters and bore through walls.
He resists fire, acid, cold, poison, and lightning.
He cannot be confused, slept, or frightened.
He is ever vigilant for intruders, which he may notice from 1000 feet.
He will carry up to 8 exceptional objects.
He can hit to shatter with damage 20d10, hit to shatter with damage 20d10, hit to reduce all stats with damage 10d12, and touch to drain charges.
[U] Gothmog, the High Captain of Balrogs (L.Red 'U' : 'U')
=== Num:856 Lev:100 Rar:1 Spd:130 Hp:5600 AC:70 Exp:8651200
Gothmog is the Chief Balrog in Morgoth's personal guard. He is renowned
for slaying Ecthelion the Warder of the Gates and he has never been
defeated in combat. With his whip of flame and awesome fiery breath he
saved his master from Ungoliant's rage.
This evil demon moves normally.
He is always created sluggish. He is surrounded by flames. He usually appears with escorts.
He may breathe fire powerfully, and is also magical, casting spells which summon greater undead, summon a demon, summon similar monsters, terrify, summon Cyberdemons, blind, or confuse; 1 time in 3.
He can open doors, push past weaker monsters, bore through walls, bash down doors, and fly.
He resists fire and lightning.
He cannot be confused or slept.
He is ever vigilant for intruders, which he may notice from 1000 feet.
He will carry up to 8 exceptional objects.
He can hit to burn with damage 9d12, hit to burn with damage 9d12, crush to attack with damage 8d12, and touch to drain charges.
The Caaws (L.Dark 'E' : 'E')
=== Num:866 Lev:101 Rar:8 Spd:120 Hp:2595 AC:88 Exp:13157851
A thing like a massive, jet black oyster with four groping tendrils.
Born of nether, it need not chase its prey, content to seeth
in the darkness until some unfortunate creature wanders too close.
This evil demon moves normally, but does not deign to chase intruders.
It regenerates quickly. It is surrounded by ice. It is cold blooded. It is not detected by telepathy.
It is magical, casting spells which heal-self or make invulnerable; 1 time in 5.
It can destroy weaker monsters, swim, and fly.
It resists fire, poison, and lightning.
It resists teleportation, disenchantment, nexus, nether, water, and plasma.
It cannot be stunned, confused, slept, or frightened.
It is ever vigilant for intruders, which it may notice from 1000 feet.
It can touch to drain charges with damage 13d13, touch to disenchant with damage 13d13, touch to reduce all stats with damage 13d13, and touch to confuse with damage 13d13.
The Hell hound of Julian (Red 'C' : 'C')
=== Num:829 Lev:105 Rar:4 Spd:120 Hp:336 AC:40 Exp:1316660
It is a giant dog that glows with heat. Flames pour from its nostrils.
This natural evil creature moves a bit erratically.
It is always created sluggish. It is surrounded by flames. It usually appears in groups.
It may breathe fire; 1 time in 5.
It can push past weaker monsters and bash down doors.
It resists fire.
It takes quite a while to see intruders, which it may notice from 250 feet.
It can bite to burn with damage 3d12, bite to burn with damage 3d12, and bite to burn with damage 3d12.
[U] a Plain Gold Ring (Yellow '=' : '=')
=== Num:864 Lev:110 Rar:3 Spd:140 Hp:160d70 AC:100 Exp:1150000000
It is a ring of immense power. You can hardly believe you've
finally found the One Ring!
This evil demon moves normally, but does not deign to chase intruders.
It is always created sluggish. It reflects bolt spells. It is surrounded by flames. It regenerates quickly. It is invisible. It is cold blooded. It is not detected by telepathy.
It may breathe time or nether powerfully, and is also magical, casting spells intelligently which summon greater undead, summon a demon, produce mana bolts, summon ancient dragons, heal-self, teleport-self, produce mana storms, or invoke the Hand of Doom; 1 time in 2.
It resists fire, acid, cold, poison, and lightning.
It resists disenchantment, nexus, nether, water, and plasma.
It cannot be stunned, confused, slept, frightened, or teleported.
It is fairly observant of intruders, which it may notice from 1000 feet.
It will carry one or two exceptional objects.
It can touch to blind with damage 5d5, touch to disenchant with damage 10d10, touch to reduce all stats with damage 10d10, and touch to lower experience (by 80d6+) with damage 10d10.