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Angband Monsters

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

=== Num:322 Lev:30 Rar:2 Spd:110 Hp:8d8 AC:50 Exp:80
It is a giant ant that crackles with energy.
This natural creature moves a bit erratically. It is rarely detected by telepathy. It can bash down doors. It resists lightning. It tends to overlook intruders, which it may notice from 100 feet. It can bite to electrocute with damage 5d5.

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

=== Num:324 Lev:30 Rar:1 Spd:110 Hp:12d10 AC:50 Exp:325
It is a ghostly form with eyes that haunt you.
This evil undead creature moves a bit erratically. It is cold blooded. It is always created sluggish. It is magical, casting spells which cause critical wounds, create darkness, or terrify; 1 time in 8. It can bash down doors and open doors. It is hurt by bright light. It resists poison and cold. It cannot be slept or confused. It takes quite a while to see intruders, which it may notice from 200 feet. It will carry one or two objects or treasures. It can hit to attack with damage 1d7, hit to attack with damage 1d7, and touch to lower experience (by 20d6+).

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

=== Num:318 Lev:30 Rar:4 Spd:110 Hp:80d15 AC:100 Exp:500
It is a massive statue of purest mithril. It looks expensive!
This creature moves normally. It is not detected by telepathy. It is cold blooded. It can bash down doors. It resists poison, cold, fire, and lightning. It cannot be frightened, slept, or confused. It is fairly observant of intruders, which it may notice from 120 feet. It will carry up to 4 objects or treasures. It can hit to attack with damage 3d8, hit to attack with damage 3d8, hit to attack with damage 5d5, and hit to attack with damage 5d5.

The Fire giant (Red 'P' : 'P')

=== Num:209 Lev:30 Rar:1 Spd:110 Hp:34d16 AC:60 Exp:220
A glowing fourteen foot tall giant. Flames drip from its red skin.
This evil giant moves normally. It can bash down doors and open doors. It resists fire. It tends to overlook intruders, which it may notice from 200 feet. It will carry a object or treasure. It can hit to burn with damage 6d8, and hit to burn with damage 6d8.

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

=== Num:325 Lev:30 Rar:2 Spd:110 Hp:25d10 AC:60 Exp:200
It is a beetle with deadly sharp cutting mandibles and a rock-hard carapace.
This natural creature moves normally. It is rarely detected by telepathy. It can bash down doors. It takes quite a while to see intruders, which it may notice from 140 feet. It can bite to attack with damage 5d8, and bite to attack with damage 5d8.

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

=== Num:323 Lev:30 Rar:3 Spd:120 Hp:19d6 AC:40 Exp:90
An armoured form moving with purpose. Powerful on its own, flee when hordes of them march.
This natural creature moves a bit erratically. It is rarely detected by telepathy. It usually appears in groups. It can destroy weaker monsters and bash down doors. It takes quite a while to see intruders, which it may notice from 100 feet. It can bite to attack with damage 2d12.

The Manticore (Yellow 'H' : 'H')

=== Num:321 Lev:30 Rar:2 Spd:120 Hp:250 AC:15 Exp:300
It is a winged lion's body with a human torso and a tail covered in vicious spikes.
This evil creature moves normally. It is always created sluggish. It can bash down doors. It is fairly observant of intruders, which it may notice from 120 feet. It can hit to attack with damage 3d4, hit to attack with damage 3d4, hit to attack with damage 3d4, and hit to attack with damage 3d4.

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

=== Num:320 Lev:30 Rar:1 Spd:110 Hp:20d10 AC:55 Exp:225
It is a troll skeleton animated by dark dweomers.
This evil undead troll moves normally. It is not detected by telepathy. It is cold blooded. It regenerates quickly. It can bash down doors and open doors. It resists poison and cold. It cannot be frightened, slept, or confused. It takes a while to see intruders, which it may notice from 200 feet. It can hit to attack with damage 1d6, hit to attack with damage 1d6, and bite to attack with damage 3d4.

The Ghast (Umber 'z' : 'z')

=== Num:600 Lev:30 Rar:3 Spd:120 Hp:30d10 AC:50 Exp:130
This vile abomination is a relative of ghouls, and often leads packs of them. It smells foul, and its bite carries a rotting disease.
This evil undead creature moves normally. It is cold blooded. It usually appears with an escort. It is magical, casting spells which paralyze or terrify; 1 time in 7. It can bash down doors and open doors. It is hurt by bright light. It resists poison and cold. It cannot be slept or confused. It takes a while to see intruders, which it may notice from 300 feet. It will carry a object or treasure. It can claw to paralyze with damage 2d4, claw to paralyze with damage 2d4, bite to reduce constitution with damage 2d4, and bite to reduce charisma with damage 2d4.

The Ogre chieftain (Blue 'O' : 'O')

=== Num:610 Lev:30 Rar:5 Spd:120 Hp:30d15 AC:55 Exp:600
This ogre is leader of his tribe. He sneers at you as he advances towards you, wielding a huge club and pushing his own followers rudely aside.
This evil giant moves normally. He is always created sluggish. He usually appears with an escort. He can push past weaker monsters, bash down doors, and open doors. 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 3d8, hit to attack with damage 3d8, hit to attack with damage 3d8, and hit to attack with damage 3d8.

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

=== Num:326 Lev:31 Rar:1 Spd:120 Hp:13d8 AC:30 Exp:350
You don't believe in it. But it believes in you...
This evil undead creature moves a bit erratically. It is cold blooded. It is always created sluggish. It is invisible. It is magical, casting spells which drain mana, blind, or paralyze; 1 time in 15. It can pick up objects and pass through walls. It resists poison and cold. It cannot be slept or confused. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 3 objects or treasures. It can wail to terrify, touch to lower experience (by 20d6+), claw to reduce intelligence with damage 1d6, and claw to reduce wisdom with damage 1d6.

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

=== Num:327 Lev:31 Rar:3 Spd:110 Hp:25d12 AC:60 Exp:220
It is a giant beetle that produces a chilling sound.
This natural creature moves normally. It is rarely detected by telepathy. It can bash down doors. It takes quite a while to see intruders, which it may notice from 160 feet. It can bite to attack with damage 5d4, and wail to terrify with damage 5d6.

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

=== Num:387 Lev:31 Rar:1 Spd:110 Hp:300 AC:60 Exp:700
It has a form that legends are made of. Its still-tender scales are a deepest red hue. Heat radiates from its form.
This evil dragon moves normally. It is always created sluggish. It may breathe fire, and is also magical, casting spells which terrify; 1 time in 10. It can bash down doors and open doors. It resists fire. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 6 objects or treasures. It can claw to attack with damage 2d6, claw to attack with damage 2d6, and bite to attack with damage 2d8.

The Young gold dragon (Yellow 'd' : 'd')

=== Num:382 Lev:31 Rar:1 Spd:110 Hp:300 AC:60 Exp:700
It has a form that legends are made of. Its still-tender scales are a tarnished gold hue, and light is reflected from its form.
This evil dragon moves normally. It is always created sluggish. It may breathe sound, and is also magical, casting spells which terrify; 1 time in 10. It can bash down doors and open doors. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 6 objects or treasures. It can claw to attack with damage 2d6, claw to attack with damage 2d6, and bite to attack with damage 2d8.

The Young black dragon (Slate 'd' : 'd')

=== Num:372 Lev:31 Rar:1 Spd:110 Hp:300 AC:60 Exp:700
It has a form that legends are made of. Its still-tender scales are a darkest black hue. Acid drips from its body.
This evil dragon moves normally. It is always created sluggish. It may breathe acid, and is also magical, casting spells which terrify; 1 time in 10. It can bash down doors and open doors. It resists acid. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 6 objects or treasures. It can claw to attack with damage 2d6, claw to attack with damage 2d6, and bite to attack with damage 2d8.

The Doombat (L.Red 'b' : 'b')

=== Num:606 Lev:32 Rar:2 Spd:120 Hp:24d14 AC:75 Exp:250
It is a fast moving creature of chaos, a gigantic black bat surrounded by flickering bright red flames.
This natural creature moves normally. It is rarely detected by telepathy. It can bash down doors. It resists fire. It takes quite a while to see intruders, which it may notice from 160 feet. It can bite to burn with damage 5d4, bite to burn with damage 5d4, and bite to burn with damage 5d4.

[U] Lokkak, the Ogre Chieftain (Violet 'O' : 'O')

=== Num:297 Lev:32 Rar:2 Spd:120 Hp:1500 AC:100 Exp:1500
An ogre renowned for acts of surpassing cruelty, Lokkak quickly became the leader of a large band of violent ogres.
This evil giant moves normally. He usually appears with an escort. He can bash down doors and open doors. He resists poison. He takes a while to see intruders, which he may notice from 200 feet. He will carry up to 4 good objects. He can hit to attack with damage 6d6, hit to attack with damage 6d6, and hit to attack with damage 6d6.

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

=== Num:329 Lev:32 Rar:1 Spd:110 Hp:10d12 AC:1 Exp:300
It is a very unstable, strange pulsing mound of flesh.
This natural creature moves normally, but does not deign to chase intruders. It is not detected by telepathy. It is always created sluggish. It is invisible. It is magical, casting spells which blink-self or teleport away; 1 time in 1. It cannot be frightened, slept, or confused. It is ever vigilant for intruders, which it may notice from 100 feet. It has no physical attacks.

The Ninja (Yellow 'p' : 'p')

=== Num:331 Lev:32 Rar:2 Spd:120 Hp:13d12 AC:60 Exp:300
A humanoid clothed in black who moves with blinding speed.
This evil creature moves normally. He can bash down doors and open doors. He cannot be slept or confused. He is fairly observant of intruders, which he may notice from 200 feet. He will carry one or two objects or treasures. He can hit to poison with damage 3d4, hit to reduce strength with damage 3d4, and hit to reduce strength with damage 3d4.

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

=== Num:332 Lev:32 Rar:3 Spd:110 Hp:1d2 AC:1 Exp:150
A mass of green vegetation. You don't remember seeing anything like it before.
This creature moves normally, but does not deign to chase intruders. It is not detected by telepathy. It is always created sluggish. It is magical, casting spells which cause amnesia; 1 time in 6. It cannot be frightened, slept, or confused. It is observant of intruders, which it may notice from 300 feet. It can hit to confuse with damage 1d4, and hit to confuse with damage 1d4.

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

=== Num:380 Lev:32 Rar:1 Spd:110 Hp:320 AC:60 Exp:900
It has a form that legends are made of. Beautiful scales of shimmering and magical colours cover it.
This evil dragon moves normally. It is always created sluggish. It may breathe fire, frost, acid, lightning, or poison, and is also magical, casting spells which terrify; 1 time in 8. It can bash down doors and open doors. It resists poison, cold, acid, fire, and lightning. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 8 objects or treasures. It can claw to attack with damage 2d6, claw to attack with damage 2d6, and bite to attack with damage 3d8.

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

=== Num:319 Lev:33 Rar:3 Spd:110 Hp:300 AC:70 Exp:1100
It is a dragon-like form wrapped in shadow. Glowing red eyes shine out in the dark, and it is surrounded by an aura of unearthly cold that chills the soul rather than the body.
This evil dragon moves normally. It is always created sluggish. It is invisible. It may breathe nether, and is also magical, casting spells which confuse, create darkness, slow, or terrify; 1 time in 6. It can bash down doors, open doors, and pass through walls. It cannot be slept or confused. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 6 objects or treasures. It can claw to attack with damage 2d4, claw to attack with damage 2d4, and bite to lower experience (by 10d6+) with damage 3d6.

The Mystic (Orange 'p' : 'p')

=== Num:336 Lev:33 Rar:3 Spd:120 Hp:350 AC:50 Exp:500
An adept at unarmed combat, the mystic strikes with stunning power. He can summon help from nature and is able to focus his power to ease any pain.
This creature moves normally. He is always created sluggish. He is invisible. He is magical, casting spells which heal-self or summon spiders; 1 time in 6. He can bash down doors and open doors. He resists poison and acid. He cannot be slept or confused. He is observant of intruders, which he may notice from 300 feet. He will carry one or two objects or treasures. He can kick to attack with damage 10d2, kick to attack with damage 10d2, kick to attack with damage 10d2, and kick to attack with damage 10d2.

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

=== Num:349 Lev:33 Rar:2 Spd:110 Hp:30d8 AC:50 Exp:350
It is a towering inferno of flames.
This creature moves a bit erratically. It is not detected by telepathy. It is always created sluggish. It is magical, casting spells which produce fire bolts; 1 time in 6. It can destroy objects, destroy weaker monsters, and bash down doors. It resists poison, acid, fire, and lightning. It cannot be frightened, slept, or confused. It tends to overlook intruders, which it may notice from 120 feet. It can hit to burn with damage 4d6, and hit to burn with damage 4d6.

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

=== Num:341 Lev:33 Rar:3 Spd:110 Hp:600 AC:70 Exp:1600
A mighty dragon, the balance drake seeks to maintain the Cosmic Balance, and despises your feeble efforts to destroy evil.
This evil dragon moves normally. It is always created sluggish. It may breathe shards, sound, chaos, or disenchantment, and is also magical, casting spells which confuse, slow, or terrify; 1 time in 6. It can bash down doors and open doors. It resists cold and fire. It cannot be slept or confused. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 6 objects or treasures. It can claw to attack with damage 2d4, claw to attack with damage 2d4, and bite to attack with damage 3d6.

The Stone giant (L.Slate 'P' : 'P')

=== Num:230 Lev:33 Rar:1 Spd:110 Hp:35d18 AC:75 Exp:250
It is eighteen feet tall and looking at you.
This evil giant moves normally. It can pick up objects, bash down doors, and open doors. It tends to overlook intruders, which it may notice from 200 feet. It will carry a object or treasure. It can hit to attack with damage 7d8, and hit to attack with damage 7d8.

The Shade (L.Dark 'G' : 'G')

=== Num:346 Lev:33 Rar:3 Spd:120 Hp:14d20 AC:30 Exp:350
A shadowy form clutches at you from the darkness. A powerful undead creature with a deadly touch.
This evil undead creature moves a bit erratically. It is cold blooded. It is always created sluggish. It is invisible. It is magical, casting spells which drain mana, cause amnesia, blind, or paralyze; 1 time in 15. It can pick up objects and pass through walls. It resists poison and cold. It cannot be slept or confused. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 6 objects or treasures. It can wail to terrify, touch to lower experience (by 40d6+), and claw to reduce intelligence with damage 1d10.

The Water elemental (Blue 'E' : 'E')

=== Num:351 Lev:33 Rar:2 Spd:110 Hp:25d8 AC:40 Exp:325
It is a towering tempest of water.
This creature moves a bit erratically. It is not detected by telepathy. It is cold blooded. It is always created sluggish. It is magical, casting spells which produce frost bolts; 1 time in 6. It can destroy objects, destroy weaker monsters, and bash down doors. It resists poison, cold, acid, and fire. It cannot be frightened, slept, or confused. It tends to overlook intruders, which it may notice from 120 feet. It can hit to attack with damage 1d10, hit to attack with damage 1d10, and hit to attack with damage 1d10.

The Cave troll (Umber 'T' : 'T')

=== Num:334 Lev:33 Rar:1 Spd:110 Hp:24d12 AC:50 Exp:350
He is a vicious monster, feared for his ferocity.
This evil troll moves normally. He regenerates quickly. He usually appears in groups. He can bash down doors and open doors. He is hurt by bright light. He resists poison. He tends to overlook intruders, which he may notice from 200 feet. He will carry a object or treasure. He can hit to attack with damage 3d5, hit to attack with damage 3d5, bite to attack with damage 1d8, and bite to attack with damage 1d8.

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

=== Num:342 Lev:33 Rar:3 Spd:110 Hp:400 AC:70 Exp:1200
A dragon of great power, with control over light and dark, the ethereal drake's eyes glare with white hatred from the shadows.
This evil dragon moves normally. It is always created sluggish. It is invisible. It may breathe darkness or light, and is also magical, casting spells which confuse, slow, or terrify; 1 time in 6. It can pass through walls. It cannot be slept or confused. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 6 objects or treasures. It can claw to attack with damage 2d4, claw to attack with damage 2d4, and bite to attack with damage 3d6.

The Barrow wight (Violet 'W' : 'W')

=== Num:337 Lev:33 Rar:3 Spd:110 Hp:15d10 AC:40 Exp:375
It is a ghostly nightmare of a entity.
This evil undead creature moves normally. It is cold blooded. It is always created sluggish. It usually appears in groups. It is magical, casting spells which create darkness, cause serious wounds, paralyze, or terrify; 1 time in 8. It can bash down doors and open doors. It is hurt by bright light. It resists poison and cold. It cannot be slept or confused. It is fairly observant of intruders, which it may notice from 200 feet. It will carry a object or treasure. It can hit to attack with damage 1d8, hit to attack with damage 1d8, and touch to lower experience (by 40d6+).

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

=== Num:338 Lev:33 Rar:1 Spd:110 Hp:450 AC:50 Exp:325
It is the animated form of a massive two-headed troll.
This evil undead troll moves normally. It is not detected by telepathy. It is cold blooded. It regenerates quickly. It can bash down doors and open doors. It resists poison and cold. It cannot be frightened, slept, or confused. It takes a while to see intruders, which it may notice from 200 feet. It can hit to attack with damage 1d9, hit to attack with damage 1d9, bite to attack with damage 1d5, and bite to attack with damage 1d5.

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

=== Num:339 Lev:33 Rar:3 Spd:110 Hp:500 AC:70 Exp:1400
A dragon twisted by the forces of chaos. It seems first ugly, then fair, as its form shimmers and changes in front of your eyes.
This evil dragon moves normally. It is always created sluggish. It may breathe chaos or disenchantment, and is also magical, casting spells which confuse, slow, or terrify; 1 time in 6. It can bash down doors and open doors. It resists fire. It cannot be slept or confused. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 6 objects or treasures. It can claw to attack with damage 2d4, claw to attack with damage 2d4, and bite to attack with damage 3d6.

The Law drake (L.Blue 'd' : 'd')

=== Num:340 Lev:33 Rar:3 Spd:110 Hp:500 AC:70 Exp:1400
This dragon is clever and cunning. It laughs at your puny efforts to disturb it.
This evil dragon moves normally. It is always created sluggish. It may breathe shards or sound, and is also magical, casting spells which confuse, slow, or terrify; 1 time in 6. It can bash down doors and open doors. It resists cold. It cannot be slept or confused. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 6 objects or treasures. It can claw to attack with damage 2d4, claw to attack with damage 2d4, and bite to attack with damage 3d6.

The Crystal drake (Umber 'd' : 'd')

=== Num:404 Lev:33 Rar:3 Spd:110 Hp:450 AC:70 Exp:1350
A dragon of strange crystalline form. Light shines through it, dazzling your eyes with spectrums of colour.
This evil dragon moves normally. It is always created sluggish. It may breathe shards, and is also magical, casting spells which confuse, slow, or terrify; 1 time in 6. It can bash down doors and open doors. It resists cold. It cannot be slept or confused. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 6 objects or treasures. It can claw to attack with damage 2d4, claw to attack with damage 2d4, and bite to attack with damage 3d6.

The Master thief (Blue 'p' : 'p')

=== Num:354 Lev:34 Rar:2 Spd:130 Hp:18d10 AC:30 Exp:350
Cool and confident, fast and lithe; protect your possessions quickly!
This evil creature moves normally. He is magical, casting spells which blink-self or create traps; 1 time in 6. He can pick up objects, bash down doors, and open doors. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry up to 6 objects or treasures. He can hit to attack with damage 2d8, hit to attack with damage 3d4, hit to steal gold with damage 4d4, and hit to steal items with damage 4d5.

The Giant grey scorpion (Slate 'S' : 'S')

=== Num:358 Lev:34 Rar:4 Spd:120 Hp:18d20 AC:50 Exp:275
It is a giant grey scorpion. It looks poisonous.
This natural creature moves normally. It is rarely detected by telepathy. It can bash down doors. It takes quite a while to see intruders, which it may notice from 120 feet. It can bite to attack with damage 1d6, and sting to poison with damage 1d4.

[U] Bill the Stone Troll (Slate 'T' : 'T')

=== Num:344 Lev:34 Rar:7 Spd:120 Hp:1100 AC:70 Exp:2000
Big, brawny, powerful and with a taste for hobbit. He has friends called Bert and Tom.
This evil troll moves normally. He regenerates quickly. He usually appears with an escort. He can pick up objects, push past weaker monsters, bash down doors, and open doors. He is hurt by rock remover and bright light. He resists poison and cold. He tends to overlook intruders, which he may notice from 200 feet. He will carry one or two good objects. He can hit to attack with damage 6d6, hit to attack with damage 6d6, and bite to attack with damage 3d10.

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

=== Num:311 Lev:34 Rar:4 Spd:110 Hp:600 AC:68 Exp:1000
An angel protected by an aura of holiness. Its muscular form looks extremely powerful next to your own frail body.
This creature moves normally. It is always created sluggish. It is magical, casting spells intelligently which confuse, blind, heal-self, haste-self, or terrify; 1 time in 3. It can pick up objects, bash down doors, and open doors. It resists poison, cold, and fire. It cannot be slept or confused. It prefers to ignore intruders, which it may notice from 300 feet. It will carry up to 4 objects or treasures. It can hit to attack with damage 3d5, hit to attack with damage 3d5, hit to attack with damage 3d5, and hit to attack with damage 3d5.

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

=== Num:385 Lev:34 Rar:1 Spd:110 Hp:400 AC:70 Exp:1200
A large dragon, scales tinted deep green.
This evil dragon moves normally. It is always created sluggish. It may breathe poison, and is also magical, casting spells which terrify; 1 time in 9. It can bash down doors. It resists poison. It cannot be slept or confused. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 8 objects or treasures. It can claw to attack with damage 2d8, claw to attack with damage 2d8, and bite to attack with damage 4d8.

The Eog golem (Umber 'g' : 'g')

=== Num:362 Lev:34 Rar:4 Spd:100 Hp:100d20 AC:125 Exp:1200
It is a massive deep brown statue, striding towards you with an all-too-familiar purpose. Your magic surprisingly feels much less powerful now.
This creature moves normally. It is not detected by telepathy. It is cold blooded. It can bash down doors. It resists poison, cold, fire, and lightning. It cannot be frightened, slept, or confused. It is fairly observant of intruders, which it may notice from 120 feet. It will carry up to 4 objects or treasures. It can hit to attack with damage 8d6, hit to attack with damage 8d6, hit to attack with damage 6d6, and hit to attack with damage 6d6.

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

=== Num:375 Lev:34 Rar:1 Spd:110 Hp:400 AC:70 Exp:1200
A large dragon, scales gleaming bright white.
This evil dragon moves normally. It is always created sluggish. It may breathe frost, and is also magical, casting spells which terrify; 1 time in 9. It can bash down doors and open doors. It resists cold. It cannot be slept or confused. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 8 objects or treasures. It can claw to attack with damage 2d8, claw to attack with damage 2d8, and bite to attack with damage 4d8.

The Spectre (L.Umber 'G' : 'G')

=== Num:347 Lev:34 Rar:3 Spd:120 Hp:14d20 AC:30 Exp:350
A phantasmal shrieking spirit. Its wail drives the intense cold of pure evil deep within your body.
This evil undead creature moves a bit erratically. It is cold blooded. It is always created sluggish. It is invisible. It is magical, casting spells which drain mana, cause amnesia, blind, or paralyze; 1 time in 15. It can pick up objects and pass through walls. It resists poison and cold. It cannot be slept or confused. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 6 objects or treasures. It can wail to terrify, touch to lower experience (by 40d6+), and claw to reduce wisdom with damage 5d5.

[U] Tom the Stone Troll (Slate 'T' : 'T')

=== Num:345 Lev:34 Rar:7 Spd:120 Hp:1100 AC:70 Exp:2000
Big, brawny, powerful and with a taste for hobbit. He has friends called Bert and Bill.
This evil troll moves normally. He regenerates quickly. He usually appears with an escort. He can pick up objects, push past weaker monsters, bash down doors, and open doors. He is hurt by rock remover and bright light. He resists poison and cold. He tends to overlook intruders, which he may notice from 200 feet. He will carry one or two good objects. He can hit to attack with damage 6d6, hit to attack with damage 6d6, and bite to attack with damage 3d10.

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

=== Num:353 Lev:34 Rar:2 Spd:110 Hp:20d12 AC:40 Exp:100
A hideous centipede covered in slime and with glowing tentacles around its head.
This natural creature moves a bit erratically. It is rarely detected by telepathy. It usually appears in groups. It can bash down doors. It resists poison. It is fairly observant of intruders, which it may notice from 150 feet. It can sting to paralyze with damage 2d6, and sting to paralyze with damage 2d6.

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

=== Num:360 Lev:34 Rar:2 Spd:120 Hp:30d5 AC:50 Exp:390
It is a towering tornado of winds.
This creature moves a bit erratically. It is not detected by telepathy. It is cold blooded. It is always created sluggish. It is magical, casting spells which produce lightning bolts; 1 time in 8. It can destroy objects, destroy weaker monsters, and bash down doors. It resists poison, cold, acid, and lightning. It cannot be frightened, slept, or confused. It tends to overlook intruders, which it may notice from 120 feet. It can hit to attack with damage 1d10, hit to confuse with damage 1d4, and hit to attack with damage 1d10.

The Earth elemental (Umber 'E' : 'E')

=== Num:359 Lev:34 Rar:2 Spd:100 Hp:30d10 AC:60 Exp:375
It is a towering form composed of rock with fists of awesome power.
This creature moves normally. It is not detected by telepathy. It is cold blooded. It is always created sluggish. It is magical, casting spells which produce acid bolts; 1 time in 8. It can destroy objects, destroy weaker monsters, and pass through walls. It is hurt by rock remover. It resists poison, cold, fire, and lightning. It cannot be frightened, slept, or confused. It pays little attention to intruders, which it may notice from 100 feet. It can hit to attack with damage 4d6, hit to attack with damage 4d6, and hit to attack with damage 4d6.

[U] Ulfang the Black (L.Umber 'p' : 'p')

=== Num:355 Lev:34 Rar:5 Spd:120 Hp:1000 AC:90 Exp:1200
A short and swarthy Easterling dressed in black. He and his three sons once openly swore allegiance to the High Elves, but were secretly in the pay of Morgoth.
This evil creature moves normally. He is magical, casting spells which summon similar monsters; 1 time in 10. He can pick up objects, bash down doors, and open doors. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry up to 4 good objects. He can hit to attack with damage 5d5, hit to attack with damage 5d5, hit to attack with damage 5d5, and hit to attack with damage 5d5.

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

=== Num:384 Lev:34 Rar:1 Spd:110 Hp:400 AC:70 Exp:1200
A large dragon, scales tinted deep blue.
This evil dragon moves normally. It is always created sluggish. It may breathe lightning, and is also magical, casting spells which terrify; 1 time in 9. It can bash down doors. It resists lightning. It cannot be slept or confused. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 8 objects or treasures. It can claw to attack with damage 2d8, claw to attack with damage 2d8, and bite to attack with damage 4d8.

[U] Bert the Stone Troll (Slate 'T' : 'T')

=== Num:343 Lev:34 Rar:7 Spd:120 Hp:1100 AC:70 Exp:2000
Big, brawny, powerful and with a taste for hobbit. He has friends called Bill and Tom.
This evil troll moves normally. He regenerates quickly. He usually appears with an escort. He can pick up objects, push past weaker monsters, bash down doors, and open doors. He is hurt by rock remover and bright light. He resists poison and cold. He tends to overlook intruders, which he may notice from 200 feet. He will carry one or two good objects. He can hit to attack with damage 6d6, hit to attack with damage 6d6, and bite to attack with damage 3d10.

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

=== Num:386 Lev:34 Rar:1 Spd:110 Hp:400 AC:70 Exp:1200
A large dragon with scales of rich bronze.
This evil dragon moves normally. It is always created sluggish. It may breathe confusion, and is also magical, casting spells which confuse or terrify; 1 time in 9. It can bash down doors. It cannot be slept or confused. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 8 objects or treasures. It can claw to attack with damage 2d8, claw to attack with damage 2d8, and bite to attack with damage 4d8.

The Half-troll (L.Umber 'T' : 'T')

=== Num:335 Lev:34 Rar:2 Spd:110 Hp:25d14 AC:50 Exp:400
A huge, ugly, half-human in search of plunder.
This evil troll moves normally. He regenerates quickly. He usually appears in groups. He can bash down doors and open doors. He resists poison. He tends to overlook intruders, which he may notice from 200 feet. He will carry one or two objects or treasures. He can claw to attack with damage 1d5, claw to attack with damage 1d5, bite to attack with damage 2d6, and bite to attack with damage 2d6.

The Lich (Orange 'L' : 'L')

=== Num:356 Lev:34 Rar:2 Spd:110 Hp:300 AC:60 Exp:1000
It is a skeletal form dressed in robes. It radiates vastly evil power.
This evil undead creature moves normally. It is cold blooded. It is always created sluggish. It is magical, casting spells intelligently which cause critical wounds, drain mana, blind, cause brain smashing, teleport to, blink-self, teleport away, slow, paralyze, or terrify; 1 time in 4. It can bash down doors and open doors. It is hurt by bright light. It resists poison and cold. It cannot be slept or confused. It tends to overlook intruders, which it may notice from 200 feet. It will carry one or two objects or treasures. It can touch to lower experience (by 40d6+), touch to drain charges, touch to reduce dexterity with damage 2d8, and touch to reduce dexterity with damage 2d8.

The Invisible stalker (Yellow 'E' : 'E')

=== Num:352 Lev:35 Rar:3 Spd:130 Hp:19d12 AC:46 Exp:300
It is impossible to define its form but its violence is legendary.
This evil creature moves somewhat erratically. It is not detected by telepathy. It is cold blooded. It is invisible. It can bash down doors and open doors. It resists poison and lightning. It cannot be frightened, slept, or confused. It takes a while to see intruders, which it may notice from 200 feet. It can hit to attack with damage 1d6, hit to attack with damage 1d6, and hit to attack with damage 1d6.

The Chest mimic (Slate '~' : '~')

=== Num:556 Lev:35 Rar:4 Spd:110 Hp:15d40 AC:40 Exp:250
A strange creature that disguises itself as a chest to lure unsuspecting adventurers within reach of its venomous claws. The first that most adventurers realise of the deception is when the seemingly invitingly open lid of the chest suddenly grows teeth and then slams shut on the adventurer's hand...
This creature moves normally, but does not deign to chase intruders. It is not detected by telepathy. It is cold blooded. It is always created sluggish. It is magical, casting spells which summon a monster, confuse, blind, cause serious wounds, terrify, or produce poison balls; 1 time in 5. It cannot be frightened, slept, or confused. It is ever vigilant for intruders, which it may notice from 300 feet. It will carry up to 4 objects or treasures. It can bite to poison with damage 4d4, bite to poison with damage 4d4, butt to confuse with damage 4d4, and spit to blind with damage 4d4.

The Water troll (L.Blue 'T' : 'T')

=== Num:348 Lev:35 Rar:1 Spd:110 Hp:360 AC:50 Exp:420
He is a troll that reeks of brine.
This evil troll moves normally. He regenerates quickly. He usually appears in groups. He can bash down doors and open doors. He is hurt by bright light. He resists poison and cold. He tends to overlook intruders, which he may notice from 200 feet. He will carry a object or treasure. He can hit to attack with damage 1d9, hit to attack with damage 1d9, bite to attack with damage 2d2, and bite to attack with damage 2d2.

The Acidic cytoplasm (Slate 'j' : 'j')

=== Num:366 Lev:35 Rar:5 Spd:120 Hp:400 AC:18 Exp:180
A disgusting animated blob of destruction. Flee its gruesome hunger!
This creature moves normally. It is not detected by telepathy. It is cold blooded. It can pick up objects, bash down doors, and open doors. It resists poison, cold, acid, fire, and lightning. It cannot be frightened, slept, or confused. It is vigilant for intruders, which it may notice from 120 feet. It will carry up to 10 objects or treasures. It can touch to shoot acid with damage 1d10, touch to shoot acid with damage 1d10, touch to shoot acid with damage 1d10, and touch to shoot acid with damage 1d10.

The Hellhound (Red 'C' : 'C')

=== Num:361 Lev:35 Rar:3 Spd:120 Hp:400 AC:80 Exp:600
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 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.

The Silent watcher (Red 'g' : 'g')

=== Num:597 Lev:35 Rar:3 Spd:110 Hp:80d25 AC:80 Exp:800
A figure carved from stone, with three vulture faces whose eyes glow with a malevolent light.
This evil creature moves normally, but does not deign to chase intruders. It is not detected by telepathy. It is cold blooded. It is magical, casting spells which summon a monster, cause mind blasting, drain mana, confuse, summon monsters, or paralyze; 1 time in 6. It is hurt by rock remover and bright light. It resists poison, cold, fire, and lightning. It cannot be frightened, slept, or confused. It is fairly observant of intruders, which it may notice from 420 feet. It can gaze to terrify, gaze to paralyze, gaze to reduce strength, and gaze to cause hallucinations.

The Gravity hound (L.Slate 'Z' : 'Z')

=== Num:365 Lev:35 Rar:2 Spd:110 Hp:35d10 AC:30 Exp:500
Unfettered by the usual constraints of gravity, these unnatural creatures are walking on the walls and even the ceiling! The earth suddenly feels rather less solid as you see gravity warp all round the monsters.
This natural creature moves normally. It is always created sluggish. It usually appears in groups. It may breathe gravity; 1 time in 5. It can bash down doors. It cannot be slept or confused. It is ever vigilant for intruders, which it may notice from 300 feet. It can claw to attack with damage 2d8, claw to attack with damage 2d8, bite to attack with damage 2d8, and bite to attack with damage 2d8.

The Dagashi (Yellow 'p' : 'p')

=== Num:364 Lev:35 Rar:4 Spd:120 Hp:13d25 AC:70 Exp:500
A human warrior, moving with lightning speed.
This evil creature moves normally. He can bash down doors and open doors. He cannot be slept or confused. He is fairly observant of intruders, which he may notice from 200 feet. He will carry one or two objects or treasures. He can hit to poison with damage 3d4, hit to reduce strength with damage 3d4, hit to reduce strength with damage 3d4, and hit to poison with damage 3d4.

The Inertia hound (L.Slate 'Z' : 'Z')

=== Num:367 Lev:35 Rar:2 Spd:110 Hp:35d10 AC:30 Exp:500
Bizarrely, this hound seems to be hardly moving at all, yet it approaches you with deadly menace. It makes you tired just to look at it.
This natural creature moves normally. It is always created sluggish. It usually appears in groups. It may breathe inertia; 1 time in 5. It can bash down doors. It cannot be slept or confused. It is ever vigilant for intruders, which it may notice from 300 feet. It can claw to attack with damage 2d8, claw to attack with damage 2d8, bite to attack with damage 2d8, and bite to attack with damage 2d8.

The Impact hound (Umber 'Z' : 'Z')

=== Num:368 Lev:35 Rar:2 Spd:110 Hp:35d10 AC:30 Exp:500
A deep brown shape is visible before you, its canine form strikes you with an almost physical force. The dungeon floor buckles as if struck by a powerful blow as it stalks towards you.
This natural creature moves normally. It is always created sluggish. It usually appears in groups. It may breathe force; 1 time in 5. It can bash down doors. It cannot be slept or confused. It is ever vigilant for intruders, which it may notice from 300 feet. It can claw to attack with damage 2d8, claw to attack with damage 2d8, bite to attack with damage 2d8, and bite to attack with damage 2d8.

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

=== Num:369 Lev:35 Rar:2 Spd:120 Hp:25d20 AC:30 Exp:600
It is a form that screams its presence against the eye. Death incarnate, its hideous black body seems to struggle against reality as the universe itself struggles to banish it.
This evil undead creature moves a bit erratically. It is cold blooded. It is always created sluggish. It is invisible. It is magical, casting spells which drain mana, confuse, blind, produce nether bolts, or paralyze; 1 time in 15. It can pick up objects and pass through walls. It resists poison and cold. It cannot be slept or confused. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 5 objects or treasures. It can hit to attack with damage 6d6, hit to attack with damage 6d6, and hit to reduce strength with damage 3d4.

The Giant fire ant (L.Red 'a' : 'a')

=== Num:374 Lev:35 Rar:1 Spd:110 Hp:200 AC:49 Exp:350
A giant ant covered in shaggy fur. Its powerful jaws glow with heat.
This natural creature moves normally. It is rarely detected by telepathy. It usually appears in groups. It can destroy weaker monsters and bash down doors. It resists fire. It takes quite a while to see intruders, which it may notice from 140 feet. It can bite to burn with damage 3d12, and bite to burn with damage 3d12.

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

=== Num:373 Lev:35 Rar:3 Spd:110 Hp:90d10 AC:55 Exp:2100
A massive elephantine form with eyes twisted by madness.
This natural creature moves normally. It can bash down doors. It pays very little attention to intruders, which it may notice from 200 feet. It can butt to attack with damage 4d6, butt to attack with damage 4d6, and crush to attack with damage 4d4.

The Colossus (L.Green 'g' : 'g')

=== Num:381 Lev:36 Rar:4 Spd:100 Hp:3000 AC:150 Exp:850
An enormous construct resembling a titan made from stone. It strides purposefully towards you, swinging its slow fists with earth-shattering power.
This creature moves normally. It is not detected by telepathy. It is cold blooded. It can bash down doors. It resists poison, cold, fire, and lightning. It cannot be frightened, slept, or confused. It is fairly observant of intruders, which it may notice from 120 feet. It can hit to attack with damage 10d10, hit to attack with damage 10d10, hit to attack with damage 6d6, and hit to attack with damage 6d6.

The Olog (Yellow 'T' : 'T')

=== Num:363 Lev:36 Rar:1 Spd:110 Hp:420 AC:50 Exp:450
It is a massive intelligent troll with needle-sharp fangs.
This evil troll moves normally. It regenerates quickly. It usually appears in groups. It can bash down doors and open doors. It resists poison. It tends to overlook intruders, which it may notice from 200 feet. It will carry a object or treasure. It can hit to attack with damage 1d12, hit to attack with damage 1d12, bite to attack with damage 2d3, and bite to attack with damage 2d3.

The Smoke elemental (L.Red 'E' : 'E')

=== Num:371 Lev:36 Rar:3 Spd:120 Hp:15d10 AC:80 Exp:375
It is a towering blackened form, crackling with heat.
This creature moves normally. It is not detected by telepathy. It is always created sluggish. It is magical, casting spells which produce fire bolts or create darkness; 1 time in 5. It can destroy objects, destroy weaker monsters, and bash down doors. It resists poison, cold, fire, and lightning. It cannot be frightened, slept, or confused. It pays little attention to intruders, which it may notice from 100 feet. It can engulf to attack with damage 2d6, and engulf to attack with damage 2d6.

The Trapper (White '.' : '.')

=== Num:388 Lev:36 Rar:3 Spd:120 Hp:600 AC:75 Exp:580
A larger cousin of the lurker, this creature traps unsuspecting victims and paralyzes them, to be slowly digested later.
This creature moves normally, but does not deign to chase intruders. It is not detected by telepathy. It is cold blooded. It is invisible. It cannot be frightened, slept, or confused. It is fairly observant of intruders, which it may notice from 300 feet. It can hit to attack with damage 3d8, hit to attack with damage 3d8, hit to paralyze with damage 15, and hit to paralyze with damage 15.

The Mature black dragon (Slate 'd' : 'd')

=== Num:405 Lev:36 Rar:1 Spd:110 Hp:500 AC:80 Exp:1500
A large dragon, with scales of deepest black.
This evil dragon moves normally. It is always created sluggish. It may breathe acid, and is also magical, casting spells which terrify; 1 time in 9. It can bash down doors. It resists acid. It cannot be slept or confused. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 10 objects or treasures. It can claw to attack with damage 2d10, claw to attack with damage 2d10, and bite to attack with damage 4d10.

The Demonologist (L.Red 'p' : 'p')

=== Num:393 Lev:36 Rar:2 Spd:120 Hp:280 AC:50 Exp:700
A figure twisted by evil standing in robes of deepest crimson.
This evil creature moves normally. He is always created sluggish. He is magical, casting spells intelligently which produce fire bolts, teleport-self, paralyze, or summon a demon; 1 time in 2. He can bash down doors and open doors. He is fairly observant of intruders, which he may notice from 200 feet. He will carry one or two objects or treasures. He can hit to attack with damage 2d6, hit to attack with damage 2d6, and hit to attack with damage 2d6.

The Master vampire (Green 'V' : 'V')

=== Num:357 Lev:36 Rar:1 Spd:110 Hp:340 AC:60 Exp:750
It is a humanoid form dressed in robes. Power emanates from its chilling frame.
This evil undead creature moves normally. It is cold blooded. It regenerates quickly. It is always created sluggish. It is magical, casting spells which cause critical wounds, cause mind blasting, confuse, cause amnesia, teleport to, create darkness, produce nether bolts, paralyze, or terrify; 1 time in 6. It can bash down doors and open doors. It is hurt by bright light. It resists poison and cold. It cannot be slept or confused. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 8 objects or treasures. It can hit to attack with damage 2d6, hit to attack with damage 2d6, bite to lower experience (by 40d6+) with damage 3d6, and bite to lower experience (by 40d6+) with damage 3d6.

[U] Lorgan, Chief of the Easterlings (Violet 'p' : 'p')

=== Num:392 Lev:36 Rar:2 Spd:120 Hp:1800 AC:100 Exp:1200
A mighty warrior from the east, Lorgan hates everything that he cannot control.
This evil creature moves normally. He is always created sluggish. He is magical, casting spells which summon monsters or teleport to; 1 time in 4. He can bash down doors and open doors. He resists poison, cold, acid, fire, and lightning. He cannot be slept or confused. He is fairly observant of intruders, which he may notice from 250 feet. He will carry up to 4 good objects. He can hit to attack with damage 6d6, hit to attack with damage 6d6, hit to attack with damage 3d8, and hit to attack with damage 3d8.

The Necromancer (L.Red 'p' : 'p')

=== Num:391 Lev:36 Rar:2 Spd:110 Hp:280 AC:50 Exp:630
A gaunt figure, clothed in black robes.
This evil creature moves normally. He is always created sluggish. He is magical, casting spells intelligently which cause critical wounds, blind, summon an undead, teleport to, teleport-self, haste-self, produce nether bolts, paralyze, or terrify; 1 time in 3. He can bash down doors and open doors. He is fairly observant of intruders, which he may notice from 200 feet. He will carry one or two objects or treasures. He can hit to attack with damage 2d6, and hit to attack with damage 2d6.

The Bodak (Red 'u' : 'u')

=== Num:389 Lev:36 Rar:2 Spd:110 Hp:35d10 AC:68 Exp:750
It is a humanoid form composed of flames and hatred.
This evil demon moves normally. It is always created sluggish. It is magical, casting spells which produce fire bolts, produce fire balls, or summon a demon; 1 time in 4. It can pick up objects, bash down doors, and open doors. It resists poison and fire. It cannot be slept or confused. It pays little attention to intruders, which it may notice from 100 feet. It can hit to burn with damage 4d6, hit to burn with damage 4d6, and gaze to lower experience (by 20d6+).

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

=== Num:247 Lev:36 Rar:1 Spd:110 Hp:35d20 AC:60 Exp:500
It is a twenty foot tall giant wreathed in clouds.
This evil giant moves normally. It can pick up objects, bash down doors, and open doors. It resists lightning. It tends to overlook intruders, which it may notice from 200 feet. It will carry one or two objects or treasures. It can hit to electrocute with damage 8d8, and hit to electrocute with damage 8d8.

The Greater mummy (Yellow 'z' : 'z')

=== Num:615 Lev:36 Rar:5 Spd:110 Hp:340 AC:68 Exp:800
Once a powerful ruler, now an even more powerful undead menace.
This evil undead creature moves normally. It is cold blooded. It is always created sluggish. It usually appears with an escort. It is magical, casting spells intelligently which cause critical wounds, cause mind blasting, drain mana, cause amnesia, blind, summon an undead, create darkness, produce frost balls, heal-self, haste-self, produce nether bolts, terrify, or produce poison balls; 1 time in 3. It can pick up objects, push past weaker monsters, bash down doors, and open doors. It resists poison, cold, acid, and lightning. It cannot be frightened, slept, or confused. It prefers to ignore intruders, which it may notice from 300 feet. It will carry up to 6 objects or treasures. It can claw to reduce constitution with damage 3d6, claw to reduce constitution with damage 3d6, gaze to lower experience (by 40d6+) with damage 3d4, and gaze to terrify with damage 3d4.

The Grey wraith (Slate 'W' : 'W')

=== Num:379 Lev:36 Rar:1 Spd:110 Hp:190 AC:50 Exp:700
A tangible but ghostly form, made of grey fog. The air around it feels deathly cold.
This evil undead creature moves normally. It is cold blooded. It is always created sluggish. It is magical, casting spells which cause critical wounds, create darkness, paralyze, or terrify; 1 time in 7. It can bash down doors and open doors. It is hurt by bright light. It resists poison and cold. It cannot be slept or confused. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 3 objects or treasures. It can hit to attack with damage 1d10, hit to attack with damage 1d10, and touch to lower experience (by 40d6+).

The Phantom (Violet 'G' : 'G')

=== Num:378 Lev:36 Rar:3 Spd:120 Hp:20d25 AC:30 Exp:400
An unholy creature of darkness, the aura emanating from this evil being saps your very soul.
This evil undead creature moves normally. It is cold blooded. It is always created sluggish. It is invisible. It is magical, casting spells which cause amnesia; 1 time in 5. It can pass through walls. It resists poison and cold. It cannot be slept or confused. It takes a while to see intruders, which it may notice from 300 feet. It will carry one or two objects or treasures. It can touch to lower experience (by 80d6+), touch to lower experience (by 40d6+), claw to reduce intelligence with damage 1d10, and claw to reduce wisdom with damage 1d10.

The Shadow (L.Dark 'G' : 'G')

=== Num:377 Lev:36 Rar:3 Spd:120 Hp:10d20 AC:30 Exp:400
A mighty spirit of darkness of vaguely humanoid form. Razor-edged claws reach out to end your life as it glides towards you, seeking to suck the energy from your soul to feed its power.
This evil undead creature moves normally. It is cold blooded. It is always created sluggish. It is invisible. It is magical, casting spells which teleport to, slow, or produce nether bolts; 1 time in 8. It can pass through walls. It resists poison and cold. It cannot be slept or confused. It takes a while to see intruders, which it may notice from 300 feet. It will carry one or two objects or treasures. It can touch to lower experience (by 80d6+), touch to lower experience (by 40d6+), claw to reduce intelligence with damage 1d10, and claw to reduce wisdom with damage 1d10.

The Xorn (Umber 'X' : 'X')

=== Num:376 Lev:36 Rar:2 Spd:110 Hp:160 AC:80 Exp:650
A huge creature of the element Earth. Able to merge with its element, it has four huge arms protruding from its enormous torso.
This creature moves normally. It is not detected by telepathy. It is cold blooded. It can destroy objects and pass through walls. It is hurt by rock remover. It resists poison, cold, fire, and lightning. It cannot be slept or confused. It is fairly observant of intruders, which it may notice from 200 feet. It can hit to attack with damage 1d6, hit to attack with damage 1d6, hit to attack with damage 1d6, and hit to attack with damage 1d6.

The Gauth (L.Dark 'e' : 'e')

=== Num:590 Lev:36 Rar:2 Spd:110 Hp:300 AC:50 Exp:600
Another lesser relative of the beholder, this six-eyed creature feeds on magic.
This evil creature moves normally. It is always created sluggish. It is magical, casting spells which drain mana, cause serious wounds, teleport away, produce frost balls, produce lightning bolts, or paralyze; 1 time in 5. It can bash down doors. It takes a while to see intruders, which it may notice from 200 feet. It can gaze to disenchant with damage 5d2, gaze to disenchant with damage 5d2, gaze to drain charges with damage 5d2, and gaze to drain charges with damage 5d2.

The Ooze elemental (Green 'E' : 'E')

=== Num:370 Lev:36 Rar:3 Spd:110 Hp:13d10 AC:80 Exp:300
It is a towering mass of filth, an eyesore of ooze.
This creature moves normally. It is not detected by telepathy. It is cold blooded. It is always created sluggish. It is magical, casting spells which produce acid bolts or produce acid balls; 1 time in 5. It can destroy objects, destroy weaker monsters, and bash down doors. It resists poison, cold, acid, and fire. It cannot be frightened, slept, or confused. It pays little attention to intruders, which it may notice from 100 feet. It can touch to shoot acid with damage 1d10, touch to shoot acid with damage 1d10, and touch to shoot acid with damage 1d10.

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

=== Num:402 Lev:36 Rar:1 Spd:110 Hp:500 AC:80 Exp:1500
A large dragon, scales tinted deep red.
This evil dragon moves normally. It is always created sluggish. It may breathe fire, and is also magical, casting spells which confuse or terrify; 1 time in 9. It can bash down doors. It resists fire. It cannot be slept or confused. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 10 objects or treasures. It can claw to attack with damage 2d10, claw to attack with damage 2d10, and bite to attack with damage 4d10.

The Mature gold dragon (Yellow 'd' : 'd')

=== Num:403 Lev:36 Rar:1 Spd:110 Hp:500 AC:80 Exp:1500
A large dragon with scales of gleaming gold.
This evil dragon moves normally. It is always created sluggish. It may breathe sound, and is also magical, casting spells which confuse or terrify; 1 time in 9. It can bash down doors. It cannot be slept or confused. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 10 objects or treasures. It can claw to attack with damage 2d10, claw to attack with damage 2d10, and bite to attack with damage 4d10.

The Ice elemental (White 'E' : 'E')

=== Num:390 Lev:37 Rar:3 Spd:110 Hp:35d10 AC:60 Exp:650
It is a towering glacier of ice.
This creature moves normally. It is not detected by telepathy. It is cold blooded. It is always created sluggish. It is magical, casting spells which produce frost balls or produce ice bolts; 1 time in 5. It can destroy objects, destroy weaker monsters, and bash down doors. It resists poison, cold, acid, and lightning. It cannot be frightened, slept, or confused. It pays little attention to intruders, which it may notice from 100 feet. It can touch to freeze with damage 4d3, hit to attack with damage 4d6, and touch to freeze with damage 4d3.

[U] The Queen Ant (Violet 'a' : 'a')

=== Num:395 Lev:37 Rar:2 Spd:120 Hp:1500 AC:100 Exp:2000
She's upset because you hurt her children.
This natural creature moves normally. She is rarely detected by telepathy. She is always created sluggish. She usually appears with escorts. She is magical, casting spells which summon similar monsters; 1 time in 2. She can bash down doors and open doors. She cannot be slept or confused. She is fairly observant of intruders, which she may notice from 300 feet. She will carry up to 4 good objects. She can bite to attack with damage 2d12, bite to attack with damage 2d12, bite to attack with damage 2d8, and bite to attack with damage 2d8.

The Mummified troll (White 'z' : 'z')

=== Num:394 Lev:37 Rar:1 Spd:110 Hp:190 AC:50 Exp:420
It is a massive figure clothed in wrappings. You are wary of its massive fists.
This evil undead troll moves normally. It is not detected by telepathy. It is cold blooded. It regenerates quickly. It can bash down doors and open doors. It resists poison and cold. It cannot be frightened, slept, or confused. It tends to overlook intruders, which it may notice from 200 feet. It will carry a object or treasure. It can hit to attack with damage 2d6, and hit to attack with damage 2d6.

The Shardstorm (Umber 'v' : 'v')

=== Num:613 Lev:37 Rar:1 Spd:120 Hp:32d10 AC:12 Exp:800
A howling blast of razor-sharp mountain fragments, kept intact by perilous magics.
This creature moves somewhat erratically. It is not detected by telepathy. It is always created sluggish. It may breathe shards powerfully; 1 time in 4. It can bash down doors. It cannot be frightened, slept, or confused. It is ever vigilant for intruders, which it may notice from 400 feet. It can engulf to attack with damage 6d6.

The Eldrak (Red 'T' : 'T')

=== Num:420 Lev:37 Rar:3 Spd:110 Hp:750 AC:80 Exp:800
A massive troll, larger and stronger than many men together.
This evil troll moves normally. It can pick up objects, bash down doors, and open doors. It resists poison. It cannot be slept or confused. It tends to overlook intruders, which it may notice from 200 feet. It will carry a object or treasure. It can hit to attack with damage 3d4, hit to attack with damage 3d4, and hit to attack with damage 3d4.

The Magma elemental (Orange 'E' : 'E')

=== Num:397 Lev:37 Rar:3 Spd:110 Hp:35d10 AC:70 Exp:950
It is a towering glowing form of molten hate.
This creature moves normally. It is not detected by telepathy. It is always created sluggish. It is magical, casting spells which produce plasma bolts or produce fire balls; 1 time in 7. It can destroy objects, destroy weaker monsters, and pass through walls. It resists poison, acid, fire, and lightning. It cannot be frightened, slept, or confused. It pays little attention to intruders, which it may notice from 100 feet. It can hit to burn with damage 3d7, hit to attack with damage 4d6, and hit to burn with damage 3d7.

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

=== Num:398 Lev:37 Rar:5 Spd:110 Hp:400 AC:18 Exp:50
A lump of rotting black flesh that slurrrrrrrps across the dungeon floor.
This creature moves normally. It is not detected by telepathy. It is cold blooded. It usually appears in groups. It can pick up objects, bash down doors, and open doors. It resists poison, cold, acid, fire, and lightning. It cannot be frightened, slept, or confused. It is vigilant for intruders, which it may notice from 120 feet. It will carry up to 5 objects or treasures. It can touch to shoot acid with damage 1d10, touch to shoot acid with damage 1d10, touch to shoot acid with damage 1d10, and touch to shoot acid with damage 1d10.

The Killer iridescent beetle (Violet 'K' : 'K')

=== Num:399 Lev:37 Rar:2 Spd:110 Hp:375 AC:60 Exp:850
It is a giant beetle, whose carapace shimmers with vibrant energies.
This natural creature moves normally. It is rarely detected by telepathy. It can bash down doors. It resists lightning. It takes quite a while to see intruders, which it may notice from 160 feet. It can claw to electrocute with damage 1d12, claw to electrocute with damage 1d12, and gaze to paralyze.

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

=== Num:400 Lev:37 Rar:1 Spd:120 Hp:32d10 AC:40 Exp:800
A maelstrom of potent magical energy.
This creature moves extremely erratically. It is not detected by telepathy. It is always created sluggish. It may breathe nexus powerfully; 1 time in 6. It can bash down doors. It cannot be frightened, slept, or confused. It is ever vigilant for intruders, which it may notice from 1000 feet. It can engulf to attack with damage 5d5.

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

=== Num:401 Lev:37 Rar:1 Spd:120 Hp:32d10 AC:40 Exp:800
A whirlpool of intense flame, charring the stones at your feet.
This creature moves extremely erratically. It is not detected by telepathy. It is always created sluggish. It may breathe plasma powerfully; 1 time in 6. It can bash down doors. It resists fire and lightning. It cannot be frightened, slept, or confused. It is ever vigilant for intruders, which it may notice from 1000 feet. It can engulf to burn with damage 4d8, and engulf to electrocute with damage 4d8.

[U] Castamir the Usurper (L.Red 'p' : 'p')

=== Num:408 Lev:38 Rar:5 Spd:120 Hp:880 AC:90 Exp:1600
A Black Numenorean who usurped the throne of Gondor, he is treacherous and evil.
This evil creature moves normally. He is always created sluggish. He is magical, casting spells intelligently which produce fire bolts, produce lightning bolts, create traps, heal-self, produce ice bolts, or produce frost bolts; 1 time in 2. He can pick up objects, bash down doors, and open doors. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry up to 4 good objects. He can hit to attack with damage 5d5, hit to attack with damage 5d5, hit to attack with damage 5d5, and hit to attack with damage 5d5.

The Aranea (L.Red 'S' : 'S')

=== Num:602 Lev:38 Rar:3 Spd:110 Hp:300 AC:45 Exp:250
An intelligent arachnid whose hairy legs weave spells in the air.
This natural evil creature moves normally. It is always created sluggish. It usually appears in groups. It is magical, casting spells intelligently which produce fire bolts, cause critical wounds, slow, paralyze, or produce magic missiles; 1 time in 6. It can bash down doors and open doors. It is hurt by bright light. It resists poison. It tends to overlook intruders, which it may notice from 200 feet. It can claw to poison with damage 2d8, claw to poison with damage 2d8, bite to poison with damage 2d6, and bite to poison with damage 2d6.

The Ettin (Blue 'T' : 'T')

=== Num:421 Lev:38 Rar:3 Spd:110 Hp:1500 AC:100 Exp:1000
A massive two-headed troll of huge strength, ettins are stupid but violent. They are also living proof that two heads are not more intelligent than one...
This evil troll moves normally. It can bash down doors and open doors. It resists poison. It cannot be slept or confused. It takes quite a while to see intruders, which it may notice from 200 feet. It will carry one or two objects or treasures. It can hit to attack with damage 3d6, hit to attack with damage 3d6, and hit to attack with damage 3d6.

The Erinyes (Umber 'U' : 'U')

=== Num:418 Lev:38 Rar:2 Spd:110 Hp:240 AC:50 Exp:1000
It is a lesser demon of female form; however, she takes little time to show her true colours.
This evil demon moves normally. She is always created sluggish. She is magical, casting spells which produce fire bolts, confuse, or blind; 1 time in 7. She can bash down doors and open doors. She resists poison and fire. She cannot be slept or confused. She pays little attention to intruders, which she may notice from 200 feet. She will carry a object or treasure. She can hit to attack with damage 3d4, and touch to reduce strength with damage 1d5.

The Black wraith (L.Dark 'W' : 'W')

=== Num:417 Lev:38 Rar:2 Spd:120 Hp:500 AC:55 Exp:1700
A figure that seems made of void, its strangely human shape is cloaked in shadow. It reaches out at you.
This evil undead creature moves normally. It is cold blooded. It is always created sluggish. It is magical, casting spells which cause critical wounds, blind, produce nether bolts, paralyze, or terrify; 1 time in 7. It can bash down doors and open doors. It is hurt by bright light. It resists poison and cold. It cannot be slept or confused. 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 1d12, hit to attack with damage 1d12, touch to lower experience (by 40d6+), and touch to lower experience (by 40d6+).

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

=== Num:414 Lev:38 Rar:2 Spd:120 Hp:380 AC:40 Exp:1600
Your life force is torn from your body as this powerful unearthly being approaches.
This evil undead creature moves normally. It is cold blooded. It is always created sluggish. It is magical, casting spells which cause critical wounds, produce nether bolts, paralyze, or terrify; 1 time in 6. It can bash down doors and open doors. It is hurt by bright light. It resists poison and cold. It cannot be slept or confused. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 10 objects or treasures. It can hit to attack with damage 1d12, hit to attack with damage 1d12, touch to lower experience (by 80d6+), and touch to lower experience (by 80d6+).

The Shimmering vortex (Orange 'v' : 'v')

=== Num:410 Lev:38 Rar:4 Spd:140 Hp:32d10 AC:40 Exp:800
A strange pillar of shining light that hurts your eyes. Its shape changes constantly as it cuts through the air towards you. It is like a beacon, waking monsters from their slumber.
This creature moves extremely erratically. It is not detected by telepathy. It is always created sluggish. It may breathe light powerfully; 1 time in 4. It can bash down doors. It cannot be frightened, slept, or confused. It is ever vigilant for intruders, which it may notice from 1000 feet. It can engulf to blind with damage 4d4, and engulf to blind with damage 4d4.

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

=== Num:409 Lev:38 Rar:4 Spd:130 Hp:32d10 AC:40 Exp:800
You haven't seen it yet.
This creature moves extremely erratically. It is not detected by telepathy. It is always created sluggish. It may breathe time powerfully; 1 time in 6. It can bash down doors. It cannot be frightened, slept, or confused. It is ever vigilant for intruders, which it may notice from 1000 feet. It can engulf to lower experience (by 20d6+) with damage 5d5.

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

=== Num:407 Lev:38 Rar:1 Spd:120 Hp:600 AC:100 Exp:1000
It is a humanoid figure dressed in armour of an ancient form. From beneath its helmet, eyes glow a baleful red and seem to pierce you like lances of fire.
This evil creature moves normally. It is cold blooded. It is always created sluggish. It is magical, casting spells intelligently which cause critical wounds, summon monsters, blind, produce nether bolts, or terrify; 1 time in 5. It can bash down doors and open doors. It resists cold. 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 5d5, and hit to attack with damage 5d5.

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

=== Num:406 Lev:38 Rar:1 Spd:110 Hp:600 AC:80 Exp:1800
A large dragon, scales shimmering many colours.
This evil dragon moves normally. It is always created sluggish. It may breathe fire, frost, acid, lightning, or poison, and is also magical, casting spells which confuse, blind, or terrify; 1 time in 7. It can bash down doors and open doors. It resists poison, cold, acid, fire, and lightning. It cannot be slept or confused. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 12 objects or treasures. It can claw to attack with damage 2d12, claw to attack with damage 2d12, and bite to attack with damage 4d12.

The Will o' the wisp (L.Slate 'E' : 'E')

=== Num:396 Lev:38 Rar:4 Spd:130 Hp:200 AC:150 Exp:500
A strange ball of glowing light. It disappears and reappears and seems to draw you to it. You seem somehow compelled to stand still and watch its strange dancing motion.
This creature moves somewhat erratically. It is not detected by telepathy. It is always created sluggish. It is invisible. It is magical, casting spells intelligently which confuse, blink-self, cause serious wounds, or teleport-self; 1 time in 2. It can pass through walls. It resists poison, cold, acid, fire, and lightning. It cannot be frightened, slept, or confused. It is ever vigilant for intruders, which it may notice from 300 feet. It can hit to attack with damage 1d9, hit to attack with damage 1d9, and hit to cause hallucinations with damage 1d9.

The Nether wraith (L.Green 'W' : 'W')

=== Num:419 Lev:39 Rar:2 Spd:120 Hp:480 AC:55 Exp:1700
A form that hurts the eye, death permeates the air around it. As it nears you, a coldness saps your soul.
This evil undead creature moves normally. It is cold blooded. It is always created sluggish. It is invisible. It is magical, casting spells which cause critical wounds, cause mind blasting, blind, create darkness, produce nether bolts, or terrify; 1 time in 6. It can pass through walls. It is hurt by bright light. It resists poison and cold. It cannot be slept or confused. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 10 objects or treasures. It can hit to attack with damage 1d12, hit to attack with damage 1d12, touch to lower experience (by 80d6+), and touch to lower experience (by 80d6+).

The Night mare (L.Green 'q' : 'q')

=== Num:427 Lev:39 Rar:3 Spd:120 Hp:1500 AC:85 Exp:2900
A fearsome skeletal horse with glowing eyes, that watch you with little more than a hatred of all that lives.
This evil undead creature moves normally. It is cold blooded. It can bash down doors and open doors. It resists poison and cold. It cannot be slept or confused. It is ever vigilant for intruders, which it may notice from 300 feet. It will carry up to 4 objects or treasures. It can bite to lower experience (by 80d6+) with damage 2d6, hit to attack with damage 3d8, hit to attack with damage 3d8, and hit to confuse with damage 6d6.

The 7-headed hydra (L.Green 'M' : 'M')

=== Num:426 Lev:39 Rar:2 Spd:120 Hp:100d10 AC:90 Exp:2000
A strange reptilian hybrid with seven heads dripping venom.
This natural creature moves normally. It is always created sluggish. It may breathe poison, and is also magical, casting spells which terrify or produce poison balls; 1 time in 5. It can push past weaker monsters and bash down doors. It resists poison. It takes a while to see intruders, which it may notice from 200 feet. It will carry up to 12 objects or treasures. It can bite to poison with damage 3d9, bite to poison with damage 3d9, bite to poison with damage 3d9, and spit to blind with damage 1d2.

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

=== Num:423 Lev:39 Rar:3 Spd:120 Hp:1300 AC:85 Exp:3000
A large dragon with a selection of heads, all shouting and arguing as they look for prey, but each with its own deadly breath weapon.
This evil dragon moves normally. He is always created sluggish. He may breathe nexus, shards, sound, confusion, fire, frost, acid, lightning, or gravity powerfully; 1 time in 4. He can bash down doors and open doors. He resists cold, acid, fire, and lightning. He cannot be slept or confused. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry up to 8 good objects. He can bite to attack with damage 2d12, bite to attack with damage 2d12, bite to attack with damage 2d12, and bite to attack with damage 2d12.

The Cherub (L.Green 'A' : 'A')

=== Num:350 Lev:39 Rar:6 Spd:120 Hp:1000 AC:68 Exp:2700
It is an angel moving very quickly, wielding a holy war hammer and casting a volley of powerful spells in your direction.
This creature moves normally. It is always created sluggish. It is magical, casting spells intelligently which produce fire bolts, cause mind blasting, summon monsters, blind, heal-self, haste-self, or terrify; 1 time in 3. It can pick up objects, push past weaker monsters, bash down doors, and open doors. It resists poison, cold, acid, fire, and lightning. It cannot be slept or confused. It prefers to ignore intruders, which it may notice from 300 feet. It will carry up to 6 objects or treasures. It can hit to attack with damage 4d3, hit to attack with damage 3d8, hit to attack with damage 4d3, and hit to attack with damage 3d8.
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