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ZAngband Monsters

The Mangy looking leper (Umber 't' : 't')

=== Num:13 Lev:0 Rar:1 Spd:110 Hp:1 AC:2 Exp:0
You feel it isn't safe to touch him.
This creature moves a bit erratically. He can open doors and pick up objects. He tends to overlook intruders, which he may notice from 100 feet. He can beg, and touch to disease.

The Hobo (Green 't' : 't')

=== Num:10 Lev:0 Rar:1 Spd:110 Hp:1d2 AC:1 Exp:0
Ugly doesn't begin to describe him.
This creature moves a bit erratically. He can open doors, bash down doors, and pick up objects. He is ever vigilant for intruders, which he may notice from 60 feet. He can drool on you.

The Singing, happy drunk (Yellow 't' : 't')

=== Num:15 Lev:0 Rar:1 Spd:110 Hp:2d3 AC:3 Exp:0
He makes you glad to be sober.
This creature moves somewhat erratically. He can open doors, bash down doors, and pick up objects. He is ever vigilant for intruders, which he may notice from 100 feet. He will carry a object or treasure. He can beg.

The Blubbering idiot (L.Slate 't' : 't')

=== Num:9 Lev:0 Rar:1 Spd:110 Hp:1d2 AC:1 Exp:0
He tends to blubber a lot.
This creature moves a bit erratically. He can pick up objects. He is ever vigilant for intruders, which he may notice from 60 feet. He can drool on you.

The Wild rabbit (L.Umber 'r' : 'r')

=== Num:5 Lev:0 Rar:3 Spd:110 Hp:1d2 AC:2 Exp:0
It is not a carnivore, but will defend itself if you stray too close.
This natural creature moves somewhat erratically. It is fairly observant of intruders, which it may notice from 300 feet. It can bite to attack with damage 1.

The Woodsman (Green 'p' : 'p')

=== Num:6 Lev:0 Rar:1 Spd:110 Hp:3d3 AC:5 Exp:0
He has an axe with a sharp and strong edge.
This creature moves a bit erratically. He can open doors, bash down doors, and pick up objects. He prefers to ignore intruders, which he may notice from 100 feet. He will carry a object or treasure. He can hit to attack with damage 1d6.

The Scruffy little dog (L.Umber 'C' : 'C')

=== Num:7 Lev:0 Rar:3 Spd:110 Hp:1d3 AC:3 Exp:0
A thin flea-ridden mutt, growling as you get close.
This natural creature moves a bit erratically. It is observant of intruders, which it may notice from 200 feet. It can bite to attack with damage 1.

[U] Farmer Maggot (White 'h' : 'h')

=== Num:8 Lev:0 Rar:3 Spd:110 Hp:350 AC:10 Exp:0
Before you appears a broad thick-set hobbit with a round red face. "What's wrong with old Maggot?" asked Pippin. "He's a good friend to all the Brandybucks. Of course he's a terror to trespassers, and keeps ferocious dogs -- but after all, folk down here are near the border and have to be more on their guard."
This friendly creature moves normally. He can open doors and bash down doors. He cannot be confused or slept. He is very observant of intruders, which he may notice from 400 feet. He will carry one or two exceptional objects. He can hit to attack with damage 1d3.

The Aimless looking merchant (Orange 't' : 't')

=== Num:16 Lev:0 Rar:1 Spd:110 Hp:3d3 AC:3 Exp:0
The typical ponce around town, with purse jingling, and looking for more amulets of adornment to buy.
This creature moves somewhat erratically. He can open doors, bash down doors, and pick up objects. He prefers to ignore intruders, which he may notice from 100 feet. He will carry a object or treasure. He can hit to attack with damage 1d3.

The Chaffinch (Red 'B' : 'B')

=== Num:4 Lev:0 Rar:3 Spd:110 Hp:1 AC:2 Exp:0
Utterly harmless, except when angry.
This natural creature moves a bit erratically. It can fly. It is fairly observant of intruders, which it may notice from 300 feet. It can bite to attack with damage 1.

The Sparrow (L.Umber 'B' : 'B')

=== Num:3 Lev:0 Rar:3 Spd:110 Hp:1 AC:2 Exp:0
Utterly harmless, except when angry.
This natural creature moves a bit erratically. It can fly. It is fairly observant of intruders, which it may notice from 300 feet. It can bite to attack with damage 1.

The Scrawny cat (L.Umber 'f' : 'f')

=== Num:2 Lev:0 Rar:3 Spd:110 Hp:1d2 AC:3 Exp:0
A skinny little furball with sharp claws and a menacing look.
This natural creature moves a bit erratically. It is fairly observant of intruders, which it may notice from 300 feet. It can claw to attack with damage 1.

The Filthy street urchin (L.Dark 't' : 't')

=== Num:1 Lev:0 Rar:2 Spd:110 Hp:1d4 AC:2 Exp:0
He looks squalid and thoroughly revolting.
This evil creature moves a bit erratically. He usually appears in groups. He can open doors and pick up objects. He takes quite a while to see intruders, which he may notice from 40 feet. He can beg, and touch to steal gold.

The Raving lunatic (L.Green 't' : 't')

=== Num:11 Lev:0 Rar:1 Spd:120 Hp:3d4 AC:1 Exp:0
Drooling and comical, but then, what do you expect?
This creature moves a bit erratically. He can pick up objects. He is ever vigilant for intruders, which he may notice from 60 feet. He can drool on you.

The Pitiful looking beggar (L.Umber 't' : 't')

=== Num:12 Lev:0 Rar:1 Spd:110 Hp:1d4 AC:2 Exp:0
You just can't help feeling sorry for him.
This creature moves a bit erratically. He can open doors and pick up objects. He takes quite a while to see intruders, which he may notice from 100 feet. He can beg.

[U] Martti Ihrasaari (White 'P' : 'P')

=== Num:19 Lev:0 Rar:4 Spd:109 Hp:525 AC:15 Exp:0
He weighs 127 kg. He is the former president of some remote country.
This friendly silly giant moves normally. He can open doors and bash down doors. He cannot be confused or slept. He is observant of intruders, which he may notice from 500 feet. He will carry one or two good objects. He can hit to attack with damage 1d3.

The Battle scarred veteran (Red 't' : 't')

=== Num:18 Lev:0 Rar:1 Spd:110 Hp:6d8 AC:16 Exp:0
He doesn't take to strangers kindly.
This creature moves somewhat erratically. He can open doors, bash down doors, and pick up objects. He prefers to ignore intruders, which he may notice from 100 feet. He will carry one or two objects or treasures. He can hit to attack with damage 2d6.

The Agent of black market (L.Dark 't' : 't')

=== Num:14 Lev:0 Rar:1 Spd:110 Hp:2d8 AC:10 Exp:0
He 'finds' new wares for the Black Market. From unwary adventurers...
This evil creature moves normally. He can open doors, bash down doors, and pick up objects. He pays very little attention to intruders, which he may notice from 100 feet. He will carry a object or treasure. He can hit to attack with damage 1d6, and touch to steal items.

The Mean looking mercenary (L.Red 't' : 't')

=== Num:17 Lev:0 Rar:1 Spd:110 Hp:4d8 AC:10 Exp:0
No job is too low for him.
This evil creature moves somewhat erratically. He can open doors, bash down doors, and pick up objects. He prefers to ignore intruders, which he may notice from 100 feet. He will carry one or two objects or treasures. He can hit to attack with damage 1d10.

The Small kobold (L.Green 'k' : 'k')

=== Num:29 Lev:1 Rar:1 Spd:110 Hp:2d7 AC:10 Exp:4
It is a squat and ugly humanoid figure.
This evil creature moves normally. It can open doors and bash down doors. It resists poison. 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 1d5.

The Large brown snake (Umber 'J' : 'J')

=== Num:28 Lev:1 Rar:1 Spd:100 Hp:4d6 AC:15 Exp:3
It is about eight feet long.
This natural creature moves a bit erratically. It can swim and bash down doors. It pays very little attention to intruders, which it may notice from 40 feet. It can bite to attack with damage 1d3, and crush to attack with damage 1d4.

The Clear icky thing (L.Blue 'i' : 'i')

=== Num:26 Lev:1 Rar:1 Spd:110 Hp:2d5 AC:6 Exp:1
It is a smallish, slimy, icky, blobby creature.
This creature moves extremely erratically. It is invisible. It is not detected by telepathy. It can swim. It is fairly observant of intruders, which it may notice from 120 feet. It can touch to attack with damage 1d2.

The White icky thing (White 'i' : 'i')

=== Num:25 Lev:1 Rar:1 Spd:110 Hp:3d5 AC:6 Exp:1
It is a smallish, slimy, icky creature.
This creature moves extremely erratically. It is not detected by telepathy. It can swim. It is fairly observant of intruders, which it may notice from 120 feet. It can touch to attack with damage 1d2.

The Newt (Yellow 'R' : 'R')

=== Num:23 Lev:1 Rar:1 Spd:110 Hp:2d6 AC:8 Exp:1
A small, harmless lizard.
This natural creature moves normally. It is rarely detected by telepathy. It can swim. It takes quite a while to see intruders, which it may notice from 80 feet. It can bite to attack with damage 1d3, and bite to attack with damage 1d3.

The Grid bug (Violet 'I' : 'I')

=== Num:34 Lev:1 Rar:4 Spd:110 Hp:2d4 AC:4 Exp:1
A strange electric bug.
This natural creature moves a bit erratically. It is rarely detected by telepathy. It usually appears in groups. It can fly. It resists lightning. It cannot be frightened. It is fairly observant of intruders, which it may notice from 100 feet. It can bite to electrocute with damage 1d4.

The Blubbering icky thing (Green 'i' : 'i')

=== Num:41 Lev:1 Rar:1 Spd:110 Hp:4d7 AC:6 Exp:1
It is a smallish, slimy, icky, hungry creature.
This creature moves somewhat erratically. It is not detected by telepathy. It can destroy weaker monsters, swim, and pick up objects. It resists poison. It is fairly observant of intruders, which it may notice from 140 feet. It will carry one or two objects or treasures. It can crawl on you to poison with damage 1d4, crawl on you to eat your food, drool on you, and drool on you.

The Giant green frog (Green 'R' : 'R')

=== Num:56 Lev:1 Rar:1 Spd:110 Hp:2d8 AC:8 Exp:3
It is as big as a wolf.
This natural creature moves a bit erratically. 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 1d3.

The Large white snake (White 'J' : 'J')

=== Num:21 Lev:1 Rar:1 Spd:100 Hp:3d6 AC:17 Exp:4
It is about eight feet long.
This natural creature moves somewhat erratically. It can bash down doors. It pays very little attention to intruders, which it may notice from 40 feet. It can bite to attack with damage 1, and crush to attack with damage 1.

The Giant pink frog (L.Red 'R' : 'R')

=== Num:121 Lev:1 Rar:1 Spd:110 Hp:4d8 AC:16 Exp:3
It looks poisonous.
This natural creature moves somewhat erratically. It can bash down doors. It tends to overlook intruders, which it may notice from 120 feet. It can bite to reduce strength with damage 2d4.

The Eagle (Umber 'B' : 'B')

=== Num:172 Lev:1 Rar:2 Spd:120 Hp:7d8 AC:20 Exp:6
A magnificent huge predatory bird.
This natural creature moves normally. It can fly. It is fairly observant of intruders, which it may notice from 300 feet. It can claw to attack with damage 1d3, claw to attack with damage 1d3, and bite to attack with damage 1d6.

The White worm mass (White 'w' : 'w')

=== Num:31 Lev:2 Rar:1 Spd:100 Hp:3d5 AC:3 Exp:1
It is a large slimy mass of worms.
This natural creature moves extremely erratically. It breeds explosively. It is rarely detected by telepathy. It can swim. It is hurt by bright light. It resists poison. It cannot be frightened. It is fairly observant of intruders, which it may notice from 70 feet. It can crawl on you to poison with damage 1d2.

The Floating eye (Blue 'e' : 'e')

=== Num:32 Lev:2 Rar:1 Spd:110 Hp:1d2 AC:6 Exp:11
A disembodied eye, floating a few feet above the ground.
This creature moves normally, but does not deign to chase intruders. It can fly. It is hurt by bright light. It cannot be frightened. It is fairly observant of intruders, which it may notice from 20 feet. It can gaze to paralyze.

The Rock lizard (L.Umber 'R' : 'R')

=== Num:33 Lev:2 Rar:1 Spd:110 Hp:3d4 AC:5 Exp:8
It is a small lizard with a hardened hide.
This natural creature moves normally. It can swim. It takes a while to see intruders, which it may notice from 200 feet. It can bite to attack with damage 1.

The Metallic green centipede (L.Green 'c' : 'c')

=== Num:42 Lev:2 Rar:1 Spd:120 Hp:3d5 AC:10 Exp:9
It is about four feet long and carnivorous.
This natural creature moves somewhat erratically. It is rarely detected by telepathy. It can bash down doors. It is fairly observant of intruders, which it may notice from 50 feet. It can crawl on you to attack with damage 1.

The Portuguese man-o-war (Violet 'j' : 'j')

=== Num:160 Lev:2 Rar:2 Spd:110 Hp:8d10 AC:15 Exp:11
A strange water creature, whose touch can be deadly.
This natural aquatic creature moves normally. It resists poison. It tends to overlook intruders, which it may notice from 200 feet. It can touch to paralyze with damage 1d6, and touch to paralyze with damage 1d6.

The Green worm mass (Green 'w' : 'w')

=== Num:58 Lev:2 Rar:1 Spd:100 Hp:4d5 AC:3 Exp:1
It is a large slimy mass of worms.
This natural creature moves extremely erratically. It breeds explosively. It is rarely detected by telepathy. It can swim. It is hurt by bright light. It resists acid. It cannot be frightened. It is fairly observant of intruders, which it may notice from 70 feet. It can crawl on you to shoot acid with damage 1d3.

The Grey mold (Slate 'm' : 'm')

=== Num:20 Lev:2 Rar:1 Spd:110 Hp:1d2 AC:2 Exp:9
A small strange growth.
This creature moves normally, but does not deign to chase intruders. It is not detected by telepathy. It resists poison. It cannot be confused, slept, or frightened. It is ever vigilant for intruders, which it may notice from 20 feet. It can hit to attack with damage 1d4, and hit to attack with damage 1d4.

The White jelly (White 'j' : 'j')

=== Num:48 Lev:3 Rar:1 Spd:120 Hp:6d8 AC:1 Exp:30
Its a large pile of white flesh.
This creature moves normally, but does not deign to chase intruders. It is not detected by telepathy. It is hurt by bright light. It resists poison. It cannot be confused, slept, or frightened. It pays very little attention to intruders, which it may notice from 20 feet. It can touch to poison with damage 1d2.

The Clear worm mass (L.Blue 'w' : 'w')

=== Num:79 Lev:3 Rar:2 Spd:100 Hp:3d4 AC:3 Exp:2
It is a disgusting mass of poisonous worms.
This natural creature moves extremely erratically. It breeds explosively. It is rarely detected by telepathy. It is invisible. It can swim. It is hurt by bright light. It resists poison. It cannot be frightened. It is fairly observant of intruders, which it may notice from 70 feet. It can crawl on you to poison with damage 1d2.

The Green ooze (Green 'j' : 'j')

=== Num:64 Lev:3 Rar:2 Spd:120 Hp:3d3 AC:12 Exp:8
It's green and it's oozing.
This creature moves extremely erratically. It is not detected by telepathy. It can swim. It resists acid. It cannot be confused, slept, or frightened. It pays little attention to intruders, which it may notice from 80 feet. It will carry one or two objects or treasures. It can crawl on you to shoot acid with damage 1d3.

The Novice mage (L.Red 'p' : 'p')

=== Num:46 Lev:3 Rar:1 Spd:110 Hp:5d4 AC:7 Exp:17
He is leaving behind a trail of dropped spell components.
This creature moves normally. He is always created sluggish. He is magical, casting spells which produce magic missiles, blink-self, blind, or confuse; 1 time in 3. He can open doors and bash down doors. He is observant of intruders, which he may notice from 200 feet. He will carry a object or treasure. He can hit to attack with damage 1d4.

The Blinking dot (Slate ',' : ',')

=== Num:22 Lev:3 Rar:1 Spd:110 Hp:1d2 AC:2 Exp:23
Is it there or is it not?
This creature moves normally, but does not deign to chase intruders. It is not detected by telepathy. It is magical, casting spells which blink-self; 1 time in 2. It resists poison. It cannot be confused, slept, or frightened. It is ever vigilant for intruders, which it may notice from 20 feet. It can release spores to confuse with damage 1d4.

The Silver jelly (L.Slate 'j' : 'j')

=== Num:73 Lev:3 Rar:2 Spd:120 Hp:8d8 AC:1 Exp:23
It is a large pile of silver flesh that sucks all light from its surroundings.
This creature moves normally, but does not deign to chase intruders. It is not detected by telepathy. It is magical, casting spells which drain mana; 1 time in 15. It resists poison. It cannot be confused, slept, or frightened. It pays very little attention to intruders, which it may notice from 20 feet. It can touch to absorb light with damage 1d3, and touch to absorb light with damage 1d3.

The Hunting hawk of Julian (Umber 'B' : 'B')

=== Num:151 Lev:3 Rar:2 Spd:120 Hp:6d8 AC:15 Exp:27
Trained to hunt and kill without fear.
This natural creature moves normally. It can fly. It cannot be frightened. It is fairly observant of intruders, which it may notice from 300 feet. It can claw to attack with damage 1d3, claw to attack with damage 1d3, and bite to attack with damage 1d4.

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

=== Num:68 Lev:3 Rar:2 Spd:120 Hp:15 AC:15 Exp:25
Larger than a crow, pitch black.
This natural creature moves normally. It can fly. It is ever vigilant for intruders, which it may notice from 400 feet. It can bite to attack with damage 1d3, and bite to attack with damage 1d3.

The Greater hell-beast (Slate 'U' : 'U')

=== Num:39 Lev:3 Rar:6 Spd:115 Hp:1125 AC:75 Exp:84
This unholy abomination will crush you. Flee while you can!
This silly evil creature moves normally. It is magical, casting spells which teleport-self, teleport away, or blink-self; 1 time in 9. It can swim and bore through walls. It resists fire. It resists disenchantment, nexus, nether, water, and plasma. It pays very little attention to intruders, which it may notice from 100 feet. It can gaze, gaze, and crush.

The Insect swarm (Umber 'I' : 'I')

=== Num:38 Lev:3 Rar:1 Spd:120 Hp:2d2 AC:8 Exp:8
A lone insect may be harmless, but there's a whole swarm of them here!
This natural creature moves a bit erratically. It is rarely detected by telepathy. It can fly. It is fairly observant of intruders, which it may notice from 200 feet. It can bite to attack with damage 1d2, and sting to attack with damage 1d2.

The Giant white centipede (White 'c' : 'c')

=== Num:24 Lev:3 Rar:1 Spd:110 Hp:3d5 AC:8 Exp:11
It is about four feet long and carnivorous.
This natural creature moves somewhat erratically. It is rarely detected by telepathy. It can bash down doors. It takes quite a while to see intruders, which it may notice from 70 feet. It can bite to attack with damage 1d2, and sting to attack with damage 1d2.

The Kobold (Green 'k' : 'k')

=== Num:30 Lev:3 Rar:1 Spd:110 Hp:4d6 AC:12 Exp:17
It is a small, dog-headed humanoid.
This evil creature moves normally. It can open doors and bash down doors. It resists poison. 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.

The Giant white mouse (White 'r' : 'r')

=== Num:27 Lev:3 Rar:1 Spd:110 Hp:1d3 AC:4 Exp:2
It is about three feet long with large teeth.
This natural creature moves somewhat erratically. It breeds explosively. It can swim. It takes a while to see intruders, which it may notice from 80 feet. It can bite to attack with damage 1d2.

The Soldier ant (Umber 'a' : 'a')

=== Num:36 Lev:4 Rar:1 Spd:110 Hp:2d5 AC:5 Exp:15
A large ant with powerful mandibles.
This natural creature moves normally. It is rarely detected by telepathy. It can bash down doors. It is fairly observant of intruders, which it may notice from 100 feet. It can bite to attack with damage 1d2.

The Snotling (L.Green 'o' : 'o')

=== Num:87 Lev:4 Rar:1 Spd:110 Hp:4d5 AC:20 Exp:25
A pathetic breed of tiny snaga-like creatures. They are running wild and screaming all the time!
This evil orc moves somewhat erratically. He usually appears in groups. He can open doors and bash down doors. He is hurt by bright light. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry a object or treasure. He can hit to attack with damage 1d6.

The Blue yeek (Blue 'y' : 'y')

=== Num:52 Lev:4 Rar:1 Spd:110 Hp:2d6 AC:15 Exp:33
A small humanoid figure.
This natural creature moves normally. It can open doors and bash down doors. It resists acid. It is fairly observant of intruders, which it may notice from 180 feet. It will carry a object or treasure. It can hit to attack with damage 1d5.

The Black naga (L.Dark 'n' : 'n')

=== Num:71 Lev:4 Rar:1 Spd:110 Hp:4d9 AC:20 Exp:23
A large black serpent's body with a female torso.
This evil creature moves a bit erratically. She can swim and bash down doors. She pays very little attention to intruders, which she may notice from 160 feet. She will carry a object or treasure. She can crush to attack with damage 1d8.

The Yellow worm mass (Yellow 'w' : 'w')

=== Num:78 Lev:4 Rar:2 Spd:100 Hp:3d8 AC:3 Exp:3
It is a large slimy mass of worms.
This natural creature moves extremely erratically. It breeds explosively. It is rarely detected by telepathy. It can swim. It is hurt by bright light. It cannot be frightened. It is fairly observant of intruders, which it may notice from 70 feet. It can crawl on you to reduce dexterity with damage 1d3.

The Yellow mold (Yellow 'm' : 'm')

=== Num:76 Lev:4 Rar:1 Spd:110 Hp:6d8 AC:4 Exp:25
It is a strange growth on the dungeon floor.
This creature moves normally, but does not deign to chase intruders. It is not detected by telepathy. It resists poison. It cannot be confused, slept, or frightened. It pays very little attention to intruders, which it may notice from 20 feet. It can hit to attack with damage 1d4.

The Jackal (L.Umber 'C' : 'C')

=== Num:35 Lev:4 Rar:1 Spd:110 Hp:1d4 AC:5 Exp:13
It is a yapping snarling dog, dangerous when in a pack.
This natural creature moves normally. It usually appears in groups. It is fairly observant of intruders, which it may notice from 100 feet. It can bite to attack with damage 1.

The Fruit bat (Violet 'b' : 'b')

=== Num:37 Lev:4 Rar:1 Spd:120 Hp:2d2 AC:11 Exp:20
A fast-moving pest.
This natural creature moves normally. It can fly. It is fairly observant of intruders, which it may notice from 200 feet. It can bite to attack with damage 1.

The Blue ooze (Blue 'j' : 'j')

=== Num:99 Lev:4 Rar:1 Spd:110 Hp:2d5 AC:11 Exp:8
It's blue and it's oozing.
This creature moves extremely erratically. It is not detected by telepathy. It can swim. It resists cold. It cannot be confused, slept, or frightened. It pays little attention to intruders, which it may notice from 80 feet. It will carry a object or treasure. It can crawl on you to freeze with damage 1d4.

The Yellow mushroom patch (Yellow ',' : ',')

=== Num:47 Lev:4 Rar:1 Spd:110 Hp:1 AC:3 Exp:15
Yum! It looks quite tasty.
This creature moves normally, but does not deign to chase intruders. It is not detected by telepathy. It resists poison. It cannot be confused, slept, or frightened. It is ever vigilant for intruders, which it may notice from 20 feet. It can release spores to terrify with damage 1d6.

The Large yellow snake (Yellow 'J' : 'J')

=== Num:59 Lev:4 Rar:1 Spd:100 Hp:3d7 AC:20 Exp:23
It is about ten feet long.
This natural creature moves a bit erratically. It can swim and bash down doors. It tends to overlook intruders, which it may notice from 50 feet. It can bite to attack with damage 1d4, and crush to attack with damage 1d6.

The Giant black ant (L.Dark 'a' : 'a')

=== Num:49 Lev:4 Rar:1 Spd:110 Hp:2d8 AC:12 Exp:18
It is about three feet long.
This natural creature moves a bit erratically. It is rarely detected by telepathy. It can bash down doors. It pays little attention to intruders, which it may notice from 80 feet. It can bite to attack with damage 1d4.

The Yellow jelly (Yellow 'j' : 'j')

=== Num:66 Lev:5 Rar:1 Spd:120 Hp:8d8 AC:1 Exp:57
It's a large pile of yellow flesh.
This creature moves normally, but does not deign to chase intruders. It is not detected by telepathy. It is magical, casting spells which drain mana; 1 time in 15. It is hurt by bright light. It resists poison. It cannot be confused, slept, or frightened. It pays very little attention to intruders, which it may notice from 20 feet. It can touch to poison with damage 1d3.

The Shrieker mushroom patch (L.Red ',' : ',')

=== Num:40 Lev:5 Rar:1 Spd:110 Hp:1 AC:3 Exp:13
Yum! These look quite tasty.
This creature moves normally, but does not deign to chase intruders. It is always created sluggish. It is not detected by telepathy. It resists poison. It cannot be confused, slept, or frightened. It is ever vigilant for intruders, which it may notice from 40 feet. It has no physical attacks.

The Spotted mushroom patch (Orange ',' : ',')

=== Num:72 Lev:5 Rar:1 Spd:110 Hp:1 AC:3 Exp:19
Yum! It looks quite tasty.
This creature moves normally, but does not deign to chase intruders. It is not detected by telepathy. It resists poison. It cannot be confused, slept, or frightened. It is ever vigilant for intruders, which it may notice from 20 feet. It can release spores to poison with damage 2d4.

The Disenchanter eye (Violet 'e' : 'e')

=== Num:104 Lev:5 Rar:2 Spd:100 Hp:5d8 AC:8 Exp:29
A disembodied eye, crackling with magic.
This creature moves normally, but does not deign to chase intruders. It is magical, casting spells which drain mana; 1 time in 9. It can fly. It is hurt by bright light. It resists disenchantment. It cannot be frightened. It is fairly observant of intruders, which it may notice from 20 feet. It can gaze to disenchant.

The Giant white louse (White 'I' : 'I')

=== Num:69 Lev:5 Rar:1 Spd:120 Hp:1 AC:3 Exp:3
It is six inches long.
This natural creature moves extremely erratically. It breeds explosively. It is rarely detected by telepathy. It is fairly observant of intruders, which it may notice from 60 feet. It can bite to attack with damage 1.

The Blue jelly (Blue 'j' : 'j')

=== Num:84 Lev:5 Rar:1 Spd:110 Hp:9d8 AC:1 Exp:22
It's a large pile of pulsing blue flesh.
This creature moves normally, but does not deign to chase intruders. It is cold blooded. It is not detected by telepathy. It is hurt by bright light. It resists cold. It cannot be confused, slept, or frightened. It pays very little attention to intruders, which it may notice from 20 feet. It can touch to freeze with damage 1d6.

The Novice rogue (L.Dark 'p' : 'p')

=== Num:44 Lev:5 Rar:1 Spd:110 Hp:6d4 AC:11 Exp:22
A rather shifty individual.
This evil creature moves normally. He can open doors, bash down doors, and pick up objects. He is observant of intruders, which he may notice from 200 feet. He will carry a object or treasure. He can hit to attack with damage 1d6, and touch to steal gold.

The Poltergeist (Slate 'G' : 'G')

=== Num:65 Lev:5 Rar:1 Spd:130 Hp:2d4 AC:13 Exp:70
It is a ghastly, ghostly form.
This evil undead creature moves extremely erratically. It is invisible. It is cold blooded. It is magical, casting spells which blink-self; 1 time in 15. It can pass through walls, fly, and pick up objects. It is hurt by bright light. It resists cold and poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 80 feet. It will carry up to 3 objects or treasures. It can touch to terrify.

The Blue worm mass (Blue 'w' : 'w')

=== Num:89 Lev:5 Rar:1 Spd:100 Hp:4d7 AC:4 Exp:3
It is a large slimy mass of worms.
This natural creature moves extremely erratically. It breeds explosively. It is rarely detected by telepathy. It is cold blooded. It can swim. It is hurt by bright light. It resists cold. It cannot be frightened. It is fairly observant of intruders, which it may notice from 70 feet. It can crawl on you to freeze with damage 1d4.

The Radiation eye (L.Red 'e' : 'e')

=== Num:80 Lev:6 Rar:1 Spd:110 Hp:2d7 AC:5 Exp:42
A disembodied eye, crackling with energy.
This creature moves normally, but does not deign to chase intruders. It is magical, casting spells which drain mana; 1 time in 11. It can fly. It is hurt by bright light. It cannot be frightened. It is fairly observant of intruders, which it may notice from 20 feet. It can gaze to reduce strength with damage 1d6.

The Red worm mass (Red 'w' : 'w')

=== Num:105 Lev:6 Rar:1 Spd:100 Hp:4d7 AC:8 Exp:8
It is a large slimy mass of worms.
This natural creature moves extremely erratically. It breeds explosively. It is not detected by telepathy. It can swim and bash down doors. It is hurt by bright light. It resists fire. It cannot be frightened. It is fairly observant of intruders, which it may notice from 70 feet. It can crawl on you to burn with damage 1d6.

[U] Wolf, Farmer Maggot's dog (White 'C' : 'C')

=== Num:54 Lev:6 Rar:2 Spd:120 Hp:24 AC:17 Exp:110
A rather vicious dog belonging to Farmer Maggot. It thinks you are stealing mushrooms.
This natural creature moves a bit erratically. It can bash down doors. It cannot be confused, slept, or frightened. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to attack with damage 1d6.

[U] Grip, Farmer Maggot's dog (White 'C' : 'C')

=== Num:53 Lev:6 Rar:2 Spd:120 Hp:24 AC:17 Exp:110
A rather vicious dog belonging to Farmer Maggot. It thinks you are stealing mushrooms.
This natural creature moves a bit erratically. It can bash down doors. It cannot be confused, slept, or frightened. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to attack with damage 1d6.

[U] Fang, Farmer Maggot's dog (White 'C' : 'C')

=== Num:55 Lev:6 Rar:2 Spd:120 Hp:24 AC:17 Exp:110
A rather vicious dog belonging to Farmer Maggot. It thinks you are stealing mushrooms.
This natural creature moves a bit erratically. It can bash down doors. It cannot be confused, slept, or frightened. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to attack with damage 1d6.

The Cave spider (L.Dark 'S' : 'S')

=== Num:60 Lev:6 Rar:1 Spd:120 Hp:2d4 AC:14 Exp:46
It is a black spider that moves in fits and starts.
This natural creature moves normally. It is rarely detected by telepathy. It usually appears in groups. It can bash down doors. It is hurt by bright light. It pays little attention to intruders, which it may notice from 80 feet. It can bite to attack with damage 1d4.

The Large grey snake (Slate 'J' : 'J')

=== Num:90 Lev:6 Rar:1 Spd:100 Hp:4d9 AC:22 Exp:30
It is about ten feet long.
This natural creature moves a bit erratically. It can swim and bash down doors. It tends to overlook intruders, which it may notice from 60 feet. It can bite to attack with damage 1d5, and crush to attack with damage 1d8.

The Ewok (L.Green 'h' : 'h')

=== Num:92 Lev:6 Rar:2 Spd:110 Hp:2d6 AC:15 Exp:19
A cute, furry little animal, full of merchandising potential.
This silly creature moves normally. It usually appears in groups. It can open doors and bash down doors. It is fairly observant of intruders, which it may notice from 100 feet. It will carry a object or treasure. It can hit to attack with damage 1d6, and hit to attack with damage 1d6.

The Snaga (L.Green 'o' : 'o')

=== Num:118 Lev:6 Rar:1 Spd:110 Hp:6d9 AC:16 Exp:50
He is one of the many weaker 'slave' orcs, often mistakenly known as a goblin.
This evil orc moves normally. He usually appears in groups. He can open doors and bash down doors. He is hurt by bright light. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry a object or treasure. He can hit to attack with damage 1d8.

The Novice mage (L.Red 'p' : 'p')

=== Num:93 Lev:6 Rar:2 Spd:110 Hp:4d5 AC:6 Exp:34
He is leaving behind a trail of dropped spell components.
This creature moves normally. He is always created sluggish. He usually appears in groups. He is magical, casting spells which produce magic missiles, blink-self, blind, or confuse; 1 time in 3. He can open doors and bash down doors. He is fairly observant of intruders, which he may notice from 200 feet. He will carry a object or treasure. He can hit to attack with damage 1d4.

The Green glutton ghost (Green 'G' : 'G')

=== Num:100 Lev:6 Rar:1 Spd:130 Hp:2d5 AC:12 Exp:57
It is a very ugly green ghost with a voracious appetite.
This silly evil undead creature moves extremely erratically. It is invisible. It is cold blooded. It can pass through walls and fly. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 100 feet. It will carry up to 3 objects or treasures. It can touch to eat your food with damage 1.

[U] Smeagol (Umber 'h' : 'h')

=== Num:63 Lev:6 Rar:2 Spd:130 Hp:20 AC:24 Exp:377
"Down the face of a precipice, sheer and almost smooth it seemed in the pale moonlight, a small black shape was moving with its thin limbs splayed out. Maybe its soft clinging hands and toes were used, but it looked as if it was just creeping down on sticky pads, like some large prowling thing of insect-kind. And it was coming down head first, as if it was smelling its way. Now and again it lifted its head slowly, turning it right back on its long skinny neck, and the hobbits caught a glimpse of two small pale gleaming lights, its eyes that blinked at the moon for a moment and then were quickly lidded again."
This evil creature moves extremely erratically. He is invisible. He can swim, open doors, bash down doors, and pick up objects. He is observant of intruders, which he may notice from 200 feet. He will carry one or two exceptional objects. He can touch to steal gold.

[U] Old Man Willow (Slate '%' : '%')

=== Num:206 Lev:6 Rar:5 Spd:110 Hp:320 AC:10 Exp:221
"...a huge willow-tree, old and hoary. Enormous it looked, its sprawling branches going up like racing arms with may long- lingered hands, its knotted and twisted trunk gaping in wide fissures that creaked faintly as the boughs moved."
This natural creature moves normally, but does not deign to chase intruders. It is always created sluggish. It is cold blooded. It is not detected by telepathy. It is magical, casting spells which teleport to; 1 time in 10. It resists acid and poison. It resists water. It takes a while to see intruders, which it may notice from 200 feet. It will carry one or two good objects. It can touch to paralyze, touch to paralyze, and crush to attack with damage 2d12.

The Grey icky thing (Slate 'i' : 'i')

=== Num:103 Lev:6 Rar:1 Spd:110 Hp:3d8 AC:10 Exp:11
It is a smallish, slimy, icky, nasty creature.
This creature moves somewhat erratically. It is not detected by telepathy. It can swim. It takes a while to see intruders, which it may notice from 140 feet. It can touch to attack with damage 1d5.

The Green jelly (Green 'j' : 'j')

=== Num:101 Lev:6 Rar:1 Spd:120 Hp:17d8 AC:1 Exp:65
It is a large pile of pulsing green flesh.
This creature moves normally, but does not deign to chase intruders. It is not detected by telepathy. It is hurt by bright light. It resists acid. It cannot be confused, slept, or frightened. It pays very little attention to intruders, which it may notice from 20 feet. It can touch to shoot acid with damage 1d2.

The Scruffy looking hobbit (Slate 'h' : 'h')

=== Num:74 Lev:6 Rar:1 Spd:110 Hp:2d6 AC:11 Exp:30
A short little guy, in bedraggled clothes. He appears to be looking for a good tavern.
This evil creature moves normally. He can open doors, bash down doors, and pick up objects. He is fairly observant of intruders, which he may notice from 160 feet. He will carry a object or treasure. He can hit to attack with damage 1d4, and touch to steal gold.

The Grizzly bear (Umber 'q' : 'q')

=== Num:191 Lev:6 Rar:1 Spd:110 Hp:10d11 AC:25 Exp:46
A huge, beastly bear.
This natural creature moves normally. It can bash down doors. It is fairly observant of intruders, which it may notice from 100 feet. It can claw to attack with damage 1d10, claw to attack with damage 1d10, and bite to attack with damage 1d15.

[U] Freesia (Umber 'f' : 'f')

=== Num:57 Lev:6 Rar:1 Spd:120 Hp:24 AC:17 Exp:91
A striped housecat who enjoys hunting.
This natural creature moves normally. 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 claw to attack with damage 1d3, and claw to attack with damage 1d3.

The Novice paladin (White 'p' : 'p')

=== Num:97 Lev:7 Rar:1 Spd:110 Hp:4d9 AC:15 Exp:138
An adventurer both devoutly religious and skillful in combat. He seems to consider you an agent of the devil.
This creature moves normally. He is always created sluggish. He is magical, casting spells which terrify or cause light wounds; 1 time in 9. He can open doors and bash down doors. He is observant of intruders, which he may notice from 200 feet. He will carry a object or treasure. He can hit to attack with damage 1d7, and hit to attack with damage 1d7.

The Metallic blue centipede (L.Blue 'c' : 'c')

=== Num:67 Lev:7 Rar:1 Spd:120 Hp:3d5 AC:11 Exp:62
It is about four feet long and carnivorous.
This natural creature moves somewhat erratically. It is rarely detected by telepathy. It can bash down doors. It takes a while to see intruders, which it may notice from 60 feet. It can crawl on you to attack with damage 1d2.

The Crow (Slate 'B' : 'B')

=== Num:61 Lev:7 Rar:2 Spd:120 Hp:15 AC:15 Exp:58
It is a hooded crow, gray except for the black wings and head.
This natural creature moves normally. It can fly. It is ever vigilant for intruders, which it may notice from 400 feet. It can bite to attack with damage 1d2, and bite to attack with damage 1d2.

The Giant white rat (L.Slate 'r' : 'r')

=== Num:86 Lev:7 Rar:1 Spd:110 Hp:2d2 AC:6 Exp:9
It is a very vicious rodent.
This natural creature moves a bit erratically. It breeds explosively. It takes quite a while to see intruders, which it may notice from 80 feet. It can bite to poison with damage 1d3.

The Novice warrior (L.Umber 'p' : 'p')

=== Num:43 Lev:7 Rar:1 Spd:110 Hp:7d4 AC:13 Exp:27
He looks inexperienced but tough.
This creature moves normally. He can open doors and bash down doors. He is observant of intruders, which he may notice from 200 feet. He will carry a object or treasure. He can hit to attack with damage 1d7, and hit to attack with damage 1d6.

The Green naga (Green 'n' : 'n')

=== Num:94 Lev:7 Rar:1 Spd:110 Hp:6d9 AC:20 Exp:44
A large green serpent with a female's torso. Her green skin glistens with acid.
This evil creature moves a bit erratically. She can swim, bash down doors, and pick up objects. She resists acid. She pays very little attention to intruders, which she may notice from 180 feet. She will carry a object or treasure. She can crush to attack with damage 1d8, and spit to shoot acid with damage 2d6.

The Zog (Blue 'h' : 'h')

=== Num:98 Lev:7 Rar:1 Spd:110 Hp:8d9 AC:25 Exp:49
Drooling, insectoid aliens with disgusting habits.
This silly evil creature moves normally. It can open doors and bash down doors. It takes a while to see intruders, which it may notice from 200 feet. It will carry one or two objects or treasures. It can hit to attack with damage 1d8, hit to attack with damage 1d8, and drool on you.

The Wild cat (L.Umber 'f' : 'f')

=== Num:62 Lev:7 Rar:2 Spd:120 Hp:2d6 AC:15 Exp:93
A larger than normal feline, hissing loudly. Its velvet claws conceal a fistful of needles.
This natural creature moves normally. It can bash down doors. It is ever vigilant for intruders, which it may notice from 400 feet. It can claw to attack with damage 1d3, and claw to attack with damage 1d3.

The Novice ranger (Green 'p' : 'p')

=== Num:83 Lev:7 Rar:1 Spd:110 Hp:4d9 AC:10 Exp:93
An agile hunter, ready and relaxed.
This creature moves normally. He is always created sluggish. He is magical, casting spells which produce magic missiles; 1 time in 9. He can open doors and bash down doors. He is observant of intruders, which he may notice from 200 feet. He will carry a object or treasure. He can hit to attack with damage 1d5, and hit to attack with damage 1d5.

The Cave lizard (Umber 'R' : 'R')

=== Num:82 Lev:7 Rar:1 Spd:110 Hp:2d7 AC:12 Exp:49
It is an armoured lizard with a powerful bite.
This natural creature moves normally. It can swim. It pays little attention to intruders, which it may notice from 80 feet. It can bite to attack with damage 1d5.

The Piranha (L.Blue 'l' : 'l')

=== Num:70 Lev:7 Rar:1 Spd:120 Hp:2d5 AC:10 Exp:53
Bloodthirsty fish who can smell your blood from a great distance.
This natural aquatic creature moves normally. It usually appears in groups. It is observant of intruders, which it may notice from 200 feet. It can bite to attack with damage 9.

The Giant white ant (White 'a' : 'a')

=== Num:75 Lev:7 Rar:1 Spd:110 Hp:2d7 AC:12 Exp:40
It is about two feet long and has sharp pincers.
This natural creature moves normally. It is rarely detected by telepathy. It can bash down doors. It pays little attention to intruders, which it may notice from 80 feet. It can bite to attack with damage 1d4.

The Metallic red centipede (L.Red 'c' : 'c')

=== Num:77 Lev:7 Rar:1 Spd:120 Hp:3d8 AC:13 Exp:67
It is about four feet long and carnivorous.
This natural creature moves a bit erratically. It is rarely detected by telepathy. It can bash down doors. It takes a while to see intruders, which it may notice from 80 feet. It can crawl on you to attack with damage 1d2.

The White harpy (White 'H' : 'H')

=== Num:51 Lev:7 Rar:1 Spd:110 Hp:2d5 AC:18 Exp:44
A flying, screeching bird with a woman's face.
This natural evil creature moves somewhat erratically. She can fly. She is fairly observant of intruders, which she may notice from 160 feet. She can claw to attack with damage 1, claw to attack with damage 1, and bite to attack with damage 1d2.

The Salamander (Orange 'R' : 'R')

=== Num:50 Lev:7 Rar:1 Spd:110 Hp:3d7 AC:12 Exp:40
A small black and orange lizard.
This natural creature moves a bit erratically. It can swim. It resists fire. It pays little attention to intruders, which it may notice from 80 feet. It can bite to burn with damage 1d3.

The Giant leech (Violet 'w' : 'w')

=== Num:95 Lev:8 Rar:1 Spd:120 Hp:5d7 AC:15 Exp:56
Yech! The disgusting thing only wants your blood!
This natural aquatic creature moves a bit erratically. It is rarely detected by telepathy. It tends to overlook intruders, which it may notice from 100 feet. It can bite to attack with damage 3, and bite to attack with damage 3.

The Nibelung (L.Dark 'h' : 'h')

=== Num:111 Lev:8 Rar:2 Spd:110 Hp:6d4 AC:15 Exp:36
Night dwarfs collecting new riches for their master, Alberich.
This creature moves normally. He usually appears in groups. He can open doors, bash down doors, and pick up objects. He is hurt by bright light. He resists disenchantment. He is observant of intruders, which he may notice from 200 feet. He will carry a object or treasure. He can hit to attack with damage 1d6, and touch to steal gold.

The Yellow light (Yellow '*' : '*')

=== Num:81 Lev:8 Rar:1 Spd:120 Hp:2d5 AC:10 Exp:41
A fast-moving bright light.
This creature moves normally. It is not detected by telepathy. It can fly. It takes quite a while to see intruders, which it may notice from 80 feet. It can explode to blind.

The Purple mushroom patch (Violet ',' : ',')

=== Num:108 Lev:8 Rar:2 Spd:110 Hp:1 AC:1 Exp:51
Yum! It looks quite tasty.
This creature moves normally, but does not deign to chase intruders. It is not detected by telepathy. It cannot be confused, slept, or frightened. It is ever vigilant for intruders, which it may notice from 20 feet. It can release spores to reduce constitution with damage 1d2, release spores to reduce constitution with damage 1d2, and release spores to reduce constitution with damage 1d2.

The Nurgling (L.Umber 'u' : 'u')

=== Num:139 Lev:8 Rar:2 Spd:110 Hp:6d10 AC:16 Exp:25
It is a minor demon servitor of Nurgle. It looks like a hairless teddy bear, with twisted eyes and rotting, ghoulish skin.
This evil demon moves normally. It usually appears in groups. It can open doors and bash down doors. It resists fire and poison. It cannot be frightened. It takes quite a while to see intruders, which it may notice from 200 feet. It can bite to disease with damage 1d8.

The Novice warrior (L.Umber 'p' : 'p')

=== Num:110 Lev:8 Rar:2 Spd:110 Hp:7d4 AC:13 Exp:36
He looks inexperienced but tough.
This creature moves normally. He usually appears in groups. He can open doors and bash down doors. He is observant of intruders, which he may notice from 200 feet. He will carry a object or treasure. He can hit to attack with damage 1d7, and hit to attack with damage 1d6.

The Brown mold (Umber 'm' : 'm')

=== Num:113 Lev:8 Rar:1 Spd:110 Hp:11d8 AC:12 Exp:91
A strange brown growth on the dungeon floor.
This creature moves normally, but does not deign to chase intruders. It is not detected by telepathy. It resists poison. It cannot be confused, slept, or frightened. It pays very little attention to intruders, which it may notice from 20 feet. It can hit to confuse with damage 1d4.

The Novice archer (L.Green 'p' : 'p')

=== Num:116 Lev:8 Rar:2 Spd:120 Hp:4d9 AC:10 Exp:102
A nasty little fellow with a bow and arrow.
This creature moves normally. He is always created sluggish. He can open doors and bash down doors. He is 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 1d4, and hit to attack with damage 1d4.

The Swordfish (L.Slate 'l' : 'l')

=== Num:88 Lev:8 Rar:2 Spd:120 Hp:4d10 AC:15 Exp:97
A fish with a swordlike upper jaw.
This natural aquatic creature moves normally. It takes a while to see intruders, which it may notice from 140 feet. It can sting to attack with damage 5, and sting to attack with damage 5.

The Creeping copper coins (Umber '$' : '$')

=== Num:85 Lev:8 Rar:2 Spd:100 Hp:5d8 AC:20 Exp:51
It is a pile of coins.
This natural creature moves normally. It is cold blooded. It can bash down doors. It resists poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 30 feet. It will carry one or two objects or treasures. It can hit to attack with damage 1d4, and touch to poison with damage 2d4.

[U] Orfax, Son of Boldor (L.Blue 'y' : 'y')

=== Num:180 Lev:9 Rar:3 Spd:120 Hp:80 AC:16 Exp:954
He's just like daddy! He knows mighty spells, but fortunately he is a yeek.
This natural evil creature moves normally. He is always created sluggish. He usually appears with escorts. He is magical, casting spells intelligently which heal-self, blink-self, slow, confuse, teleport to, or summon a monster; 1 time in 4. He can open doors and bash down doors. He resists acid. He is fairly observant of intruders, which he may notice from 180 feet. He will carry one or two good objects. He can hit to attack with damage 1d9, hit to attack with damage 1d8, insult, and insult.

The Green icky thing (L.Green 'i' : 'i')

=== Num:132 Lev:9 Rar:2 Spd:110 Hp:3d9 AC:16 Exp:29
It is a smallish, slimy, icky, acidic creature.
This creature moves somewhat erratically. It is not detected by telepathy. It can swim. It resists acid. It takes a while to see intruders, which it may notice from 140 feet. It can touch to shoot acid with damage 2d5.

The Red jelly (L.Red 'j' : 'j')

=== Num:131 Lev:9 Rar:1 Spd:110 Hp:20d8 AC:4 Exp:80
It is a large pulsating mound of red flesh.
This creature moves normally, but does not deign to chase intruders. It is not detected by telepathy. It is hurt by bright light. It cannot be confused, slept, or frightened. It pays very little attention to intruders, which it may notice from 20 feet. It can touch to reduce strength with damage 1d5.

The Cave orc (L.Umber 'o' : 'o')

=== Num:126 Lev:9 Rar:1 Spd:110 Hp:8d9 AC:18 Exp:97
He is often found in huge numbers in deep caves.
This evil orc moves normally. He usually appears in groups. He can open doors and bash down doors. He is hurt by bright light. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry a object or treasure. He can hit to attack with damage 1d8.

[U] Mughash the Kobold Lord (Blue 'k' : 'k')

=== Num:135 Lev:9 Rar:3 Spd:110 Hp:120 AC:15 Exp:331
Strong and powerful, for a kobold.
This evil creature moves normally. He usually appears with escorts. He can open doors and bash down doors. He resists poison. He takes a while to see intruders, which he may notice from 200 feet. He will carry one or two good objects. He can hit to attack with damage 1d10, hit to attack with damage 1d10, and hit to attack with damage 1d10.

The Novice priest (L.Blue 'p' : 'p')

=== Num:45 Lev:9 Rar:1 Spd:110 Hp:6d4 AC:9 Exp:91
He is tripping over his priestly robes.
This good creature moves normally. He is always created sluggish. He is magical, casting spells which terrify, heal-self, or cause light wounds; 1 time in 12. He can open doors and bash down doors. He is fairly observant of intruders, which he may notice from 200 feet. He will carry a object or treasure. He can hit to attack with damage 1d5.

The Large kobold (White 'k' : 'k')

=== Num:102 Lev:9 Rar:1 Spd:110 Hp:10d9 AC:20 Exp:80
It a man-sized figure with the all too recognizable face of a kobold.
This evil creature moves normally. It can open doors and bash down doors. It resists poison. 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 1d10.

The Copperhead snake (Orange 'J' : 'J')

=== Num:106 Lev:9 Rar:1 Spd:110 Hp:3d6 AC:16 Exp:120
It has a copper head and sharp venomous fangs.
This natural creature moves somewhat erratically. It can swim and bash down doors. It resists poison. It is vigilant for intruders, which it may notice from 60 feet. It can bite to poison with damage 2d4.
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