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ZAngband Monsters

The Chimera (Yellow 'H' : 'H')

=== Num:341 Lev:30 Rar:1 Spd:110 Hp:9d8 AC:13 Exp:1581
It is a strange concoction of lion, dragon and goat. It looks very odd but very avoidable.
This creature moves normally. It is always created sluggish. It may breathe fire; 1 time in 10. It can bash down doors and fly. It resists fire. It is fairly observant of intruders, which it may notice from 120 feet. It can bite to attack with damage 1d10, bite to burn with damage 1d3, and bite to burn with damage 1d3.

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

=== Num:337 Lev:30 Rar:1 Spd:110 Hp:10d8 AC:15 Exp:2038
A beautiful crystalline shape does not disguise the danger this hound clearly presents. Your flesh tingles as it approaches.
This natural creature moves normally. It is always created sluggish. It usually appears in groups. It may breathe shards; 1 time in 10. It can bash down doors. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to attack with damage 1d8, bite to attack with damage 1d8, claw to attack with damage 3d3, and claw to attack with damage 3d3.

The Giant yellow scorpion (Yellow 'S' : 'S')

=== Num:369 Lev:30 Rar:1 Spd:110 Hp:9d8 AC:19 Exp:1333
It is a giant scorpion with a sharp stinger.
This natural creature moves normally. It is rarely detected by telepathy. It can bash down doors. It takes a while to see intruders, which it may notice from 120 feet. It can bite to attack with damage 1d8, and sting to poison with damage 2d5.

The Vampiric mist (L.Dark '#' : '#')

=== Num:365 Lev:30 Rar:1 Spd:110 Hp:7d8 AC:26 Exp:838
A cloud of evil, sentient mist.
This evil creature moves a bit erratically. It is cold blooded. It is not detected by telepathy. It usually appears in groups. It resists acid and poison. It resists nether. It is fairly observant of intruders, which it may notice from 120 feet. It can engulf to drain life force with damage 2d6.

The Chaos beastman (Umber 'H' : 'H')

=== Num:318 Lev:30 Rar:2 Spd:110 Hp:14d8 AC:50 Exp:2629
A truly loathsome thing, twisted by chaos, it is a mixture of several different kinds of creature.
This evil creature moves normally. It is magical, casting spells which produce magic missiles, teleport-self, confuse, or produce fire bolts; 1 time in 8. It can open doors and bash down doors. It resists fire. It cannot be confused or slept. It takes quite a while to see intruders, which it may notice from 200 feet. It will carry one or two objects or treasures. It can hit to confuse with damage 3d5, and hit to lower experience (by 20d6+) with damage 1d5.

The Pink horror (L.Red 'u' : 'u')

=== Num:242 Lev:30 Rar:3 Spd:110 Hp:10d9 AC:20 Exp:800
An ugly screaming little demon servant of Tzeentch.
This evil demon moves normally. It usually appears in groups. It is magical, casting spells which terrify or confuse; 1 time in 8. It can open doors and bash down doors. It resists fire. It cannot be confused or frightened. It takes a while to see intruders, which it may notice from 200 feet. It can claw to terrify with damage 1d6, claw to terrify with damage 1d6, and bite to confuse with damage 1d6.

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

=== Num:349 Lev:30 Rar:1 Spd:110 Hp:25d10 AC:30 Exp:1829
It is a twenty foot tall giant wreathed in clouds.
This evil giant moves normally. He can open doors, bash down doors, and pick up objects. He resists lightning. He tends to overlook intruders, which he may notice from 200 feet. He will carry one or two objects or treasures. He can hit to electrocute with damage 3d8, and hit to electrocute with damage 3d8.

The Whale (L.Green 'l' : 'l')

=== Num:345 Lev:30 Rar:4 Spd:110 Hp:440 AC:25 Exp:2419
Although it looks like a fish and lives in water, it is in fact a mammal. And it is huge!
This natural aquatic creature moves a bit erratically. It resists water. It tends to overlook intruders, which it may notice from 150 feet. It can crush to attack with damage 1d20, and crush to attack with damage 1d20.

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

=== Num:327 Lev:30 Rar:10 Spd:110 Hp:9d10 AC:20 Exp:3048
A repulsive being which leaps on long hind legs like a kangaroo. Its face is curiously human despite the absence of a nose, a forehead, and "other important particulars".
This evil undead creature moves normally. It is cold blooded. It can swim, open doors, and bash down doors. It is hurt by bright light. It resists cold and poison. It cannot be confused or slept. It takes a while to see intruders, which it may notice from 400 feet. It will carry a object or treasure. It can kick to attack with damage 3d3, kick to attack with damage 9, and bite to attack with damage 6d2.

The Phase spider (L.Blue 'S' : 'S')

=== Num:331 Lev:30 Rar:2 Spd:120 Hp:4d8 AC:13 Exp:2571
A spider that never seems quite there. Everywhere you look it is just half-seen in the corner of one eye.
This natural creature moves normally. It is rarely detected by telepathy. It usually appears in groups. It is magical, casting spells which blink-self or teleport to; 1 time in 5. It can swim and bash down doors. It resists poison. It resists teleportation. It pays little attention to intruders, which it may notice from 150 feet. It can bite to attack with damage 1d8, bite to poison with damage 1d6, and bite to poison with damage 1d6.

The Lizard king (L.Red 'h' : 'h')

=== Num:332 Lev:30 Rar:3 Spd:120 Hp:156 AC:20 Exp:2552
A lizardman leader.
This evil creature moves normally. He can swim, open doors, and bash down doors. He resists acid and poison. He takes a while to see intruders, which he may notice from 200 feet. He will carry up to 3 objects or treasures. He can hit to attack with damage 5d5, hit to attack with damage 5d5, and wail to terrify.

The Chest mimic (L.Slate '&' : '&')

=== Num:353 Lev:30 Rar:6 Spd:110 Hp:7d14 AC:20 Exp:1448
A strange creature that disguises itself as a chest to lure unsuspecting adventurers within reach of its venomous claws.
This 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 produce poison balls, terrify, cause serious wounds, blind, produce poison bolts, confuse, or summon a monster; 1 time in 5. It cannot be confused, slept, or frightened. It is ever vigilant for intruders, which it may notice from 300 feet. It can gaze to confuse with damage 2d3, claw to poison with damage 3d4, claw to poison with damage 3d4, and spit to blind with damage 2d3.

The Blue dragon bat (L.Blue 'b' : 'b')

=== Num:351 Lev:30 Rar:1 Spd:130 Hp:3d4 AC:13 Exp:3848
It is a glowing blue bat with a sharp tail.
This natural creature moves somewhat erratically. It is always created sluggish. It may breathe lightning; 1 time in 4. It can bash down doors and fly. It resists lightning. It tends to overlook intruders, which it may notice from 120 feet. It can bite to electrocute with damage 1d3.

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

=== Num:338 Lev:30 Rar:1 Spd:110 Hp:10d8 AC:15 Exp:2667
Swirling vapours surround this beast as it floats towards you, seemingly walking on air. Noxious gases sting your throat.
This natural creature moves normally. It is always created sluggish. It usually appears in groups. It may breathe poison; 1 time in 10. It can bash down doors and fly. It resists poison. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to attack with damage 1d8, bite to attack with damage 1d8, claw to attack with damage 3d3, and claw to attack with damage 3d3.

The Sabre-tooth tiger (Yellow 'f' : 'f')

=== Num:339 Lev:30 Rar:2 Spd:120 Hp:14d14 AC:25 Exp:3448
A fierce and dangerous cat, its huge tusks and sharp claws would lacerate even the strongest armour.
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 1d10, claw to attack with damage 1d10, bite to attack with damage 1d10, and bite to attack with damage 1d10.

The Water hound (Blue 'Z' : 'Z')

=== Num:340 Lev:30 Rar:2 Spd:110 Hp:10d8 AC:15 Exp:1771
Liquid footprints follow this hound as it pads around the dungeon. An acrid smell of acid rises from the dog's pelt.
This natural creature moves normally. It is always created sluggish. It usually appears in groups. It may breathe acid; 1 time in 10. It can swim and bash down doors. It resists acid. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to shoot acid with damage 2d8, bite to shoot acid with damage 2d8, claw to attack with damage 3d3, and claw to attack with damage 3d3.

The Ball lightning (L.Blue '*' : '*')

=== Num:300 Lev:30 Rar:1 Spd:120 Hp:5d5 AC:15 Exp:2476
A crackling ball of energy.
This creature moves normally. It is always created sluggish. It is surrounded by electricity. It is not detected by telepathy. It can fly. It resists lightning. It cannot be confused, slept, or frightened. It is ever vigilant for intruders, which it may notice from 1000 feet. It can explode to electrocute with damage 8d8.

The Scroll mimic (White '?' : '?')

=== Num:352 Lev:31 Rar:3 Spd:110 Hp:7d14 AC:20 Exp:1732
A strange creature that disguises itself as discarded objects to lure unsuspecting adventurers within reach of its venomous claws.
This 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 terrify, cause serious wounds, blind, confuse, produce fire bolts, or summon a monster; 1 time in 5. It cannot be confused, slept, or frightened. It is ever vigilant for intruders, which it may notice from 300 feet. It can hit to poison with damage 3d4, hit to poison with damage 3d4, hit to attack with damage 2d3, and hit to attack with damage 2d3.

The Electric eel (L.Blue 'J' : 'J')

=== Num:346 Lev:31 Rar:2 Spd:110 Hp:11d15 AC:20 Exp:2008
This cute little serpentine creature can create a deadly voltage. Better watch out!
This natural aquatic creature moves a bit erratically. It resists lightning. It resists water. It tends to overlook intruders, which it may notice from 150 feet. It can touch to electrocute with damage 2d7, touch to electrocute with damage 7d2, and touch to electrocute with damage 2d7.

The Stone golem (Slate 'g' : 'g')

=== Num:323 Lev:31 Rar:2 Spd:100 Hp:20d8 AC:35 Exp:1712
It is a massive animated statue.
This creature moves normally. It is cold blooded. It is not detected by telepathy. It can bash down doors. It is hurt by rock remover. It resists fire, cold, and poison. It cannot be confused, slept, or frightened. It is fairly observant of intruders, which it may notice from 120 feet. It can hit to attack with damage 1d10, and hit to attack with damage 1d10.

The Killer whale (White 'l' : 'l')

=== Num:363 Lev:31 Rar:1 Spd:115 Hp:22d11 AC:26 Exp:2893
An almost beautiful, deadly beast.
This natural aquatic creature moves normally. It takes quite a while to see intruders, which it may notice from 120 feet. It can bite to attack with damage 8d3, and bite to attack with damage 8d3.

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

=== Num:371 Lev:31 Rar:1 Spd:90 Hp:4d9 AC:10 Exp:118
It is a strangely moving puddle.
This creature moves somewhat erratically. It breeds explosively. It is not detected by telepathy. It is magical, casting spells which drain mana; 1 time in 11. It can destroy weaker monsters, swim, open doors, bash down doors, and pick up objects. It resists poison. It cannot be frightened. It is vigilant for intruders, which it may notice from 100 feet. It will carry a object or treasure. It can touch to shoot acid with damage 2d6.

The Hardened warrior (Umber 'p' : 'p')

=== Num:372 Lev:31 Rar:1 Spd:110 Hp:10d11 AC:20 Exp:1417
A scarred warrior who moves with confidence.
This evil creature moves normally. He can open doors, bash down doors, and pick up objects. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry one or two objects or treasures. He can hit to attack with damage 3d5, and hit to attack with damage 3d5.

[U] Azog, King of the Uruk-Hai (Red 'o' : 'o')

=== Num:373 Lev:31 Rar:5 Spd:120 Hp:630 AC:40 Exp:14408
He is also known as the King of Khazad-dum. His ego is renowned to be bigger than his head.
This evil orc 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 up to 4 good objects. He can hit to attack with damage 5d5, hit to attack with damage 5d5, and hit to attack with damage 5d5.

The Dark elven lord (L.Dark 'h' : 'h')

=== Num:348 Lev:32 Rar:2 Spd:120 Hp:13d15 AC:20 Exp:4429
A dark elven figure in armour and radiating evil power.
This evil creature moves normally. He is always created sluggish. He is magical, casting spells which produce frost bolts, produce magic missiles, haste-self, create darkness, blind, confuse, or produce fire bolts; 1 time in 5. 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 up to 4 objects or treasures. He can hit to attack with damage 3d8, and hit to attack with damage 3d5.

The Water vortex (Blue 'v' : 'v')

=== Num:355 Lev:32 Rar:1 Spd:110 Hp:6d9 AC:12 Exp:2194
A caustic spinning whirlpool of water.
This creature moves somewhat erratically. It is always created sluggish. It is not detected by telepathy. It may breathe acid powerfully; 1 time in 6. It can bash down doors and fly. It resists acid. It cannot be confused, slept, or frightened. It is ever vigilant for intruders, which it may notice from 1000 feet. It can engulf to shoot acid with damage 3d3.

[U] Lugdush, the Uruk (Blue 'o' : 'o')

=== Num:356 Lev:32 Rar:3 Spd:110 Hp:500 AC:45 Exp:12292
A strong and cunning orc warrior, Lugdush sneers as he insults your mother.
This evil orc moves normally. He usually appears with an escort. He can open doors and bash down doors. He resists cold and poison. He cannot be confused or slept. 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 3d8, hit to attack with damage 3d8, hit to attack with damage 3d5, and hit to attack with damage 3d5.

The Carrion (L.Slate 'B' : 'B')

=== Num:361 Lev:32 Rar:1 Spd:113 Hp:11d12 AC:15 Exp:2783
A mummified, undead great avian creature, who now serves as a steed for mighty undead creatures.
This natural evil undead creature moves normally. It is cold blooded. It can open doors, bash down doors, and fly. It resists cold and poison. It cannot be confused, slept, or frightened. 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 claw to poison with damage 2d3, claw to poison with damage 2d3, and bite to lower experience (by 20d6+) with damage 1d8.

The Serpent man (Green 'J' : 'J')

=== Num:364 Lev:32 Rar:3 Spd:120 Hp:12d10 AC:20 Exp:1910
"They walked lithely and sinnously erect on pre-mammalian members, their pied and hairless bodies bending with great suppleness. There was a loud hissing of formulae as they went to and fro."
This evil creature moves normally. He usually appears in groups. He is magical, casting spells which produce poison balls, terrify, paralyze, produce poison bolts, or summon a monster; 1 time in 8. He can swim, open doors, and bash down doors. He resists acid and poison. He takes a while to see intruders, which he may notice from 200 feet. He will carry up to 3 objects or treasures. He can bite to poison with damage 5d5, and bite to poison with damage 5d5.

[U] Ugluk, the Uruk (Umber 'o' : 'o')

=== Num:350 Lev:32 Rar:4 Spd:110 Hp:450 AC:42 Exp:4429
Another of Morgoth's servants, this orc is strong and cunning. He is ugly and scarred from many power struggles.
This evil orc moves normally. He usually appears with an escort. 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 3d5, hit to attack with damage 3d5, hit to attack with damage 3d5, and hit to attack with damage 3d5.

The Fleshhound of Khorne (L.Red 'C' : 'C')

=== Num:374 Lev:32 Rar:3 Spd:120 Hp:14d20 AC:15 Exp:3921
A revolting canine creature, a huge demon hound with a somewhat reptilian head.
This natural evil demon moves normally. It can bash down doors. It resists fire. It resists disenchantment, nexus, nether, and plasma. It cannot be stunned, confused, slept, or frightened. It tends to overlook intruders, which it may notice from 150 feet. It can claw to attack with damage 4, claw to attack with damage 4, bite to attack with damage 6, and bite to attack with damage 6.

The Noxious fume (Yellow '#' : '#')

=== Num:875 Lev:32 Rar:4 Spd:90 Hp:3d3 AC:37 Exp:305
It is a swirling cloud of yellowish gas.
This creature moves extremely erratically. It breeds explosively. It is invisible. It is cold blooded. It is not detected by telepathy. It can destroy weaker monsters, swim, pass through walls, and fly. It resists fire, acid, cold, and poison. It cannot be stunned, confused, slept, or frightened. It takes quite a while to see intruders, which it may notice from 200 feet. It can touch to poison with damage 3d3.

The Killer white beetle (White 'K' : 'K')

=== Num:378 Lev:32 Rar:1 Spd:110 Hp:14d8 AC:27 Exp:1666
It is looking for prey.
This natural creature moves a bit erratically. It is rarely detected by telepathy. It can bash down doors and fly. It takes quite a while to see intruders, which it may notice from 140 feet. It can bite to attack with damage 4d5.

The Killer crimson beetle (L.Red 'K' : 'K')

=== Num:405 Lev:33 Rar:2 Spd:110 Hp:14d8 AC:25 Exp:1550
A giant beetle with poisonous mandibles.
This natural creature moves a bit erratically. It is rarely detected by telepathy. It can bash down doors and fly. It takes quite a while to see intruders, which it may notice from 140 feet. It can bite to reduce strength with damage 4d4.

The Wyvern (L.Green 'd' : 'd')

=== Num:334 Lev:33 Rar:2 Spd:120 Hp:75d5 AC:32 Exp:7354
A fast-moving and deadly dragonian animal. Beware its poisonous sting!
This natural evil dragon moves normally. It is always created sluggish. It can open doors, push past weaker monsters, bash down doors, and fly. It resists poison. It takes a while to see intruders, which it may notice from 200 feet. It will carry up to 3 objects or treasures. It can bite to attack with damage 2d6, bite to attack with damage 2d6, bite to attack with damage 2d6, and sting to poison with damage 1d6.

The Killer stag beetle (Slate 'K' : 'K')

=== Num:366 Lev:33 Rar:1 Spd:110 Hp:14d8 AC:27 Exp:2137
It is a giant beetle with vicious claws.
This natural creature moves a bit erratically. It is rarely detected by telepathy. It can bash down doors and fly. It takes quite a while to see intruders, which it may notice from 120 feet. It can claw to attack with damage 1d12, and claw to attack with damage 1d12.

The Red dragon bat (Red 'b' : 'b')

=== Num:377 Lev:33 Rar:1 Spd:130 Hp:2d9 AC:14 Exp:5699
It is a sharp-tailed bat, wreathed in fire.
This natural creature moves somewhat erratically. It is always created sluggish. It may breathe fire; 1 time in 4. It can bash down doors and fly. It resists fire. It tends to overlook intruders, which it may notice from 120 feet. It can bite to burn with damage 1d3.

The Ice skeleton (White 's' : 's')

=== Num:379 Lev:33 Rar:1 Spd:110 Hp:14d9 AC:17 Exp:2095
It is a skeleton covered in frost.
This evil undead creature moves normally. It is cold blooded. It can open doors and bash down doors. It resists cold and poison. It cannot be confused, slept, or frightened. It tends to overlook intruders, which it may notice from 200 feet. It will carry one or two objects or treasures. It can claw to freeze with damage 2d3, and claw to freeze with damage 2d3.

The Sasquatch (L.Slate 'Y' : 'Y')

=== Num:343 Lev:34 Rar:3 Spd:120 Hp:14d19 AC:20 Exp:4490
A tall shaggy, furry humanoid, it could call the yeti brother.
This natural creature moves normally. It can open doors and bash down doors. It resists cold. It is fairly observant of intruders, which it may notice from 150 feet. It can claw to attack with damage 1d10, claw to attack with damage 1d10, and bite to attack with damage 2d8.

The Tyrannosaurus (Green 'R' : 'R')

=== Num:389 Lev:34 Rar:2 Spd:120 Hp:150d3 AC:35 Exp:8095
A horror from prehistory, reawakened by chaos.
This natural creature moves normally. It is always created sluggish. It can open doors, push past weaker monsters, and bash down doors. It takes a while to see intruders, which it may notice from 200 feet. It can claw to attack with damage 1d6, claw to attack with damage 1d6, bite to attack with damage 3d6, and bite to attack with damage 3d6.

The Black (Black 'j' : 'j')

=== Num:402 Lev:34 Rar:3 Spd:111 Hp:11d14 AC:32 Exp:1338
The eldritch blood of Yibb-Tstll is know only as "the Black": it is an amorphous substance, who will suck your life and deliver it to Yibb-Tstll.
This evil creature moves a bit erratically. It is cold blooded. It is not detected by telepathy. It usually appears in groups. It resists acid, cold, and poison. It resists nether. It takes quite a while to see intruders, which it may notice from 120 feet. It can engulf to drain life force with damage 2d6, and engulf to drain life force with damage 2d6.

The Kouko (L.Green 'W' : 'W')

=== Num:381 Lev:34 Rar:1 Spd:110 Hp:8d8 AC:15 Exp:2051
It is a ghostly apparition with a humanoid form.
This evil undead creature moves a bit erratically. It is always created sluggish. It is cold blooded. It is magical, casting spells which terrify or drain mana; 1 time in 10. It can open doors, bash down doors, and fly. It is hurt by bright light. It resists cold and poison. It cannot be confused or slept. It 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 1d6, hit to attack with damage 1d6, and touch to lower experience (by 20d6+).

[U] Mime, the Nibelung (Umber 'h' : 'h')

=== Num:382 Lev:34 Rar:2 Spd:110 Hp:574 AC:40 Exp:11700
This tiny night dwarf is as greedy for gold as his brother, Alberich.
This evil creature moves normally. He is always created sluggish. He is magical, casting spells which haste-self, heal-self, or produce fire bolts; 1 time in 8. He can open doors and bash down doors. He resists fire and cold. He resists disenchantment. He cannot be confused, slept, or teleported. He is fairly observant of intruders, which he may notice from 200 feet. He will carry one or two good objects. He can hit to attack with damage 3d6, hit to attack with damage 3d6, hit to disenchant, and touch to steal gold.

The Xiclotlan (L.Dark '#' : '#')

=== Num:396 Lev:34 Rar:2 Spd:110 Hp:475 AC:30 Exp:2245
"...a metallically grey tree... about sixteen feet high with very thick cylindrical branches... cylinders further divided into six flat circular extensions... and from the top of what I had taken for a trunk rose a featureless oval... an orifice gaping at the top."
This creature moves a bit erratically. It is not detected by telepathy. It can bash down doors. It resists poison and lightning. It is fairly observant of intruders, which it may notice from 150 feet. It can crush to attack with damage 6d4, crush to attack with damage 6d4, and bite to attack with damage 3d2.

The Great white shark (White 'l' : 'l')

=== Num:386 Lev:34 Rar:2 Spd:120 Hp:75d6 AC:35 Exp:6584
A very large carnivorous fish.
This natural aquatic creature moves normally. It is always created sluggish. It takes a while to see intruders, which it may notice from 200 feet. It can bite to attack with damage 3d6, bite to attack with damage 3d6, bite to attack with damage 3d6, and bite to attack with damage 3d6.

The 4-headed hydra (L.Umber 'M' : 'M')

=== Num:387 Lev:34 Rar:2 Spd:120 Hp:75d6 AC:35 Exp:8095
A strange reptilian hybrid with four heads, guarding its hoard.
This natural creature moves normally. It is always created sluggish. It is magical, casting spells which terrify; 1 time in 7. It can open doors, push past weaker monsters, and bash down doors. It takes a while to see intruders, which it may notice from 200 feet. It will carry up to 6 objects or treasures. It can bite to attack with damage 2d6, bite to attack with damage 2d6, bite to attack with damage 2d6, and bite to attack with damage 2d6.

The Mummified human (L.Umber 'z' : 'z')

=== Num:390 Lev:34 Rar:1 Spd:110 Hp:18d8 AC:17 Exp:1986
It is a human form encased in mouldy wrappings.
This evil undead creature moves normally. It is cold blooded. It is not detected by telepathy. It can open doors and bash down doors. It resists cold and poison. It cannot be confused, slept, or frightened. It tends to overlook intruders, which it may notice from 200 feet. It will carry one or two objects or treasures. It can hit to attack with damage 2d4, and hit to attack with damage 2d4.

The Arch-vile (L.Slate 'u' : 'u')

=== Num:357 Lev:35 Rar:1 Spd:120 Hp:88 AC:15 Exp:8178
A pale, corpse-like lesser demon, who moves very fast and spawns evil everywhere.
This evil demon moves somewhat erratically. It is always created sluggish. It is cold blooded. It is magical, casting spells which produce fire balls or raise the dead; 1 time in 4. It can open doors and bash down doors. It resists fire. It resists nether. It cannot be stunned, confused, or slept. It is ever vigilant for intruders, which it may notice from 1000 feet. It can claw to attack with damage 3d9, and claw to attack with damage 3d9.

The Globefish (White 'l' : 'l')

=== Num:360 Lev:35 Rar:1 Spd:110 Hp:140 AC:15 Exp:4178
This cute fish is among the most poisonous creatures there are.
This aquatic creature moves normally. It is not detected by telepathy. It may breathe poison powerfully; 1 time in 7. It can bash down doors. It resists poison. It cannot be stunned. It takes quite a while to see intruders, which it may notice from 200 feet. It can bite to poison with damage 5d5, and bite to poison with damage 5d5.

The Iron golem (L.Slate 'g' : 'g')

=== Num:367 Lev:35 Rar:2 Spd:110 Hp:56d12 AC:40 Exp:3556
It is a massive metal statue that moves steadily towards you.
This creature moves normally. It is always created sluggish. It is cold blooded. It is not detected by telepathy. It is magical, casting spells which slow; 1 time in 7. It can bash down doors. It resists cold, poison, and lightning. It cannot be confused, slept, or frightened. It is fairly observant of intruders, which it may notice from 120 feet. It can hit to attack with damage 1d12.

The Auto-roller (Slate 'g' : 'g')

=== Num:368 Lev:35 Rar:2 Spd:120 Hp:55d12 AC:40 Exp:4956
It looks like a huge spiked roller, moving on its own towards you.
This silly creature moves normally. It is always created sluggish. It is cold blooded. It is not detected by telepathy. It can bash down doors. It resists cold, poison, and lightning. It resists teleportation. It cannot be confused, slept, or frightened. It takes a while to see intruders, which it may notice from 100 feet. It can crush to attack with damage 1d8, crush to attack with damage 1d8, crush to attack with damage 1d8, and crush to attack with damage 1d8.

[U] Ulwarth, Son of Ulfang (L.Umber 'p' : 'p')

=== Num:413 Lev:35 Rar:4 Spd:110 Hp:595 AC:20 Exp:6933
A short and swarthy Easterling.
This evil creature moves normally. He can open doors, bash down doors, and pick up objects. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry one or two good objects. He can hit to attack with damage 4d6, hit to attack with damage 4d6, and hit to attack with damage 4d6.

The Deep puddle (Blue '~' : '~')

=== Num:874 Lev:35 Rar:6 Spd:125 Hp:17d6 AC:40 Exp:3533
It is a large, rippling watery pool.
This creature moves normally, but does not deign to chase intruders. It is cold blooded. It is not detected by telepathy. It can swim. It resists acid, poison, and lightning. It cannot be confused, slept, or frightened. It is ever vigilant for intruders, which it may notice from 150 feet. It can touch to shoot acid with damage 4d3, and touch to shoot acid with damage 3d3.

The Disenchanter beast (White 'q' : 'q')

=== Num:399 Lev:35 Rar:2 Spd:110 Hp:23d30 AC:30 Exp:1733
It looks like an anteater, and there is a static feeling crackling around its long trunk.
This creature moves normally. It is rarely detected by telepathy. It is magical, casting spells which drain mana; 1 time in 6. It resists acid and poison. It resists disenchantment. It cannot be confused. It takes a while to see intruders, which it may notice from 120 feet. It can touch to disenchant with damage 1d10, touch to disenchant with damage 1d10, touch to disenchant with damage 1d10, and touch to disenchant with damage 1d10.

The Banshee (L.Slate 'G' : 'G')

=== Num:394 Lev:35 Rar:2 Spd:120 Hp:4d9 AC:12 Exp:1756
It is a ghostly woman's form that wails mournfully.
This evil undead creature moves somewhat erratically. She is invisible. She is cold blooded. She is magical, casting spells which teleport-self or drain mana; 1 time in 15. She can pass through walls, fly, and pick up objects. She resists cold and poison. She cannot be confused or slept. She is fairly observant of intruders, which she may notice from 200 feet. She will carry one or two objects or treasures. She can wail to terrify, and touch to lower experience (by 20d6+).

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

=== Num:395 Lev:36 Rar:2 Spd:110 Hp:14d12 AC:20 Exp:2240
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 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 Lesser hell-beast (Slate 'U' : 'U')

=== Num:388 Lev:36 Rar:4 Spd:115 Hp:1125 AC:50 Exp:6880
This creature just might crush you.
This 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 and poison. It resists disenchantment, nexus, nether, water, and plasma. It tends to overlook intruders, which it may notice from 100 feet. It can gaze to terrify with damage 1d4, gaze to terrify with damage 1d4, and crush to attack with damage 44.

The Dark elven druid (L.Green 'h' : 'h')

=== Num:400 Lev:36 Rar:3 Spd:120 Hp:14d20 AC:25 Exp:6217
A powerful dark elf, with mighty nature-controlling enchantments.
This evil creature moves normally. He is always created sluggish. He is magical, casting spells which produce magic missiles, summon spiders, heal-self, create darkness, confuse, or summon a monster; 1 time in 6. He can open doors and bash down doors. He is hurt by bright light. He resists poison. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 150 feet. He will carry one or two objects or treasures. He can hit to attack with damage 1d7, hit to attack with damage 1d7, and hit to attack with damage 3d8.

The Cave ogre (Umber 'O' : 'O')

=== Num:415 Lev:36 Rar:1 Spd:110 Hp:31d6 AC:17 Exp:3611
A giant orc-like figure with an awesomely muscled frame.
This evil giant moves normally. It usually appears in groups. It can open doors and bash down doors. It takes quite a while to see intruders, which it may notice from 200 feet. It will carry a object or treasure. It can hit to attack with damage 3d8, and hit to attack with damage 3d8.

The Wereworm (Umber 'w' : 'w')

=== Num:404 Lev:37 Rar:3 Spd:110 Hp:70d11 AC:35 Exp:4111
A huge wormlike shape dripping acid, twisted by evil sorcery into a foul monster that breeds on death.
This natural evil creature moves normally. It can swim and bash down doors. It resists acid. It takes a while to see intruders, which it may notice from 150 feet. It can gaze to lower experience (by 20d6+), crawl on you to shoot acid with damage 2d4, bite to attack with damage 1d10, and bite to poison with damage 1d6.

The Gnoph-Keh (Slate 'q' : 'q')

=== Num:407 Lev:37 Rar:2 Spd:110 Hp:15d15 AC:25 Exp:6249
A creature with a sharp horn: "the hairy myth-thing of the Greenland ice, that walked sometimes on two legs, sometimes on four, and sometimes on six."
This natural evil creature moves a bit erratically. It is surrounded by ice. It may breathe frost, and is also magical, casting spells which produce frost bolts, produce ice bolts, or produce frost balls; 1 time in 8. It can open doors and bash down doors. It resists cold. It takes a while to see intruders, which it may notice from 120 feet. It will carry one or two objects or treasures. It can claw to freeze with damage 2d4, claw to freeze with damage 2d4, and butt to attack with damage 2d9.

The Phantom beast (L.Blue 'G' : 'G')

=== Num:385 Lev:37 Rar:1 Spd:110 Hp:96 AC:20 Exp:2349
A creature that is half real, half illusion.
This creature moves normally. It is cold blooded. It is not detected by telepathy. It can pass through walls and fly. It resists teleportation. It cannot be slept or frightened. It takes quite a while to see intruders, which it may notice from 200 feet. It can hit to attack with damage 40d2, and hit to attack with damage 40d2.

The Giant grey ant (Slate 'a' : 'a')

=== Num:408 Lev:37 Rar:1 Spd:110 Hp:20d5 AC:20 Exp:2208
It is an ant encased in shaggy grey fur.
This natural creature moves a bit erratically. It is rarely detected by telepathy. 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.

[U] Alberich the Nibelung King (L.Dark 'h' : 'h')

=== Num:419 Lev:37 Rar:4 Spd:120 Hp:616 AC:40 Exp:22364
Made invisible with his magic cap, the greedy dwarf plots for world domination through his riches.
This evil creature moves normally. He is always created sluggish. He is invisible. He is magical, casting spells which terrify, heal-self, teleport-self, produce acid balls, produce acid bolts, or summon a monster; 1 time in 6. He can open doors and bash down doors. He resists fire, cold, and poison. He resists disenchantment. He cannot be confused, slept, or teleported. 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 disenchant with damage 3d12, hit to disenchant with damage 3d12, touch to steal gold, and touch to steal gold.

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

=== Num:397 Lev:37 Rar:5 Spd:110 Hp:60d20 AC:40 Exp:7917
A figure carved from stone, with three vulture faces. Their eyes glow a malevolent light...
This evil creature moves normally, but does not deign to chase intruders. It is cold blooded. It is not detected by telepathy. It is magical, casting spells which paralyze, summon monsters, confuse, drain mana, cause mind blasting, or summon a monster; 1 time in 6. It can bash down doors. It is hurt by bright light and rock remover. It resists fire, cold, and poison. It resists teleportation. It cannot be confused, slept, or frightened. It is fairly observant of intruders, which it may notice from 420 feet. It can gaze to terrify, gaze to paralyze, and gaze to reduce strength.

The Agent of Benedict (L.Slate 'p' : 'p')

=== Num:414 Lev:37 Rar:3 Spd:110 Hp:14d8 AC:27 Exp:1644
A faithful servitor and a skilled warrior.
This creature moves normally. He usually appears in groups. He is magical, casting spells which teleport-self, blind, or confuse; 1 time in 8. He can open doors and bash down doors. He takes a while to see intruders, which he may notice from 140 feet. He can hit to attack with damage 1d8, and hit to attack with damage 1d8.

The Spirit naga (L.Blue 'n' : 'n')

=== Num:436 Lev:37 Rar:2 Spd:110 Hp:21d15 AC:37 Exp:5309
A wraithly snake-like form with the torso of a beautiful woman, it is the most powerful of its kind.
This evil creature moves normally. She is always created sluggish. She is invisible. She is magical, casting spells which heal-self, create darkness, blind, or cause mind blasting; 1 time in 4. She can open doors, bash down doors, and fly. She cannot be confused or slept. She pays very little attention to intruders, which she may notice from 200 feet. She will carry up to 4 objects or treasures. She can crush to attack with damage 2d8, crush to attack with damage 2d8, bite to attack with damage 1d8, and bite to attack with damage 1d8.

The Vampire bat (L.Dark 'b' : 'b')

=== Num:391 Lev:38 Rar:2 Spd:120 Hp:9d7 AC:20 Exp:4632
An undead bat that flies at your neck hungrily.
This natural evil undead creature moves somewhat erratically. It regenerates quickly. It is cold blooded. It can fly. It resists cold and poison. It cannot be confused, slept, or frightened. It tends to overlook intruders, which it may notice from 120 feet. It can bite to lower experience (by 40d6+) with damage 1d4, and bite to lower experience (by 40d6+) with damage 1d4.

The Corpser (Green ',' : ',')

=== Num:437 Lev:38 Rar:2 Spd:112 Hp:23d15 AC:37 Exp:5622
A creature who lives underground and eats surface dwellers whom it catches with its poisonous tentacle, which is the only part of the creature that is ever seen. Perhaps it is better not to see the part which remains underground...
This evil creature moves normally. It is invisible. It can open doors and bash down doors. It cannot be confused or slept. It pays very little attention to intruders, which it may notice from 200 feet. It can crush to attack with damage 2d8, crush to attack with damage 2d8, crush to attack with damage 2d8, and crush to attack with damage 2d8.

[U] Angamaite of Umbar (Umber 'p' : 'p')

=== Num:380 Lev:38 Rar:2 Spd:110 Hp:560 AC:40 Exp:15128
A Black Numenorean who hates the men of the west.
This evil creature moves normally. He is always created sluggish. He is magical, casting spells which cause amnesia or slow; 1 time in 4. He can open doors and bash down doors. He resists fire and lightning. He cannot be confused or slept. He takes a while to see intruders, which he may notice from 250 feet. He will carry up to 4 good objects. He can hit to attack with damage 4d6, hit to attack with damage 4d6, hit to attack with damage 4d6, and hit to attack with damage 4d6.

[U] Hagen, son of Alberich (Orange 'h' : 'h')

=== Num:383 Lev:38 Rar:2 Spd:110 Hp:574 AC:40 Exp:26226
Alberich's son, born of a mortal woman won with gold.
This evil creature moves normally. He is always created sluggish. He is magical, casting spells which haste-self, heal-self, or produce fire bolts; 1 time in 8. He can open doors and bash down doors. He resists fire and cold. He cannot be confused, slept, or teleported. He is fairly observant of intruders, which he may notice from 200 feet. He will carry one or two good objects, in addition to chosen objects. He can hit to attack with damage 3d7, hit to attack with damage 3d7, hit to attack with damage 3d7, and hit to disenchant.

The Headless (Umber 'H' : 'H')

=== Num:427 Lev:38 Rar:1 Spd:110 Hp:19d17 AC:25 Exp:2437
Headless humanoid abominations created by a magical mutation.
This evil creature moves normally. It usually appears in groups. It is magical, casting spells which terrify; 1 time in 6. It can open doors and bash down doors. It takes quite a while to see intruders, which it may notice from 200 feet. It will carry a object or treasure. It can hit to attack with damage 1d8, and hit to attack with damage 1d8.

The Giant red tick (Red 'S' : 'S')

=== Num:411 Lev:38 Rar:1 Spd:110 Hp:18d5 AC:27 Exp:3643
It is smoking and burning with great heat.
This natural creature moves a bit erratically. It is rarely detected by telepathy. It can bash down doors and fly. It resists fire. It takes a while to see intruders, which it may notice from 140 feet. It can bite to burn with damage 3d6.

The Ghoul (L.Umber 'z' : 'z')

=== Num:418 Lev:38 Rar:1 Spd:110 Hp:11d9 AC:15 Exp:3233
Flesh is falling off in chunks from this decaying abomination.
This evil undead creature moves normally. It is cold blooded. It usually appears in groups. It is magical, casting spells which terrify or paralyze; 1 time in 9. It can swim, open doors, and bash down doors. It is hurt by bright light. It resists cold and poison. It cannot be confused or slept. 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 disease with damage 1d4, claw to disease with damage 1d4, and bite to paralyze with damage 1d5.

The Boadile (Green 'S' : 'S')

=== Num:869 Lev:38 Rar:40 Spd:120 Hp:210 AC:15 Exp:6152
"...Head something like a croc's, only bigger. Around forty feet long. Able to roll itself into a big beachball with teeth. Fast on land or in water - and a hell of a lot of little legs on each side."
This natural creature moves normally. It is cold blooded. It can swim and bash down doors. It resists water. It takes quite a while to see intruders, which it may notice from 200 feet. It can bite to attack with damage 2d5, crush to attack with damage 2d8, and crush to attack with damage 2d8.

[U] Sangahyando of Umbar (Orange 'p' : 'p')

=== Num:392 Lev:38 Rar:2 Spd:110 Hp:560 AC:40 Exp:15128
A Black Numenorean with a blacker heart.
This evil creature moves normally. He is always created sluggish. He is magical, casting spells which cause amnesia or slow; 1 time in 4. He can open doors and bash down doors. He resists fire and lightning. He cannot be confused or slept. He takes a while to see intruders, which he may notice from 250 feet. He will carry one or two good objects. He can hit to attack with damage 4d6, hit to attack with damage 4d6, hit to attack with damage 4d6, and hit to attack with damage 4d6.

The Mind flayer (Violet 'h' : 'h')

=== Num:450 Lev:39 Rar:1 Spd:110 Hp:105 AC:25 Exp:8023
A humanoid form with a gruesome head, tentacular mouth, and piercing eyes. Claws reach out for you and you feel a presence invade your mind.
This evil creature moves normally. It is always created sluggish. It is magical, casting spells which terrify, paralyze, cause amnesia, cause brain smashing, blind, or cause mind blasting; 1 time in 8. It can open doors and bash down doors. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It will carry one or two objects or treasures. It can gaze to reduce intelligence with damage 2d6, and gaze to reduce intelligence with damage 2d6.

The Stairway to hell (L.Slate '>' : '>')

=== Num:439 Lev:39 Rar:5 Spd:120 Hp:88 AC:20 Exp:3665
Often found in graveyards.
This evil undead creature moves normally, but does not deign to chase intruders. It is cold blooded. It is not detected by telepathy. It is magical, casting spells which summon a demon; 1 time in 15. It resists fire and poison. It cannot be confused, slept, or frightened. It takes a while to see intruders, which it may notice from 900 feet. It can wail to disenchant, wail to lower experience (by 20d6+), wail to steal gold, and wail to steal items.

The Roper (L.Dark '#' : '#')

=== Num:426 Lev:39 Rar:5 Spd:115 Hp:630 AC:30 Exp:6611
This creature look like a pillar of rock. However, a closer inspection reveals a glaring eye and powerful tentacles, which crush its prey and feed it to the creature's hungry mouth.
This evil creature moves normally, but does not deign to chase intruders. It is always created sluggish. It is magical, casting spells which produce fire balls, produce poison balls, paralyze, haste-self, create traps, produce lightning balls, or confuse; 1 time in 5. It resists fire and poison. It cannot be confused, slept, or frightened. It prefers to ignore intruders, which it may notice from 300 feet. It will carry up to 4 objects or treasures. It can crush to paralyze with damage 3d5, crush to paralyze with damage 3d5, crush to paralyze with damage 3d5, and crush to paralyze with damage 3d5.

The Displacer beast (Blue 'f' : 'f')

=== Num:412 Lev:39 Rar:2 Spd:110 Hp:25d7 AC:50 Exp:8072
It is a huge black panther, clubbed tentacles sprouting from its shoulders.
This natural creature moves normally. It is invisible. It can bash down doors. It takes a while to see intruders, which it may notice from 350 feet. It can bite to attack with damage 2d8, hit to attack with damage 1d10, hit to attack with damage 1d10, and hit to attack with damage 1d10.

[U] It (L.Slate '.' : '.')

=== Num:393 Lev:39 Rar:3 Spd:110 Hp:638 AC:40 Exp:9211
What is It?
This evil creature moves normally. It reflects bolt spells. It is invisible. It is cold blooded. It is not detected by telepathy. It is magical, casting spells intelligently which terrify, summon hydras, heal-self, create traps, teleport away, blink-self, cause amnesia, create darkness, summon an undead, blind, confuse, teleport to, drain mana, or summon a monster; 1 time in 4. It can fly. It resists fire and lightning. It cannot be confused, slept, or teleported. It takes a while to see intruders, which it may notice from 250 feet. It will carry up to 4 exceptional objects. It can gaze to blind with damage 8d8, touch to terrify, gaze to lower experience (by 40d6+), and touch to steal items.
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