Monster Spoilers for Angband Version 2.7.9 ------------------------------------------ The Filthy street urchin (L.Dark 't') === Num:1 Lev:0 Rar:2 Spd:+0 Hp:1d4 Ac:1 Exp:0 He looks squalid and thoroughly revolting. This 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 Scrawny cat (L.Umber 'f') === Num:2 Lev:0 Rar:3 Spd:+0 Hp:1d2 Ac:1 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 Scruffy little dog (L.Umber 'C') === Num:3 Lev:0 Rar:3 Spd:+0 Hp:1d3 Ac:1 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') === Num:4 Lev:0 Rar:4 Spd:+0 Hp:350 Ac:10 Exp:0 He's lost his dogs. He's had his mushrooms stolen. He's not a happy hobbit! This 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 good objects. He can moan, and moan. The Blubbering idiot (L.Slate 't') === Num:5 Lev:0 Rar:1 Spd:+0 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 Boil-covered wretch (Green 't') === Num:6 Lev:0 Rar:1 Spd:+0 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 Village idiot (L.Green 't') === Num:7 Lev:0 Rar:1 Spd:+10 Hp:4d4 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') === Num:8 Lev:0 Rar:1 Spd:+0 Hp:1d4 Ac:1 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. The Mangy looking leper (Umber 't') === Num:9 Lev:0 Rar:1 Spd:+0 Hp:1 Ac:1 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. The Squint eyed rogue (Blue 't') === Num:10 Lev:0 Rar:1 Spd:+0 Hp:2d8 Ac:8 Exp:0 A hardy, street-wise crook that knows an easy catch when it sees one. 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 an object or treasure. He can hit to attack with damage 1d6, and touch to steal items. The Singing, happy drunk (Yellow 't') === Num:11 Lev:0 Rar:1 Spd:+0 Hp:2d3 Ac:1 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 treasure. He can beg. The Aimless looking merchant (Orange 't') === Num:12 Lev:0 Rar:1 Spd:+0 Hp:3d3 Ac:1 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 treasure. He can hit to attack with damage 1d3. The Mean looking mercenary (Red 't') === Num:13 Lev:0 Rar:1 Spd:+0 Hp:5d8 Ac:20 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 twon objects or treasures. He can hit to attack with damage 1d10. The Battle scarred veteran (L.Blue 't') === Num:14 Lev:0 Rar:1 Spd:+0 Hp:7d8 Ac:30 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 twon objects or treasures. He can hit to attack with damage 2d6. The Grey mold (Slate 'm') === Num:15 Lev:1 Rar:1 Spd:+0 Hp:1d2 Ac:1 Exp:3 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 frightened, confused or slept. 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 Grey mushroom patch (Slate ',') === Num:16 Lev:1 Rar:1 Spd:+0 Hp:1d2 Ac:1 Exp:1 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 frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 20 feet. It can release spores to confuse with damage 1d4. The Giant yellow centipede (Yellow 'c') === Num:17 Lev:1 Rar:1 Spd:+0 Hp:2d6 Ac:12 Exp:2 It is about four feet long and carnivorous. This natural creature moves normally. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 80 feet. It can bite to attack with damage 1d3, and sting to attack with damage 1d3. The Giant white centipede (White 'c') === Num:18 Lev:1 Rar:1 Spd:+0 Hp:3d5 Ac:10 Exp:2 It is about four feet long and carnivorous. This natural creature moves somewhat erratically. It can bash down doors. It is rarely detected by telepathy. 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 White icky thing (White 'i') === Num:19 Lev:1 Rar:1 Spd:+0 Hp:3d5 Ac:7 Exp:2 It is a smallish, slimy, icky creature. This creature moves extremely erratically. It is not detected by telepathy. It is fairly observant of intruders, which it may notice from 120 feet. It can touch to attack with damage 1d2. The Clear icky thing (White 'i') === Num:20 Lev:1 Rar:1 Spd:+0 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 is fairly observant of intruders, which it may notice from 120 feet. It can touch to attack with damage 1d2. The Giant white mouse (White 'r') === Num:21 Lev:1 Rar:1 Spd:+0 Hp:1d3 Ac:4 Exp:1 It is about three feet long with large teeth. This natural creature moves somewhat erratically. It breeds explosively. It takes a while to see intruders, which it may notice from 80 feet. It can bite to attack with damage 1d2. The Large brown snake (Umber 'J') === Num:22 Lev:1 Rar:1 Spd:-10 Hp:4d6 Ac:35 Exp:3 It is about eight feet long. This natural creature moves a bit 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 1d3, and crush to attack with damage 1d4. The Large white snake (White 'J') === Num:23 Lev:1 Rar:1 Spd:-10 Hp:3d6 Ac:30 Exp:2 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 Small kobold (Yellow 'k') === Num:24 Lev:1 Rar:1 Spd:+0 Hp:2d7 Ac:16 Exp:5 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 an object or treasure. It can hit to attack with damage 1d5. The Kobold (L.Green 'k') === Num:25 Lev:1 Rar:1 Spd:+0 Hp:3d7 Ac:16 Exp:5 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 an object or treasure. It can hit to attack with damage 1d6. The White worm mass (White 'w') === Num:26 Lev:1 Rar:1 Spd:-10 Hp:4d4 Ac:1 Exp:2 It is a large slimy mass of worms. This natural creature moves extremely erratically. It is rarely detected by telepathy. It breeds explosively. 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 (Orange 'e') === Num:27 Lev:1 Rar:1 Spd:+0 Hp:3d6 Ac:6 Exp:1 A disembodied eye, floating a few feet above the ground. This creature moves normally, but does not deign to chase intruders. 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') === Num:28 Lev:1 Rar:1 Spd:+0 Hp:3d4 Ac:4 Exp:2 It is a small lizard with a hardened hide. This natural creature moves normally. It takes a while to see intruders, which it may notice from 200 feet. It can bite to attack with damage 1. The Jackal (L.Umber 'C') === Num:29 Lev:1 Rar:1 Spd:+0 Hp:1d4 Ac:3 Exp:1 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 Soldier ant (L.Slate 'a') === Num:30 Lev:1 Rar:1 Spd:+0 Hp:2d5 Ac:3 Exp:3 A large ant with powerful mandibles. This natural creature moves normally. It can bash down doors. It is rarely detected by telepathy. It is fairly observant of intruders, which it may notice from 100 feet. It can bite to attack with damage 1d2. The Fruit bat (Orange 'b') === Num:31 Lev:1 Rar:1 Spd:+10 Hp:1d6 Ac:3 Exp:1 A fast-moving pest. This natural creature moves normally. It is fairly observant of intruders, which it may notice from 200 feet. It can bite to attack with damage 1. The Shrieker mushroom patch (L.Red ',') === Num:32 Lev:2 Rar:1 Spd:+0 Hp:1 Ac:1 Exp:1 Yum! These look quite tasty. This creature moves normally, but does not deign to chase intruders. It may shriek for help. It is not detected by telepathy. It resists poison. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 40 feet. It has no physical attacks. The Blubbering icky thing (L.Slate 'i') === Num:33 Lev:2 Rar:1 Spd:+0 Hp:5d6 Ac:4 Exp:8 It is a smallish, slimy, icky, hungry creature. This creature moves somewhat erratically. It can destroy weaker monsters and pick up objects. It is not detected by telepathy. It resists poison. It is fairly observant of intruders, which it may notice from 140 feet. It will carry one or twon objects or treasures. It can crawl on you to poison with damage 1d4, and crawl on you to eat your food. The Metallic green centipede (Green 'c') === Num:34 Lev:2 Rar:1 Spd:+10 Hp:4d4 Ac:4 Exp:3 It is about four feet long and carnivorous. This natural creature moves somewhat erratically. It can bash down doors. It is rarely detected by telepathy. It is fairly observant of intruders, which it may notice from 50 feet. It can crawl on you to attack with damage 1. The Novice warrior (Umber 'p') === Num:35 Lev:2 Rar:1 Spd:+0 Hp:9d4 Ac:16 Exp:6 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 an object or treasure. He can hit to attack with damage 1d7, and hit to attack with damage 1d6. The Novice rogue (Blue 'p') === Num:36 Lev:2 Rar:1 Spd:+0 Hp:8d4 Ac:12 Exp:6 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 an object or treasure. He can hit to attack with damage 1d6, and touch to steal gold. The Novice priest (Green 'p') === Num:37 Lev:2 Rar:1 Spd:+0 Hp:7d4 Ac:10 Exp:7 He is tripping over his priestly robes. This creature moves normally. He is magical, casting spells which cause light wounds, terrify or heal-self; 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 an object or treasure. He can hit to attack with damage 1d5. The Novice mage (Red 'p') === Num:38 Lev:2 Rar:1 Spd:+0 Hp:6d4 Ac:6 Exp:7 He is leaving behind a trail of dropped spell components. This creature moves normally. He is magical, casting spells which produce magic missiles, blind, confuse or blink-self; 1 time in 12. He can open doors and bash down doors. He is observant of intruders, which he may notice from 200 feet. He will carry an object or treasure. He can hit to attack with damage 1d4. The Yellow mushroom patch (Yellow ',') === Num:39 Lev:2 Rar:1 Spd:+0 Hp:1 Ac:1 Exp:2 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 frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 20 feet. It can release spores to terrify with damage 1d6. The White jelly (White 'j') === Num:40 Lev:2 Rar:1 Spd:+10 Hp:8d8 Ac:1 Exp:10 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 frightened, confused or slept. It pays very little attention to intruders, which it may notice from 20 feet. It can touch to poison with damage 1d2. The Giant green frog (Green 'R') === Num:41 Lev:2 Rar:1 Spd:+0 Hp:2d8 Ac:8 Exp:6 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 Giant black ant (L.Dark 'a') === Num:42 Lev:2 Rar:1 Spd:+0 Hp:3d6 Ac:20 Exp:8 It is about three feet long. This natural creature moves a bit erratically. It can bash down doors. It is rarely detected by telepathy. It pays little attention to intruders, which it may notice from 80 feet. It can bite to attack with damage 1d4. The Salamander (Orange 'R') === Num:43 Lev:2 Rar:1 Spd:+0 Hp:4d6 Ac:20 Exp:10 A small black and orange lizard. This natural creature moves a bit erratically. 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 White harpy (White 'H') === Num:44 Lev:2 Rar:1 Spd:+0 Hp:2d5 Ac:17 Exp:5 A flying, screeching bird with a woman's face. This natural evil creature moves somewhat erratically. 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 Blue yeek (Blue 'y') === Num:45 Lev:2 Rar:1 Spd:+0 Hp:2d6 Ac:14 Exp:4 A small humanoid figure. This natural creature moves normally. It can open doors and bash down doors. It is fairly observant of intruders, which it may notice from 180 feet. It will carry an object or treasure. It can hit to attack with damage 1d5. [U] Grip, Farmer Maggot's dog (L.Umber 'C') === Num:46 Lev:2 Rar:1 Spd:+10 Hp:25 Ac:30 Exp:30 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 or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to attack with damage 1d4. [U] Fang, Farmer Maggot's dog (L.Umber 'C') === Num:47 Lev:2 Rar:1 Spd:+10 Hp:25 Ac:30 Exp:30 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 or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to attack with damage 1d4. The Green worm mass (Green 'w') === Num:48 Lev:2 Rar:1 Spd:-10 Hp:6d4 Ac:3 Exp:3 It is a large slimy mass of worms. This natural creature moves extremely erratically. It is rarely detected by telepathy. It breeds explosively. 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 Large yellow snake (Yellow 'J') === Num:49 Lev:2 Rar:1 Spd:-10 Hp:4d8 Ac:38 Exp:9 It is about ten feet long. This natural creature moves a bit erratically. It can 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 Cave spider (L.Dark 'S') === Num:50 Lev:2 Rar:1 Spd:+10 Hp:2d6 Ac:16 Exp:7 It is a black spider that moves in fits and starts. This natural creature moves normally. It usually appears in groups. It can bash down doors. It is rarely detected by telepathy. It pays little attention to intruders, which it may notice from 80 feet. It can bite to attack with damage 1d4. The Wild cat (L.Umber 'f') === Num:51 Lev:2 Rar:2 Spd:+10 Hp:3d5 Ac:12 Exp:8 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. [U] Smeagol (Blue 'h') === Num:52 Lev:3 Rar:2 Spd:+20 Hp:25 Ac:12 Exp:16 He's been sneaking, and he wants his 'precious.' This evil creature moves extremely erratically. He can open doors and bash down doors. He is invisible. He is observant of intruders, which he may notice from 200 feet. He will carry up to 3 treasures. He can hit to attack with damage 1d4, and touch to steal gold. The Green ooze (Green 'j') === Num:53 Lev:3 Rar:2 Spd:+10 Hp:3d4 Ac:16 Exp:4 It's green and it's oozing. This creature moves extremely erratically. It is not detected by telepathy. It resists acid and poison. It cannot be frightened, confused or slept. It pays little attention to intruders, which it may notice from 80 feet. It will carry one or twon objects or treasures. It can crawl on you to shoot acid with damage 1d3. The Poltergeist (L.Slate 'G') === Num:54 Lev:3 Rar:1 Spd:+20 Hp:2d5 Ac:15 Exp:8 It is a ghastly, ghostly form. This evil undead creature moves extremely erratically. It is magical, casting spells which blink-self; 1 time in 16. It can pass through walls and pick up objects. It is invisible. It is cold blooded. 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 Metallic blue centipede (Blue 'c') === Num:55 Lev:3 Rar:1 Spd:+10 Hp:4d5 Ac:6 Exp:7 It is about four feet long and carnivorous. This natural creature moves somewhat erratically. It can bash down doors. It is rarely detected by telepathy. 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 Giant white louse (White 'l') === Num:56 Lev:3 Rar:1 Spd:+10 Hp:1 Ac:5 Exp:1 It is six inches long. This natural creature moves extremely erratically. It is rarely detected by telepathy. It breeds explosively. It is fairly observant of intruders, which it may notice from 60 feet. It can bite to attack with damage 1. The Black naga (L.Dark 'n') === Num:57 Lev:3 Rar:1 Spd:+0 Hp:6d8 Ac:40 Exp:20 A large black serpent's body with a female torso. This evil creature moves a bit erratically. She can bash down doors. She pays very little attention to intruders, which she may notice from 160 feet. She will carry an object or treasure. She can crush to attack with damage 1d8. The Spotted mushroom patch (Orange ',') === Num:58 Lev:3 Rar:1 Spd:+0 Hp:1 Ac:1 Exp:3 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 frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 20 feet. It can release spores to poison with damage 2d4. The Silver jelly (L.Slate 'j') === Num:59 Lev:3 Rar:2 Spd:+10 Hp:10d8 Ac:1 Exp:12 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 magical, casting spells which drain mana; 1 time in 16. It is not detected by telepathy. It is hurt by bright light. It resists poison. It cannot be frightened, confused or slept. 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 Yellow jelly (Yellow 'j') === Num:60 Lev:3 Rar:1 Spd:+10 Hp:10d8 Ac:1 Exp:12 It's a large pile of yellow flesh. This creature moves normally, but does not deign to chase intruders. It is magical, casting spells which drain mana; 1 time in 16. It is not detected by telepathy. It is hurt by bright light. It resists poison. It cannot be frightened, confused or slept. It pays very little attention to intruders, which it may notice from 20 feet. It can touch to poison with damage 1d3. The Scruffy looking hobbit (Blue 'h') === Num:61 Lev:3 Rar:1 Spd:+0 Hp:3d5 Ac:8 Exp:4 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 an object or treasure. He can hit to attack with damage 1d4, and touch to steal gold. The Giant white ant (White 'a') === Num:62 Lev:3 Rar:1 Spd:+0 Hp:3d6 Ac:16 Exp:7 It is about two feet long and has sharp pincers. This natural creature moves normally. It can bash down doors. It is rarely detected by telepathy. It pays little attention to intruders, which it may notice from 80 feet. It can bite to attack with damage 1d4. The Yellow mold (Yellow 'm') === Num:63 Lev:3 Rar:1 Spd:+0 Hp:8d8 Ac:10 Exp:9 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 frightened, confused or slept. It pays very little attention to intruders, which it may notice from 20 feet. It can hit to attack with damage 1d4. The Metallic red centipede (Red 'c') === Num:64 Lev:3 Rar:1 Spd:+10 Hp:4d8 Ac:9 Exp:12 It is about four feet long and carnivorous. This natural creature moves a bit erratically. It can bash down doors. It is rarely detected by telepathy. 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 Yellow worm mass (Yellow 'w') === Num:65 Lev:3 Rar:2 Spd:-10 Hp:4d8 Ac:4 Exp:4 It is a large slimy mass of worms. This natural creature moves extremely erratically. It is rarely detected by telepathy. It breeds explosively. 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 Clear worm mass (White 'w') === Num:66 Lev:3 Rar:2 Spd:-10 Hp:4d4 Ac:1 Exp:4 It is a disgusting mass of poisonous worms. This natural creature moves extremely erratically. It is invisible. It is rarely detected by telepathy. It breeds explosively. 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 Radiation eye (L.Red 'e') === Num:67 Lev:3 Rar:1 Spd:+0 Hp:3d6 Ac:6 Exp:6 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 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 Cave lizard (Umber 'R') === Num:68 Lev:4 Rar:1 Spd:+0 Hp:3d6 Ac:16 Exp:8 It is an armoured lizard with a powerful bite. This natural creature moves normally. It pays little attention to intruders, which it may notice from 80 feet. It can bite to attack with damage 1d5. The Novice ranger (L.Slate 'p') === Num:69 Lev:4 Rar:1 Spd:+0 Hp:6d8 Ac:6 Exp:18 An agile hunter, ready and relaxed. This creature moves normally. He may fire arrows. 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 an object or treasure. He can hit to attack with damage 1d5, and hit to attack with damage 1d5. The Novice paladin (White 'p') === Num:70 Lev:4 Rar:1 Spd:+0 Hp:6d8 Ac:16 Exp:20 An adventurer both devoutly religious and skillful in combat. This creature moves normally. He is magical, casting spells which cause light wounds or terrify; 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 an object or treasure. He can hit to attack with damage 1d7, and hit to attack with damage 1d7. The Blue jelly (Blue 'j') === Num:71 Lev:4 Rar:1 Spd:+0 Hp:12d8 Ac:1 Exp:14 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 frightened, confused or slept. It pays very little attention to intruders, which it may notice from 20 feet. It can touch to freeze with damage 1d6. The Creeping copper coins (Umber '$') === Num:72 Lev:4 Rar:2 Spd:-10 Hp:7d8 Ac:24 Exp:9 It is a pile of coins. This natural creature moves normally. It can bash down doors. It is cold blooded. 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 treasures. It can hit to attack with damage 1d4, and touch to poison with damage 2d4. The Giant white rat (L.Slate 'r') === Num:73 Lev:4 Rar:1 Spd:+0 Hp:2d2 Ac:7 Exp:1 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 Blue worm mass (Blue 'w') === Num:74 Lev:4 Rar:1 Spd:-10 Hp:5d8 Ac:12 Exp:5 It is a large slimy mass of worms. This natural creature moves extremely erratically. It is cold blooded. It is rarely detected by telepathy. It breeds explosively. 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 Large grey snake (Slate 'J') === Num:75 Lev:4 Rar:1 Spd:-10 Hp:6d8 Ac:41 Exp:14 It is about ten feet long. This natural creature moves a bit erratically. It can 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. [U] Bullroarer the Hobbit (Blue 'h') === Num:76 Lev:5 Rar:3 Spd:+10 Hp:60 Ac:8 Exp:90 He is a sturdy hobbit who is renowned for his unusual strength and vigour. He can prove a troublesome opponent. This creature moves normally. He can open doors and bash down doors. He is fairly observant of intruders, which he may notice from 160 feet. He will carry up to 4 good objects. He can hit to attack with damage 1d6, touch to steal items, and touch to steal gold. The Novice mage (Red 'p') === Num:77 Lev:5 Rar:2 Spd:+0 Hp:6d4 Ac:6 Exp:7 He is leaving behind a trail of dropped spell components. This creature moves normally. He usually appears in groups. He is magical, casting spells which produce magic missiles, blind, confuse or blink-self; 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 an object or treasure. He can hit to attack with damage 1d4. The Green naga (Green 'n') === Num:78 Lev:5 Rar:1 Spd:+0 Hp:9d8 Ac:40 Exp:30 A large green serpent with a female's torso. Her green skin glistens with acid. This evil creature moves a bit erratically. She can 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 an object or treasure. She can crush to attack with damage 1d8, and spit to shoot acid with damage 2d6. The Blue ooze (Blue 'j') === Num:79 Lev:5 Rar:1 Spd:+0 Hp:3d4 Ac:16 Exp:7 It's blue and it's oozing. This creature moves extremely erratically. It is not detected by telepathy. It resists cold. It cannot be frightened, confused or slept. It pays little attention to intruders, which it may notice from 80 feet. It will carry an object or treasure. It can crawl on you to freeze with damage 1d4. The Green glutton ghost (Green 'G') === Num:80 Lev:5 Rar:1 Spd:+20 Hp:3d4 Ac:20 Exp:15 It is a very ugly green ghost with a voracious appetite. This evil undead creature moves extremely erratically. It can pass through walls. It is invisible. It is cold blooded. 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. The Green jelly (Green 'j') === Num:81 Lev:5 Rar:1 Spd:+10 Hp:22d8 Ac:1 Exp:18 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 frightened, confused or slept. It pays very little attention to intruders, which it may notice from 20 feet. It can touch to shoot acid with damage 1d2. The Large kobold (Blue 'k') === Num:82 Lev:5 Rar:1 Spd:+0 Hp:13d9 Ac:32 Exp:25 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 twon objects or treasures. It can hit to attack with damage 1d10. The Skeleton kobold (White 's') === Num:83 Lev:5 Rar:1 Spd:+0 Hp:5d8 Ac:26 Exp:12 It is a small animated kobold skeleton. This evil undead creature moves normally. It can open doors and bash down doors. It is cold blooded. It is not detected by telepathy. It resists cold and poison. It cannot be frightened, confused or slept. It takes quite a while to see intruders, which it may notice from 200 feet. It can hit to attack with damage 1d6. The Grey icky thing (Slate 'i') === Num:84 Lev:5 Rar:1 Spd:+0 Hp:4d8 Ac:12 Exp:10 It is a smallish, slimy, icky, nasty creature. This creature moves somewhat erratically. It is not detected by telepathy. It takes a while to see intruders, which it may notice from 140 feet. It can touch to attack with damage 1d5. The Disenchanter eye (Violet 'e') === Num:85 Lev:5 Rar:2 Spd:-10 Hp:7d8 Ac:10 Exp:20 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 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 disenchant. The Red worm mass (Red 'w') === Num:86 Lev:5 Rar:1 Spd:-10 Hp:5d8 Ac:12 Exp:6 It is a large slimy mass of worms. This natural creature moves extremely erratically. It can bash down doors. It is not detected by telepathy. It breeds explosively. 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. The Copperhead snake (Orange 'J') === Num:87 Lev:5 Rar:1 Spd:+0 Hp:4d6 Ac:20 Exp:15 It has a copper head and sharp venomous fangs. This natural creature moves somewhat erratically. It can 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. The Purple mushroom patch (Violet ',') === Num:88 Lev:6 Rar:2 Spd:+0 Hp:1 Ac:1 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 cannot be frightened, confused or slept. 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 Novice priest (Green 'p') === Num:89 Lev:6 Rar:2 Spd:+0 Hp:7d4 Ac:10 Exp:7 He is tripping over his priestly robes. This creature moves normally. He usually appears in groups. He is magical, casting spells which cause light wounds, terrify or heal-self; 1 time in 12. He can open doors and bash down doors. He is observant of intruders, which he may notice from 200 feet. He will carry an object or treasure. He can hit to attack with damage 1d5. The Novice warrior (Umber 'p') === Num:90 Lev:6 Rar:2 Spd:+0 Hp:9d4 Ac:16 Exp:6 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 an object or treasure. He can hit to attack with damage 1d7, and hit to attack with damage 1d6. The Novice rogue (Blue 'p') === Num:91 Lev:6 Rar:2 Spd:+0 Hp:8d4 Ac:12 Exp:6 A rather shifty individual. This evil creature moves normally. He usually appears in groups. 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 an object or treasure. He can hit to attack with damage 1d6, and touch to steal gold. The Brown mold (Umber 'm') === Num:92 Lev:6 Rar:1 Spd:+0 Hp:15d8 Ac:12 Exp:20 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 frightened, confused or slept. It pays very little attention to intruders, which it may notice from 20 feet. It can hit to confuse with damage 1d4. The Giant brown bat (Umber 'b') === Num:93 Lev:6 Rar:1 Spd:+20 Hp:3d8 Ac:15 Exp:10 It screeches as it attacks. This natural creature moves somewhat erratically. It takes quite a while to see intruders, which it may notice from 100 feet. It can bite to attack with damage 1d3. The Novice archer (L.Slate 'p') === Num:94 Lev:6 Rar:2 Spd:+10 Hp:6d8 Ac:10 Exp:20 A nasty little fellow with a bow and arrow. This creature moves normally. He may fire arrows. 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 treasures. He can hit to attack with damage 1d4, and hit to attack with damage 1d4. The Creeping silver coins (Slate '$') === Num:95 Lev:6 Rar:2 Spd:-10 Hp:12d8 Ac:30 Exp:18 It is a pile of coins, crawling forward on thousands of tiny legs. This natural creature moves normally. It can bash down doors. It is cold blooded. It resists poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 40 feet. It will carry up to 3 treasures. It can hit to attack with damage 1d6, and touch to poison with damage 2d6. The Snaga (L.Umber 'o') === Num:96 Lev:6 Rar:1 Spd:+0 Hp:8d8 Ac:32 Exp:15 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 an object or treasure. He can hit to attack with damage 1d8. The Rattlesnake (Red 'J') === Num:97 Lev:6 Rar:1 Spd:+0 Hp:6d7 Ac:24 Exp:20 It is recognized by the hard-scaled end of its body that is often rattled to frighten its prey. This natural creature moves somewhat erratically. It can 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 2d5. The Cave orc (L.Green 'o') === Num:98 Lev:7 Rar:1 Spd:+0 Hp:11d9 Ac:32 Exp:20 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 an object or treasure. He can hit to attack with damage 1d8. The Wood spider (L.Umber 'S') === Num:99 Lev:7 Rar:3 Spd:+10 Hp:3d6 Ac:16 Exp:15 It scuttles towards you. This natural creature moves normally. It usually appears in groups. It can bash down doors. It is rarely detected by telepathy. It resists poison. It pays little attention to intruders, which it may notice from 80 feet. It can bite to attack with damage 1d3, and sting to poison with damage 1d4. The Manes (Umber 'u') === Num:100 Lev:7 Rar:2 Spd:+0 Hp:8d8 Ac:32 Exp:16 It is a minor but aggressive demon. This evil demon moves normally. It usually appears in groups. It can open doors and bash down doors. It resists fire. It cannot be frightened. It takes quite a while to see intruders, which it may notice from 200 feet. It can hit to attack with damage 1d8. The Bloodshot eye (Red 'e') === Num:101 Lev:7 Rar:3 Spd:+0 Hp:5d8 Ac:6 Exp:15 A disembodied eye, bloodshot and nasty. This creature moves normally, but does not deign to chase intruders. It is magical, casting spells which drain mana; 1 time in 7. 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 blind with damage 2d6. The Pink naga (L.Red 'n') === Num:102 Lev:7 Rar:2 Spd:+0 Hp:11d8 Ac:40 Exp:40 A large pink snake with a woman's torso. This evil creature moves a bit erratically. She can bash down doors and pick up objects. She pays very little attention to intruders, which she may notice from 200 feet. She will carry an object or treasure. She can crush to attack with damage 1d10, and bite to reduce strength with damage 1d4. The Pink jelly (L.Red 'j') === Num:103 Lev:7 Rar:1 Spd:+0 Hp:26d8 Ac:1 Exp:26 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 frightened, confused or slept. It pays very little attention to intruders, which it may notice from 20 feet. It can touch to reduce strength with damage 1d5. The Giant pink frog (L.Red 'R') === Num:104 Lev:7 Rar:1 Spd:+0 Hp:5d8 Ac:16 Exp:16 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 Green icky thing (Green 'i') === Num:105 Lev:7 Rar:2 Spd:+0 Hp:5d8 Ac:12 Exp:18 It is a smallish, slimy, icky, acidic creature. This creature moves somewhat erratically. It is not detected by telepathy. 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 Zombified kobold (Slate 'z') === Num:106 Lev:7 Rar:1 Spd:+0 Hp:6d8 Ac:14 Exp:14 It is an animated kobold corpse. Flesh falls off in large chunks as it shambles forward. This evil undead creature moves normally. It can open doors and bash down doors. It is cold blooded. It is not detected by telepathy. It resists cold and poison. It cannot be frightened, confused or slept. It takes quite a while to see intruders, which it may notice from 200 feet. It can hit to attack with damage 1d2, and hit to attack with damage 1d2. The Lost soul (L.Blue 'G') === Num:107 Lev:7 Rar:2 Spd:+0 Hp:2d8 Ac:10 Exp:18 It is almost insubstantial. This evil undead creature moves somewhat erratically. It is magical, casting spells which drain mana or teleport-self; 1 time in 16. It can pass through walls and pick up objects. It is invisible. It is cold blooded. It resists cold. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 120 feet. It will carry up to 3 objects or treasures. It can hit to attack with damage 2d2, and touch to reduce wisdom. The Dark elf (L.Dark 'h') === Num:108 Lev:7 Rar:2 Spd:+0 Hp:7d10 Ac:16 Exp:25 An elven figure with jet black skin and white hair, his eyes are large and twisted with evil. This evil creature moves normally. He is magical, casting spells which confuse or create darkness; 1 time in 10. He can open doors and bash down doors. He is hurt by bright light. He takes a while to see intruders, which he may notice from 200 feet. He will carry one or twon objects or treasures. He can hit to attack with damage 1d6, and hit to attack with damage 1d6. The Night lizard (L.Dark 'R') === Num:109 Lev:7 Rar:2 Spd:+0 Hp:4d8 Ac:16 Exp:35 It is a black lizard with overlapping scales and a powerful jaw. This natural creature moves normally. It takes quite a while to see intruders, which it may notice from 200 feet. It can bite to attack with damage 1d6, and bite to attack with damage 1d6. [U] Mughash the Kobold Lord (Blue 'k') === Num:110 Lev:7 Rar:3 Spd:+0 Hp:150 Ac:20 Exp:100 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. [U] Wormtongue, Agent of Saruman (Blue 'p') === Num:111 Lev:8 Rar:1 Spd:+0 Hp:250 Ac:30 Exp:150 He's been spying for Saruman. He is a snivelling wretch with no morals and disgusting habits. This evil creature moves normally. He is magical, casting spells which produce poison balls, produce frost bolts, slow, heal-self or create traps; 1 time in 5. He can open doors, bash down doors and pick up objects. He takes a while to see intruders, which he may notice from 200 feet. He will carry one or twon exceptional objects. He can hit to attack with damage 1d5, hit to attack with damage 1d5, and touch to steal gold. [U] Lagduf, the Snaga (Orange 'o') === Num:112 Lev:8 Rar:2 Spd:+0 Hp:190 Ac:32 Exp:80 A captain of a regiment of weaker orcs, Lagduf keeps his troop in order with displays of excessive violence. This evil orc moves normally. He usually appears with an escort. He can open doors and bash down doors. 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 1d10, hit to attack with damage 1d10, hit to attack with damage 1d9, and hit to attack with damage 1d9. The Brown yeek (Umber 'y') === Num:113 Lev:8 Rar:1 Spd:+0 Hp:4d8 Ac:18 Exp:11 It is a strange small humanoid. This natural creature moves normally. It can open doors and bash down doors. It is fairly observant of intruders, which it may notice from 180 feet. It will carry an object or treasure. It can hit to attack with damage 1d6. The Novice ranger (L.Slate 'p') === Num:114 Lev:8 Rar:1 Spd:+0 Hp:6d8 Ac:6 Exp:18 An agile hunter, ready and relaxed. This creature moves normally. He usually appears in groups. He may fire arrows. 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 an object or treasure. He can hit to attack with damage 1d5, and hit to attack with damage 1d5. The Giant salamander (Yellow 'R') === Num:115 Lev:8 Rar:1 Spd:+0 Hp:6d7 Ac:40 Exp:50 A large black and yellow lizard. You'd better run away! This natural creature moves a bit erratically. It may breathe fire; 1 time in 9. It resists fire. It is vigilant for intruders, which it may notice from 60 feet. It can bite to burn with damage 3d6. The Green mold (Green 'm') === Num:116 Lev:8 Rar:2 Spd:+0 Hp:21d8 Ac:14 Exp:28 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 acid and poison. It cannot be frightened, confused or slept. It tends to overlook intruders, which it may notice from 20 feet. It can hit to terrify with damage 1d4. The Skeleton orc (White 's') === Num:117 Lev:8 Rar:1 Spd:+0 Hp:10d8 Ac:36 Exp:26 It is an animated orc skeleton. This evil undead orc moves normally. It can open doors and bash down doors. It is cold blooded. It is not detected by telepathy. It resists cold and poison. It cannot be frightened, confused or slept. It takes quite a while to see intruders, which it may notice from 200 feet. It can hit to attack with damage 2d5. The Novice paladin (White 'p') === Num:118 Lev:8 Rar:2 Spd:+0 Hp:6d8 Ac:16 Exp:20 An adventurer both devoutly religious and skillful in combat. This creature moves normally. He usually appears in groups. He is magical, casting spells which cause light wounds or terrify; 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 an object or treasure. He can hit to attack with damage 1d7, and hit to attack with damage 1d7. The Lemure (L.Umber 'u') === Num:119 Lev:8 Rar:3 Spd:+0 Hp:13d9 Ac:32 Exp:16 It is the larval form of a major demon. This evil demon moves normally. It usually appears in groups. It can open doors and bash down doors. It resists fire. It cannot be frightened. It takes quite a while to see intruders, which it may notice from 200 feet. It can hit to attack with damage 1d8. The Hill orc (Umber 'o') === Num:120 Lev:8 Rar:1 Spd:+0 Hp:13d9 Ac:32 Exp:25 He is a hardy well-weathered survivor. This evil orc moves normally. He usually appears in groups. He can open doors and bash down doors. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry an object or treasure. He can hit to attack with damage 1d10. The Bandit (Blue 'p') === Num:121 Lev:8 Rar:2 Spd:+0 Hp:8d8 Ac:24 Exp:26 He is after your cash! 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 200 feet. He will carry one or twon objects or treasures. He can hit to attack with damage 2d4, and touch to steal gold. The Yeti (Blue 'Y') === Num:122 Lev:9 Rar:3 Spd:+0 Hp:11d9 Ac:24 Exp:30 A large white figure covered in shaggy fur. 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 200 feet. It can claw to attack with damage 1d3, claw to attack with damage 1d3, and bite to attack with damage 1d4. The Bloodshot icky thing (Red 'i') === Num:123 Lev:9 Rar:3 Spd:+0 Hp:7d8 Ac:18 Exp:24 It is a strange, slimy, icky creature. This creature moves somewhat erratically. It is magical, casting spells which drain mana; 1 time in 11. It is not detected by telepathy. It resists poison. It takes a while to see intruders, which it may notice from 140 feet. It can touch to attack with damage 1d4, and crawl on you to shoot acid with damage 2d4. The Giant grey rat (Slate 'r') === Num:124 Lev:9 Rar:1 Spd:+0 Hp:2d3 Ac:12 Exp:2 It is a rodent of unusual size. This natural creature moves a bit erratically. It breeds explosively. It resists poison. It takes a while to see intruders, which it may notice from 80 feet. It can bite to poison with damage 1d4. The Black harpy (L.Dark 'H') === Num:125 Lev:9 Rar:1 Spd:+10 Hp:3d8 Ac:22 Exp:19 A woman's face on the body of a vicious black bird. This natural evil creature moves a bit erratically. She is fairly observant of intruders, which she may notice from 160 feet. She can claw to attack with damage 1d2, claw to attack with damage 1d2, and bite to attack with damage 1d3. The Orc shaman (Red 'o') === Num:126 Lev:9 Rar:1 Spd:+0 Hp:9d8 Ac:15 Exp:30 An orc dressed in skins who gestures wildly. This evil orc moves normally. He is magical, casting spells which cause light wounds, produce magic missiles or blink-self; 1 time in 8. He can open doors and bash down doors. He is hurt by bright light. He takes a while to see intruders, which he may notice from 200 feet. He will carry one or twon objects or treasures. He can hit to attack with damage 1d6, and hit to attack with damage 1d6. The Baby blue dragon (Blue 'd') === Num:127 Lev:9 Rar:2 Spd:+0 Hp:100 Ac:30 Exp:35 This hatchling dragon is still soft, its eyes unaccustomed to light and its scales a pale blue. This evil dragon moves normally. It may breathe lightning; 1 time in 11. It can open doors and bash down doors. It resists lightning. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 3 treasures. It can claw to attack with damage 1d3, claw to attack with damage 1d3, and bite to attack with damage 1d5. The Baby white dragon (White 'd') === Num:128 Lev:9 Rar:2 Spd:+0 Hp:100 Ac:30 Exp:35 This hatchling dragon is still soft, its eyes unaccustomed to light and its scales a pale white. This evil dragon moves normally. It may breathe frost; 1 time in 11. It can open doors and bash down doors. It resists cold. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 3 treasures. It can claw to attack with damage 1d3, claw to attack with damage 1d3, and bite to attack with damage 1d5. The Baby green dragon (Green 'd') === Num:129 Lev:9 Rar:2 Spd:+0 Hp:100 Ac:30 Exp:35 This hatchling dragon is still soft, its eyes unaccustomed to light and its scales a sickly green. This evil dragon moves normally. It may breathe poison; 1 time in 11. It can open doors and bash down doors. It resists poison. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 3 treasures. It can claw to attack with damage 1d3, claw to attack with damage 1d3, and bite to attack with damage 1d5. The Baby black dragon (Slate 'd') === Num:130 Lev:9 Rar:2 Spd:+0 Hp:100 Ac:30 Exp:35 This hatchling dragon is still soft, its eyes unaccustomed to light and its scales a dull black. This evil dragon moves normally. It may breathe acid; 1 time in 11. It can open doors and bash down doors. It resists acid. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 3 treasures. It can claw to attack with damage 1d3, claw to attack with damage 1d3, and bite to attack with damage 1d5. The Baby red dragon (Red 'd') === Num:131 Lev:9 Rar:2 Spd:+0 Hp:110 Ac:30 Exp:35 This hatchling dragon is still soft, its eyes unaccustomed to light and its scales a pale red. This evil dragon moves normally. It may breathe fire; 1 time in 11. It can open doors and bash down doors. It resists fire. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 3 treasures. It can claw to attack with damage 1d3, claw to attack with damage 1d3, and bite to attack with damage 1d5. The Giant pink ant (L.Red 'a') === Num:132 Lev:9 Rar:2 Spd:+0 Hp:4d8 Ac:34 Exp:22 It is large and has venomous mandibles. This natural creature moves normally. It can bash down doors. It is rarely detected by telepathy. It tends to overlook intruders, which it may notice from 120 feet. It can bite to attack with damage 1d4, and sting to reduce strength with damage 1d4. [U] Brodda, the Easterling (Umber 'p') === Num:133 Lev:9 Rar:2 Spd:+0 Hp:210 Ac:25 Exp:100 A nasty piece of work, Brodda picks on defenseless women and children. This creature moves normally. He can open doors and bash down doors. 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 1d12, hit to attack with damage 1d12, hit to attack with damage 1d12, and hit to attack with damage 1d12. The King cobra (Green 'J') === Num:134 Lev:9 Rar:2 Spd:+0 Hp:8d10 Ac:30 Exp:28 It is a large snake with a hooded face. This natural creature moves somewhat erratically. It can bash down doors. It resists poison. It is vigilant for intruders, which it may notice from 80 feet. It can spit to blind with damage 1d2, and bite to poison with damage 3d4. The Giant spider (Violet 'S') === Num:135 Lev:10 Rar:2 Spd:+0 Hp:10d10 Ac:16 Exp:35 It is a vast black spider whose bulbous body is bloated with poison. This natural creature moves normally. It can bash down doors. It is rarely detected by telepathy. It resists poison. It pays little attention to intruders, which it may notice from 80 feet. It can bite to attack with damage 1d10, bite to poison with damage 1d6, bite to poison with damage 1d6, and bite to attack with damage 1d10. The Dark elven mage (Violet 'h') === Num:136 Lev:10 Rar:1 Spd:+10 Hp:7d10 Ac:16 Exp:50 A dark elven figure, dressed all in black, hurling spells at you. This evil creature moves normally. He is magical, casting spells which produce poison balls, produce magic missiles, blind, confuse or create darkness; 1 time in 5. He can open doors and bash down doors. He is hurt by bright light. He resists poison. He takes a while to see intruders, which he may notice from 200 feet. He will carry one or two objects. He can hit to attack with damage 1d6, and hit to attack with damage 1d6. [U] Orfax, Son of Boldor (Blue 'y') === Num:137 Lev:10 Rar:3 Spd:+10 Hp:120 Ac:20 Exp:80 He's just like daddy! He knows mighty spells, but fortunately he is a yeek. This natural evil creature moves normally. He usually appears with escorts. He is magical, casting spells intelligently which confuse, slow, heal-self, blink-self, teleport to or summon a monster; 1 time in 4. He can open doors and bash down doors. 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 Dark elven warrior (Umber 'h') === Num:138 Lev:10 Rar:1 Spd:+0 Hp:10d11 Ac:16 Exp:50 A dark elven figure in armour and ready with his sword. This evil creature moves normally. He can open doors and bash down doors. He is hurt by bright light. He takes a while to see intruders, which he may notice from 200 feet. He will carry one or twon objects or treasures. He can hit to attack with damage 1d8, and hit to attack with damage 1d8. The Clear mushroom patch (White ',') === Num:139 Lev:10 Rar:2 Spd:+10 Hp:1 Ac:1 Exp:3 Yum! It looks quite tasty. This creature moves normally, but does not deign to chase intruders. It is invisible. It is cold blooded. It is not detected by telepathy. It breeds explosively. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 40 feet. It can release spores to attack with damage 1. [U] Grishnakh, the Hill Orc (L.Umber 'o') === Num:140 Lev:10 Rar:3 Spd:+0 Hp:230 Ac:20 Exp:160 He is a cunning and devious orc with a chaotic nature. 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 1d12, hit to attack with damage 1d10, hit to attack with damage 1d12, and hit to attack with damage 1d10. The Giant white tick (White 'S') === Num:141 Lev:10 Rar:2 Spd:-10 Hp:12d8 Ac:40 Exp:27 It is moving slowly towards you. This natural creature moves normally. It can bash down doors. It is rarely detected by telepathy. It resists poison. It takes a while to see intruders, which it may notice from 120 feet. It can bite to poison with damage 2d6. The Hairy mold (Orange 'm') === Num:142 Lev:10 Rar:2 Spd:+0 Hp:15d8 Ac:15 Exp:32 It is a strange hairy 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 frightened, confused or slept. It tends to overlook intruders, which it may notice from 20 feet. It can hit to poison with damage 1d3. The Disenchanter mold (Violet 'm') === Num:143 Lev:10 Rar:2 Spd:+0 Hp:16d8 Ac:20 Exp:40 It is a strange glowing growth on the dungeon floor. This creature moves normally, but does not deign to chase intruders. It is magical, casting spells which drain mana; 1 time in 11. It is not detected by telepathy. It resists poison. It cannot be frightened, confused or slept. It tends to overlook intruders, which it may notice from 20 feet. It can touch to disenchant with damage 1d6. The Pseudo dragon (Orange 'd') === Num:144 Lev:10 Rar:2 Spd:+0 Hp:200 Ac:30 Exp:150 A small relative of the dragon that inhabits dark caves. This dragon moves normally. It may breathe light or darkness, and is also magical, casting spells which terrify or confuse; 1 time in 11. It can bash down doors. It takes quite a while to see intruders, which it may notice from 200 feet. It will carry an object or treasure. It can claw to attack with damage 1d3, claw to attack with damage 1d3, and bite to attack with damage 1d5. The Tengu (L.Red 'u') === Num:145 Lev:10 Rar:1 Spd:+10 Hp:16d9 Ac:32 Exp:40 It is a fast-moving demon that blinks quickly in and out of existence; no other demon matches its teleporting mastery. This evil demon moves normally. It is magical, casting spells which blink-self or teleport to; 1 time in 3. It can open doors and bash down doors. It resists fire. It cannot be frightened. It takes quite a while to see intruders, which it may notice from 200 feet. It can hit to attack with damage 1d8. The Creeping gold coins (Yellow '$') === Num:146 Lev:10 Rar:3 Spd:-10 Hp:18d8 Ac:36 Exp:32 It is a pile of coins, crawling forward on thousands of tiny legs. This natural creature moves normally. It can bash down doors. It is cold blooded. It resists poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 50 feet. It will carry up to 4 treasures. It can hit to attack with damage 2d5, and touch to poison with damage 3d5. The Wolf (Umber 'C') === Num:147 Lev:10 Rar:1 Spd:+10 Hp:6d6 Ac:30 Exp:30 It howls and snaps at you. This natural creature moves a bit erratically. It usually appears in groups. It can bash down doors. It takes a while to see intruders, which it may notice from 300 feet. It can bite to attack with damage 1d6. The Giant fruit fly (L.Green 'I') === Num:148 Lev:10 Rar:6 Spd:+10 Hp:2d2 Ac:14 Exp:4 A fast-breeding, annoying pest. This natural creature moves extremely erratically. It is rarely detected by telepathy. It breeds explosively. It is fairly observant of intruders, which it may notice from 80 feet. It can bite to attack with damage 1d2. The Panther (Umber 'f') === Num:149 Lev:10 Rar:2 Spd:+10 Hp:10d8 Ac:30 Exp:25 A large black cat, stalking you with intent. It thinks you're its next meal. 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 1d8, and claw to attack with damage 1d8. The Brigand (Blue 'p') === Num:150 Lev:10 Rar:2 Spd:+0 Hp:9d8 Ac:32 Exp:35 He is eyeing your backpack. 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 200 feet. He will carry one or twon objects or treasures. He can hit to attack with damage 2d4, and touch to steal items. The Baby multi-hued dragon (Violet 'd') === Num:151 Lev:11 Rar:2 Spd:+0 Hp:130 Ac:30 Exp:45 This hatchling dragon is still soft, its eyes unaccustomed to light and its scales shimmering with a hint of colour. This evil dragon moves normally. It may breathe acid, lightning, fire, frost or poison; 1 time in 11. It can open doors and bash down doors. It resists acid, lightning, fire, cold and poison. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 3 treasures. It can claw to attack with damage 1d3, claw to attack with damage 1d3, and bite to attack with damage 1d5. The Hippogriff (L.Umber 'H') === Num:152 Lev:11 Rar:1 Spd:+0 Hp:20d9 Ac:14 Exp:30 A strange hybrid of eagle, lion and horse. It looks weird. This natural creature moves normally. It can bash down doors. It is fairly observant of intruders, which it may notice from 120 feet. It can hit to attack with damage 2d5, and bite to attack with damage 2d5. The Zombified orc (Slate 'z') === Num:153 Lev:11 Rar:1 Spd:+0 Hp:11d8 Ac:24 Exp:30 It is a shambling orcish corpse leaving behind a trail of flesh. This evil undead orc moves normally. It can open doors and bash down doors. It is cold blooded. It is not detected by telepathy. It resists cold and poison. It cannot be frightened, confused or slept. It takes a while to see intruders, which it may notice from 200 feet. It can hit to attack with damage 1d4, hit to attack with damage 1d4, and hit to attack with damage 1d4. The Gnome mage (Red 'h') === Num:154 Lev:11 Rar:2 Spd:+0 Hp:7d8 Ac:20 Exp:38 A mage of short stature. This evil creature moves normally. He is magical, casting spells which produce frost bolts, blink-self, create darkness or summon a monster; 1 time in 4. He can open doors and bash down doors. He is fairly observant of intruders, which he may notice from 180 feet. He will carry one or twon objects or treasures. He can hit to attack with damage 1d5. The Black mamba (L.Dark 'J') === Num:155 Lev:12 Rar:3 Spd:+10 Hp:10d8 Ac:32 Exp:40 It has glistening black skin, a sleek body and highly venomous fangs. This natural creature moves somewhat erratically. It can bash down doors. It resists poison. It is vigilant for intruders, which it may notice from 100 feet. It can bite to poison with damage 4d4. The White wolf (White 'C') === Num:156 Lev:12 Rar:1 Spd:+10 Hp:7d7 Ac:30 Exp:30 A large and muscled wolf from the northern wastes. Its breath is cold and icy and its fur coated in frost. This natural creature moves a bit erratically. It usually appears in groups. It can bash down doors. It resists cold. It takes a while to see intruders, which it may notice from 300 feet. It can bite to attack with damage 1d3, and bite to attack with damage 1d4. The Grape jelly (Violet 'j') === Num:157 Lev:12 Rar:3 Spd:+0 Hp:52d8 Ac:1 Exp:60 It is a pulsing mound of glowing flesh. This creature moves normally, but does not deign to chase intruders. It is magical, casting spells which drain mana; 1 time in 11. It is not detected by telepathy. It is hurt by bright light. It resists poison. It cannot be frightened, confused or slept. It pays very little attention to intruders, which it may notice from 20 feet. It can touch to lower experience (by 10d6+). The Nether worm mass (L.Dark 'w') === Num:158 Lev:12 Rar:3 Spd:-10 Hp:5d8 Ac:15 Exp:6 It is a disgusting mass of dark worms, eating each other, the floor, the air, you.... This natural creature moves extremely erratically. It can bash down doors. It is rarely detected by telepathy. It breeds explosively. It is hurt by bright light. It cannot be frightened. It is very observant of intruders, which it may notice from 100 feet. It can touch to lower experience (by 10d6+). [U] Golfimbul, the Hill Orc Chief (L.Umber 'o') === Num:159 Lev:12 Rar:3 Spd:+0 Hp:240 Ac:60 Exp:230 A leader of a band of raiding orcs, he picks on hobbits. This evil orc moves normally. He usually appears with an escort. He can open doors and bash down doors. He resists lightning, fire, cold and 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 1d12, hit to attack with damage 1d12, hit to attack with damage 1d10, and hit to attack with damage 1d10. The Master yeek (L.Umber 'y') === Num:160 Lev:12 Rar:2 Spd:+0 Hp:12d9 Ac:24 Exp:28 A small humanoid that radiates some power. This natural evil creature moves normally. It is magical, casting spells which produce poison balls, blind, slow, blink-self, teleport-self or summon a monster; 1 time in 4. It can open doors and bash down doors. It is fairly observant of intruders, which it may notice from 180 feet. It will carry an object or treasure. It can hit to attack with damage 1d8. The Priest (Green 'p') === Num:161 Lev:12 Rar:1 Spd:+0 Hp:12d8 Ac:22 Exp:36 A robed humanoid dedicated to his god. This evil creature moves normally. He is magical, casting spells intelligently which cause serious wounds, terrify, heal-self or summon a monster; 1 time in 3. He can open doors and bash down doors. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry one or twon objects or treasures. He can hit to attack with damage 2d3, and hit to attack with damage 2d3. The Dark elven priest (Green 'h') === Num:162 Lev:12 Rar:1 Spd:+10 Hp:7d10 Ac:30 Exp:50 A dark elven figure, dressed all in black, chanting curses and waiting to deliver your soul to hell. This evil creature moves normally. He is magical, casting spells intelligently which cause serious wounds, blind, confuse, heal-self or create darkness; 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 one or two objects. He can hit to attack with damage 1d9, and hit to attack with damage 1d10. The Air spirit (L.Blue 'E') === Num:163 Lev:12 Rar:2 Spd:+20 Hp:8d8 Ac:40 Exp:40 A whirlwind of sentient air. This evil creature moves extremely erratically. It can bash down doors. It is invisible. It is cold blooded. It is not detected by telepathy. It resists poison. It cannot be frightened, confused or slept. It takes a while to see intruders, which it may notice from 120 feet. It can hit to attack with damage 1d3. The Skeleton human (White 's') === Num:164 Lev:12 Rar:1 Spd:+0 Hp:10d8 Ac:30 Exp:38 It is an animated human skeleton. This evil undead creature moves normally. It can open doors and bash down doors. It is cold blooded. It is not detected by telepathy. It resists cold and poison. It cannot be frightened, confused or slept. It takes quite a while to see intruders, which it may notice from 200 feet. It can hit to attack with damage 1d8. The Zombified human (Slate 'z') === Num:165 Lev:12 Rar:1 Spd:+0 Hp:12d8 Ac:24 Exp:34 It is a shambling human corpse dropping chunks of flesh behind it. This evil undead creature moves normally. It can open doors and bash down doors. It is cold blooded. It is not detected by telepathy. It resists cold and poison. It cannot be frightened, confused or slept. It takes a while to see intruders, which it may notice from 200 feet. It can hit to attack with damage 1d4, and hit to attack with damage 1d4. The Tiger (Orange 'f') === Num:166 Lev:12 Rar:2 Spd:+10 Hp:12d10 Ac:40 Exp:40 One of the largest of its species, a sleek orange and black shape creeps towards you, ready to pounce. 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 1d8, claw to attack with damage 1d8, and bite to attack with damage 1d6. The Moaning spirit (Umber 'G') === Num:167 Lev:12 Rar:2 Spd:+10 Hp:5d8 Ac:20 Exp:44 A ghostly apparition that shrieks horribly. This evil undead creature moves a bit erratically. It is magical, casting spells which terrify or teleport-self; 1 time in 16. It can pass through walls. It is invisible. It is cold blooded. It resists cold. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 140 feet. It will carry up to 3 objects or treasures. It can wail to terrify, and touch to reduce dexterity with damage 1d8. The Swordsman (L.Umber 'p') === Num:168 Lev:12 Rar:1 Spd:+0 Hp:12d8 Ac:34 Exp:40 A warrior of considerable skill. This creature moves normally. He can open doors and bash down doors. He takes a while to see intruders, which he may notice from 200 feet. He will carry one or twon objects or treasures. He can hit to attack with damage 3d5, and hit to attack with damage 3d5. The Stegocentipede (Umber 'c') === Num:169 Lev:12 Rar:2 Spd:+10 Hp:13d8 Ac:30 Exp:40 It is a vast armoured centipede with massive mandibles and a spiked tail. This natural creature moves normally. It can bash down doors. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 120 feet. It can bite to attack with damage 2d4, bite to attack with damage 2d4, and sting to attack with damage 2d4. The Spotted jelly (Orange 'j') === Num:170 Lev:12 Rar:3 Spd:+10 Hp:13d8 Ac:18 Exp:33 A jelly thing. 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 acid and poison. It cannot be frightened, confused or slept. It is vigilant for intruders, which it may notice from 120 feet. It can touch to shoot acid with damage 1d10, touch to shoot acid with damage 2d6, and touch to shoot acid with damage 2d6. The Drider (Umber 'S') === Num:171 Lev:13 Rar:2 Spd:+0 Hp:10d13 Ac:30 Exp:55 A dark elven torso merged with the bloated form of a giant spider. This evil creature moves normally. It is magical, casting spells which cause light wounds, confuse or create darkness; 1 time in 8. It can bash down doors. It resists poison. It pays little attention to intruders, which it may notice from 80 feet. It can hit to attack with damage 1d12, hit to attack with damage 1d12, and bite to poison with damage 1d6. The Killer brown beetle (Umber 'K') === Num:172 Lev:13 Rar:2 Spd:+0 Hp:13d8 Ac:40 Exp:38 It is a vicious insect with a tough carapace. This natural creature moves normally. It can bash down doors. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 100 feet. It can bite to attack with damage 3d4. [U] Boldor, King of the Yeeks (L.Umber 'y') === Num:173 Lev:13 Rar:3 Spd:+10 Hp:180 Ac:24 Exp:200 A great yeek, powerful in magic and sorcery, but a yeek all the same. This natural evil creature moves normally. He usually appears with escorts. He is magical, casting spells intelligently which blind, slow, heal-self, blink-self, teleport-self or summon a monster; 1 time in 3. He can open doors and bash down doors. He is fairly observant of intruders, which he may notice from 180 feet. He will carry up to 4 good objects. He can hit to attack with damage 1d9, hit to attack with damage 1d9, and hit to attack with damage 1d8. The Ogre (L.Umber 'O') === Num:174 Lev:13 Rar:2 Spd:+0 Hp:13d9 Ac:33 Exp:50 A hideous, smallish giant that is often found near or with orcs. 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 an object or treasure. It can hit to attack with damage 2d8. The Creeping mithril coins (L.Blue '$') === Num:175 Lev:13 Rar:4 Spd:+0 Hp:20d8 Ac:50 Exp:45 It is a pile of coins, shambling forward on thousands of tiny legs. This natural creature moves normally. It can bash down doors. It is cold blooded. It resists poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 50 feet. It will carry up to 6 treasures. It can hit to attack with damage 2d5, and touch to poison with damage 3d5. The Illusionist (Red 'p') === Num:176 Lev:13 Rar:2 Spd:+0 Hp:12d8 Ac:10 Exp:50 A deceptive spell caster. This evil creature moves normally. He is magical, casting spells intelligently which blind, confuse, slow, paralyze, haste-self, blink-self, teleport-self or create darkness; 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 one or twon objects or treasures. He can hit to attack with damage 2d2. The Druid (Red 'p') === Num:177 Lev:13 Rar:2 Spd:+0 Hp:12d12 Ac:10 Exp:50 A mystic at one with nature. Om. This evil creature moves normally. He is magical, casting spells intelligently which produce lightning bolts, produce fire bolts, blind, slow, paralyze, haste-self or blink-self; 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 one or twon objects or treasures. He can hit to attack with damage 2d4, and hit to attack with damage 2d4. The Black orc (L.Dark 'o') === Num:178 Lev:13 Rar:2 Spd:+0 Hp:12d10 Ac:36 Exp:45 He is a large orc with powerful arms and deep black skin. 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 a while to see intruders, which he may notice from 200 feet. He will carry an object or treasure. He can hit to attack with damage 3d4, and hit to attack with damage 3d4. The Ochre jelly (L.Umber 'j') === Num:179 Lev:13 Rar:3 Spd:+10 Hp:13d8 Ac:18 Exp:40 A fast moving highly acidic jelly thing, that is eating away the floor it rests on. This creature moves normally. It can open doors, bash down doors and pick up objects. It is cold blooded. It is not detected by telepathy. It resists acid and poison. It cannot be frightened, confused or slept. It is vigilant for intruders, which it may notice from 120 feet. It can touch to shoot acid with damage 1d10, touch to shoot acid with damage 2d6, and touch to shoot acid with damage 2d6. The Giant flea (Slate 'I') === Num:180 Lev:14 Rar:1 Spd:+10 Hp:2d2 Ac:25 Exp:4 It makes you itch just to look at it. This natural creature moves extremely erratically. It can bash down doors. It is rarely detected by telepathy. It breeds explosively. It is fairly observant of intruders, which it may notice from 80 feet. It can bite to attack with damage 1d2. [U] Ufthak of Cirith Ungol (Green 'o') === Num:181 Lev:14 Rar:3 Spd:+0 Hp:320 Ac:50 Exp:200 A strong orc guarding the pass of Cirith Ungol. He is mortally afraid of spiders. 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 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 3d4, hit to attack with damage 3d4, hit to attack with damage 3d4, and hit to attack with damage 3d4. The Giant white dragon fly (White 'F') === Num:182 Lev:14 Rar:3 Spd:+0 Hp:5d8 Ac:20 Exp:60 It is a large fly that drips frost. This natural creature moves somewhat erratically. It may breathe frost; 1 time in 10. It can bash down doors. It is rarely detected by telepathy. It resists cold. It tends to overlook intruders, which it may notice from 200 feet. It can bite to freeze with damage 1d6. The Blue icky thing (Blue 'i') === Num:183 Lev:14 Rar:4 Spd:-10 Hp:10d6 Ac:20 Exp:20 It is a strange, slimy, icky creature, with rudimentary intelligence, but evil cunning. It hungers for food, and you look tasty. This evil creature moves somewhat erratically. It is magical, casting spells which terrify, blind or confuse; 1 time in 8. It can open doors and bash down doors. It breeds explosively. It resists poison. It takes a while to see intruders, which it may notice from 150 feet. It can crawl on you to poison with damage 1d4, crawl on you to eat your food, hit to attack with damage 1d4, and hit to attack with damage 1d4. The Hill giant (L.Umber 'P') === Num:184 Lev:14 Rar:1 Spd:+0 Hp:16d10 Ac:45 Exp:60 A ten foot tall humanoid with powerful muscles. This evil giant moves normally. It can open doors and bash down doors. It tends to overlook intruders, which it may notice from 200 feet. It will carry an object or treasure. It can hit to attack with damage 3d6, and hit to attack with damage 3d6. The Flesh golem (L.Red 'g') === Num:185 Lev:14 Rar:1 Spd:+0 Hp:12d8 Ac:30 Exp:50 A shambling humanoid monster with long scars. This creature moves normally. It can bash down doors. It is not detected by telepathy. It resists lightning. It cannot be frightened, confused or slept. It is fairly observant of intruders, which it may notice from 120 feet. It can hit to attack with damage 1d6, and hit to attack with damage 1d6. The Warg (Slate 'C') === Num:186 Lev:14 Rar:2 Spd:+10 Hp:8d8 Ac:20 Exp:40 It is a large wolf with eyes full of cunning. This natural evil creature moves a bit erratically. It usually appears in groups. It can bash down doors. It takes quite a while to see intruders, which it may notice from 200 feet. It can bite to attack with damage 1d8. The Giant black louse (L.Dark 'l') === Num:187 Lev:14 Rar:1 Spd:+10 Hp:1d2 Ac:7 Exp:3 It makes you itch just to look at it. This natural creature moves somewhat erratically. It is rarely detected by telepathy. It breeds explosively. It is fairly observant of intruders, which it may notice from 60 feet. It can bite to attack with damage 1d2. The Lurker (White '.') === Num:188 Lev:14 Rar:3 Spd:+0 Hp:200 Ac:25 Exp:80 A strange creature that merges with the dungeon floor, trapping its victims by enveloping them within its perfectly disguised form. This creature moves normally, but does not deign to chase intruders. It is invisible. It is cold blooded. It is not detected by telepathy. It cannot be frightened, confused or slept. It is fairly observant of intruders, which it may notice from 300 feet. It can hit to attack with damage 1d8, and hit to attack with damage 1d8. The Wererat (L.Dark 'r') === Num:189 Lev:15 Rar:2 Spd:+0 Hp:20d8 Ac:10 Exp:45 A large rat with glowing red eyes. The wererat is a disgusting creature, relishing in filth and disease. This natural evil creature moves normally. It is magical, casting spells which produce poison balls, cause serious wounds, produce frost bolts or blink-self; 1 time in 9. 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 treasure. It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 2d6. The Black ogre (L.Dark 'O') === Num:190 Lev:15 Rar:2 Spd:+0 Hp:20d9 Ac:33 Exp:75 A massive orc-like figure with black skin and powerful arms. This evil giant moves a bit erratically. 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 an object or treasure. It can hit to attack with damage 2d8, and hit to attack with damage 2d8. The Magic mushroom patch (L.Blue ',') === Num:191 Lev:15 Rar:2 Spd:+20 Hp:1 Ac:10 Exp:10 Yum! It looks quite tasty. It seems to glow with an unusual light. This creature moves normally, but does not deign to chase intruders. It usually appears in groups. It is magical, casting spells which terrify, slow, blink-self or create darkness; 1 time in 1. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 400 feet. It has no physical attacks. The Guardian naga (L.Blue 'n') === Num:192 Lev:15 Rar:2 Spd:+0 Hp:24d11 Ac:65 Exp:80 A giant snake-like figure with a woman's torso. This evil creature moves a bit erratically. She can open doors and bash down doors. She pays very little attention to intruders, which she may notice from 200 feet. She will carry up to 3 objects or treasures. She can crush to attack with damage 2d8, bite to attack with damage 1d8, and bite to attack with damage 1d8. The Light hound (Orange 'Z') === Num:193 Lev:15 Rar:1 Spd:+0 Hp:6d6 Ac:30 Exp:50 A brilliant canine form whose light hurts your eyes, even at this distance. This natural creature moves normally. It usually appears in groups. It may breathe light; 1 time in 5. 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 1d6. The Dark hound (L.Dark 'Z') === Num:194 Lev:15 Rar:1 Spd:+0 Hp:6d6 Ac:30 Exp:50 A hole in the air in the shape of a huge hound. No light falls upon its form. This natural creature moves normally. It usually appears in groups. It may breathe darkness; 1 time in 5. 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 1d6. The Half-orc (Slate 'o') === Num:195 Lev:15 Rar:3 Spd:+0 Hp:16d10 Ac:40 Exp:50 He is a hideous deformed cross-breed with man and orc, combining man's strength and cunning with orcish evil. This evil orc moves normally. He usually appears in groups. He can open doors and bash down doors. He takes a while to see intruders, which he may notice from 200 feet. He will carry an object or treasure. He can hit to attack with damage 3d4, and hit to attack with damage 3d4. The Giant tarantula (Orange 'S') === Num:196 Lev:15 Rar:3 Spd:+10 Hp:10d15 Ac:32 Exp:70 A giant spider with hairy black and red legs. This natural creature moves normally. It can bash down doors. It is rarely detected by telepathy. It resists poison. It pays little attention to intruders, which it may notice from 80 feet. It can bite to poison with damage 1d6, bite to poison with damage 1d6, and bite to poison with damage 1d6. The Giant clear centipede (White 'c') === Num:197 Lev:15 Rar:2 Spd:+0 Hp:5d8 Ac:30 Exp:30 It is about four feet long and carnivorous. This natural creature moves normally. It can bash down doors. It is invisible. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 120 feet. It can bite to attack with damage 2d4, and sting to attack with damage 2d4. The Mirkwood spider (Green 'S') === Num:198 Lev:15 Rar:2 Spd:+10 Hp:9d8 Ac:25 Exp:25 A strong and powerful spider from Mirkwood forest. Cunning and evil, it seeks to taste your juicy insides. This natural evil creature moves normally. It usually appears in groups. It can bash down doors. It is rarely detected by telepathy. It resists poison. 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 Frost giant (White 'P') === Num:199 Lev:15 Rar:1 Spd:+0 Hp:17d10 Ac:50 Exp:75 A twelve foot tall giant covered in furs. This evil giant moves normally. It can open doors and bash down doors. It resists cold. It tends to overlook intruders, which it may notice from 200 feet. It will carry an object or treasure. It can hit to freeze with damage 3d6, and hit to attack with damage 2d8. The Griffon (Umber 'H') === Num:200 Lev:15 Rar:1 Spd:+0 Hp:30d8 Ac:15 Exp:70 It is half lion, half eagle. It flies menacingly towards you. This natural creature moves normally. It can bash down doors. It is fairly observant of intruders, which it may notice from 120 feet. It can hit to attack with damage 3d4, and bite to attack with damage 2d6. The Homonculous (Yellow 'u') === Num:201 Lev:15 Rar:3 Spd:+0 Hp:8d8 Ac:32 Exp:40 It is a small demonic spirit full of malevolence. This evil demon moves normally. It can open doors and bash down doors. It resists fire. It cannot be frightened. It takes quite a while to see intruders, which it may notice from 200 feet. It can hit to paralyze with damage 1d2, and hit to attack with damage 1d10. The Gnome mage (Red 'h') === Num:202 Lev:15 Rar:2 Spd:+0 Hp:7d8 Ac:20 Exp:40 A mage of short stature. This evil creature moves normally. He usually appears in groups. He is magical, casting spells which produce frost bolts, blink-self, create darkness or summon a monster; 1 time in 4. He can open doors and bash down doors. He takes a while to see intruders, which he may notice from 200 feet. He will carry an object or treasure. He can hit to attack with damage 1d5. The Clear hound (White 'Z') === Num:203 Lev:15 Rar:2 Spd:+0 Hp:10d6 Ac:30 Exp:50 A completely translucent hound. This natural creature moves normally. It usually appears in groups. It can bash down doors. It is invisible. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to attack with damage 1d6, bite to attack with damage 1d6, and bite to attack with damage 1d6. The Clay golem (L.Umber 'g') === Num:204 Lev:15 Rar:2 Spd:+0 Hp:14d8 Ac:30 Exp:50 It is a massive animated statue made out of hardened clay. This creature moves normally. It can bash down doors. It is cold blooded. It is not detected by telepathy. It is hurt by rock remover. It resists lightning, fire, cold and poison. It cannot be frightened, confused or slept. It is fairly observant of intruders, which it may notice from 120 feet. It can hit to attack with damage 1d8, and hit to attack with damage 1d8. The Umber hulk (L.Umber 'X') === Num:205 Lev:16 Rar:1 Spd:+0 Hp:20d10 Ac:50 Exp:75 This bizarre creature has glaring eyes and large mandibles capable of slicing through rock. This natural evil creature moves normally. It can bash down doors and bore through walls. It is cold blooded. It is not detected by telepathy. It is hurt by rock remover. It resists poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It can gaze to confuse, hit to attack with damage 1d6, hit to attack with damage 1d6, and bite to attack with damage 2d6. The Orc captain (Orange 'o') === Num:206 Lev:16 Rar:3 Spd:+0 Hp:20d10 Ac:59 Exp:40 An armoured orc with an air of authority. This evil orc moves normally. He can open doors and bash down doors. He takes a while to see intruders, which he may notice from 200 feet. He will carry one or twon objects or treasures. He can hit to attack with damage 3d4, hit to attack with damage 3d4, and hit to attack with damage 3d4. The Gelatinous cube (L.Green 'j') === Num:207 Lev:16 Rar:4 Spd:+0 Hp:360 Ac:18 Exp:80 It is a strange, vast gelatinous structure that assumes cubic proportions as it lines all four walls of the corridors it patrols. Through its transparent jelly structure you can see treasures it has engulfed, and a few corpses as well. This creature moves normally. It can open doors, bash down doors and pick up objects. It is cold blooded. It is not detected by telepathy. It resists acid, lightning, fire, cold and poison. It cannot be frightened, confused or slept. It is vigilant for intruders, which it may notice from 120 feet. It will carry up to 10 objects or treasures. It can touch to shoot acid with damage 1d10, touch to shoot acid with damage 1d10, and touch to shoot acid with damage 1d10. The Giant green dragon fly (Green 'F') === Num:208 Lev:16 Rar:2 Spd:+0 Hp:3d8 Ac:20 Exp:70 A vast, foul-smelling dragonfly. This natural creature moves extremely erratically. It may breathe poison; 1 time in 10. It can bash down doors. It is rarely detected by telepathy. It resists poison. It tends to overlook intruders, which it may notice from 120 feet. It can bite to poison with damage 1d6. The Fire giant (Red 'P') === Num:209 Lev:16 Rar:2 Spd:+0 Hp:20d8 Ac:60 Exp:54 A glowing fourteen foot tall giant. Flames drip from its red skin. This evil giant moves normally. It can open doors and bash down doors. It resists fire. It tends to overlook intruders, which it may notice from 200 feet. It will carry an object or treasure. It can hit to burn with damage 3d7, and hit to burn with damage 3d7. The Hummerhorn (Yellow 'I') === Num:210 Lev:16 Rar:5 Spd:+10 Hp:2d2 Ac:14 Exp:4 A giant buzzing wasp, its stinger drips venom. This natural creature moves extremely erratically. It is rarely detected by telepathy. It breeds explosively. It is fairly observant of intruders, which it may notice from 80 feet. It can bite to confuse with damage 2d2. [U] Ulfast, Son of Ulfang (L.Umber 'p') === Num:211 Lev:16 Rar:3 Spd:+0 Hp:340 Ac:40 Exp:200 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 3d5, hit to attack with damage 3d5, hit to attack with damage 3d5, and hit to attack with damage 3d5. The Quasit (Orange 'u') === Num:212 Lev:16 Rar:2 Spd:+0 Hp:6d8 Ac:30 Exp:50 The chaotic evil master's favourite pet. This evil demon moves a bit erratically. It is magical, casting spells intelligently which terrify, blind, confuse, blink-self, teleport-self, teleport to or teleport level; 1 time in 10. It can bash down doors. It is invisible. It resists fire. It takes a while to see intruders, which it may notice from 200 feet. It will carry one or two objects. It can bite to reduce dexterity with damage 1d6, claw to attack with damage 1d3, and claw to attack with damage 1d3. The Imp (Green 'u') === Num:213 Lev:17 Rar:2 Spd:+0 Hp:6d8 Ac:30 Exp:55 The lawful evil master's favourite pet. This evil demon moves a bit erratically. It is magical, casting spells intelligently which terrify, blind, confuse, blink-self, teleport-self, teleport to or teleport level; 1 time in 10. It can bash down doors. It is invisible. It is cold blooded. It resists fire. It takes a while to see intruders, which it may notice from 200 feet. It will carry one or two objects. It can hit to poison with damage 3d4, and hit to poison with damage 3d4. The Forest troll (Green 'T') === Num:214 Lev:17 Rar:1 Spd:+0 Hp:20d10 Ac:50 Exp:70 He is green skinned and ugly. This evil troll 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 an object or treasure. He can hit to attack with damage 1d4, hit to attack with damage 1d4, and bite to attack with damage 1d6. [U] Nar, the Dwarf (Yellow 'h') === Num:215 Lev:17 Rar:2 Spd:+0 Hp:450 Ac:70 Exp:250 This dwarf became so obsessed by gold that Morgoth tricked him into betraying his friends. This creature moves normally. He is magical, casting spells which cause mind blasting, cause serious wounds, blind, confuse or heal-self; 1 time in 6. He can open doors and bash down doors. He resists fire, cold and poison. 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 3d5, hit to attack with damage 3d5, hit to attack with damage 3d5, and hit to attack with damage 3d5. The 2-headed hydra (Umber 'M') === Num:216 Lev:17 Rar:2 Spd:+0 Hp:100d3 Ac:60 Exp:80 A strange reptilian hybrid with two heads, guarding its hoard. This natural creature moves normally. It is magical, casting spells which terrify; 1 time in 11. It can open doors, bash down doors and push past weaker monsters. It takes a while to see intruders, which it may notice from 200 feet. It will carry one or two treasures. It can bite to attack with damage 2d6, and bite to attack with damage 2d6. The Water spirit (Slate 'E') === Num:217 Lev:17 Rar:1 Spd:+10 Hp:9d8 Ac:28 Exp:58 A whirlpool of sentient liquid. This evil creature moves a bit erratically. It can bash down doors. It is cold blooded. It is not detected by telepathy. It resists poison. It cannot be frightened, confused or slept. It takes quite a while to see intruders, which it may notice from 120 feet. It can hit to attack with damage 2d4, and hit to attack with damage 2d4. The Giant pink scorpion (L.Red 'S') === Num:218 Lev:17 Rar:1 Spd:+0 Hp:11d8 Ac:44 Exp:62 It is fast and poisonous. This natural creature moves normally. It can bash down doors. It is rarely detected by telepathy. It takes a while to see intruders, which it may notice from 120 feet. It can bite to attack with damage 2d4, and sting to reduce strength with damage 1d7. The Earth spirit (Umber 'E') === Num:219 Lev:17 Rar:2 Spd:+10 Hp:13d8 Ac:40 Exp:64 A whirling form of sentient rock. This evil creature moves a bit erratically. It can pass through walls. It is cold blooded. It is not detected by telepathy. It is hurt by rock remover. It resists lightning, fire, cold and poison. It cannot be frightened, confused or slept. It tends to overlook intruders, which it may notice from 100 feet. It can hit to attack with damage 1d8, and hit to attack with damage 1d8. The Fire spirit (Red 'E') === Num:220 Lev:18 Rar:2 Spd:+10 Hp:10d9 Ac:30 Exp:75 A whirlwind of sentient flame. This evil creature moves a bit erratically. It can bash down doors. It is not detected by telepathy. It resists fire and poison. It cannot be frightened, confused or slept. It takes a while to see intruders, which it may notice from 160 feet. It can hit to burn with damage 2d6, and hit to burn with damage 2d6. The Fire hound (Red 'Z') === Num:221 Lev:18 Rar:1 Spd:+0 Hp:10d6 Ac:30 Exp:70 Flames lick at its feet and its tongue is a blade of fire. You can feel a furnace heat radiating from the creature. This natural creature moves normally. It usually appears in groups. It may breathe fire; 1 time in 10. It can bash down doors. It resists fire. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to burn with damage 1d3, bite to burn with damage 1d3, and bite to burn with damage 1d3. The Cold hound (White 'Z') === Num:222 Lev:18 Rar:1 Spd:+0 Hp:10d6 Ac:30 Exp:70 A hound as tall as a man, this creature appears to be composed of angular planes of ice. Cold radiates from it and freezes your breath in the air. This natural creature moves normally. It usually appears in groups. It may breathe frost; 1 time in 10. It can bash down doors. It resists cold. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to freeze with damage 1d6, claw to attack with damage 1d8, and bite to attack with damage 1d6. The Energy hound (Blue 'Z') === Num:223 Lev:18 Rar:1 Spd:+0 Hp:10d6 Ac:30 Exp:70 Saint Elmo's Fire forms a ghostly halo around this hound, and sparks sting your fingers as energy builds up in the air around you. This natural creature moves normally. It usually appears in groups. It may breathe lightning; 1 time in 10. It can bash down doors. It resists lightning. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to electrify with damage 1d3, bite to electrify with damage 1d3, and bite to electrify with damage 1d3. The Mimic (potion) (White '!') === Num:224 Lev:18 Rar:3 Spd:+0 Hp:10d10 Ac:30 Exp:60 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 magical, casting spells which cause serious wounds, produce frost bolts, terrify, blind or confuse; 1 time in 6. It is cold blooded. It is not detected by telepathy. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 250 feet. It can hit to poison with damage 3d4, hit to attack with damage 2d3, and hit to attack with damage 2d3. The Blink dog (L.Blue 'C') === Num:225 Lev:18 Rar:2 Spd:+10 Hp:8d8 Ac:20 Exp:50 A strange magical member of the canine race, its form seems to shimmer and fade in front of your very eyes. This natural creature moves a bit erratically. It usually appears in groups. It is magical, casting spells which blink-self or teleport to; 1 time in 4. It can bash down doors. It is fairly observant of intruders, which it may notice from 200 feet. It can bite to attack with damage 1d8. The Uruk (L.Blue 'o') === Num:226 Lev:18 Rar:1 Spd:+0 Hp:80 Ac:50 Exp:68 He is a cunning orc of power, as tall as a man, and stronger. It fears little. This evil orc moves normally. He usually appears in groups. 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 an object or treasure. He can hit to attack with damage 3d5, and hit to attack with damage 3d5. [U] Shagrat, the Orc Captain (Green 'o') === Num:227 Lev:18 Rar:2 Spd:+0 Hp:400 Ac:60 Exp:400 He is an Uruk of power and great cunning. 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 3d8, hit to attack with damage 3d8, hit to attack with damage 3d5, and hit to attack with damage 3d5. [U] Gorbag, the Orc Captain (Green 'o') === Num:228 Lev:18 Rar:3 Spd:+0 Hp:400 Ac:60 Exp:400 A gruesomely ugly but cunning orc, his eyes regard you with hatred. His powerful arms flex menacingly as he advances. 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 3d8, hit to attack with damage 3d8, hit to attack with damage 3d5, and hit to attack with damage 3d5. The Shambling mound (L.Slate ',') === Num:229 Lev:18 Rar:2 Spd:+0 Hp:20d6 Ac:16 Exp:75 A pile of rotting vegetation that slides towards you with a disgusting stench, waking all it nears. This evil creature moves normally. It may shriek for help. It can open doors and bash down doors. It is not detected by telepathy. It cannot be frightened, confused or slept. It takes quite a while to see intruders, which it may notice from 200 feet. It will carry one or two treasures. It can hit to attack with damage 1d8, and hit to attack with damage 1d8. The Stone giant (L.Slate 'P') === Num:230 Lev:18 Rar:1 Spd:+0 Hp:24d8 Ac:75 Exp:90 It is eighteen feet tall and looking at you. This evil giant moves normally. It can open doors, bash down doors and pick up objects. It tends to overlook intruders, which it may notice from 200 feet. It will carry an object or treasure. It can hit to attack with damage 3d8, and hit to attack with damage 3d8. The Giant black dragon fly (Slate 'F') === Num:231 Lev:18 Rar:2 Spd:+10 Hp:3d8 Ac:20 Exp:68 The size of a large bird, this fly drips caustic acid. This natural creature moves extremely erratically. It may breathe acid; 1 time in 9. It can bash down doors. It is rarely detected by telepathy. It resists acid. It tends to overlook intruders, which it may notice from 120 feet. It has no physical attacks. The Stone golem (L.Slate 'g') === Num:232 Lev:19 Rar:2 Spd:-10 Hp:28d8 Ac:75 Exp:100 It is a massive animated statue. This creature moves normally. It can bash down doors. It is cold blooded. It is not detected by telepathy. It is hurt by rock remover. It resists lightning, fire, cold and poison. It cannot be frightened, confused or slept. 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 Red mold (Red 'm') === Num:233 Lev:19 Rar:1 Spd:+0 Hp:17d8 Ac:16 Exp:64 It is a strange red growth on the dungeon floor; it seems to burn with flame. This creature moves normally, but does not deign to chase intruders. It is not detected by telepathy. It resists fire and poison. It cannot be frightened, confused or slept. It tends to overlook intruders, which it may notice from 20 feet. It can touch to burn with damage 4d4. The Giant gold dragon fly (Yellow 'F') === Num:234 Lev:18 Rar:2 Spd:+10 Hp:3d8 Ac:20 Exp:78 Large beating wings support this dazzling insect. A loud buzzing noise pervades the air. This natural creature moves extremely erratically. It may breathe sound; 1 time in 9. It can bash down doors. It is rarely detected by telepathy. It resists fire. It tends to overlook intruders, which it may notice from 120 feet. It can bite to attack with damage 1d3. [U] Bolg, Son of Azog (Red 'o') === Num:235 Lev:20 Rar:4 Spd:+10 Hp:500 Ac:50 Exp:800 A large and powerful orc. He looks just like his daddy. He is tall and fast, but fortunately blessed with orcish brains. 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 up to 4 good objects. He can hit to attack with damage 3d6, hit to attack with damage 3d6, hit to attack with damage 3d6, and hit to attack with damage 3d6. The Phase spider (L.Blue 'S') === Num:236 Lev:20 Rar:2 Spd:+10 Hp:6d8 Ac:25 Exp:60 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 usually appears in groups. It is magical, casting spells which blink-self or teleport to; 1 time in 5. It can bash down doors. It is rarely detected by telepathy. It resists poison. 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 3-headed hydra (Orange 'M') === Num:237 Lev:20 Rar:2 Spd:+10 Hp:100d5 Ac:65 Exp:350 A strange reptilian hybrid with three heads, guarding its hoard. This natural creature moves normally. It is magical, casting spells which terrify; 1 time in 9. It can open doors, bash down doors and push past weaker monsters. It takes a while to see intruders, which it may notice from 200 feet. It will carry up to 6 treasures. It can bite to attack with damage 2d6, bite to attack with damage 2d6, and bite to attack with damage 2d6. The Earth hound (Umber 'Z') === Num:238 Lev:20 Rar:1 Spd:+0 Hp:15d8 Ac:30 Exp:200 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 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 Air hound (Green 'Z') === Num:239 Lev:20 Rar:1 Spd:+0 Hp:15d8 Ac:30 Exp:200 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 usually appears in groups. It may breathe poison; 1 time in 10. It can bash down doors. 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') === Num:240 Lev:20 Rar:2 Spd:+10 Hp:20d14 Ac:50 Exp:120 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 (Slate 'Z') === Num:241 Lev:20 Rar:2 Spd:+0 Hp:15d8 Ac:30 Exp:200 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 usually appears in groups. It may breathe acid; 1 time in 10. It can 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 Chimera (Red 'H') === Num:242 Lev:20 Rar:1 Spd:+0 Hp:13d8 Ac:15 Exp:200 It is a strange concoction of lion, dragon and goat. It looks very odd but very avoidable. This creature moves normally. It may breathe fire; 1 time in 10. It can bash down doors. 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 Quylthulg (Yellow 'Q') === Num:243 Lev:20 Rar:1 Spd:+0 Hp:6d8 Ac:1 Exp:250 It is a strange pulsing mound of flesh. This creature moves normally, but does not deign to chase intruders. It is magical, casting spells which blink-self or summon a monster; 1 time in 4. It is invisible. It is not detected by telepathy. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 100 feet. It has no physical attacks. The Sasquatch (Green 'Y') === Num:244 Lev:20 Rar:3 Spd:+10 Hp:20d19 Ac:40 Exp:180 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 Werewolf (L.Dark 'C') === Num:245 Lev:20 Rar:1 Spd:+0 Hp:20d22 Ac:30 Exp:150 It is a huge wolf with eyes that glow with manly intelligence. This natural evil creature moves a bit erratically. It can open doors, bash down doors and pick up objects. It tends to overlook intruders, which it may notice from 150 feet. It can bite to attack with damage 1d6, bite to attack with damage 1d6, and bite to attack with damage 1d10. The Dark elven lord (L.Dark 'h') === Num:246 Lev:20 Rar:2 Spd:+10 Hp:18d15 Ac:40 Exp:500 A dark elven figure in armour and radiating evil power. This evil creature moves normally. He is magical, casting spells which produce fire bolts, produce frost bolts, blind, confuse, haste-self or create darkness; 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. He can hit to attack with damage 3d8, and hit to attack with damage 3d5. The Cloud giant (Blue 'P') === Num:247 Lev:20 Rar:1 Spd:+0 Hp:24d10 Ac:60 Exp:125 It is a twenty foot tall giant wreathed in clouds. This evil giant moves normally. It can open doors, bash down doors and pick up objects. It resists lightning. It tends to overlook intruders, which it may notice from 200 feet. It will carry one or twon objects or treasures. It can hit to electrify with damage 3d8, and hit to electrify with damage 3d8. [U] Ugluk, the Uruk (Blue 'o') === Num:248 Lev:20 Rar:4 Spd:+0 Hp:640 Ac:90 Exp:550 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. [U] Lugdush, the Uruk (Blue 'o') === Num:249 Lev:21 Rar:3 Spd:+0 Hp:720 Ac:95 Exp:550 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 fire, 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 Blue dragon bat (Blue 'b') === Num:250 Lev:21 Rar:1 Spd:+20 Hp:4d4 Ac:26 Exp:54 It is a glowing blue bat with a sharp tail. This natural creature moves somewhat erratically. It may breathe lightning; 1 time in 4. It can bash down doors. It resists lightning. It tends to overlook intruders, which it may notice from 120 feet. It can bite to electrify with damage 1d3. The Mimic (scroll) (White '?') === Num:251 Lev:21 Rar:3 Spd:+0 Hp:10d14 Ac:40 Exp:60 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 magical, casting spells which cause serious wounds, produce fire bolts, terrify, blind, confuse or summon a monster; 1 time in 5. It is cold blooded. It is not detected by telepathy. It cannot be frightened, confused or slept. 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 Fire vortex (Red 'v') === Num:252 Lev:21 Rar:1 Spd:+0 Hp:9d9 Ac:30 Exp:100 A whirling maelstrom of fire. This creature moves somewhat erratically. It may breathe fire powerfully; 1 time in 6. It can bash down doors. It is not detected by telepathy. It resists fire. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 1000 feet. It can engulf to burn with damage 3d3. The Water vortex (Slate 'v') === Num:253 Lev:21 Rar:1 Spd:+0 Hp:9d9 Ac:30 Exp:100 A caustic spinning whirlpool of water. This creature moves somewhat erratically. It may breathe acid powerfully; 1 time in 6. It can bash down doors. It is not detected by telepathy. It resists acid. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 1000 feet. It can engulf to shoot acid with damage 3d3. The Cold vortex (White 'v') === Num:254 Lev:21 Rar:1 Spd:+0 Hp:9d9 Ac:30 Exp:100 A twisting whirlpool of frost. This creature moves somewhat erratically. It may breathe frost powerfully; 1 time in 6. It can bash down doors. It is not detected by telepathy. It resists cold. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 1000 feet. It can engulf to freeze with damage 3d3. The Energy vortex (Blue 'v') === Num:255 Lev:21 Rar:1 Spd:+0 Hp:12d12 Ac:30 Exp:130 A shimmering tornado of air, sparks crackle along its length. This creature moves somewhat erratically. It may breathe lightning powerfully; 1 time in 6. It can bash down doors. It is not detected by telepathy. It resists lightning. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 1000 feet. It can engulf to electrify with damage 5d5. The Mummified orc (White 'z') === Num:256 Lev:21 Rar:1 Spd:+0 Hp:15d8 Ac:28 Exp:56 It is an orcish figure covered in wrappings. This evil undead orc moves normally. It can open doors and bash down doors. It is cold blooded. It is not detected by telepathy. It resists cold and poison. It cannot be frightened, confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It will carry one or twon objects or treasures. It can hit to attack with damage 2d4, and hit to attack with damage 2d4. The Killer stag beetle (Green 'K') === Num:257 Lev:22 Rar:1 Spd:+0 Hp:20d8 Ac:55 Exp:80 It is a giant beetle with vicious claws. This natural creature moves a bit erratically. It can bash down doors. It is rarely detected by telepathy. 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 Iron golem (Slate 'g') === Num:258 Lev:22 Rar:2 Spd:+0 Hp:80d12 Ac:80 Exp:160 It is a massive metal statue that moves steadily towards you. This creature moves normally. It is magical, casting spells which slow; 1 time in 7. It can bash down doors. It is cold blooded. It is not detected by telepathy. It resists lightning, fire, cold and poison. It cannot be frightened, confused or slept. It is fairly observant of intruders, which it may notice from 120 feet. It can hit to attack with damage 1d12. The Giant yellow scorpion (Yellow 'S') === Num:259 Lev:22 Rar:1 Spd:+0 Hp:12d8 Ac:38 Exp:60 It is a giant scorpion with a sharp stinger. This natural creature moves normally. It can bash down doors. It is rarely detected by telepathy. 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 Black ooze (L.Dark 'j') === Num:260 Lev:23 Rar:1 Spd:-20 Hp:6d8 Ac:6 Exp:7 It is a strangely moving puddle. This creature moves somewhat erratically. It is magical, casting spells which drain mana; 1 time in 11. It can open doors, bash down doors, destroy weaker monsters and pick up objects. It is not detected by telepathy. It breeds explosively. It resists poison. It cannot be frightened. It is vigilant for intruders, which it may notice from 100 feet. It will carry an object or treasure. It can touch to shoot acid with damage 2d6. The Hardened warrior (Umber 'p') === Num:261 Lev:23 Rar:1 Spd:+0 Hp:15d11 Ac:40 Exp:60 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 twon 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') === Num:262 Lev:23 Rar:5 Spd:+10 Hp:900 Ac:80 Exp:1111 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 Master rogue (L.Blue 'p') === Num:263 Lev:23 Rar:2 Spd:+10 Hp:15d9 Ac:30 Exp:110 A thief of great power and shifty speed. 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 up to 4 objects or treasures. He can hit to attack with damage 2d8, hit to attack with damage 2d8, and hit to steal gold with damage 4d4. The Red dragon bat (Red 'b') === Num:264 Lev:23 Rar:1 Spd:+20 Hp:3d8 Ac:28 Exp:60 It is a sharp-tailed bat, wreathed in fire. This natural creature moves somewhat erratically. It may breathe fire; 1 time in 4. It can bash down doors. It resists fire. It tends to overlook intruders, which it may notice from 120 feet. It can bite to burn with damage 1d3. The Killer white beetle (White 'K') === Num:265 Lev:23 Rar:1 Spd:+0 Hp:20d8 Ac:55 Exp:85 It is looking for prey. This natural creature moves a bit erratically. It can bash down doors. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 140 feet. It can bite to attack with damage 4d5. The Giant bronze dragon fly (L.Umber 'F') === Num:266 Lev:18 Rar:1 Spd:+10 Hp:3d8 Ac:20 Exp:70 This vast gleaming bronze fly has wings which beat mesmerically fast. This natural creature moves extremely erratically. It may breathe confusion; 1 time in 9. It can bash down doors. It is rarely detected by telepathy. It cannot be confused or slept. It tends to overlook intruders, which it may notice from 120 feet. It has no physical attacks. The Forest wight (Green 'W') === Num:267 Lev:24 Rar:1 Spd:+0 Hp:12d8 Ac:30 Exp:140 It is a ghostly apparition with a humanoid form. This evil undead creature moves a bit erratically. It is magical, casting spells which drain mana or terrify; 1 time in 10. It can open doors and bash down doors. It is cold blooded. 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 up to 3 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] Ibun, Son of Mim (Orange 'h') === Num:268 Lev:24 Rar:2 Spd:+0 Hp:820 Ac:80 Exp:300 One of the last of the petty dwarves. Ibun is a tricky sorcerous little being, full of mischief. This creature moves normally. He is magical, casting spells which produce fire bolts, slow or heal-self; 1 time in 8. He can open doors and bash down doors. He resists fire and cold. He cannot be confused or slept. 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 attack with damage 3d6, and hit to disenchant. [U] Khim, Son of Mim (Orange 'h') === Num:269 Lev:24 Rar:2 Spd:+0 Hp:820 Ac:80 Exp:300 One of the last of the petty dwarves. Khim is a tricky sorcerous little being, full of mischief. This creature moves normally. He is magical, casting spells which produce fire bolts, slow or heal-self; 1 time in 8. He can open doors and bash down doors. He resists fire and cold. He cannot be confused or slept. 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 attack with damage 3d6, and hit to disenchant. The 4-headed hydra (Yellow 'M') === Num:270 Lev:24 Rar:2 Spd:+10 Hp:100d6 Ac:70 Exp:350 A strange reptilian hybrid with four heads, guarding its hoard. This natural creature moves normally. It is magical, casting spells which terrify; 1 time in 7. It can open doors, bash down doors and push past weaker monsters. It takes a while to see intruders, which it may notice from 200 feet. It will carry up to 8 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 (White 'z') === Num:271 Lev:24 Rar:1 Spd:+0 Hp:17d9 Ac:34 Exp:70 It is a human form encased in mouldy wrappings. This evil undead creature moves normally. It can open doors and bash down doors. It is cold blooded. It is not detected by telepathy. It resists cold and poison. It cannot be frightened, confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It will carry one or two objects. It can hit to attack with damage 2d4, and hit to attack with damage 2d4. The Vampire bat (Violet 'b') === Num:272 Lev:24 Rar:2 Spd:+10 Hp:9d10 Ac:40 Exp:150 An undead bat that flies at your neck hungrily. This natural evil undead creature moves somewhat erratically. It is cold blooded. It regenerates quickly. It resists cold and poison. It cannot be frightened, confused or slept. 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. [U] Sangahyando of Umbar (Umber 'p') === Num:273 Lev:24 Rar:2 Spd:+0 Hp:800 Ac:80 Exp:400 A Black Numenorean with a blacker heart. This evil creature moves normally. He is magical, casting spells which slow or cause amnesia; 1 time in 4. He can open doors and bash down doors. He resists lightning and fire. 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] Angamaite of Umbar (Umber 'p') === Num:274 Lev:24 Rar:2 Spd:+0 Hp:800 Ac:80 Exp:400 A Black Numenorean who hates the men of the west. This evil creature moves normally. He is magical, casting spells which slow or cause amnesia; 1 time in 4. He can open doors and bash down doors. He resists lightning and fire. 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. The Banshee (Blue 'G') === Num:275 Lev:24 Rar:2 Spd:+10 Hp:6d8 Ac:24 Exp:60 It is a ghostly woman's form that wails mournfully. This evil undead creature moves somewhat erratically. She is magical, casting spells which drain mana or teleport-self; 1 time in 16. She can pass through walls and pick up objects. She is invisible. She is cold blooded. 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 twon objects or treasures. She can wail to terrify, and touch to lower experience (by 20d6+). The Pukelman (L.Dark 'g') === Num:276 Lev:25 Rar:3 Spd:+0 Hp:80d12 Ac:80 Exp:600 A stumpy figure carved from stone, with glittering eyes, this sentinel strides towards you with deadly intent. This creature moves normally. It is magical, casting spells which produce acid bolts, confuse or slow; 1 time in 4. It can bash down doors. It is cold blooded. It is not detected by telepathy. It is hurt by rock remover. It resists lightning, fire, cold and poison. It cannot be frightened, confused or slept. It is fairly observant of intruders, which it may notice from 120 feet. It can hit to attack with damage 1d12, and hit to attack with damage 3d6. The Dark elven druid (Green 'h') === Num:277 Lev:25 Rar:3 Spd:+10 Hp:20d20 Ac:75 Exp:500 A powerful dark elf, with mighty nature-controlling enchantments. This evil creature moves normally. He is magical, casting spells which confuse, heal-self, create darkness, summon a monster or summon spiders; 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. He can hit to attack with damage 1d7, hit to attack with damage 1d7, and hit to attack with damage 3d8. The Stone troll (L.Slate 'T') === Num:278 Lev:25 Rar:1 Spd:+0 Hp:23d10 Ac:40 Exp:85 He is a giant troll with scabrous black skin. This evil troll moves normally. He usually appears in groups. He can open doors and bash down doors. He is hurt by rock remover and bright light. He tends to overlook intruders, which he may notice from 200 feet. He will carry an object or treasure. He can hit to attack with damage 1d6, hit to attack with damage 1d6, and bite to attack with damage 3d4. The Troll priest (L.Green 'T') === Num:279 Lev:25 Rar:1 Spd:+0 Hp:300 Ac:50 Exp:100 A troll who is so bright he knows how to read. This evil troll moves normally. He is magical, casting spells which cause light wounds, produce magic missiles, terrify, blink-self or create darkness; 1 time in 5. He can open doors and bash down doors. He is hurt by bright light. He cannot be confused or slept. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry one or twon objects or treasures. He can hit to attack with damage 1d8, hit to attack with damage 1d8, and bite to attack with damage 3d4. The Wereworm (L.Dark 'w') === Num:280 Lev:25 Rar:3 Spd:+0 Hp:100d11 Ac:70 Exp:300 A huge wormlike shape dripping acid, twisted by evil sorcery into a foul monster that breeds on death. This natural creature moves normally. It can 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 Carrion crawler (Orange 'c') === Num:281 Lev:25 Rar:2 Spd:+0 Hp:20d12 Ac:40 Exp:60 A hideous centipede covered in slime and with glowing tentacles around its head. This natural creature moves a bit erratically. It can bash down doors. It is rarely detected by telepathy. 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 Killer pink beetle (L.Red 'K') === Num:282 Lev:25 Rar:2 Spd:+0 Hp:20d8 Ac:50 Exp:85 It is a giant beetle with poisonous mandibles. This natural creature moves a bit erratically. It can bash down doors. It is rarely detected by telepathy. 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 Giant grey ant (Slate 'a') === Num:283 Lev:26 Rar:1 Spd:+0 Hp:19d8 Ac:40 Exp:90 It is an ant encased in shaggy grey fur. This natural creature moves a bit erratically. It can bash down doors and destroy weaker monsters. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 100 feet. It can bite to attack with damage 2d12. [U] Ulwarth, Son of Ulfang (L.Umber 'p') === Num:284 Lev:26 Rar:4 Spd:+0 Hp:850 Ac:40 Exp:500 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 Displacer beast (L.Dark 'f') === Num:285 Lev:26 Rar:2 Spd:+0 Hp:25d10 Ac:100 Exp:100 It is a huge black panther, clubbed tentacles sprouting from its shoulders. This natural creature moves normally. It can bash down doors. It is invisible. 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. The Giant red tick (Red 'S') === Num:286 Lev:26 Rar:1 Spd:+0 Hp:16d8 Ac:54 Exp:90 It is smoking and burning with great heat. This natural creature moves a bit erratically. It can bash down doors. It is rarely detected by telepathy. 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 Cave ogre (Umber 'O') === Num:287 Lev:26 Rar:1 Spd:+0 Hp:30d9 Ac:33 Exp:42 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 an object or treasure. It can hit to attack with damage 3d8, and hit to attack with damage 3d8. The White wraith (White 'W') === Num:288 Lev:26 Rar:1 Spd:+0 Hp:15d8 Ac:40 Exp:175 It is a tangible but ghostly form made of white fog. This evil undead creature moves normally. It is magical, casting spells which cause serious wounds, terrify or create darkness; 1 time in 8. It can open doors and bash down doors. It is cold blooded. 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 200 feet. It will carry one or twon objects or treasures. It can hit to attack with damage 1d6, hit to attack with damage 1d6, and touch to lower experience (by 20d6+). The Monadic Deva (Orange 'A') === Num:289 Lev:26 Rar:6 Spd:+0 Hp:300 Ac:60 Exp:220 A lesser angel wearing little more than a loincloth - its steely skin provides all the protection it needs. This creature moves normally. It is magical, casting spells which terrify, blind, confuse or cause amnesia; 1 time in 3. It can open doors, bash down doors and pick up objects. It resists acid and poison. It cannot be confused or slept. It prefers to ignore intruders, which it may notice from 300 feet. It will carry up to 4 objects. It can hit to attack with damage 3d4, hit to attack with damage 3d4, hit to attack with damage 3d4, and hit to attack with damage 3d4. [U] Mim, Betrayer of Turin (Orange 'h') === Num:290 Lev:27 Rar:4 Spd:+10 Hp:1100 Ac:80 Exp:1000 The last of his race, Mim is a petty dwarf. Petty dwarves are strange creatures, powerful in sorcery and originating in the East. They were hunted to extinction by high elves. This evil creature moves normally. He is magical, casting spells which produce acid balls, produce acid bolts, terrify or heal-self; 1 time in 6. He can open doors and bash down doors. He resists acid, lightning, fire, 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 up to 4 good objects. He can hit to attack with damage 3d8, hit to attack with damage 3d8, hit to attack with damage 3d8, and hit to disenchant. The Killer red beetle (Red 'K') === Num:291 Lev:27 Rar:1 Spd:+0 Hp:13d8 Ac:45 Exp:95 It is a giant beetle wreathed in flames. This natural creature moves normally. It can bash down doors. It is rarely detected by telepathy. It resists fire. It takes quite a while to see intruders, which it may notice from 140 feet. It can bite to attack with damage 3d4, and spit to burn with damage 4d5. The Creeping adamantite coins (L.Green '$') === Num:292 Lev:27 Rar:4 Spd:+10 Hp:20d25 Ac:50 Exp:45 It is a pile of coins, slithering forward on thousands of tiny legs. This natural creature moves normally. It can bash down doors. It is cold blooded. It resists poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 50 feet. It will carry up to 6 treasures. It can bite to poison with damage 3d4, touch to poison with damage 3d5, hit to attack with damage 1d12, and hit to attack with damage 1d12. The Algroth (Orange 'T') === Num:293 Lev:27 Rar:1 Spd:+0 Hp:21d12 Ac:60 Exp:150 A powerful troll form. Venom drips from its needlelike claws. This evil troll 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 an object or treasure. It can claw to poison with damage 3d3, claw to poison with damage 3d3, and bite to attack with damage 1d6. The Vibration hound (Yellow 'Z') === Num:294 Lev:27 Rar:3 Spd:+0 Hp:25d10 Ac:30 Exp:250 A blurry canine form which seems to be moving as fast as the eye can follow. You can feel the earth resonating beneath your feet. This natural creature moves normally. It usually appears in groups. It may breathe sound; 1 time in 5. It can bash down doors. It cannot be confused or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to attack with damage 2d6, bite to attack with damage 2d6, claw to attack with damage 3d3, and claw to attack with damage 3d3. The Nexus hound (L.Red 'Z') === Num:295 Lev:27 Rar:3 Spd:+0 Hp:25d10 Ac:30 Exp:250 A locus of conflicting points coalesce to form the vague shape of a huge hound. Or is it just your imagination? This natural creature moves normally. It usually appears in groups. It may breathe nexus; 1 time in 5. It can bash down doors. It cannot be confused or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to attack with damage 2d8, bite to attack with damage 2d8, claw to attack with damage 3d3, and claw to attack with damage 3d3. The Ogre mage (Red 'O') === Num:296 Lev:27 Rar:2 Spd:+0 Hp:30d12 Ac:40 Exp:300 A hideous ogre wrapped in black sorcerous robes. This evil giant moves normally. It is magical, casting spells which produce frost balls, paralyze, heal-self, create traps or summon a monster; 1 time in 4. 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 one or twon objects or treasures. It can hit to attack with damage 3d8, hit to attack with damage 3d8, hit to attack with damage 3d8, and hit to attack with damage 3d8. [U] Lokkak, the Ogre Chieftain (Green 'O') === Num:297 Lev:27 Rar:2 Spd:+10 Hp:1500 Ac:100 Exp:1500 An ogre renowned for acts of surpassing cruelty, Lokkak quickly became the leader of a large band of violent ogres. This evil giant moves normally. He usually appears with an escort. He can 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 6d6, hit to attack with damage 6d6, and hit to attack with damage 6d6. The Vampire (Violet 'V') === Num:298 Lev:27 Rar:1 Spd:+0 Hp:25d12 Ac:45 Exp:175 It is a humanoid with an aura of power. You notice a sharp set of front teeth. This evil undead creature moves normally. It is magical, casting spells which cause mind blasting, cause serious wounds, terrify, paralyze, teleport to, create darkness or cause amnesia; 1 time in 9. It can open doors and bash down doors. It is cold blooded. It regenerates quickly. 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 200 feet. It will carry up to 3 objects or treasures. It can hit to attack with damage 1d6, hit to attack with damage 1d6, bite to lower experience (by 20d6+) with damage 1d4, and bite to lower experience (by 20d6+) with damage 1d4. The Gorgimera (Orange 'H') === Num:299 Lev:27 Rar:2 Spd:+0 Hp:25d20 Ac:55 Exp:200 The result of evil experiments, this travesty of nature should never be alive. It has 3 heads - gorgon, goat and dragon - all attached to a lion's body. This creature moves normally. It may breathe fire; 1 time in 8. It can bash down doors. It resists fire. It is fairly observant of intruders, which it may notice from 120 feet. It can bite to burn with damage 1d3, bite to burn with damage 1d3, bite to attack with damage 1d10, and gaze to paralyze with damage 2d4. The Colbran (Yellow 'g') === Num:300 Lev:27 Rar:2 Spd:+10 Hp:80d12 Ac:80 Exp:900 A man-shaped form of living lightning, sparks and shocks crackle all over this madly capering figure, as it leaps and whirls around and about you. This creature moves normally. It is magical, casting spells which produce lightning bolts; 1 time in 3. It can bash down doors. It is cold blooded. It is not detected by telepathy. It resists lightning and poison. It cannot be frightened, confused or slept. It is fairly observant of intruders, which it may notice from 120 feet. It can hit to electrify with damage 3d8, and hit to electrify with damage 3d8. The Spirit naga (White 'n') === Num:301 Lev:28 Rar:2 Spd:+0 Hp:30d15 Ac:75 Exp:60 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 magical, casting spells which cause mind blasting, blind, heal-self or create darkness; 1 time in 4. She can open doors and bash down doors. She is invisible. 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 6 objects. 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 5-headed hydra (Green 'M') === Num:302 Lev:28 Rar:2 Spd:+10 Hp:100d8 Ac:80 Exp:350 A strange reptilian hybrid with five heads dripping venom. This natural creature moves normally. It is magical, casting spells which produce poison balls or terrify; 1 time in 5. It can bash down doors and push past weaker monsters. It resists poison. It takes a while to see intruders, which it may notice from 200 feet. It will carry up to 10 treasures. It can bite to poison with damage 4d4, bite to poison with damage 4d4, bite to poison with damage 4d4, and bite to poison with damage 4d4. The Black knight (Slate 'p') === Num:303 Lev:28 Rar:1 Spd:+10 Hp:30d10 Ac:70 Exp:240 He is a figure encased in deep black plate armour; he looks at you menacingly. This evil creature moves normally. He is magical, casting spells which cause critical wounds, terrify, blind or create darkness; 1 time in 8. He can open doors and bash down doors. He is fairly observant of intruders, which he may notice from 200 feet. He will carry one or twon objects or treasures. He can hit to attack with damage 5d5, hit to attack with damage 5d5, and hit to attack with damage 5d5. [U] Uldor the Accursed (L.Umber 'p') === Num:304 Lev:28 Rar:4 Spd:+0 Hp:1000 Ac:70 Exp:600 An evil and cunning man from the East. 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, hit to attack with damage 4d6, and hit to attack with damage 3d5. The Mage (Red 'p') === Num:305 Lev:28 Rar:1 Spd:+0 Hp:15d8 Ac:40 Exp:150 A mage of some power - you can tell by the size of his hat. This evil creature moves normally. He is magical, casting spells intelligently which produce lightning bolts, produce fire bolts, produce frost bolts, blind, confuse, haste-self, teleport-self, teleport to or summon a monster; 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 one or two objects. He can hit to attack with damage 2d5, and hit to attack with damage 2d5. The Mind flayer (L.Red 'h') === Num:306 Lev:28 Rar:1 Spd:+0 Hp:150 Ac:60 Exp:200 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 magical, casting spells which cause mind blasting, cause brain smashing, terrify, blind, paralyze or cause amnesia; 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 up to 3 objects. It can gaze to reduce intelligence with damage 2d6, and gaze to reduce intelligence with damage 2d6. [U] Draebor, the Imp (Green 'u') === Num:307 Lev:28 Rar:5 Spd:+10 Hp:520 Ac:50 Exp:750 An intensely irritating git of a monster. This evil demon moves a bit erratically. It usually appears with an escort. It is magical, casting spells intelligently which terrify, blind, confuse, blink-self, teleport-self, teleport to, teleport away or teleport level; 1 time in 5. It can bash down doors. It is invisible. It resists fire. It takes a while to see intruders, which it may notice from 200 feet. It will carry up to 8 good objects. It can hit to poison with damage 3d4, hit to poison with damage 3d4, and hit to attack with damage 3d4. The Basilisk (Blue 'R') === Num:308 Lev:28 Rar:3 Spd:+10 Hp:20d30 Ac:90 Exp:300 An evil reptile that preys on unsuspecting travellers. Its eyes stare deeply at you and your soul starts to wilt! This natural creature moves normally. It can open doors and bash down doors. It cannot be confused or slept. It takes quite a while to see intruders, which it may notice from 150 feet. It will carry one or two objects. It can gaze to paralyze, bite to attack with damage 2d12, bite to attack with damage 2d12, and bite to attack with damage 2d12. The Ice troll (White 'T') === Num:309 Lev:28 Rar:1 Spd:+0 Hp:24d10 Ac:56 Exp:160 He is a white troll with powerfully clawed hands. This evil troll moves normally. He usually appears in groups. He can open doors and bash down doors. He is hurt by bright light. He resists cold. He tends to overlook intruders, which he may notice from 200 feet. He will carry an object or treasure. He can hit to attack with damage 1d5, hit to attack with damage 1d5, hit to attack with damage 1d5, and bite to freeze with damage 3d6. The Giant purple worm (Violet 'w') === Num:310 Lev:29 Rar:3 Spd:+0 Hp:65d8 Ac:65 Exp:400 It is a massive worm form, many feet in length. Its vast maw drips acid and poison. This natural creature moves normally. It can bash down doors. It resists acid and poison. It takes quite a while to see intruders, which it may notice from 140 feet. It can hit to attack with damage 1d8, bite to shoot acid with damage 2d8, and sting to poison with damage 1d8. The Movanic Deva (L.Blue 'A') === Num:311 Lev:29 Rar:6 Spd:+0 Hp:400 Ac:68 Exp:400 A lesser angel protected by an aura of holiness. Its muscular form looks extremely powerful next to your own frail body. This creature moves normally. It is magical, casting spells intelligently which terrify, blind, confuse, haste-self or heal-self; 1 time in 3. It can open doors, bash down doors and pick up objects. It resists fire, cold and poison. It cannot be confused or slept. It prefers to ignore intruders, which it may notice from 300 feet. It will carry up to 4 objects. It can hit to attack with damage 3d5, hit to attack with damage 3d5, hit to attack with damage 3d5, and hit to attack with damage 3d5. The Catoblepas (Green 'q') === Num:312 Lev:29 Rar:2 Spd:+0 Hp:30d10 Ac:55 Exp:400 A strange ox-like form with a huge head but a thin, weak neck, it looks likes the creation of some deranged alchemist. This natural creature moves normally. It can bash down doors. It resists poison. It takes quite a while to see intruders, which it may notice from 150 feet. It will carry up to 4 treasures. It can gaze to terrify with damage 2d4, gaze to blind with damage 2d4, butt to attack with damage 2d6, and bite to attack with damage 2d12. The Mimic (ring) (White '=') === Num:313 Lev:29 Rar:3 Spd:+10 Hp:10d35 Ac:60 Exp:200 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 magical, casting spells which cause serious wounds, produce acid bolts, produce lightning bolts, produce fire bolts, produce frost bolts, terrify, blind, confuse, cause amnesia or summon a monster; 1 time in 4. It is cold blooded. It is not detected by telepathy. It cannot be frightened, confused or slept. It pays very little attention to intruders, which it may notice from 300 feet. It can hit to poison with damage 3d4, hit to poison with damage 3d4, hit to poison with damage 3d4, and hit to poison with damage 3d4. The Young blue dragon (Blue 'd') === Num:314 Lev:29 Rar:1 Spd:+0 Hp:270 Ac:50 Exp:300 It has a form that legends are made of. Its still-tender scales are a deep blue in hue. Sparks crackle along its length. This evil dragon moves normally. It may breathe lightning, and is also magical, casting spells which terrify; 1 time in 11. It can open doors and bash down doors. It resists lightning. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 5 objects or treasures. It can claw to attack with damage 1d4, claw to attack with damage 1d4, and bite to attack with damage 1d6. The Young white dragon (White 'd') === Num:315 Lev:29 Rar:1 Spd:+0 Hp:270 Ac:50 Exp:275 It has a form that legends are made of. Its still-tender scales are a frosty white in hue. Icy blasts of cold air come from it as it breathes. This evil dragon moves normally. It may breathe frost, and is also magical, casting spells which terrify; 1 time in 11. It can open doors and bash down doors. It resists cold. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 5 objects or treasures. It can claw to attack with damage 1d4, claw to attack with damage 1d4, and bite to attack with damage 1d6. The Young green dragon (Green 'd') === Num:316 Lev:29 Rar:1 Spd:+0 Hp:270 Ac:60 Exp:290 It has a form that legends are made of. Its still-tender scales are a deep green in hue. Foul gas seeps through its scales. This evil dragon moves normally. It may breathe poison, and is also magical, casting spells which terrify; 1 time in 11. It can open doors and bash down doors. It resists poison. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 5 objects or treasures. It can claw to attack with damage 1d4, claw to attack with damage 1d4, and bite to attack with damage 1d6. The Young bronze dragon (L.Umber 'd') === Num:317 Lev:29 Rar:3 Spd:+0 Hp:270 Ac:63 Exp:310 It has a form that legends are made of. Its still-tender scales are a rich bronze hue, and its shape masks its true form. This dragon moves normally. It may breathe confusion, and is also magical, casting spells which terrify; 1 time in 11. 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 will carry up to 7 objects or treasures. It can claw to attack with damage 1d4, claw to attack with damage 1d4, and bite to attack with damage 1d6. The Mithril golem (L.Blue 'g') === Num:318 Lev:30 Rar:4 Spd:+0 Hp:80d15 Ac:100 Exp:500 It is a massive statue of purest mithril. It looks expensive! This creature moves normally. It can bash down doors. It is cold blooded. It is not detected by telepathy. It resists lightning, fire, cold and poison. It cannot be frightened, confused or slept. It is fairly observant of intruders, which it may notice from 120 feet. It will carry up to 4 treasures. It can hit to attack with damage 3d8, hit to attack with damage 3d8, hit to attack with damage 5d5, and hit to attack with damage 5d5. The Shadow drake (L.Dark 'd') === Num:319 Lev:30 Rar:2 Spd:+0 Hp:20d10 Ac:50 Exp:700 It is a dragon-like form wrapped in shadow. Glowing red eyes shine out in the dark. This natural evil dragon moves a bit erratically. It is magical, casting spells which terrify, confuse, slow, haste-self or create darkness; 1 time in 6. It can open doors, bash down doors and pick up objects. It is invisible. It resists cold. It takes quite a while to see intruders, which it may notice from 250 feet. It will carry up to 4 objects. It can bite to freeze with damage 1d6, bite to freeze with damage 1d6, and bite to freeze with damage 1d6. The Skeleton troll (White 's') === Num:320 Lev:30 Rar:1 Spd:+0 Hp:20d10 Ac:55 Exp:225 It is a troll skeleton animated by dark dweomers. This evil undead troll moves normally. It can open doors and bash down doors. It is cold blooded. It is not detected by telepathy. It resists cold and poison. It cannot be frightened, confused or slept. It takes a while to see intruders, which it may notice from 200 feet. It can hit to attack with damage 1d6, hit to attack with damage 1d6, and bite to attack with damage 3d4. The Manticore (Yellow 'H') === Num:321 Lev:30 Rar:2 Spd:+10 Hp:250 Ac:15 Exp:300 It is a winged lion's body with a human torso and a tail covered in vicious spikes. This evil creature moves normally. It may fire missiles. It can bash down doors. It is fairly observant of intruders, which it may notice from 120 feet. It can hit to attack with damage 3d4, hit to attack with damage 3d4, hit to attack with damage 3d4, and hit to attack with damage 3d4. The Giant blue ant (Blue 'a') === Num:322 Lev:30 Rar:2 Spd:+0 Hp:8d8 Ac:50 Exp:80 It is a giant ant that crackles with energy. This natural creature moves a bit erratically. It can bash down doors. It is rarely detected by telepathy. It resists lightning. It tends to overlook intruders, which it may notice from 100 feet. It can bite to electrify with damage 5d5. The Giant army ant (Orange 'a') === Num:323 Lev:30 Rar:3 Spd:+10 Hp:19d6 Ac:40 Exp:90 An armoured form moving with purpose. Powerful on its own, flee when hordes of them march. This natural creature moves a bit erratically. It usually appears in groups. It can bash down doors and destroy weaker monsters. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 100 feet. It can bite to attack with damage 2d12. The Grave wight (Blue 'W') === Num:324 Lev:30 Rar:1 Spd:+0 Hp:12d10 Ac:50 Exp:325 It is a ghostly form with eyes that haunt you. This evil undead creature moves a bit erratically. It is magical, casting spells which cause critical wounds, terrify or create darkness; 1 time in 8. It can open doors and bash down doors. It is cold blooded. 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. It can hit to attack with damage 1d7, hit to attack with damage 1d7, and touch to lower experience (by 20d6+). The Killer slicer beetle (Yellow 'K') === Num:325 Lev:30 Rar:2 Spd:+0 Hp:22d10 Ac:60 Exp:200 It is a beetle with deadly sharp cutting mandibles and a rock-hard carapace. This natural creature moves normally. It can bash down doors. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 140 feet. It can bite to attack with damage 5d8, and bite to attack with damage 5d8. The Ghost (White 'G') === Num:326 Lev:31 Rar:1 Spd:+10 Hp:13d8 Ac:30 Exp:350 You don't believe in them. This evil undead creature moves a bit erratically. It is magical, casting spells which drain mana, blind or paralyze; 1 time in 16. It can pass through walls and pick up objects. It is invisible. It is cold blooded. It resists cold and poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 3 objects or treasures. It can wail to terrify, touch to lower experience (by 20d6+), claw to reduce intelligence with damage 1d6, and claw to reduce wisdom with damage 1d6. The Death watch beetle (L.Dark 'K') === Num:327 Lev:31 Rar:3 Spd:+0 Hp:25d12 Ac:60 Exp:190 It is a giant beetle that produces a chilling sound. This natural creature moves normally. It can bash down doors. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 160 feet. It can bite to attack with damage 5d4, and wail to terrify with damage 5d6. The Ogre shaman (Orange 'O') === Num:328 Lev:32 Rar:2 Spd:+0 Hp:14d10 Ac:55 Exp:250 It is an ogre wrapped in furs and covered in grotesque body paints. This evil giant moves normally. It is magical, casting spells which cause serious wounds, produce fire bolts, terrify, paralyze, teleport-self, create traps or summon a monster; 1 time in 5. 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 one or two objects. It can hit to attack with damage 3d6, hit to attack with damage 3d6, and hit to attack with damage 3d6. The Nexus quylthulg (L.Red 'Q') === Num:329 Lev:32 Rar:1 Spd:+0 Hp:10d12 Ac:1 Exp:300 It is a very unstable, strange pulsing mound of flesh. This creature moves normally, but does not deign to chase intruders. It is magical, casting spells which blink-self or teleport away; 1 time in 1. It is invisible. It is not detected by telepathy. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 100 feet. It has no physical attacks. [U] Shelob, Spider of Darkness (L.Dark 'S') === Num:330 Lev:32 Rar:3 Spd:+0 Hp:1200 Ac:80 Exp:1200 Shelob is an enormous bloated spider, rumoured to have been one of the brood of Ungoliant the Unlight. Her poison is legendary, as is her ego, which may be her downfall. She used to guard the pass through Cirith Ungol, but has not been seen there for many eons. This natural evil creature moves normally. She usually appears with escorts. She is magical, casting spells intelligently which cause critical wounds, cause mortal wounds, terrify, blind, confuse, slow, heal-self, create traps or summon spiders; 1 time in 2. She can bash down doors. She is hurt by bright light. She cannot be confused or slept. She pays little attention to intruders, which she may notice from 80 feet. She will carry up to 6 good objects. She can bite to attack with damage 2d10, sting to poison with damage 2d5, sting to reduce strength with damage 1d4, and sting to poison with damage 2d5. The Ninja (Yellow 'p') === Num:331 Lev:32 Rar:2 Spd:+10 Hp:13d12 Ac:60 Exp:300 A humanoid clothed in black who moves with blinding speed. This evil creature moves normally. He can open doors and bash down doors. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 200 feet. He will carry one or twon objects or treasures. He can hit to poison with damage 3d4, hit to reduce strength with damage 3d4, and hit to reduce strength with damage 3d4. The Memory moss (Red ',') === Num:332 Lev:32 Rar:3 Spd:+0 Hp:1d2 Ac:1 Exp:150 A mass of green vegetation. You don't remember seeing anything like it before. This creature moves normally, but does not deign to chase intruders. It is magical, casting spells which cause amnesia; 1 time in 6. It is not detected by telepathy. It cannot be frightened, confused or slept. It is observant of intruders, which it may notice from 300 feet. It can hit to confuse with damage 1d4, and hit to confuse with damage 1d4. The Storm giant (L.Blue 'P') === Num:333 Lev:32 Rar:1 Spd:+0 Hp:380 Ac:60 Exp:1500 It is a twenty-five foot tall giant wreathed in lighting. This evil giant moves normally. It is magical, casting spells which produce lightning balls, produce lightning bolts, terrify, confuse, blink-self or teleport to; 1 time in 8. It can open doors, bash down doors and pick up objects. It resists lightning and cold. It takes quite a while to see intruders, which it may notice from 200 feet. It will carry one or twon objects or treasures. It can hit to electrify with damage 3d8, hit to electrify with damage 3d8, and hit to electrify with damage 3d8. The Cave troll (Umber 'T') === Num:334 Lev:33 Rar:1 Spd:+0 Hp:24d12 Ac:50 Exp:350 He is a vicious monster, feared for his ferocity. This evil troll moves normally. He usually appears in groups. He can open doors and bash down doors. He is hurt by bright light. He resists poison. He tends to overlook intruders, which he may notice from 200 feet. He will carry an object or treasure. He can hit to attack with damage 3d5, hit to attack with damage 1d8, hit to attack with damage 1d8, and hit to attack with damage 1d8. The Half-troll (L.Umber 'T') === Num:335 Lev:33 Rar:2 Spd:+0 Hp:25d14 Ac:50 Exp:300 A huge, ugly, half-human in search of plunder. This evil troll moves normally. He usually appears in groups. He can open doors and bash down doors. He resists poison. He tends to overlook intruders, which he may notice from 200 feet. He will carry one or two objects. He can claw to attack with damage 1d5, claw to attack with damage 1d5, claw to attack with damage 1d5, and bite to attack with damage 2d6. The Mystic (Orange 'p') === Num:336 Lev:33 Rar:3 Spd:+10 Hp:350 Ac:50 Exp:500 An adept at unarmed combat, the mystic strikes with stunning power. He can summon help from nature and is able to focus his power to ease any pain. This creature moves normally. He is magical, casting spells which heal-self or summon spiders; 1 time in 6. He can open doors and bash down doors. He is invisible. He resists acid and poison. He cannot be confused or slept. He is observant of intruders, which he may notice from 300 feet. He will carry one or two objects. He can kick to attack with damage 10d2, kick to attack with damage 10d2, kick to attack with damage 10d2, and kick to attack with damage 10d2. The Barrow wight (Violet 'W') === Num:337 Lev:33 Rar:3 Spd:+0 Hp:15d10 Ac:40 Exp:375 It is a ghostly nightmare of a entity. This evil undead creature moves normally. It usually appears in groups. It is magical, casting spells which cause serious wounds, terrify, paralyze or create darkness; 1 time in 8. It can open doors and bash down doors. It is cold blooded. 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 200 feet. It will carry an object or treasure. It can hit to attack with damage 1d8, hit to attack with damage 1d8, and touch to lower experience (by 40d6+). The Giant skeleton troll (White 's') === Num:338 Lev:33 Rar:1 Spd:+0 Hp:450 Ac:50 Exp:325 It is the animated form of a massive troll. This evil undead troll moves normally. It can open doors and bash down doors. It is cold blooded. It is not detected by telepathy. It resists cold and poison. It cannot be frightened, confused or slept. It takes a while to see intruders, which it may notice from 200 feet. It can hit to attack with damage 1d9, hit to attack with damage 1d9, bite to attack with damage 1d5, and bite to attack with damage 1d5. The Chaos drake (Violet 'd') === Num:339 Lev:33 Rar:3 Spd:+0 Hp:500 Ac:100 Exp:700 A dragon twisted by the forces of chaos. It seems first ugly, then fair, as its form shimmers and changes in front of your eyes. This evil dragon moves normally. It may breathe chaos or disenchantment, and is also magical, casting spells which terrify, confuse or slow; 1 time in 6. 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 250 feet. It will carry up to 4 objects. It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 2d6. The Law drake (L.Blue 'd') === Num:340 Lev:33 Rar:3 Spd:+0 Hp:550 Ac:100 Exp:700 This dragon is clever and cunning. It laughs at your puny efforts to disturb it. This evil dragon moves normally. It may breathe sound or shards, and is also magical, casting spells which terrify, confuse or slow; 1 time in 6. It can open doors and bash down doors. It resists cold. It cannot be confused or slept. It takes quite a while to see intruders, which it may notice from 250 feet. It will carry up to 4 objects. It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 2d6. The Balance drake (Violet 'd') === Num:341 Lev:33 Rar:3 Spd:+0 Hp:600 Ac:100 Exp:700 A mighty dragon, the balance drake seeks to maintain the Cosmic Balance, and despises your feeble efforts to destroy evil. This evil dragon moves normally. It may breathe sound, chaos, disenchantment or shards, and is also magical, casting spells which terrify, confuse or slow; 1 time in 6. It can open doors and bash down doors. It resists fire and cold. It cannot be confused or slept. It takes quite a while to see intruders, which it may notice from 250 feet. It will carry up to 4 objects. It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 2d6. The Ethereal drake (Orange 'd') === Num:342 Lev:33 Rar:3 Spd:+0 Hp:450 Ac:100 Exp:700 A dragon of elemental power, with control over light and dark, the ethereal drake's eyes glare with white hatred from the shadows. This evil dragon moves normally. It may breathe light or darkness, and is also magical, casting spells which terrify, confuse or slow; 1 time in 6. It can pass through walls. It is invisible. It cannot be confused or slept. It takes a while to see intruders, which it may notice from 250 feet. It will carry up to 4 objects. It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 2d6. [U] Bert the Stone Troll (L.Slate 'T') === Num:343 Lev:33 Rar:7 Spd:+0 Hp:1100 Ac:70 Exp:2000 Big, brawny, powerful and with a taste for hobbit. He has friends called Bill and Tom. This evil troll moves normally. He usually appears with an escort. He can open doors, bash down doors and pick up objects. He is hurt by rock remover and bright light. He resists cold and poison. He tends to overlook intruders, which he may notice from 200 feet. He will carry one or two good objects. He can hit to attack with damage 5d5, bite to attack with damage 2d10, and bite to attack with damage 2d3. [U] Bill the Stone Troll (L.Slate 'T') === Num:344 Lev:33 Rar:7 Spd:+0 Hp:1100 Ac:70 Exp:2000 Big, brawny, powerful and with a taste for hobbit. He has friends called Bert and Tom. This evil troll moves normally. He usually appears with an escort. He can open doors, bash down doors and pick up objects. He is hurt by rock remover and bright light. He resists cold and poison. He tends to overlook intruders, which he may notice from 200 feet. He will carry one or two good objects. He can hit to attack with damage 5d5, bite to attack with damage 2d10, and bite to attack with damage 2d3. [U] Tom the Stone Troll (L.Slate 'T') === Num:345 Lev:33 Rar:7 Spd:+0 Hp:1100 Ac:70 Exp:2000 Big, brawny, powerful and with a taste for hobbit. He has friends called Bert and Bill. This evil troll moves normally. He usually appears with an escort. He can open doors, bash down doors and pick up objects. He is hurt by rock remover and bright light. He resists cold and poison. He tends to overlook intruders, which he may notice from 200 feet. He will carry one or two good objects. He can hit to attack with damage 5d5, bite to attack with damage 2d10, and bite to attack with damage 2d3. The Shade (L.Dark 'G') === Num:346 Lev:33 Rar:3 Spd:+10 Hp:14d20 Ac:30 Exp:350 A shadowy form clutches at you from the darkness. A powerful undead with a deadly touch. This evil undead creature moves a bit erratically. It is magical, casting spells which drain mana, blind, paralyze or cause amnesia; 1 time in 16. It can pass through walls and pick up objects. It is invisible. It is cold blooded. It resists cold and poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 6 objects. It can wail to terrify, touch to lower experience (by 40d6+), and claw to reduce intelligence with damage 1d10. The Spectre (L.Umber 'G') === Num:347 Lev:33 Rar:3 Spd:+10 Hp:14d20 Ac:30 Exp:350 A phantasmal shrieking spirit. Its wail drives the intense cold of pure evil deep within your body. This evil undead creature moves a bit erratically. It is magical, casting spells which drain mana, blind, paralyze or cause amnesia; 1 time in 16. It can pass through walls and pick up objects. It is invisible. It is cold blooded. It resists cold and poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 6 objects. It can wail to terrify, touch to lower experience (by 40d6+), and claw to reduce wisdom with damage 5d5. The Water troll (Slate 'T') === Num:348 Lev:33 Rar:1 Spd:+0 Hp:360 Ac:50 Exp:420 He is a troll that reeks of brine. This evil troll moves normally. He usually appears in groups. He can open doors and bash down doors. He is hurt by bright light. He resists cold and poison. He tends to overlook intruders, which he may notice from 200 feet. He will carry an object or treasure. He can hit to attack with damage 1d9, hit to attack with damage 1d9, hit to attack with damage 2d2, and hit to attack with damage 2d2. The Fire elemental (Red 'E') === Num:349 Lev:33 Rar:2 Spd:+0 Hp:30d8 Ac:50 Exp:350 It is a towering inferno of flames. This evil creature moves a bit erratically. It is magical, casting spells which produce fire bolts; 1 time in 6. It can bash down doors, destroy weaker monsters and destroy objects. It is not detected by telepathy. It resists fire and poison. It cannot be frightened, confused or slept. It tends to overlook intruders, which it may notice from 120 feet. It can hit to burn with damage 4d6, and hit to burn with damage 4d6. The Astral Deva (L.Green 'A') === Num:350 Lev:33 Rar:6 Spd:+10 Hp:450 Ac:68 Exp:400 It is an angel moving very quickly, wielding a holy war hammer and casting a volley of powerful spells in your direction. This creature moves normally. It is magical, casting spells intelligently which cause mind blasting, produce fire bolts, terrify, blind, haste-self, heal-self or summon monsters; 1 time in 3. It can open doors, bash down doors, push past weaker monsters and pick up objects. It resists acid, lightning, fire, cold and poison. It cannot be confused or slept. It prefers to ignore intruders, which it may notice from 300 feet. It will carry up to 6 objects. It can hit to attack with damage 4d3, hit to attack with damage 3d8, hit to attack with damage 4d3, and hit to attack with damage 3d8. The Water elemental (Slate 'E') === Num:351 Lev:33 Rar:2 Spd:+0 Hp:25d8 Ac:40 Exp:325 It is a towering tempest of water. This evil creature moves a bit erratically. It is magical, casting spells which produce frost bolts; 1 time in 6. It can bash down doors, destroy weaker monsters and destroy objects. It is cold blooded. It is not detected by telepathy. It resists poison. It cannot be frightened, confused or slept. It tends to overlook intruders, which it may notice from 120 feet. It can hit to attack with damage 1d10, hit to attack with damage 1d10, and hit to attack with damage 1d10. The Invisible stalker (Yellow 'E') === Num:352 Lev:34 Rar:3 Spd:+20 Hp:19d12 Ac:46 Exp:300 It is impossible to define its form but its violence is legendary. This evil creature moves somewhat erratically. It can open doors and bash down doors. It is invisible. It is cold blooded. It is not detected by telepathy. It resists lightning and poison. It cannot be frightened, confused or slept. It takes a while to see intruders, which it may notice from 200 feet. It can hit to attack with damage 1d6, hit to attack with damage 1d6, and hit to attack with damage 1d6. The Carrion crawler (Orange 'c') === Num:353 Lev:34 Rar:2 Spd:+0 Hp:20d12 Ac:40 Exp:100 A hideous centipede covered in slime and with glowing tentacles around its head. This natural creature moves a bit erratically. It usually appears in groups. It can bash down doors. It is rarely detected by telepathy. 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 Master thief (L.Blue 'p') === Num:354 Lev:34 Rar:2 Spd:+20 Hp:18d10 Ac:30 Exp:350 Cool and confident, fast and lithe; protect your possessions quickly! This evil creature moves normally. He can open doors, bash down doors and pick up objects. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry up to 6 objects or treasures. He can hit to attack with damage 2d8, hit to attack with damage 3d4, hit to steal gold with damage 4d4, and hit to steal items with damage 4d5. [U] Ulfang the Black (L.Umber 'p') === Num:355 Lev:34 Rar:5 Spd:+10 Hp:1000 Ac:90 Exp:1200 A short and swarthy Easterling dressed in Black. 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 up to 4 good objects. He can hit to attack with damage 5d5, hit to attack with damage 5d5, hit to attack with damage 5d5, and hit to attack with damage 5d5. The Lich (Orange 'L') === Num:356 Lev:34 Rar:3 Spd:+0 Hp:300 Ac:60 Exp:800 It is a skeletal form dressed in robes. It radiates vastly evil power. This evil undead creature moves normally. It is magical, casting spells intelligently which drain mana, cause brain smashing, cause critical wounds, terrify, blind, slow, paralyze, blink-self, teleport to or teleport away; 1 time in 4. It can open doors and bash down doors. It is cold blooded. It is hurt by bright light. It resists cold and poison. It cannot be confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It will carry one or twon objects or treasures. It can touch to lower experience (by 40d6+), touch to drain charges, touch to reduce dexterity with damage 2d8, and touch to reduce dexterity with damage 2d8. The Master vampire (Green 'V') === Num:357 Lev:34 Rar:3 Spd:+0 Hp:340 Ac:60 Exp:750 It is a humanoid form dressed in robes. Power emanates from its chilling frame. This evil undead creature moves normally. It is magical, casting spells which cause mind blasting, cause critical wounds, produce nether bolts, terrify, confuse, paralyze, teleport to, create darkness or cause amnesia; 1 time in 6. It can open doors and bash down doors. It is cold blooded. It regenerates quickly. 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 200 feet. It will carry up to 8 objects or treasures. It can hit to attack with damage 1d6, hit to attack with damage 1d6, bite to lower experience (by 40d6+) with damage 1d4, and bite to lower experience (by 40d6+) with damage 1d4. The Giant grey scorpion (Slate 'S') === Num:358 Lev:34 Rar:4 Spd:+10 Hp:18d20 Ac:50 Exp:275 It is a giant grey scorpion. It looks poisonous. This natural creature moves normally. It can bash down doors. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 120 feet. It can bite to attack with damage 1d6, and sting to poison with damage 1d4. The Earth elemental (Umber 'E') === Num:359 Lev:34 Rar:2 Spd:-10 Hp:30d10 Ac:60 Exp:375 It is a towering form composed of rock with fists of awesome power. This evil creature moves normally. It is magical, casting spells which produce acid bolts; 1 time in 8. It can pass through walls, destroy weaker monsters and destroy objects. It is cold blooded. It is not detected by telepathy. It is hurt by rock remover. It resists lightning, fire, cold and poison. It cannot be frightened, confused or slept. It pays little attention to intruders, which it may notice from 100 feet. It can hit to attack with damage 4d6, hit to attack with damage 4d6, and hit to attack with damage 4d6. The Air elemental (L.Blue 'E') === Num:360 Lev:34 Rar:2 Spd:+10 Hp:30d5 Ac:50 Exp:390 It is a towering tornado of winds. This evil creature moves a bit erratically. It is magical, casting spells which produce lightning bolts; 1 time in 8. It can bash down doors, destroy weaker monsters and destroy objects. It is cold blooded. It is not detected by telepathy. It resists acid, lightning, fire, cold and poison. It cannot be frightened, confused or slept. It tends to overlook intruders, which it may notice from 120 feet. It can hit to attack with damage 1d10, hit to confuse with damage 1d4, and hit to attack with damage 1d10. The Hell hound (Red 'C') === Num:361 Lev:35 Rar:3 Spd:+10 Hp:400 Ac:80 Exp:600 It is a giant dog that glows with heat. Flames pour from its nostrils. This natural evil creature moves a bit erratically. It may breathe fire; 1 time in 5. It can bash down doors and push past weaker monsters. It resists fire. It is ever vigilant for intruders, which it may notice from 250 feet. It can bite to burn with damage 3d12, bite to burn with damage 3d12, and bite to burn with damage 3d12. The Eog golem (Umber 'g') === Num:362 Lev:35 Rar:4 Spd:-10 Hp:100d20 Ac:125 Exp:1200 It is a massive deep brown statue, striding towards you with an all-too-familiar purpose. Your magic surprisingly feels much less powerful now. This creature moves normally. It can bash down doors. It is cold blooded. It is not detected by telepathy. It resists lightning, fire, cold and poison. It cannot be frightened, confused or slept. It is fairly observant of intruders, which it may notice from 120 feet. It will carry up to 4 treasures. It can hit to attack with damage 8d6, hit to attack with damage 8d6, hit to attack with damage 6d6, and hit to attack with damage 6d6. The Olog (Yellow 'T') === Num:363 Lev:35 Rar:1 Spd:+0 Hp:420 Ac:50 Exp:400 It is a massive intelligent troll with needle sharp fangs. This evil troll moves normally. It usually appears in groups. It can open doors and bash down doors. It resists poison. It tends to overlook intruders, which it may notice from 200 feet. It will carry an object or treasure. It can hit to attack with damage 1d12, hit to attack with damage 1d12, bite to attack with damage 2d3, and bite to attack with damage 2d3. The Dagashi (Yellow 'p') === Num:364 Lev:35 Rar:4 Spd:+10 Hp:13d25 Ac:70 Exp:500 A human warrior, moving with lightning speed. This evil creature moves normally. He can open doors and bash down doors. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 200 feet. He will carry one or twon objects or treasures. He can hit to poison with damage 3d4, hit to reduce strength with damage 3d4, hit to reduce strength with damage 3d4, and hit to poison with damage 3d4. The Gravity hound (L.Slate 'Z') === Num:365 Lev:35 Rar:2 Spd:+0 Hp:35d10 Ac:30 Exp:500 Unfettered by the usual constraints of gravity, these unnatural creatures are walking on the walls and even the ceiling! The earth suddenly feels rather less solid as you see gravity warp all round the monsters. This natural creature moves normally. It usually appears in groups. It may breathe gravity; 1 time in 5. It can bash down doors. It cannot be confused or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to attack with damage 2d12, bite to attack with damage 2d12, bite to attack with damage 2d12, and claw to attack with damage 3d3. The Acidic cytoplasm (Slate 'j') === Num:366 Lev:35 Rar:5 Spd:+10 Hp:400 Ac:18 Exp:36 A disgusting animated blob of destruction. Flee its gruesome hunger! This creature moves normally. It can open doors, bash down doors and pick up objects. It is cold blooded. It is not detected by telepathy. It resists acid, lightning, fire, cold and poison. It cannot be frightened, confused or slept. It is vigilant for intruders, which it may notice from 120 feet. It will carry up to 10 objects or treasures. It can touch to shoot acid with damage 1d10, touch to shoot acid with damage 1d10, touch to shoot acid with damage 1d10, and touch to shoot acid with damage 1d10. The Inertia hound (L.Slate 'Z') === Num:367 Lev:35 Rar:2 Spd:+0 Hp:35d10 Ac:30 Exp:500 Bizarrely, this hound seems to be hardly moving at all, yet it approaches you with deadly menace. It makes you tired just to look at it. This natural creature moves normally. It usually appears in groups. It may breathe inertia; 1 time in 5. It can bash down doors. It cannot be confused or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to attack with damage 2d12, bite to attack with damage 2d12, bite to attack with damage 2d12, and claw to attack with damage 3d3. The Impact hound (Umber 'Z') === Num:368 Lev:35 Rar:2 Spd:+0 Hp:35d10 Ac:30 Exp:500 A deep brown shape is visible before you, its canine form strikes you with an almost physical force. The dungeon floor buckles as if struck by a powerful blow as it stalks towards you. This natural creature moves normally. It usually appears in groups. It may breathe force; 1 time in 8. It can bash down doors. It cannot be confused or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to attack with damage 2d12, bite to attack with damage 2d12, bite to attack with damage 2d12, and claw to attack with damage 3d3. The Dread (Orange 'G') === Num:369 Lev:35 Rar:2 Spd:+10 Hp:25d20 Ac:30 Exp:600 It is a form that screams its presence against the eye. Death incarnate, its hideous black body seems to struggle against reality as the universe itself struggles to banish it. This evil undead creature moves a bit erratically. It is magical, casting spells which drain mana, produce nether bolts, blind, confuse or paralyze; 1 time in 16. It can pass through walls and pick up objects. It is invisible. It is cold blooded. It resists cold and poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 5 objects. It can hit to attack with damage 6d6, hit to attack with damage 6d6, and hit to reduce strength with damage 3d4. The Ooze elemental (Green 'E') === Num:370 Lev:35 Rar:3 Spd:+0 Hp:13d10 Ac:80 Exp:300 It is a towering mass of filth, an eyesore of ooze. This evil creature moves normally. It is magical, casting spells which produce acid balls or produce acid bolts; 1 time in 5. It can bash down doors, destroy weaker monsters and destroy objects. It is cold blooded. It is not detected by telepathy. It resists acid, lightning, fire, cold and poison. It cannot be frightened, confused or slept. It pays little attention to intruders, which it may notice from 100 feet. It can touch to shoot acid with damage 1d10, touch to shoot acid with damage 1d10, and touch to shoot acid with damage 1d10. The Smoke elemental (L.Red 'E') === Num:371 Lev:35 Rar:3 Spd:+10 Hp:15d10 Ac:80 Exp:375 It is a towering blackened form, crackling with heat. This evil creature moves normally. It is magical, casting spells which produce fire bolts or create darkness; 1 time in 5. It can bash down doors, destroy weaker monsters and destroy objects. It is not detected by telepathy. It resists lightning, fire, cold and poison. It cannot be frightened, confused or slept. It pays little attention to intruders, which it may notice from 100 feet. It can bite to attack with damage 2d6, and bite to attack with damage 2d6. The Young black dragon (Slate 'd') === Num:372 Lev:35 Rar:1 Spd:+0 Hp:250 Ac:60 Exp:620 It has a form that legends are made of. Its still-tender scales are a darkest black hue. Acid drips from its body. This evil dragon moves normally. It may breathe acid, and is also magical, casting spells which terrify; 1 time in 11. It can open doors and bash down doors. It resists acid. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 5 objects or treasures. It can claw to attack with damage 1d5, claw to attack with damage 1d5, and bite to attack with damage 1d6. The Mumak (Slate 'q') === Num:373 Lev:35 Rar:3 Spd:+0 Hp:90d10 Ac:55 Exp:2100 A massive elephantine form with eyes twisted by madness. This natural creature moves normally. It can bash down doors. It pays very little attention to intruders, which it may notice from 200 feet. It can butt to attack with damage 4d6, butt to attack with damage 4d6, and crush to attack with damage 4d4. The Giant red ant (Red 'a') === Num:374 Lev:35 Rar:1 Spd:+0 Hp:200 Ac:49 Exp:350 A giant ant covered in shaggy fur. Its powerful jaws glow with heat. This natural creature moves normally. It usually appears in groups. It can bash down doors and destroy weaker monsters. It is rarely detected by telepathy. It resists fire. It takes quite a while to see intruders, which it may notice from 140 feet. It can bite to burn with damage 3d12, and bite to burn with damage 3d12. The Mature white dragon (White 'd') === Num:375 Lev:35 Rar:1 Spd:+0 Hp:400 Ac:65 Exp:1000 A large dragon, scales gleaming bright white. This evil dragon moves normally. It may breathe frost, and is also magical, casting spells which terrify; 1 time in 10. It can open doors and bash down doors. It resists cold. It cannot be confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 4 objects or treasures. It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 2d8. The Xorn (Umber 'X') === Num:376 Lev:36 Rar:2 Spd:+0 Hp:160 Ac:80 Exp:650 A huge creature of the element Earth. Able to merge with its element, it has four huge arms protruding from its enormous torso. This creature moves normally. It can pass through walls and destroy objects. It is cold blooded. It is not detected by telepathy. It is hurt by rock remover. It resists lightning, fire, cold and poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It can hit to attack with damage 1d6, hit to attack with damage 1d6, hit to attack with damage 1d6, and hit to attack with damage 1d6. The Shadow (L.Dark 'G') === Num:377 Lev:36 Rar:3 Spd:+10 Hp:10d20 Ac:30 Exp:400 A mighty spirit of darkness of vaguely humanoid form. Razor-edged claws reach out to end your life as it glides towards you, seeking to suck the energy from your soul to feed its power. This evil undead creature moves normally. It is magical, casting spells which slow or teleport to; 1 time in 8. It can pass through walls. It is invisible. It is cold blooded. 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 one or two objects. It can touch to lower experience (by 80d6+), touch to lower experience (by 40d6+), claw to reduce intelligence with damage 1d10, and claw to reduce wisdom with damage 1d10. The Phantom (Violet 'G') === Num:378 Lev:36 Rar:3 Spd:+10 Hp:20d25 Ac:30 Exp:400 An unholy creature of darkness, the aura emanating from this evil being saps your very soul. This evil undead creature moves normally. It is magical, casting spells which cause amnesia; 1 time in 5. It can pass through walls. It is invisible. It is cold blooded. 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 one or two objects. It can touch to lower experience (by 80d6+), touch to lower experience (by 40d6+), claw to reduce intelligence with damage 1d10, and claw to reduce wisdom with damage 1d10. The Grey wraith (Slate 'W') === Num:379 Lev:36 Rar:1 Spd:+0 Hp:190 Ac:50 Exp:700 A tangible but ghostly form, made of grey fog. The air around it feels deathly cold. This evil undead creature moves normally. It is magical, casting spells which cause critical wounds, terrify, paralyze or create darkness; 1 time in 7. It can open doors and bash down doors. It is cold blooded. 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 200 feet. It will carry up to 3 objects or treasures. It can hit to attack with damage 1d10, hit to attack with damage 1d10, and touch to lower experience (by 40d6+). The Young multi-hued dragon (Violet 'd') === Num:380 Lev:36 Rar:1 Spd:+0 Hp:320 Ac:60 Exp:1320 It has a form that legends are made of. Beautiful scales of shimmering and magical colours cover it. This evil dragon moves normally. It may breathe acid, lightning, fire, frost or poison, and is also magical, casting spells which terrify; 1 time in 5. It can open doors and bash down doors. It resists acid, lightning, fire, cold and poison. It cannot be confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 10 objects or treasures. It can claw to attack with damage 1d9, claw to attack with damage 1d9, and bite to attack with damage 2d10. The Colossus (L.Green 'g') === Num:381 Lev:36 Rar:4 Spd:-10 Hp:3000 Ac:150 Exp:850 An enormous construct resembling a titan made from stone. It strides purposefully towards you, swinging its slow fists with earth-shattering power. This creature moves normally. It can bash down doors. It is cold blooded. It is not detected by telepathy. It resists lightning, fire, cold and poison. It cannot be frightened, confused or slept. It is fairly observant of intruders, which it may notice from 120 feet. It can hit to attack with damage 10d10, hit to attack with damage 10d10, hit to attack with damage 6d6, and hit to attack with damage 6d6. The Young gold dragon (Yellow 'd') === Num:382 Lev:36 Rar:2 Spd:+0 Hp:300 Ac:63 Exp:950 It has a form that legends are made of. Its still-tender scales are a tarnished gold hue, and light is reflected from its form. This dragon moves normally. It may breathe sound, and is also magical, casting spells which terrify; 1 time in 11. It can open doors and bash down doors. It pays very little attention to intruders, which it may notice from 200 feet. It will carry up to 7 objects or treasures. It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 2d8. [U] Rogrog the Black Troll (L.Dark 'T') === Num:383 Lev:36 Rar:5 Spd:+10 Hp:1500 Ac:70 Exp:5000 A massive and cruel troll of great power, drool slides caustically down his muscular frame. Despite his bulk, he strikes with stunning speed. This evil troll moves normally. He usually appears with an escort. He can open doors, bash down doors and pick up objects. He resists cold and poison. He tends to overlook intruders, which he may notice from 200 feet. He will carry up to 4 good objects. He can hit to attack with damage 6d6, bite to attack with damage 2d10, bite to attack with damage 2d3, and spit to shoot acid with damage 3d8. The Mature blue dragon (Blue 'd') === Num:384 Lev:36 Rar:1 Spd:+0 Hp:400 Ac:75 Exp:1200 A large dragon, scales tinted deep blue. This evil dragon moves normally. It may breathe lightning, and is also magical, casting spells which terrify; 1 time in 9. It can bash down doors. It resists lightning. It cannot be confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 7 objects or treasures. It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 2d10. The Mature green dragon (Green 'd') === Num:385 Lev:36 Rar:1 Spd:+0 Hp:400 Ac:70 Exp:1100 A large dragon, scales tinted deep green. This evil dragon moves normally. It may breathe poison, and is also magical, casting spells which terrify; 1 time in 9. It can bash down doors. It resists poison. It cannot be confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 7 objects or treasures. It can claw to attack with damage 1d4, claw to attack with damage 1d4, and bite to attack with damage 1d6. The Mature bronze dragon (L.Umber 'd') === Num:386 Lev:36 Rar:2 Spd:+0 Hp:440 Ac:70 Exp:1300 A large dragon with scales of rich bronze. This dragon moves normally. It may breathe confusion, and is also magical, casting spells which terrify or confuse; 1 time in 9. It can bash down doors. It cannot be confused or slept. It pays very little attention to intruders, which it may notice from 200 feet. It will carry up to 10 objects or treasures. It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 2d10. The Young red dragon (Red 'd') === Num:387 Lev:36 Rar:1 Spd:+0 Hp:290 Ac:63 Exp:640 It has a form that legends are made of. Its still-tender scales are a deepest red hue. Heat radiates from its form. This evil dragon moves normally. It may breathe fire, and is also magical, casting spells which terrify; 1 time in 11. It can open doors and bash down doors. It resists fire. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 5 objects or treasures. It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 2d8. The Trapper (White '.') === Num:388 Lev:36 Rar:3 Spd:+10 Hp:600 Ac:75 Exp:580 A larger cousin of the lurker, this creature traps unsuspecting victims and paralyzes them, to be slowly digested later. This creature moves normally, but does not deign to chase intruders. It is invisible. It is cold blooded. It is not detected by telepathy. It cannot be frightened, confused or slept. It is fairly observant of intruders, which it may notice from 300 feet. It can hit to attack with damage 3d8, hit to attack with damage 3d8, hit to paralyze with damage 15, and hit to paralyze with damage 15. The Bodak (Red 'u') === Num:389 Lev:36 Rar:2 Spd:+0 Hp:35d10 Ac:68 Exp:750 It is a humanoid form composed of flames and hatred. This evil demon moves normally. It is magical, casting spells which produce fire balls, produce fire bolts or summon a demon; 1 time in 4. It can open doors, bash down doors and pick up objects. It resists fire and poison. It cannot be confused or slept. It pays little attention to intruders, which it may notice from 100 feet. It can hit to burn with damage 4d6, hit to burn with damage 4d6, and gaze to lower experience (by 20d6+). The Ice elemental (White 'E') === Num:390 Lev:36 Rar:2 Spd:+0 Hp:35d10 Ac:60 Exp:650 It is a towering glacier of ice. This evil creature moves normally. It is magical, casting spells which produce frost balls or produce ice bolts; 1 time in 5. It can bash down doors, destroy weaker monsters and destroy objects. It is cold blooded. It is not detected by telepathy. It resists lightning, cold and poison. It cannot be frightened, confused or slept. It pays little attention to intruders, which it may notice from 100 feet. It can bite to freeze with damage 1d3, hit to attack with damage 4d6, and bite to freeze with damage 1d3. The Necromancer (L.Red 'p') === Num:391 Lev:36 Rar:2 Spd:+0 Hp:280 Ac:50 Exp:630 A gaunt figure, clothed in black robes. This evil creature moves normally. He is magical, casting spells intelligently which cause critical wounds, produce nether bolts, terrify, blind, paralyze, haste-self, teleport-self, teleport to or summon an undead; 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 one or two objects. He can hit to attack with damage 2d6, and hit to attack with damage 2d6. [U] Lorgan, Chief of the Easterlings (L.Red 'p') === Num:392 Lev:36 Rar:2 Spd:+10 Hp:1800 Ac:100 Exp:1200 A mighty warrior from the east, Lorgan hates everything that he cannot control. This evil creature moves normally. He is magical, casting spells which teleport to or summon monsters; 1 time in 4. He can open doors and bash down doors. He resists acid, lightning, fire, cold and poison. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 250 feet. He will carry up to 4 good objects. He can hit to attack with damage 6d6, hit to attack with damage 6d6, hit to attack with damage 3d8, and hit to attack with damage 3d8. The Demonologist (L.Red 'p') === Num:393 Lev:36 Rar:2 Spd:+10 Hp:280 Ac:50 Exp:700 A figure twisted by evil standing in robes of deepest crimson. This evil creature moves normally. He is magical, casting spells intelligently which paralyze, teleport-self or summon a demon; 1 time in 2. He can open doors and bash down doors. He is fairly observant of intruders, which he may notice from 200 feet. He will carry one or two objects. He can hit to attack with damage 2d6, hit to attack with damage 2d6, and hit to attack with damage 2d5. The Mummified troll (White 'z') === Num:394 Lev:37 Rar:1 Spd:+0 Hp:190 Ac:50 Exp:420 It is a massive figure clothed in wrappings. You are wary of its massive fists. This evil undead troll moves normally. It can open doors and bash down doors. It is cold blooded. It is not detected by telepathy. It resists cold and poison. It cannot be frightened, confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It will carry an object or treasure. It can hit to attack with damage 2d6, and hit to attack with damage 2d6. [U] The Queen Ant (L.Dark 'a') === Num:395 Lev:37 Rar:2 Spd:+10 Hp:1500 Ac:100 Exp:1000 She's upset because you hurt her children. This natural creature moves normally. She usually appears with escorts. She is magical, casting spells which summon ants; 1 time in 2. She can open doors and bash down doors. She is rarely detected by telepathy. She cannot be confused or slept. She is fairly observant of intruders, which she may notice from 300 feet. She will carry up to 4 good objects. She can bite to attack with damage 2d12, bite to attack with damage 2d12, bite to attack with damage 2d8, and bite to attack with damage 2d8. The Will o' the wisp (L.Slate 'E') === Num:396 Lev:37 Rar:4 Spd:+20 Hp:200 Ac:150 Exp:500 A strange ball of glowing light. It disappears and reappears and seems to draw you to it. You seem somehow compelled to stand still and watch its strange dancing motion. This creature moves somewhat erratically. It is magical, casting spells intelligently which cause serious wounds, confuse, blink-self or teleport-self; 1 time in 2. It can pass through walls. It is invisible. It is not detected by telepathy. It resists acid, lightning, fire, cold and poison. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It can hit to attack with damage 1d9, hit to attack with damage 1d9, hit to attack with damage 1d9, and hit to attack with damage 1d9. The Magma elemental (Red 'E') === Num:397 Lev:37 Rar:2 Spd:+0 Hp:35d10 Ac:70 Exp:950 It is a towering glowing form of molten hate. This evil creature moves normally. It is magical, casting spells which produce fire balls or produce plasma bolts; 1 time in 7. It can pass through walls, destroy weaker monsters and destroy objects. It is not detected by telepathy. It resists lightning, fire and poison. It cannot be frightened, confused or slept. It pays little attention to intruders, which it may notice from 100 feet. It can hit to burn with damage 3d7, hit to attack with damage 4d6, and hit to burn with damage 3d7. The Black pudding (L.Dark 'j') === Num:398 Lev:37 Rar:5 Spd:+0 Hp:400 Ac:18 Exp:36 A lump of rotting black flesh that slurrrrrrrps across the dungeon floor. This creature moves normally. It usually appears in groups. It can open doors, bash down doors and pick up objects. It is cold blooded. It is not detected by telepathy. It resists acid, lightning, fire, cold and poison. It cannot be frightened, confused or slept. It is vigilant for intruders, which it may notice from 120 feet. It will carry up to 5 objects or treasures. It can touch to shoot acid with damage 1d10, touch to shoot acid with damage 1d10, touch to shoot acid with damage 1d10, and touch to shoot acid with damage 1d10. The Killer blue beetle (Blue 'K') === Num:399 Lev:37 Rar:2 Spd:+0 Hp:250 Ac:60 Exp:850 It is a giant beetle, whose carapace shimmers with vibrant energies. This natural creature moves normally. It can bash down doors. It is rarely detected by telepathy. It resists lightning. It takes quite a while to see intruders, which it may notice from 160 feet. It can claw to electrify with damage 1d12, claw to electrify with damage 1d12, and gaze to paralyze. The Nexus vortex (L.Red 'v') === Num:400 Lev:37 Rar:1 Spd:+10 Hp:32d10 Ac:40 Exp:800 A maelstrom of potent magical energy. This creature moves extremely erratically. It may breathe nexus powerfully; 1 time in 6. It can bash down doors. It is not detected by telepathy. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 1000 feet. It can engulf to attack with damage 5d5. The Plasma vortex (Red 'v') === Num:401 Lev:37 Rar:1 Spd:+10 Hp:32d10 Ac:40 Exp:800 A whirlpool of intense flame, charring the stones at your feet. This creature moves extremely erratically. It may breathe plasma powerfully; 1 time in 6. It can bash down doors. It is not detected by telepathy. It resists fire. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 1000 feet. It can engulf to burn with damage 8d8. The Mature red dragon (Red 'd') === Num:402 Lev:37 Rar:1 Spd:+0 Hp:480 Ac:80 Exp:1400 A large dragon, scales tinted deep red. This evil dragon moves normally. It may breathe fire, and is also magical, casting spells which terrify or confuse; 1 time in 9. It can 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 up to 10 objects or treasures. It can claw to attack with damage 1d4, claw to attack with damage 1d10, and bite to attack with damage 2d12. The Mature gold dragon (Yellow 'd') === Num:403 Lev:37 Rar:2 Spd:+0 Hp:560 Ac:80 Exp:1500 A large dragon with scales of gleaming gold. This dragon moves normally. It may breathe sound, and is also magical, casting spells which terrify or confuse; 1 time in 9. It can bash down doors. It cannot be confused or slept. It pays very little attention to intruders, which it may notice from 200 feet. It will carry up to 10 objects or treasures. It can claw to attack with damage 1d4, claw to attack with damage 1d10, and bite to attack with damage 2d12. The Crystal drake (Violet 'd') === Num:404 Lev:37 Rar:2 Spd:+10 Hp:500 Ac:100 Exp:1500 A dragon of strange crystalline form. Light shines through it, dazzling your eyes with spectrums of colour. This evil dragon moves normally. It may breathe shards, and is also magical, casting spells which terrify, confuse or slow; 1 time in 6. It can open doors and bash down doors. It is invisible. It resists cold. It cannot be confused or slept. It takes quite a while to see intruders, which it may notice from 250 feet. It will carry up to 8 objects. It can claw to attack with damage 1d4, claw to attack with damage 1d4, and bite to attack with damage 2d5. The Mature black dragon (Slate 'd') === Num:405 Lev:37 Rar:1 Spd:+0 Hp:460 Ac:55 Exp:1350 A large dragon, with scales of deepest black. This evil dragon moves normally. It may breathe acid, and is also magical, casting spells which terrify; 1 time in 9. It can bash down doors. It resists acid. It cannot be confused or slept. It takes quite a while to see intruders, which it may notice from 200 feet. It will carry up to 7 objects or treasures. It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 2d10. The Mature multi-hued dragon (Violet 'd') === Num:406 Lev:38 Rar:2 Spd:+0 Hp:640 Ac:65 Exp:1700 A large dragon, scales shimmering many colours. This evil dragon moves normally. It may breathe acid, lightning, fire, frost or poison, and is also magical, casting spells which terrify, blind or confuse; 1 time in 5. It can open doors and bash down doors. It resists acid, lightning, fire, cold and poison. It cannot be confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 14 objects or treasures. It can claw to attack with damage 1d10, claw to attack with damage 1d10, and bite to attack with damage 2d12. The Death knight (L.Dark 'p') === Num:407 Lev:38 Rar:1 Spd:+10 Hp:600 Ac:100 Exp:1000 It is a humanoid form dressed in armour of an ancient form. From beneath its helmet, eyes glow a baleful red and seem to pierce you like lances of fire. This evil creature moves normally. It is magical, casting spells intelligently which cause critical wounds, produce nether bolts, terrify, blind or summon monsters; 1 time in 5. It can open doors and bash down doors. It is cold blooded. It resists cold. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 6 objects. It can hit to attack with damage 6d6, hit to attack with damage 5d5, and hit to attack with damage 5d5. [U] Castamir the Usurper (L.Red 'p') === Num:408 Lev:38 Rar:5 Spd:+10 Hp:880 Ac:90 Exp:1600 A Black Numenorean who usurped the throne of Gondor, he is treacherous and evil. This evil creature moves normally. He is magical, casting spells intelligently which produce lightning bolts, produce fire bolts, produce frost bolts, produce ice bolts, heal-self or create traps; 1 time in 2. 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 up to 4 good objects. He can hit to attack with damage 5d5, hit to attack with damage 5d5, hit to attack with damage 5d5, and hit to attack with damage 5d5. The Time vortex (L.Blue 'v') === Num:409 Lev:38 Rar:4 Spd:+20 Hp:32d10 Ac:40 Exp:900 You haven't seen it yet. This creature moves extremely erratically. It may breathe time powerfully; 1 time in 6. It can bash down doors. It is not detected by telepathy. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 1000 feet. It can engulf to attack with damage 5d5. The Shimmering vortex (Violet 'v') === Num:410 Lev:38 Rar:4 Spd:+30 Hp:6d12 Ac:30 Exp:200 A strange pillar of shining light that hurts your eyes. Its shape changes constantly as it cuts through the air towards you. It is like a beacon, waking monsters from their slumber. This creature moves extremely erratically. It may shriek for help. It may breathe light powerfully; 1 time in 4. It can bash down doors. It is not detected by telepathy. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 1000 feet. It has no physical attacks. The Ancient blue dragon (Blue 'D') === Num:411 Lev:38 Rar:1 Spd:+10 Hp:700 Ac:80 Exp:1500 A huge draconic form. Lightning crackles along its length. This evil dragon moves normally. It may breathe lightning powerfully, and is also magical, casting spells intelligently which terrify, blind or confuse; 1 time in 9. It can bash down doors and push past weaker monsters. It resists lightning. It cannot be confused or slept. It pays little attention to intruders, which it may notice from 200 feet. It will carry up to 10 objects or treasures. It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 2d8. The Ancient bronze dragon (L.Umber 'D') === Num:412 Lev:38 Rar:2 Spd:+10 Hp:730 Ac:100 Exp:1700 A huge draconic form enveloped in a cascade of colour. This dragon moves normally. It may breathe confusion powerfully, and is also magical, casting spells intelligently which terrify, blind or confuse; 1 time in 6. It can bash down doors and push past weaker monsters. It cannot be confused or slept. It pays very little attention to intruders, which it may notice from 200 feet. It will carry up to 14 objects or treasures. It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 2d10. The Beholder (L.Umber 'e') === Num:413 Lev:38 Rar:4 Spd:+10 Hp:1600 Ac:80 Exp:6000 A disembodied eye, surrounded by twelve smaller eyes on stalks. This evil creature moves normally. It is magical, casting spells which drain mana, cause mind blasting, produce acid bolts, produce fire bolts, produce frost bolts, terrify, blind, confuse, slow, create darkness or cause amnesia; 1 time in 2. 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 300 feet. It can gaze to lower experience (by 20d6+) with damage 2d4, gaze to paralyze with damage 2d4, gaze to reduce intelligence with damage 2d6, and gaze to drain charges with damage 2d6. The Emperor wight (Red 'W') === Num:414 Lev:38 Rar:2 Spd:+10 Hp:380 Ac:40 Exp:1600 Your life force is torn from your body as this powerful unearthly being approaches. This evil undead creature moves normally. It is magical, casting spells which cause critical wounds, produce nether bolts, terrify or paralyze; 1 time in 6. It can open doors and bash down doors. It is cold blooded. 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 200 feet. It will carry up to 10 objects. It can hit to attack with damage 1d12, hit to attack with damage 1d12, touch to lower experience (by 80d6+), and touch to lower experience (by 80d6+). The Planetar (Red 'A') === Num:415 Lev:38 Rar:6 Spd:+10 Hp:500 Ac:68 Exp:1800 It is an angel, fast and strong. You are stunned by its extreme holiness and try to resist all desires to obey it. This creature moves normally. It is magical, casting spells intelligently which produce mana bolts, produce plasma bolts, confuse, haste-self, heal-self, teleport away, summon monsters or summon an angel; 1 time in 11. It can open doors, bash down doors, push past weaker monsters and pick up objects. It resists acid, lightning, fire, cold and poison. It cannot be confused or slept. It prefers to ignore intruders, which it may notice from 300 feet. It will carry up to 6 objects. It can hit to attack with damage 4d6, hit to attack with damage 5d5, hit to attack with damage 5d5, and hit to attack with damage 4d6. [U] Vargo, Tyrant of Fire (Red 'E') === Num:416 Lev:38 Rar:3 Spd:+10 Hp:1500 Ac:50 Exp:3000 A towering fire elemental, Vargo burns everything beyond recognition. This evil creature moves a bit erratically. It is magical, casting spells which produce fire balls or produce plasma bolts; 1 time in 4. It can bash down doors, destroy weaker monsters and destroy objects. It is not detected by telepathy. It resists fire and poison. It cannot be confused or slept. It tends to overlook intruders, which it may notice from 120 feet. It can hit to burn with damage 4d6, hit to burn with damage 4d6, hit to burn with damage 4d6, and hit to burn with damage 4d6. The Black wraith (L.Dark 'W') === Num:417 Lev:38 Rar:2 Spd:+10 Hp:500 Ac:55 Exp:1700 A figure that seems made of void, its strangely human shape is cloaked in shadow. It reaches out at you. This evil undead creature moves normally. It is magical, casting spells which cause critical wounds, produce nether bolts, terrify, blind or paralyze; 1 time in 7. It can open doors and bash down doors. It is cold blooded. 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 200 feet. It will carry up to 6 objects. It can hit to attack with damage 1d12, hit to attack with damage 1d12, touch to lower experience (by 40d6+), and touch to lower experience (by 40d6+). The Erinyes (Umber 'U') === Num:418 Lev:38 Rar:2 Spd:+0 Hp:240 Ac:50 Exp:1000 It is a lesser demon of female form; however, she takes little time to show her true colours. This evil demon moves normally. She is magical, casting spells which produce fire bolts, blind or confuse; 1 time in 7. She can open doors and bash down doors. She resists fire and poison. She cannot be confused or slept. She pays little attention to intruders, which she may notice from 200 feet. She will carry a object. She can hit to attack with damage 3d4, and touch to reduce strength with damage 1d5. The Nether wraith (L.Green 'W') === Num:419 Lev:39 Rar:2 Spd:+10 Hp:480 Ac:55 Exp:1700 A form that hurts the eye, death permeates the air around it. As it nears you, a coldness saps your soul. This evil undead creature moves normally. It is magical, casting spells which cause mind blasting, cause critical wounds, produce nether bolts, terrify, blind or create darkness; 1 time in 6. It can pass through walls. It is invisible. It is cold blooded. 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 200 feet. It will carry up to 10 objects. It can hit to attack with damage 1d12, hit to attack with damage 1d12, touch to lower experience (by 80d6+), and touch to lower experience (by 80d6+). The Eldrak (Red 'T') === Num:420 Lev:39 Rar:3 Spd:+0 Hp:750 Ac:80 Exp:800 A massive troll, larger and stronger than many men together. This evil troll moves normally. It can open doors, bash down doors and pick up objects. It resists poison. It cannot be confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It will carry an object or treasure. It can hit to attack with damage 3d4, hit to attack with damage 3d4, and hit to attack with damage 3d4. The Ettin (Blue 'T') === Num:421 Lev:39 Rar:3 Spd:+0 Hp:1500 Ac:100 Exp:1000 A massive troll of huge strength. Ettins are stupid but violent. This evil troll moves normally. It can open doors and bash down doors. It resists 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. It can hit to attack with damage 3d6, hit to attack with damage 3d6, and hit to attack with damage 3d6. [U] Waldern, King of Water (Slate 'E') === Num:422 Lev:39 Rar:3 Spd:+10 Hp:2000 Ac:40 Exp:3250 A towering water elemental, Waldern is master of all things liquid.Wave after wave drowns your frail body. This evil creature moves a bit erratically. It is magical, casting spells which produce frost balls, produce water balls, produce water bolts or produce ice bolts; 1 time in 4. It can bash down doors, destroy weaker monsters and destroy objects. It is cold blooded. It is not detected by telepathy. It resists poison. It cannot be frightened, confused or slept. It tends to overlook intruders, which it may notice from 120 feet. It can hit to attack with damage 5d5, hit to attack with damage 5d5, hit to attack with damage 5d5, and hit to attack with damage 5d5. [U] Kavlax the Many-Headed (Violet 'd') === Num:423 Lev:39 Rar:3 Spd:+10 Hp:1300 Ac:85 Exp:3000 A large dragon with a selection of heads, all shouting and arguing as they look for prey, but each with its own deadly breath weapon. This evil dragon moves normally. He may breathe acid, lightning, fire, frost, confusion, sound, nexus, gravity or shards powerfully; 1 time in 4. He can open doors and bash down doors. He resists acid, lightning, fire and cold. He cannot be confused or slept. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry up to 8 good objects. He can bite to attack with damage 2d12, bite to attack with damage 2d12, bite to attack with damage 2d12, and bite to attack with damage 2d12. The Ancient white dragon (White 'D') === Num:424 Lev:39 Rar:1 Spd:+10 Hp:700 Ac:90 Exp:2500 A huge draconic form. Frost covers it from head to tail. This evil dragon moves normally. It may breathe frost powerfully, and is also magical, casting spells intelligently which terrify, blind or confuse; 1 time in 9. It can bash down doors and push past weaker monsters. It resists cold. It cannot be confused or slept. It pays little attention to intruders, which it may notice from 200 feet. It will carry up to 14 objects or treasures. It can claw to attack with damage 1d9, claw to attack with damage 1d9, and bite to attack with damage 2d12. The Ancient green dragon (Green 'D') === Num:425 Lev:39 Rar:1 Spd:+10 Hp:720 Ac:85 Exp:2400 A huge draconic form enveloped in clouds of poisonous vapour. This evil dragon moves normally. It may breathe poison powerfully, and is also magical, casting spells intelligently which terrify, blind or confuse; 1 time in 9. It can bash down doors and push past weaker monsters. It resists poison. It cannot be confused or slept. It pays little attention to intruders, which it may notice from 200 feet. It will carry up to 14 objects or treasures. It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 2d10. The 7-headed hydra (L.Green 'M') === Num:426 Lev:39 Rar:2 Spd:+10 Hp:100d10 Ac:90 Exp:2000 A strange reptilian hybrid with seven heads dripping venom. This natural creature moves normally. It may breathe poison, and is also magical, casting spells which produce poison balls or terrify; 1 time in 5. It can bash down doors and push past weaker monsters. It resists poison. It takes a while to see intruders, which it may notice from 200 feet. It will carry up to 12 treasures. It can bite to poison with damage 3d9, bite to poison with damage 3d9, bite to poison with damage 3d9, and spit to blind with damage 1d2. The Night mare (L.Dark 'q') === Num:427 Lev:39 Rar:3 Spd:+10 Hp:1500 Ac:85 Exp:2900 A fearsome skeletal horse with glowing eyes, that watch you with little more than a hatred of all that lives. This evil undead creature moves normally. It can open doors and bash down doors. It is cold blooded. It resists cold and poison. It cannot be confused or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It will carry up to 4 treasures. It can bite to lower experience (by 80d6+) with damage 2d6, hit to attack with damage 3d8, hit to attack with damage 3d8, and hit to confuse with damage 6d6. The Vampire lord (Blue 'V') === Num:428 Lev:39 Rar:3 Spd:+10 Hp:1600 Ac:70 Exp:1800 A foul wind chills your bones as this ghastly figure approaches. This evil undead creature moves normally. It is magical, casting spells which drain mana, cause brain smashing, cause critical wounds, cause mortal wounds, produce nether bolts, terrify, blind, paralyze or create darkness; 1 time in 7. It can open doors and bash down doors. It is cold blooded. It regenerates quickly. 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 200 feet. It will carry up to 9 objects or treasures. It can hit to attack with damage 1d6, hit to attack with damage 1d6, bite to lower experience (by 80d6+) with damage 1d6, and bite to lower experience (by 80d6+) with damage 1d6. The Ancient black dragon (Slate 'D') === Num:429 Lev:39 Rar:1 Spd:+10 Hp:720 Ac:90 Exp:2500 A huge draconic form. Pools of acid melt the floor around it. This evil dragon moves normally. It may breathe acid powerfully, and is also magical, casting spells intelligently which terrify, blind or confuse; 1 time in 9. It can bash down doors and push past weaker monsters. It resists acid. It cannot be confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 14 objects or treasures. It can claw to attack with damage 1d9, claw to attack with damage 1d9, and bite to attack with damage 2d10. The Disenchanter worm mass (Violet 'w') === Num:430 Lev:40 Rar:3 Spd:-10 Hp:10d8 Ac:5 Exp:30 It is a strange mass of squirming worms. Magical energy crackles around its disgusting form. This natural creature moves somewhat erratically. It can bash down doors. It is rarely detected by telepathy. It breeds explosively. 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 disenchant with damage 1d4. The Rotting quylthulg (Umber 'Q') === Num:431 Lev:40 Rar:1 Spd:+10 Hp:160 Ac:1 Exp:1500 It is a pulsing flesh mound that reeks of death and putrefaction. This natural evil creature moves normally, but does not deign to chase intruders. It is magical, casting spells which blink-self, teleport-self or summon an undead; 1 time in 2. It is invisible. It is not detected by telepathy. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 200 feet. It has no physical attacks. The Spirit troll (L.Blue 'T') === Num:432 Lev:40 Rar:3 Spd:+0 Hp:1000 Ac:90 Exp:900 A weird troll from the elemental planes. This evil troll moves normally. It can pass through walls. It is invisible. It resists lightning, cold and poison. It cannot be confused or slept. It is observant of intruders, which it may notice from 200 feet. It will carry one or twon objects or treasures. It can hit to attack with damage 3d6, hit to attack with damage 3d5, and hit to attack with damage 3d5. The Lesser titan (Yellow 'P') === Num:433 Lev:40 Rar:3 Spd:+10 Hp:1000 Ac:80 Exp:3500 It is a humanoid figure thirty feet tall that gives off an aura of power and hate. This evil giant moves normally. It is magical, casting spells intelligently which terrify, heal-self, teleport to or summon monsters; 1 time in 3. It can open doors, bash down doors and pick up objects. It takes a while to see intruders, which it may notice from 300 feet. It will carry up to 12 objects or treasures. It can hit to confuse with damage 6d6, hit to confuse with damage 6d6, hit to confuse with damage 6d6, and hit to confuse with damage 6d6. The 9-headed hydra (Red 'M') === Num:434 Lev:40 Rar:2 Spd:+10 Hp:100d12 Ac:95 Exp:3000 A strange reptilian hybrid with nine smouldering heads. This natural creature moves normally. It may breathe fire, and is also magical, casting spells which produce fire bolts or terrify; 1 time in 4. It can open doors, bash down doors and push past weaker monsters. It resists fire. It takes a while to see intruders, which it may notice from 200 feet. It will carry up to 12 treasures. It can bite to burn with damage 3d6, bite to burn with damage 3d6, bite to burn with damage 3d6, and bite to burn with damage 3d6. The Enchantress (L.Red 'p') === Num:435 Lev:40 Rar:4 Spd:+20 Hp:520 Ac:60 Exp:2100 This elusive female spellcaster has a special affinity for dragons, whom she rarely fights without. This evil creature moves normally. She is magical, casting spells which blind or summon a dragon; 1 time in 2. She can open doors and bash down doors. She cannot be confused or slept. She is fairly observant of intruders, which she may notice from 200 feet. She will carry up to 4 good objects. She can hit to attack with damage 2d6, hit to attack with damage 2d6, and hit to attack with damage 2d8. The Archpriest (L.Green 'p') === Num:436 Lev:40 Rar:2 Spd:+10 Hp:520 Ac:60 Exp:1800 An evil priest, dressed all in black. Deadly spells hit you at an alarming rate as his black spiked mace rains down blow after blow on your pitiful frame. This evil creature moves normally. He is magical, casting spells intelligently which cause critical wounds, blind, confuse, paralyze, heal-self, summon a monster or summon an undead; 1 time in 2. He can open doors and bash down doors. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 200 feet. He will carry up to 6 objects. He can hit to attack with damage 3d4, hit to attack with damage 3d4, and hit to attack with damage 3d5. The Sorcerer (Violet 'p') === Num:437 Lev:40 Rar:2 Spd:+20 Hp:520 Ac:60 Exp:2150 A human figure in robes, he moves with magically improved speed, and his hands are ablur with spell casting. This evil creature moves normally. He is magical, casting spells which produce fire balls, produce frost balls, cause critical wounds, produce acid bolts, blind, confuse, blink-self, teleport to, create traps, summon a monster, summon an undead or summon a dragon; 1 time in 2. He can open doors and bash down doors. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 200 feet. He will carry up to 10 objects. He can hit to attack with damage 2d8, hit to attack with damage 2d8, and hit to attack with damage 2d8. The Xaren (Slate 'X') === Num:438 Lev:40 Rar:1 Spd:+10 Hp:320 Ac:80 Exp:1200 It is a tougher relative of the Xorn. Its hide glitters with metal ores. This creature moves normally. It can pass through walls and destroy objects. It is cold blooded. It is not detected by telepathy. It is hurt by rock remover. It resists lightning, fire, cold and poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It can hit to attack with damage 3d4, hit to attack with damage 3d4, hit to attack with damage 3d4, and hit to attack with damage 3d4. The Giant roc (Umber 'B') === Num:439 Lev:40 Rar:3 Spd:+0 Hp:80d13 Ac:70 Exp:1000 A vast legendary bird, its iron talons rake the most impenetrable of surfaces and its screech echoes through the many winding dungeon corridors. This natural creature moves normally. It can bash down doors. It resists lightning. It is fairly observant of intruders, which it may notice from 200 feet. It can crush to attack with damage 8d12, crush to attack with damage 8d12, and hit to electrify with damage 12d12. [U] Uvatha the Horseman (L.Dark 'W') === Num:440 Lev:40 Rar:3 Spd:+10 Hp:1200 Ac:60 Exp:7000 A tall black cloaked Ringwraith, he is a master of horsemanship. He longs to taste your blood. This evil undead creature moves normally. He can open doors, bash down doors and push past weaker monsters. He is cold blooded. He is hurt by bright light. He resists cold and poison. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 900 feet. He will carry up to 4 good objects. He can hit to attack with damage 6d6, hit to attack with damage 6d6, hit to lower experience (by 80d6+) with damage 4d6, and hit to lower experience (by 80d6+) with damage 4d6. The Minotaur (Slate 'H') === Num:441 Lev:40 Rar:2 Spd:+20 Hp:100d10 Ac:25 Exp:2100 It is a cross between a human and a bull. This evil creature moves normally. It can bash down doors. It is fairly observant of intruders, which it may notice from 130 feet. It can butt to attack with damage 4d6, butt to attack with damage 4d6, butt to attack with damage 2d6, and butt to attack with damage 2d6. [U] Medusa, the Gorgon (Orange 'n') === Num:442 Lev:40 Rar:3 Spd:+10 Hp:2400 Ac:100 Exp:9000 One of the original three ugly sisters. Her face could sink a thousand ships. Her scales rattle as she slithers towards you, venom dripping from her ghastly mouth. This evil creature moves normally. She is magical, casting spells intelligently which produce acid balls, cause critical wounds, produce fire bolts, produce plasma bolts, terrify, paralyze or summon hydras; 1 time in 2. She can open doors and bash down doors. She resists acid, fire and poison. She cannot be confused or slept. She is observant of intruders, which she may notice from 300 feet. She will carry up to 6 good objects. She can gaze to lower experience (by 80d6+), gaze to paralyze, hit to attack with damage 8d6, and hit to attack with damage 8d6. The Death drake (L.Green 'D') === Num:443 Lev:40 Rar:2 Spd:+10 Hp:1000 Ac:100 Exp:3500 It is a dragon-like form wrapped in darkness. You cannot make out its true form but you sense its evil. This evil dragon moves normally. It may breathe nether powerfully, and is also magical, casting spells which terrify, confuse or slow; 1 time in 6. It can pass through walls, push past weaker monsters and pick up objects. It is invisible. It resists cold. It cannot be confused or slept. It takes quite a while to see intruders, which it may notice from 250 feet. It will carry up to 12 objects. It can claw to attack with damage 1d10, claw to attack with damage 1d10, bite to lower experience (by 80d6+) with damage 1d6, and bite to lower experience (by 80d6+) with damage 1d6. The Ancient red dragon (Red 'D') === Num:444 Lev:40 Rar:1 Spd:+10 Hp:1000 Ac:100 Exp:2750 A huge draconic form. Wisps of smoke steam from its nostrils and the extreme heat surrounding it makes you gasp for breath. This evil dragon moves normally. It may breathe fire powerfully, and is also magical, casting spells intelligently which terrify, blind or confuse; 1 time in 6. It can bash down doors and push past weaker monsters. It resists fire. It cannot be confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 14 objects or treasures. It can claw to attack with damage 1d10, claw to attack with damage 1d10, and bite to attack with damage 2d14. The Ancient gold dragon (Yellow 'D') === Num:445 Lev:40 Rar:2 Spd:+10 Hp:1500 Ac:100 Exp:4000 A huge draconic form wreathed in a nimbus of light. This dragon moves normally. It may breathe sound powerfully, and is also magical, casting spells intelligently which terrify, blind or confuse; 1 time in 6. It can bash down doors and push past weaker monsters. It cannot be confused or slept. It pays very little attention to intruders, which it may notice from 200 feet. It will carry up to 14 objects or treasures. It can claw to attack with damage 1d10, claw to attack with damage 1d10, and bite to attack with damage 2d14. The Great crystal drake (Violet 'D') === Num:446 Lev:40 Rar:2 Spd:+10 Hp:1500 Ac:100 Exp:3500 A huge crystalline dragon. Its claws could cut you to shreds and its teeth are razor sharp. Strange colours ripple through it as it moves in the light. This evil dragon moves normally. It may breathe shards powerfully, and is also magical, casting spells which terrify, confuse or slow; 1 time in 6. It can open doors, bash down doors and push past weaker monsters. It is invisible. It resists cold. It cannot be confused or slept. It takes quite a while to see intruders, which it may notice from 250 feet. It will carry up to 12 objects. It can claw to attack with damage 1d9, claw to attack with damage 1d9, and bite to attack with damage 2d12. The Vrock (Slate 'U') === Num:447 Lev:40 Rar:2 Spd:+0 Hp:400 Ac:50 Exp:1000 It is a demon with a long neck and raking claws. This evil demon moves normally. It usually appears in groups. It is magical, casting spells which blind or confuse; 1 time in 8. It can open doors and bash down doors. It resists fire. It cannot be confused or slept. It pays little attention to intruders, which it may notice from 200 feet. It will carry a object. It can hit to attack with damage 3d4, crush to attack with damage 8d12, and crush to attack with damage 8d12. The Death quasit (L.Dark 'u') === Num:448 Lev:40 Rar:3 Spd:+20 Hp:440 Ac:80 Exp:1000 It is a demon of small stature, but its armoured frame moves with lightning speed and its powers make it a tornado of death and destruction. This evil demon moves normally. It is magical, casting spells intelligently which cause critical wounds, terrify, blind, confuse, cause amnesia or summon a demon; 1 time in 10. It can pass through walls. It is invisible. It resists fire and poison. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 200 feet. It will carry up to 14 objects. It can bite to reduce dexterity with damage 3d6, claw to attack with damage 3d3, and claw to attack with damage 3d3. [U] Adunaphel the Quiet (L.Dark 'W') === Num:449 Lev:41 Rar:3 Spd:+10 Hp:1200 Ac:60 Exp:8000 A sorceress in life, Adunaphel quickly fell under Sauron's sway and the power of the rings. This evil undead creature moves normally. She is magical, casting spells which cause critical wounds, produce acid bolts, produce fire bolts, produce frost bolts, produce nether bolts, terrify, blind, paralyze, cause amnesia or summon a monster; 1 time in 3. She can pass through walls and push past weaker monsters. She is invisible. She is cold blooded. She is hurt by bright light. She resists cold and poison. She cannot be confused or slept. She is fairly observant of intruders, which she may notice from 900 feet. She will carry up to 8 good objects. She can hit to attack with damage 5d5, hit to attack with damage 5d5, and touch to lower experience (by 80d6+). The Dark elven sorceror (Violet 'h') === Num:450 Lev:41 Rar:2 Spd:+20 Hp:800 Ac:70 Exp:3000 A dark elven figure, dressed in deepest black. Power seems to crackle from his slender frame. This evil creature moves normally. He is magical, casting spells intelligently which produce fire balls, produce frost balls, cause critical wounds, produce acid bolts, blind, confuse, heal-self, blink-self, teleport to, create darkness, summon a monster, summon a demon or summon an undead; 1 time in 2. He can open doors and bash down doors. He is hurt by bright light. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 200 feet. He will carry up to 10 objects. He can hit to attack with damage 2d8, hit to attack with damage 2d8, and hit to attack with damage 2d8. The Master lich (Red 'L') === Num:451 Lev:41 Rar:2 Spd:+10 Hp:1800 Ac:80 Exp:10000 A skeletal form wrapped in robes. Powerful magic crackles along its bony fingers. This evil undead creature moves normally. It is magical, casting spells intelligently which drain mana, cause brain smashing, cause critical wounds, cause mortal wounds, terrify, blind, confuse, paralyze, blink-self, teleport to or summon an undead; 1 time in 3. It can open doors and bash down doors. It is cold blooded. It resists cold and poison. It cannot be confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 12 objects. It can touch to lower experience (by 80d6+), touch to drain charges, touch to reduce dexterity with damage 2d12, and touch to reduce dexterity with damage 2d12. The Hezrou (Violet 'U') === Num:452 Lev:41 Rar:3 Spd:+0 Hp:520 Ac:40 Exp:1500 It is a demon of lizard form with cruel-looking jaws. This evil demon moves normally. It usually appears in groups. It is magical, casting spells which produce fire bolts or summon a demon; 1 time in 9. It can open doors and bash down doors. It resists fire. It cannot be confused or slept. It pays little attention to intruders, which it may notice from 200 feet. It will carry up to 4 objects. It can hit to attack with damage 3d4, and hit to attack with damage 3d4. [U] Akhorahil the Blind (L.Dark 'W') === Num:453 Lev:41 Rar:3 Spd:+10 Hp:1800 Ac:70 Exp:12000 A mighty sorcerer King, Akhorahil was blind in life. With powerful enchantments, he created jewelled eyes that enabled him to see better than any ordinary man ever could. This evil undead creature moves normally. He is magical, casting spells which cause critical wounds, produce fire bolts, produce frost bolts, produce nether bolts, terrify, blind, paralyze, create darkness or summon a monster; 1 time in 3. He can open doors, bash down doors and push past weaker monsters. He is cold blooded. He is hurt by bright light. He resists cold and poison. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 900 feet. He will carry up to 8 good objects. He can hit to attack with damage 5d5, hit to attack with damage 5d5, gaze to lower experience (by 80d6+), and wail to terrify. [U] Gorlim, Betrayer of Barahir (Slate 'p') === Num:454 Lev:41 Rar:3 Spd:+10 Hp:1600 Ac:120 Exp:7000 This once-mighty warrior was so dominated by Morgoth's power that he became little more than a mindless creature of evil. This creature moves normally. He is magical, casting spells intelligently which cause critical wounds, produce water bolts or produce mana bolts; 1 time in 2. He can open doors and bash down doors. He resists acid, lightning, cold and poison. He cannot be confused or slept. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry up to 4 good objects. He can hit to attack with damage 8d6, hit to attack with damage 8d6, hit to disenchant with damage 6d8, and hit to disenchant with damage 6d8. The Solar (Yellow 'A') === Num:455 Lev:41 Rar:6 Spd:+20 Hp:100d35 Ac:140 Exp:15000 Never a more heavenly being have you seen. The very holiness of its presence makes you deeply respect it. Few creatures can match the powers of a Solar; fewer still live to tell the tale after attacking one. This creature moves normally. It is magical, casting spells intelligently which cause serious wounds, cause mortal wounds, produce mana bolts, terrify, blind, teleport to or summon an angel; 1 time in 3. It can open doors, bash down doors, push past weaker monsters and pick up objects. It resists acid, lightning, fire, cold and poison. It prefers to ignore intruders, which it may notice from 300 feet. It will carry up to 14 good objects. It can gaze to terrify with damage 4d4, gaze to terrify with damage 4d4, hit to attack with damage 8d6, and hit to attack with damage 8d6. The Glabrezu (Orange 'U') === Num:456 Lev:41 Rar:2 Spd:+0 Hp:600 Ac:40 Exp:1750 It is demon with arms and pincers, its form a true mockery of life. This evil demon moves normally. It is magical, casting spells which produce fire bolts or summon a demon; 1 time in 9. It can open doors and bash down doors. It resists fire. It cannot be confused or slept. It pays little attention to intruders, which it may notice from 200 feet. It will carry one or two objects. It can hit to attack with damage 3d4, and hit to attack with damage 3d4. [U] Ren the Unclean (L.Dark 'W') === Num:457 Lev:41 Rar:3 Spd:+10 Hp:1800 Ac:70 Exp:13000 Ren was an insane eastern king who believed himself to be the son of a volcano god. At an early age his sanity was destroyed by a plague that wiped out his family, and he never recovered. This evil undead creature moves normally. He is magical, casting spells which produce fire balls, cause critical wounds, produce fire bolts, produce nether bolts, terrify, blind, paralyze or summon a monster; 1 time in 3. He can open doors, bash down doors and push past weaker monsters. He is invisible. He is cold blooded. He is hurt by bright light. He resists fire, cold and poison. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 900 feet. He will carry up to 8 good objects. He can hit to attack with damage 5d5, hit to attack with damage 5d5, touch to lower experience (by 80d6+), and wail to terrify. The Nalfeshnee (Red 'U') === Num:458 Lev:42 Rar:2 Spd:+0 Hp:670 Ac:50 Exp:2000 It is a large demon with the head of a giant boar. Flames run up and down its length. This evil demon moves normally. It may breathe fire powerfully, and is also magical, casting spells which blind, confuse or summon a demon; 1 time in 9. It can open doors and bash down doors. It resists fire. It cannot be confused or slept. It pays little attention to intruders, which it may notice from 200 feet. It will carry one or two objects. It can hit to attack with damage 3d4, hit to attack with damage 3d4, and hit to attack with damage 3d4. The Undead beholder (Umber 'e') === Num:459 Lev:42 Rar:4 Spd:+10 Hp:2700 Ac:100 Exp:4000 A disembodied eye, floating in the air. Black nether storms rage around its bloodshot pupil and light seems to bend as it sucks its power from the very air around it. Your soul chills as it drains your vitality for its evil enchantments. This evil undead creature moves normally. It is magical, casting spells which drain mana, cause mind blasting, cause brain smashing, cause mortal wounds, produce mana bolts, slow, cause amnesia or summon an undead; 1 time in 2. It can bash down doors. It is cold blooded. It resists acid, lightning, fire, cold and poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 300 feet. It can gaze to lower experience (by 40d6+), gaze to paralyze, gaze to reduce intelligence with damage 2d6, and gaze to drain charges with damage 2d6. The Dread (Orange 'G') === Num:460 Lev:42 Rar:1 Spd:+10 Hp:25d20 Ac:30 Exp:600 It is a form that screams its presence against the eye. Death incarnate, its hideous black body seems to struggle against reality as the universe itself struggles to banish it. This evil undead creature moves a bit erratically. It usually appears in groups. It is magical, casting spells which drain mana, produce nether bolts, blind, confuse or paralyze; 1 time in 16. It can pass through walls and pick up objects. It is invisible. It is cold blooded. It resists cold and poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It will carry a object. It can hit to attack with damage 6d6, hit to attack with damage 6d6, and hit to reduce strength with damage 3d4. The Mumak (Slate 'q') === Num:461 Lev:43 Rar:2 Spd:+0 Hp:90d10 Ac:55 Exp:2100 A massive elephantine form with eyes twisted by madness. This natural creature moves normally. It usually appears in groups. It can bash down doors. It pays very little attention to intruders, which it may notice from 200 feet. It can butt to attack with damage 4d6, butt to attack with damage 4d6, and crush to attack with damage 4d4. The Ancient multi-hued dragon (Violet 'D') === Num:462 Lev:43 Rar:1 Spd:+10 Hp:2100 Ac:100 Exp:13000 A huge draconic form. Many colours ripple down its massive frame. Few live to see another. This evil dragon moves normally. It may breathe acid, lightning, fire, frost or poison powerfully, and is also magical, casting spells intelligently which terrify, blind or confuse; 1 time in 5. It can open doors, bash down doors and push past weaker monsters. It resists acid, lightning, fire, cold and poison. It cannot be confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 18 objects. It can claw to attack with damage 1d12, claw to attack with damage 1d12, and bite to attack with damage 3d12. The Ethereal dragon (Orange 'D') === Num:463 Lev:43 Rar:2 Spd:+10 Hp:2100 Ac:100 Exp:11000 A huge dragon emanating from the elemental plains, the ethereal dragon is a master of light and dark. Its form disappears from sight as it cloaks itself in unearthly shadows. This dragon moves normally. It may breathe light, darkness or confusion powerfully, and is also magical, casting spells which blind or confuse; 1 time in 5. It can pass through walls and push past weaker monsters. It is invisible. It cannot be confused or slept. It takes a while to see intruders, which it may notice from 250 feet. It will carry up to 18 objects. It can claw to attack with damage 1d12, claw to attack with damage 1d12, and bite to attack with damage 3d12. [U] Ji Indur Dawndeath (L.Dark 'W') === Num:464 Lev:43 Rar:4 Spd:+10 Hp:1800 Ac:70 Exp:12000 This Ringwraith was a weak-minded sorcerer-king who fell easily under Sauron's power. This evil undead creature moves normally. He is magical, casting spells which produce fire balls, produce nether balls, cause critical wounds, terrify, blind, paralyze or summon an undead; 1 time in 3. He can open doors, bash down doors and push past weaker monsters. He is invisible. He is cold blooded. He is hurt by bright light. He resists fire, cold and poison. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 900 feet. He will carry up to 8 good objects. He can hit to attack with damage 5d5, hit to attack with damage 5d5, touch to lower experience (by 40d6+), and touch to lower experience (by 40d6+). The Marilith (Yellow 'U') === Num:465 Lev:43 Rar:2 Spd:+10 Hp:1200 Ac:75 Exp:5000 She is a demon of female form with many arms, each bearing deadly weapons. This evil demon moves normally. She is magical, casting spells which cause serious wounds, blind or summon a demon; 1 time in 9. She can open doors and bash down doors. She resists fire. She cannot be confused or slept. She pays little attention to intruders, which she may notice from 200 feet. She will carry one or two objects. She can hit to attack with damage 3d6, hit to attack with damage 3d6, hit to attack with damage 3d6, and hit to attack with damage 3d6. [U] Quaker, Master of Earth (Umber 'E') === Num:466 Lev:43 Rar:4 Spd:+0 Hp:1800 Ac:97 Exp:6000 A towering stone elemental stands before you. The walls and ceiling are reduced to rubble as Quaker advances. This evil creature moves normally. He is magical, casting spells which produce acid balls or produce acid bolts; 1 time in 6. He can pass through walls, destroy weaker monsters and destroy objects. He is cold blooded. He is not detected by telepathy. He is hurt by rock remover. He resists lightning, fire, cold and poison. He cannot be frightened, confused or slept. He pays little attention to intruders, which he may notice from 100 feet. He can hit to attack with damage 6d6, hit to attack with damage 6d6, hit to attack with damage 6d6, and hit to shatter with damage 10d10. The Lesser Balrog (L.Red 'U') === Num:467 Lev:44 Rar:3 Spd:+10 Hp:1800 Ac:50 Exp:8000 It is a massive humanoid demon wreathed in flames. This evil demon moves normally. It may breathe fire powerfully, and is also magical, casting spells which blind, confuse or summon a demon; 1 time in 4. It can open doors, bash down doors and push past weaker monsters. It resists fire. It cannot be confused or slept. It pays little attention to intruders, which it may notice from 200 feet. It will carry up to 6 objects. It can hit to burn with damage 2d6, hit to attack with damage 4d6, hit to burn with damage 2d6, and hit to attack with damage 5d5. [U] Ariel, Queen of Air (L.Blue 'E') === Num:468 Lev:44 Rar:4 Spd:+20 Hp:2700 Ac:50 Exp:8000 A towering air elemental, Ariel, the sorceress, avoids your blows with her extreme speed. This evil creature moves a bit erratically. She is magical, casting spells which produce lightning balls, produce frost balls or produce lightning bolts; 1 time in 5. She can bash down doors, destroy weaker monsters and destroy objects. She is cold blooded. She is not detected by telepathy. She resists acid, lightning, fire, cold and poison. She cannot be frightened, confused or slept. She tends to overlook intruders, which she may notice from 120 feet. She can hit to attack with damage 4d6, hit to confuse with damage 1d4, hit to attack with damage 4d6, and hit to confuse with damage 1d4. The 11-headed hydra (L.Red 'M') === Num:469 Lev:44 Rar:2 Spd:+10 Hp:100d18 Ac:100 Exp:6000 A strange reptilian hybrid with eleven smouldering heads. This natural creature moves normally. It may breathe fire, and is also magical, casting spells which produce fire balls, produce fire bolts, produce plasma bolts or terrify; 1 time in 4. It can open doors, bash down doors and push past weaker monsters. It resists fire. It takes a while to see intruders, which it may notice from 200 feet. It will carry up to 12 treasures. It can bite to burn with damage 3d12, bite to burn with damage 3d12, bite to burn with damage 3d12, and bite to burn with damage 3d12. The Patriarch (L.Green 'p') === Num:470 Lev:44 Rar:2 Spd:+10 Hp:800 Ac:60 Exp:5000 A dark priest of the highest order. Powerful and evil, beware his many spells. This evil creature moves normally. He is magical, casting spells intelligently which cause brain smashing, cause mortal wounds, blind, paralyze, heal-self, summon monsters or summon an undead; 1 time in 2. He can open doors and bash down doors. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 200 feet. He will carry up to 10 objects. He can hit to attack with damage 3d4, hit to attack with damage 3d4, and hit to attack with damage 3d5. The Dreadmaster (Yellow 'G') === Num:471 Lev:44 Rar:2 Spd:+10 Hp:1200 Ac:100 Exp:8000 It is an unlife of power almost unequaled. An affront to existence, its very touch abuses and disrupts the flow of life, and its unearthly limbs, of purest black, crush rock and flesh with ease. This evil undead creature moves a bit erratically. It is magical, casting spells intelligently which drain mana, cause mortal wounds, produce nether bolts, blind, confuse, paralyze, teleport level or summon an undead; 1 time in 9. It can pass through walls and pick up objects. It is invisible. It is cold blooded. It resists cold and poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 10 objects. It can hit to attack with damage 6d6, hit to attack with damage 6d6, hit to reduce strength with damage 3d4, and hit to reduce strength with damage 3d4. The Drolem (Green 'g') === Num:472 Lev:44 Rar:3 Spd:+10 Hp:3000 Ac:130 Exp:12000 A constructed dragon, the drolem has massive strength. Powerful spells weaved during its creation make it a fearsome adversary. Its eyes show little intelligence, but it has been instructed to destroy all it meets. This dragon moves normally. It may fire missiles. It may breathe poison, and is also magical, casting spells which blind, confuse or slow; 1 time in 6. It can open doors and bash down doors. It is cold blooded. It is not detected by telepathy. It resists lightning, fire, cold and poison. It cannot be frightened, confused or slept. It takes quite a while to see intruders, which it may notice from 250 feet. It can bite to attack with damage 5d8, bite to attack with damage 5d8, claw to poison with damage 3d3, and claw to poison with damage 3d3. [U] Scatha the Worm (White 'D') === Num:473 Lev:44 Rar:2 Spd:+10 Hp:2000 Ac:130 Exp:17000 An ancient and wise Dragon. Scatha has grown clever over the long years. His scales are covered with frost, and his breath sends a shower of ice into the air. This evil dragon moves normally. He may breathe frost powerfully, and is also magical, casting spells which cause critical wounds or confuse; 1 time in 3. He can bash down doors and push past weaker monsters. He resists cold. He cannot be confused or slept. He tends to overlook intruders, which he may notice from 200 feet. He will carry up to 14 good objects. He can claw to attack with damage 1d10, claw to attack with damage 1d10, claw to attack with damage 1d10, and bite to attack with damage 3d14. [U] Dwar, Dog Lord of Waw (L.Dark 'W') === Num:474 Lev:44 Rar:3 Spd:+10 Hp:2000 Ac:90 Exp:13000 Dwar had a special affinity for dogs in life, and can still command them at will. He howls manically as he reaches out to destroy you. This evil undead creature moves normally. He is magical, casting spells intelligently which produce fire balls, produce nether balls, cause critical wounds, terrify, blind, paralyze, summon monsters, summon hounds or summon an undead; 1 time in 3. He can open doors, bash down doors and push past weaker monsters. He is cold blooded. He is hurt by bright light. He resists fire, cold and poison. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 900 feet. He will carry up to 8 good objects. He can hit to attack with damage 5d5, hit to attack with damage 5d5, bite to lower experience (by 40d6+) with damage 2d4, and wail to terrify. [U] Smaug the Golden (Red 'D') === Num:475 Lev:45 Rar:2 Spd:+10 Hp:2000 Ac:100 Exp:19000 Smaug is one of the Uruloki that still survive, a fire-drake of immense cunning and intelligence. His speed through air is matched by few other dragons and his dragonfire is what legends are made of. This evil dragon moves normally. He may breathe fire powerfully, and is also magical, casting spells which cause critical wounds or confuse; 1 time in 3. He can bash down doors and push past weaker monsters. He resists fire. He cannot be confused or slept. He tends to overlook intruders, which he may notice from 200 feet. He will carry up to 14 good objects. He can claw to attack with damage 1d10, claw to attack with damage 1d10, claw to attack with damage 1d10, and bite to attack with damage 3d14. The Dracolich (L.Green 'D') === Num:476 Lev:46 Rar:2 Spd:+10 Hp:3500 Ac:120 Exp:18000 The skeletal form of a once-great dragon, enchanted by magic most perilous. Its animated form strikes with speed and drains life from its prey to satisfy its hunger. This evil undead dragon moves normally. It may breathe frost or nether powerfully, and is also magical, casting spells which terrify or confuse; 1 time in 6. It can open doors, bash down doors, push past weaker monsters and pick up objects. It is cold blooded. It resists cold and poison. It cannot be confused or slept. It takes quite a while to see intruders, which it may notice from 250 feet. It will carry up to 8 good objects. It can claw to attack with damage 1d12, claw to attack with damage 1d12, bite to lower experience (by 80d6+) with damage 1d6, and bite to lower experience (by 80d6+) with damage 1d6. The Greater titan (Orange 'P') === Num:477 Lev:46 Rar:3 Spd:+10 Hp:3800 Ac:125 Exp:13500 A forty foot tall humanoid that shakes the ground as it walks. The power radiating from its frame shakes your courage, its hatred inspired by your defiance. This evil giant moves normally. It is magical, casting spells intelligently which heal-self, teleport to or summon monsters; 1 time in 3. It can open doors, bash down doors and pick up objects. It takes a while to see intruders, which it may notice from 300 feet. It will carry up to 8 good objects. It can hit to confuse with damage 12d12, hit to confuse with damage 12d12, hit to confuse with damage 12d12, and hit to confuse with damage 12d12. The Dracolisk (L.Green 'D') === Num:478 Lev:46 Rar:2 Spd:+10 Hp:3500 Ac:120 Exp:14000 A mixture of dragon and basilisk, the dracolisk stares at you with deep piercing eyes, its evil breath burning the ground where it stands. This natural evil dragon moves normally. It may breathe fire or nether, and is also magical, casting spells which terrify or paralyze; 1 time in 6. It can open doors and bash down doors. It resists acid and fire. It cannot be confused or slept. It takes quite a while to see intruders, which it may notice from 250 feet. It will carry up to 8 good objects. It can bite to attack with damage 2d12, bite to attack with damage 2d12, bite to attack with damage 5d8, and gaze to paralyze. The Death mold (L.Dark 'm') === Num:479 Lev:47 Rar:1 Spd:+30 Hp:100d20 Ac:60 Exp:1000 It is the epitome of all that is evil, in a mold. Its lifeless form draws power from sucking the souls of those that approach it, a nimbus of pure evil surrounds it. Luckily for you, it can't move. This evil creature moves normally, but does not deign to chase intruders. It resists acid, lightning, fire, cold and poison. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 2000 feet. It can hit to disenchant with damage 7d7, hit to disenchant with damage 7d7, hit to disenchant with damage 7d7, and hit to lower experience (by 80d6+) with damage 5d5. [U] Itangast the Fire Drake (Red 'D') === Num:480 Lev:47 Rar:4 Spd:+10 Hp:2200 Ac:100 Exp:20000 A mighty ancient dragon, Itangast's form scorches your flesh. Wisps of smoke curl up from his nostrils as he regards you with disdain. This evil dragon moves normally. He may breathe fire powerfully, and is also magical, casting spells which cause critical wounds or confuse; 1 time in 3. He can bash down doors and push past weaker monsters. He resists fire. He cannot be confused or slept. He tends to overlook intruders, which he may notice from 200 feet. He will carry up to 14 good objects. He can claw to attack with damage 1d10, claw to attack with damage 1d10, bite to attack with damage 3d14, and bite to attack with damage 4d14. [U] Glaurung, Father of the Dragons (Red 'D') === Num:481 Lev:48 Rar:2 Spd:+10 Hp:2800 Ac:120 Exp:25000 Glaurung is the father of all dragons, and was for a long time the most powerful. Nevertheless, he still has full command over his brood and can command them to appear whenever he so wishes. He is the definition of dragonfire. This evil dragon moves normally. He may breathe fire powerfully, and is also magical, casting spells which cause critical wounds, confuse or summon a dragon; 1 time in 5. He can bash down doors and push past weaker monsters. He resists fire. He cannot be confused or slept. He tends to overlook intruders, which he may notice from 200 feet. He will carry up to 14 good objects. He can claw to attack with damage 4d12, claw to attack with damage 4d12, bite to attack with damage 6d14, and bite to attack with damage 6d14. The Master mystic (Orange 'p') === Num:482 Lev:50 Rar:3 Spd:+20 Hp:1100 Ac:60 Exp:6000 A lord of all that is natural, skilled in the mystic ways. He is a master of martial arts and is at one with nature, able to summon help from the wild if need be. This creature moves normally. He is magical, casting spells which heal-self or summon spiders; 1 time in 3. He can open doors and bash down doors. He is invisible. He resists acid, lightning, fire, cold and poison. He cannot be confused or slept. He is observant of intruders, which he may notice from 300 feet. He will carry up to 6 objects. He can kick to attack with damage 10d2, kick to attack with damage 10d2, hit to poison with damage 20, and hit to paralyze with damage 15. [U] Muar, the Balrog (Orange 'U') === Num:483 Lev:50 Rar:3 Spd:+10 Hp:3000 Ac:100 Exp:30000 A huge balrog surrounded by raging pillars of fire, Muar is indeed a terrible opponent. Wielding a great whip of fire and a blazing sword, his fury blisters your skin and melts your flesh! This evil demon moves normally. He usually appears with escorts. He may breathe fire powerfully, and is also magical, casting spells which terrify, confuse, summon a demon or summon an undead; 1 time in 4. He can open doors, bash down doors and push past weaker monsters. He resists fire. He cannot be confused or slept. He pays little attention to intruders, which he may notice from 200 feet. He will carry up to 18 good objects. He can hit to burn with damage 8d12, crush to attack with damage 8d12, and touch to drain charges. The Nightwing (L.Dark 'W') === Num:484 Lev:50 Rar:4 Spd:+10 Hp:60d30 Ac:120 Exp:6000 Everywhere colours seem paler and the air chiller. At the centre of the cold stands a mighty figure. Its wings envelop you in the chill of death as the nightwing reaches out to draw you into oblivion. Your muscles sag and your mind loses all will to fight as you stand in awe of this mighty being. This evil undead creature moves normally. It is magical, casting spells intelligently which produce nether balls, cause brain smashing, cause mortal wounds, produce nether bolts, produce mana bolts, terrify, blind or summon an undead; 1 time in 4. It can open doors and bash down doors. It is cold blooded. 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 200 feet. It will carry up to 4 good objects. It can touch to poison with damage 3d5, touch to poison with damage 3d5, hit to disenchant with damage 6d8, and hit to disenchant with damage 6d8. The Nether hound (L.Green 'Z') === Num:485 Lev:51 Rar:2 Spd:+10 Hp:60d10 Ac:100 Exp:5000 You feel a soul-tearing chill upon viewing this beast, a ghostly form of darkness in the shape of a large dog. This natural creature moves normally. It usually appears in groups. It may breathe nether; 1 time in 5. It can open doors and bash down doors. It cannot be confused or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to attack with damage 2d12, bite to attack with damage 2d12, bite to attack with damage 2d12, and claw to attack with damage 3d3. The Time hound (L.Blue 'Z') === Num:486 Lev:51 Rar:4 Spd:+20 Hp:60d10 Ac:100 Exp:5000 You get a terrible sense of deja vu, or is it a premonition? All at once you see a little puppy and a toothless old dog. Perhaps you should give up and go to bed. This natural creature moves normally. It usually appears in groups. It may breathe time; 1 time in 8. It can open doors and bash down doors. It cannot be confused or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to attack with damage 2d12, bite to attack with damage 2d12, bite to attack with damage 2d12, and claw to attack with damage 3d3. The Plasma hound (Red 'Z') === Num:487 Lev:51 Rar:2 Spd:+10 Hp:60d10 Ac:100 Exp:5000 The very air warps as pure elemental energy stalks towards you in the shape of a giant hound. Your hair stands on end and your palms itch as you sense trouble. This natural creature moves normally. It usually appears in groups. It may breathe plasma; 1 time in 5. It can open doors and bash down doors. It resists fire. It cannot be confused or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to attack with damage 2d12, bite to attack with damage 2d12, bite to attack with damage 2d12, and claw to attack with damage 3d3. The Demonic quylthulg (Red 'Q') === Num:488 Lev:51 Rar:1 Spd:+10 Hp:480 Ac:1 Exp:3000 A pile of pulsing flesh that glows with an inner hellish fire. The world itself seems to cry out against it. This natural evil creature moves normally, but does not deign to chase intruders. It is magical, casting spells which blink-self, teleport-self or summon a demon; 1 time in 2. It is invisible. It is not detected by telepathy. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 200 feet. It has no physical attacks. The Great storm wyrm (Blue 'D') === Num:489 Lev:51 Rar:2 Spd:+10 Hp:3000 Ac:150 Exp:17000 A vast dragon of power. Storms and lightning crash around its titanic form. Deep blue scales reflect the flashes and highlight the creature's great muscles. It regards you with contempt. This evil dragon moves normally. It may breathe lightning powerfully, and is also magical, casting spells which terrify, blind or confuse; 1 time in 6. It can bash down doors and push past weaker monsters. It resists lightning. It cannot be confused or slept. It pays little attention to intruders, which it may notice from 300 feet. It will carry up to 14 good objects. It can claw to attack with damage 1d12, claw to attack with damage 1d12, claw to attack with damage 1d12, and bite to attack with damage 4d14. [U] Baphomet the Minotaur Lord (Slate 'H') === Num:490 Lev:51 Rar:4 Spd:+20 Hp:3500 Ac:120 Exp:18000 A fearsome bull-headed demon, Baphomet swings a mighty axe as he curses all that defy him. This evil creature moves normally. He may fire missiles. He may breathe force, and is also magical, casting spells which produce lightning balls, produce mana bolts, produce plasma bolts or slow; 1 time in 6. He can bash down doors. He resists fire and poison. He cannot be confused or slept. He takes quite a while to see intruders, which he may notice from 300 feet. He will carry up to 10 good objects. He can butt to attack with damage 12d13, butt to attack with damage 12d13, hit to attack with damage 10d10, and hit to attack with damage 10d10. [U] Harowen the Black Hand (L.Blue 'p') === Num:491 Lev:52 Rar:3 Spd:+30 Hp:2500 Ac:90 Exp:20000 He is a master of disguise, an expert of stealth, a genius at traps, and moves with blinding speed. Check your pockets! This creature moves normally. He is magical, casting spells which create traps; 1 time in 6. He can open doors, bash down doors and pick up objects. He resists poison. He cannot be confused or slept. He is ever vigilant for intruders, which he may notice from 400 feet. He will carry up to 10 good objects. He can touch to steal gold with damage 5d5, touch to steal items with damage 5d5, hit to blind with damage 10d5, and hit to poison with damage 8d5. [U] Hoarmurath of Dir (L.Dark 'W') === Num:492 Lev:52 Rar:3 Spd:+10 Hp:2500 Ac:100 Exp:40000 A Ringwraith powerful in fell sorcery, he yearns for the life he has lost for a life of everlasting torment. This evil undead creature moves normally. He is magical, casting spells intelligently which produce frost balls, produce nether balls, cause mind blasting, cause critical wounds, cause mortal wounds, produce frost bolts, terrify, blind, paralyze or summon an undead; 1 time in 3. He can open doors, bash down doors and push past weaker monsters. He is cold blooded. He is hurt by bright light. He resists cold and poison. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 900 feet. He will carry up to 12 good objects. He can hit to attack with damage 10d10, hit to attack with damage 5d5, touch to lower experience (by 80d6+), and wail to terrify. The Grand master mystic (Orange 'p') === Num:493 Lev:53 Rar:3 Spd:+20 Hp:2200 Ac:80 Exp:15000 He is one of the few true masters of the art, being extremely skillful in all forms of unarmed combat and controlling the world's natural creatures with disdainful ease. This creature moves normally. He is magical, casting spells which cause mind blasting, heal-self, summon spiders or summon hounds; 1 time in 2. He can open doors and bash down doors. He is invisible. He resists acid, lightning, fire, cold and poison. He cannot be confused or slept. He is observant of intruders, which he may notice from 300 feet. He will carry up to 8 objects. He can kick to attack with damage 20d2, kick to attack with damage 10d2, hit to poison with damage 20, and hit to paralyze with damage 15. [U] Khamul the Easterling (L.Dark 'W') === Num:494 Lev:53 Rar:3 Spd:+10 Hp:3500 Ac:100 Exp:50000 A warrior-king of the East. Khamul is a powerful opponent, his skill in combat awesome and his form twisted by evil cunning. This evil undead creature moves normally. He is magical, casting spells intelligently which produce fire balls, produce frost balls, produce nether balls, cause critical wounds, cause mortal wounds, produce mana bolts, terrify, blind, paralyze, teleport level or summon an undead; 1 time in 2. He can open doors, bash down doors and push past weaker monsters. He is cold blooded. He is hurt by bright light. He resists acid, fire, cold and poison. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 900 feet. He will carry up to 14 good objects. He can hit to attack with damage 10d10, hit to attack with damage 5d5, touch to lower experience (by 40d6+), and touch to lower experience (by 40d6+). The Ethereal hound (L.Green 'Z') === Num:495 Lev:54 Rar:3 Spd:+10 Hp:60d15 Ac:100 Exp:5000 A pale green hound. Pulsing red lines and strange fluorescent lighthints at internal organs best left to the imagination. This natural creature moves normally. It usually appears in groups. It may breathe nether; 1 time in 5. It can pass through walls. It is invisible. It cannot be confused or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to attack with damage 2d12, bite to attack with damage 2d12, bite to attack with damage 2d12, and claw to attack with damage 3d3. The Great ice wyrm (White 'D') === Num:496 Lev:54 Rar:2 Spd:+10 Hp:3000 Ac:170 Exp:20000 An immense dragon capable of awesome destruction. You have never felt such extreme cold, or witnessed such an icy stare. Begone quickly or feel its wrath! This evil dragon moves normally. It may breathe frost powerfully, and is also magical, casting spells which terrify, blind or confuse; 1 time in 6. It can bash down doors and push past weaker monsters. It resists cold. It cannot be confused or slept. It pays little attention to intruders, which it may notice from 300 feet. It will carry up to 14 good objects. It can claw to attack with damage 1d12, claw to attack with damage 1d12, claw to attack with damage 3d12, and bite to attack with damage 4d14. [U] The Phoenix (Red 'B') === Num:497 Lev:54 Rar:3 Spd:+10 Hp:3600 Ac:130 Exp:40000 A massive glowing eagle bathed in flames. The searing heat chars your skin and melts your armour. This natural creature moves normally. It may breathe fire, light or plasma, and is also magical, casting spells which produce fire balls, produce fire bolts or produce plasma bolts; 1 time in 3. It can open doors and bash down doors. It resists acid, lightning, fire and poison. It cannot be confused or slept. It is ever vigilant for intruders, which it may notice from 600 feet. It will carry up to 4 good objects. It can bite to burn with damage 12d6, bite to burn with damage 12d6, hit to burn with damage 9d12, and hit to burn with damage 9d12. The Nightcrawler (L.Dark 'W') === Num:498 Lev:54 Rar:4 Spd:+10 Hp:80d60 Ac:160 Exp:8000 This intensely evil creature bears the form of a gargantuan black worm. Its gaping maw is a void of blackness, acid drips from its steely hide. It is like nothing you have ever seen before, and a terrible chill runs down your spine as you face it. This evil undead creature moves normally. It may breathe nether, and is also magical, casting spells intelligently which produce nether balls, cause brain smashing, produce nether bolts, produce mana bolts, terrify, blind or summon an undead; 1 time in 4. It can open doors and bash down doors. It is cold blooded. It is hurt by bright light. It resists fire, cold and poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 6 good objects. It can sting to reduce constitution with damage 8d8, sting to reduce constitution with damage 8d8, bite to shoot acid with damage 10d10, and bite to shoot acid with damage 10d10. The Hand druj (Yellow 's') === Num:499 Lev:55 Rar:4 Spd:+20 Hp:600 Ac:110 Exp:12000 A skeletal hand floating in the air, motionless except for its flexing fingers. This evil undead creature moves normally, but does not deign to chase intruders. It is magical, casting spells intelligently which cause critical wounds, terrify, blind, confuse, teleport away, create darkness or cause amnesia; 1 time in 1. It is cold blooded. It resists cold and poison. It cannot be frightened, confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It has no physical attacks. The Eye druj (Red 's') === Num:500 Lev:55 Rar:4 Spd:+20 Hp:1000 Ac:90 Exp:24000 A bloodshot eyeball floating in the air, you'd be forgiven for assuming it harmless. This evil undead creature moves normally, but does not deign to chase intruders. It is magical, casting spells intelligently which produce nether balls, produce nether bolts, produce mana bolts or summon an undead; 1 time in 1. It is cold blooded. It resists fire, cold and poison. It cannot be frightened, confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It can gaze to lower experience (by 80d6+), and gaze to lower experience (by 80d6+). The Skull druj (Orange 's') === Num:501 Lev:55 Rar:4 Spd:+20 Hp:1400 Ac:120 Exp:25000 A glowing skull possessed by sorcerous power. It need not move, but merely blast you with mighty magic. This evil undead creature moves normally, but does not deign to chase intruders. It is magical, casting spells intelligently which produce water balls, cause mind blasting, cause brain smashing, cause mortal wounds, produce nether bolts, produce plasma bolts, slow, create traps or summon an undead; 1 time in 1. It is cold blooded. It resists fire, cold and poison. It cannot be frightened, confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It can bite to lower experience (by 80d6+) with damage 4d4, bite to paralyze with damage 4d4, bite to reduce intelligence with damage 4d4, and bite to reduce wisdom with damage 4d4. The Chaos vortex (Violet 'v') === Num:502 Lev:55 Rar:1 Spd:+30 Hp:32d20 Ac:80 Exp:4000 Void, nothingness, spinning destructively. This creature moves extremely erratically. It may breathe chaos powerfully; 1 time in 6. It can bash down doors. It is not detected by telepathy. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 1000 feet. It has no physical attacks. The Aether vortex (Violet 'v') === Num:503 Lev:55 Rar:2 Spd:+20 Hp:32d20 Ac:40 Exp:4500 An awesome vortex of pure magic, power radiates from its frame. This creature moves extremely erratically. It may breathe acid, lightning, fire, frost, poison, nether, light, darkness, confusion, sound, chaos, nexus, time, inertia, gravity, shards, plasma or force powerfully; 1 time in 6. It can bash down doors. It is not detected by telepathy. It resists acid, lightning, fire, cold and poison. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 1000 feet. It can engulf to electrify with damage 5d5, engulf to burn with damage 3d3, engulf to shoot acid with damage 3d3, and engulf to freeze with damage 3d3. [U] The Lernean Hydra (White 'M') === Num:504 Lev:55 Rar:2 Spd:+10 Hp:4500 Ac:140 Exp:20000 A massive legendary hydra. It has twelve powerful heads. Its many eyes stare at you as clouds of smoke and poisonous vapour rise from its seething form. This natural creature moves normally. It may breathe fire or poison powerfully, and is also magical, casting spells intelligently which produce fire balls, produce poison balls, produce fire bolts, produce plasma bolts, terrify or summon hydras; 1 time in 3. It can open doors, bash down doors and destroy weaker monsters. It resists fire and poison. It cannot be confused or slept. It takes a while to see intruders, which it may notice from 200 feet. It will carry up to 14 treasures. It can bite to poison with damage 8d6, bite to poison with damage 8d6, bite to burn with damage 12d6, and bite to burn with damage 12d6. [U] Thuringwethil (L.Dark 'V') === Num:505 Lev:55 Rar:4 Spd:+20 Hp:4000 Ac:145 Exp:23000 Chief messenger between Sauron and Morgoth, she is surely the most deadly of her vampire race. At first she is charming to meet, but her wings and eyes give away her true form. This evil undead creature moves normally. She is magical, casting spells intelligently which produce nether balls, drain mana, cause brain smashing, cause critical wounds, cause mortal wounds, terrify, blind or paralyze; 1 time in 3. She can open doors and bash down doors. She is cold blooded. She regenerates quickly. She is hurt by bright light. 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 up to 18 good objects. She can bite to attack with damage 5d8, bite to lower experience (by 80d6+) with damage 6d6, hit to confuse with damage 6d6, and hit to confuse with damage 6d6. The Great hell wyrm (Red 'D') === Num:506 Lev:55 Rar:2 Spd:+10 Hp:5400 Ac:170 Exp:23000 A vast dragon of immense power. Fire leaps continuously from its huge form. The air around it scalds you. Its slightest glance burns you, and you truly realize how insignificant you are. This evil dragon moves normally. It may breathe fire powerfully, and is also magical, casting spells which terrify, blind or confuse; 1 time in 6. It can bash down doors and push past weaker monsters. It resists fire. It cannot be confused or slept. It takes quite a while to see intruders, which it may notice from 400 feet. It will carry up to 18 good objects. It can claw to attack with damage 1d12, claw to attack with damage 1d12, claw to attack with damage 3d12, and bite to attack with damage 4d14. The Draconic quylthulg (Green 'Q') === Num:507 Lev:55 Rar:3 Spd:+10 Hp:720 Ac:1 Exp:5500 It looks like it was once a dragon corpse, now deeply infected with magical bacteria that make it pulse in a foul and degrading way. This natural evil creature moves normally, but does not deign to chase intruders. It is magical, casting spells which blink-self, teleport-self or summon a dragon; 1 time in 2. It is invisible. It is not detected by telepathy. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 200 feet. It has no physical attacks. [U] Fundin Bluecloak (L.Green 'h') === Num:508 Lev:56 Rar:2 Spd:+20 Hp:5000 Ac:195 Exp:20000 He is one of the greatest dwarven priests to walk the earth. Fundin has earned a high position in the church, and his skill with both weapon and spell only justify his position further. His combination of both dwarven strength and priestly wisdom are a true match for any adventurer. This creature moves normally. He is magical, casting spells which cause brain smashing, cause critical wounds, cause mortal wounds, terrify, blind, confuse, heal-self, cause amnesia or summon monsters; 1 time in 4. He can open doors and bash down doors. He resists acid, lightning, fire, cold and poison. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 250 feet. He will carry up to 10 good objects. He can hit to attack with damage 10d10, hit to attack with damage 8d6, hit to attack with damage 8d6, and hit to attack with damage 8d6. [U] Uriel, Angel of Fire (Red 'A') === Num:509 Lev:56 Rar:3 Spd:+20 Hp:5500 Ac:160 Exp:25000 A creature of godly appearance, you dare not challenge Uriel's supremacy. Those who stood against him before are but a memory, cremated by his mastery of elemental fire. This creature moves normally. He may breathe fire powerfully, and is also magical, casting spells intelligently which produce fire balls, produce fire bolts, produce mana bolts, blind, teleport to or summon an angel; 1 time in 2. He can open doors, bash down doors, push past weaker monsters and pick up objects. He resists acid, lightning, fire, cold and poison. He is fairly observant of intruders, which he may notice from 400 feet. He will carry up to 14 good objects. He can hit to burn with damage 9d12, hit to burn with damage 4d6, hit to attack with damage 10d10, and hit to attack with damage 10d10. [U] Azriel, Angel of Death (L.Dark 'A') === Num:510 Lev:57 Rar:3 Spd:+20 Hp:6000 Ac:170 Exp:30000 Azriel commands awesome power, his visage holy enough to shrivel your soul. You shriek with disbelief as his mastery of death draws you to your grave. It is truly beyond all but the mightiest of warriors to stand against him and live. This creature moves normally. He may breathe nether powerfully, and is also magical, casting spells intelligently which produce nether balls, produce nether bolts, produce mana bolts, blind, teleport to or summon an angel; 1 time in 2. He can open doors, bash down doors, push past weaker monsters and pick up objects. He resists acid, lightning, fire, cold and poison. He is fairly observant of intruders, which he may notice from 400 feet. He will carry up to 14 good objects. He can touch to lower experience (by 80d6+), hit to blind with damage 10d5, hit to attack with damage 10d10, and hit to attack with damage 10d10. [U] Ancalagon the Black (L.Dark 'D') === Num:511 Lev:58 Rar:3 Spd:+10 Hp:7500 Ac:125 Exp:30000 'Rushing Jaws' is his name, and death is his game. No dragon of the brood of Glaurung can match him. This evil dragon moves normally. He may breathe acid powerfully, and is also magical, casting spells which terrify, blind, confuse, summon a dragon or summon ancient dragons; 1 time in 2. He can open doors, bash down doors and push past weaker monsters. He resists acid and fire. He cannot be confused or slept. He tends to overlook intruders, which he may notice from 200 feet. He will carry up to 14 good objects. He can claw to attack with damage 5d12, claw to attack with damage 6d12, claw to attack with damage 8d12, and bite to attack with damage 10d14. The Nightwalker (L.Dark 'W') === Num:512 Lev:59 Rar:4 Spd:+20 Hp:50d65 Ac:175 Exp:15000 A huge giant garbed in black, more massive than a titan and stronger than a dragon. With terrible blows, it breaks your armour from your back, leaving you defenseless against its evil wrath. It can smell your fear, and you in turn smell the awful stench of death as this ghastly figure strides towards you menacingly. This evil undead creature moves normally. It is magical, casting spells intelligently which produce nether balls, cause brain smashing, produce nether bolts, produce mana bolts, terrify, blind or summon an undead; 1 time in 4. It can open doors and bash down doors. It is cold blooded. It is hurt by bright light. It resists lightning, fire, cold and poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 8 good objects. It can hit to disenchant with damage 10d10, hit to disenchant with damage 10d10, hit to disenchant with damage 7d7, and hit to disenchant with damage 7d7. [U] Gabriel, the Messenger (White 'A') === Num:513 Lev:59 Rar:3 Spd:+20 Hp:7500 Ac:180 Exp:35000 Commanding a legion of angels, Gabriel will destroy you for your sins. He will crush you like the pitiful insignificant being he sees you to be. Your very soul will be taken into judgement by his supreme authority as he cleanses the world of evil. This creature moves normally. He usually appears with an escort. He is magical, casting spells intelligently which produce mana bolts, blind, teleport to or summon an angel; 1 time in 2. He can open doors, bash down doors, push past weaker monsters and pick up objects. He resists acid, lightning, fire, cold and poison. He is fairly observant of intruders, which he may notice from 400 feet. He will carry up to 14 good objects. He can hit to disenchant with damage 6d8, hit to burn with damage 4d6, hit to attack with damage 10d10, and hit to attack with damage 10d10. [U] Saruman of Many Colours (Violet 'p') === Num:514 Lev:60 Rar:1 Spd:+10 Hp:5000 Ac:100 Exp:35000 Originally known as the White, Saruman fell prey to Sauron's wiles. He seeks to emulate him and breeds orcs and trolls to fight for him. He searches forever for the One Ring, to become a mighty Sorcerer-King of the world. This evil creature moves normally. He is magical, casting spells intelligently which produce acid balls, produce fire balls, produce frost balls, produce water balls, cause mind blasting, cause mortal wounds, produce ice bolts, terrify, blind, confuse, haste-self, heal-self, teleport-self, teleport away, create traps, cause amnesia, summon a demon, summon an undead or summon a dragon; 1 time in 2. He can open doors and bash down doors. He resists lightning, fire, cold and poison. He cannot be confused or slept. He is ever vigilant for intruders, which he may notice from 1000 feet. He will carry up to 18 good objects. He can hit to disenchant with damage 6d8, hit to disenchant with damage 6d8, hit to attack with damage 5d5, and hit to attack with damage 5d5. The Dreadlord (Red 'G') === Num:515 Lev:62 Rar:2 Spd:+10 Hp:3000 Ac:150 Exp:20000 It is a massive form of animated death, its colour deeper than black. It drinks in light, and space around it is twisted and torn by the weight of its evil. It is unlife and it knows nothing but the stealing of souls and the stench of death. Flee its hunger! This evil undead creature moves a bit erratically. It is magical, casting spells which produce nether balls, drain mana, blind, confuse, paralyze or summon an undead; 1 time in 4. It can pass through walls and pick up objects. It is invisible. It is cold blooded. It resists cold and poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 18 objects. It can hit to attack with damage 6d6, hit to attack with damage 6d6, hit to reduce strength with damage 4d6, and hit to reduce strength with damage 4d6. [U] The Cat Lord (Red 'f') === Num:516 Lev:64 Rar:3 Spd:+20 Hp:4800 Ac:200 Exp:30000 Master of all things feline, the Cat Lord moves with catlike stealth. This creature moves normally. He usually appears with escorts. He is magical, casting spells which teleport to; 1 time in 3. He can open doors and bash down doors. He is invisible. He resists fire, cold and poison. He cannot be confused or slept. He is ever vigilant for intruders, which he may notice from 1000 feet. He will carry up to 8 good objects. He can hit to confuse with damage 12d12, touch to reduce dexterity with damage 2d12, hit to blind with damage 10d5, and hit to paralyze with damage 15. The Chaos beetle (Violet 'K') === Num:517 Lev:65 Rar:4 Spd:+20 Hp:3200 Ac:125 Exp:19000 With biting jaws and catching claws, this immense beetle is likedeath incarnate chasing behind you! This natural creature moves normally. It may breathe chaos, and is also magical, casting spells which cause mortal wounds; 1 time in 5. It can bash down doors. It prefers to ignore intruders, which it may notice from 350 feet. It will carry up to 3 objects. It can claw to attack with damage 10d10, claw to attack with damage 10d10, bite to attack with damage 10d10, and bite to attack with damage 10d10. The Chaos hound (Violet 'Z') === Num:518 Lev:65 Rar:1 Spd:+10 Hp:60d30 Ac:100 Exp:10000 A constantly changing canine form, this hound rushes towards you as if expecting mayhem and chaos ahead. It appears to have an almost kamikaze relish for combat. You suspect all may not be as it seems. This natural creature moves normally. It usually appears in groups. It may breathe chaos; 1 time in 5. It can bash down doors. It cannot be confused or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to attack with damage 2d12, bite to attack with damage 2d12, bite to attack with damage 2d12, and claw to attack with damage 3d3. The Great Wyrm of Chaos (Violet 'D') === Num:519 Lev:67 Rar:2 Spd:+10 Hp:4500 Ac:170 Exp:29000 A massive dragon of changing form. As you watch, it appears first fair and then foul. Its body is twisted by chaotic forces as it strives to stay real. Its very existence distorts the universe around it. This evil dragon moves normally. It may breathe chaos or disenchantment powerfully, and is also magical, casting spells which terrify, blind, confuse or summon a dragon; 1 time in 3. It can bash down doors and push past weaker monsters. It cannot be confused or slept. It takes a while to see intruders, which it may notice from 400 feet. It will carry up to 18 good objects. It can claw to attack with damage 5d12, claw to attack with damage 5d12, claw to attack with damage 6d12, and bite to attack with damage 8d14. The Great Wyrm of Law (L.Blue 'D') === Num:520 Lev:67 Rar:2 Spd:+10 Hp:4500 Ac:170 Exp:29000 A massive dragon of powerful intellect. It seeks to dominate the universe and despises all other life. It sees all who do not obey it as mere insects to be crushed underfoot. This dragon moves normally. It may breathe sound or shards powerfully, and is also magical, casting spells which terrify, blind, confuse or summon a dragon; 1 time in 3. It can bash down doors and push past weaker monsters. It cannot be confused or slept. It prefers to ignore intruders, which it may notice from 400 feet. It will carry up to 18 good objects. It can claw to attack with damage 5d12, claw to attack with damage 5d12, claw to attack with damage 6d12, and bite to attack with damage 8d14. The Great Wyrm of Balance (Violet 'D') === Num:521 Lev:67 Rar:4 Spd:+10 Hp:4900 Ac:170 Exp:31000 A massive dragon, one of the mightiest of dragonkind. It is thousands of years old and seeks to maintain the Cosmic Balance. It sees you as an upstart troublemaker without the wisdom to control your actions. It will destroy you. This dragon moves normally. It may breathe sound, chaos, disenchantment or shards powerfully, and is also magical, casting spells which terrify, blind, confuse, summon a dragon or summon ancient dragons; 1 time in 3. It can bash down doors and push past weaker monsters. It cannot be confused or slept. It prefers to ignore intruders, which it may notice from 400 feet. It will carry up to 18 good objects. It can claw to attack with damage 5d12, claw to attack with damage 5d12, claw to attack with damage 6d12, and bite to attack with damage 8d14. [U] Tselakus, the Dreadlord (Red 'G') === Num:522 Lev:68 Rar:2 Spd:+20 Hp:6500 Ac:150 Exp:35000 This huge affront to existence twists and tears at the fabric of space. A master of mighty magic, Tselakus hungers for your tender flesh. Darkness itself recoils from the touch of Tselakus as he leaves a trail of death and destruction. Tselakus is a being of sneering contempt, laughing at your pitiful efforts to defy him. Mighty claws rend reality as he annihilates all in his path to your soul! This evil undead creature moves normally. He is magical, casting spells which produce nether balls, produce darkness storms, blind, confuse, paralyze, summon greater undead or summon ring wraiths; 1 time in 3. He can pass through walls. He is invisible. He is cold blooded. He resists cold and poison. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 200 feet. He will carry up to 14 good objects. He can hit to attack with damage 10d10, hit to attack with damage 10d10, hit to reduce strength with damage 4d6, and hit to reduce strength with damage 4d6. [U] Tiamat, Celestial Dragon of Evil (Violet 'D') === Num:523 Lev:70 Rar:4 Spd:+20 Hp:10000 Ac:125 Exp:45000 Usually found guarding the first plane of Hell, Tiamat is a formidable opponent, her five heads breathing death to all who stand against her. This evil dragon moves normally. She usually appears with an escort. She may breathe acid, lightning, fire, frost or poison powerfully, and is also magical, casting spells which terrify, blind, confuse or summon ancient dragons; 1 time in 2. She can open doors, bash down doors and push past weaker monsters. She resists acid, lightning, fire, cold and poison. She cannot be confused or slept. She tends to overlook intruders, which she may notice from 200 feet. She will carry up to 18 exceptional objects. She can claw to attack with damage 6d12, claw to attack with damage 8d12, claw to attack with damage 8d12, and bite to attack with damage 10d14. The Black reaver (L.Dark 'L') === Num:524 Lev:71 Rar:3 Spd:+10 Hp:3500 Ac:170 Exp:23000 A humanoid form, black as night, advancing steadily and unstoppably. Flee! This evil undead creature moves normally. It is magical, casting spells intelligently which produce nether balls, produce mana storms, drain mana, cause brain smashing, cause critical wounds, cause mortal wounds, blind, confuse, paralyze, teleport to or summon an undead; 1 time in 3. It can open doors, bash down doors and bore through walls. It is cold blooded. It resists cold and poison. It cannot be confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 6 good objects. It can hit to disenchant with damage 6d8, hit to disenchant with damage 6d8, hit to reduce strength with damage 4d6, and hit to reduce strength with damage 4d6. The Master quylthulg (L.Blue 'Q') === Num:525 Lev:71 Rar:3 Spd:+10 Hp:2000 Ac:1 Exp:12000 A pulsating mound of flesh, shining with silver pulses of throbbing light. This natural evil creature moves normally, but does not deign to chase intruders. It is magical, casting spells which summon a monster, summon monsters, summon an undead, summon a dragon, summon greater undead or summon ancient dragons; 1 time in 2. It is invisible. It is not detected by telepathy. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 200 feet. It has no physical attacks. The Greater draconic quylthulg (L.Green 'Q') === Num:526 Lev:71 Rar:3 Spd:+10 Hp:1500 Ac:1 Exp:10500 A massive mound of scaled flesh, throbbing and pulsating with multi-hued light. This natural evil creature moves normally, but does not deign to chase intruders. It is magical, casting spells which blink-self, teleport to or summon ancient dragons; 1 time in 2. It is invisible. It is not detected by telepathy. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 200 feet. It has no physical attacks. The Greater rotting quylthulg (L.Umber 'Q') === Num:527 Lev:71 Rar:3 Spd:+10 Hp:1500 Ac:1 Exp:10500 A massive pile of rotting flesh. A disgusting stench fills the air as it throbs and writhes. This natural evil creature moves normally, but does not deign to chase intruders. It is magical, casting spells which blink-self, teleport to or summon greater undead; 1 time in 2. It is invisible. It is not detected by telepathy. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 200 feet. It has no physical attacks. [U] Vecna, the Emperor Lich (L.Red 'L') === Num:528 Lev:72 Rar:2 Spd:+20 Hp:5000 Ac:85 Exp:30000 He is a highly cunning, extremely magical being, spoken of in legends. This ancient shadow of death wilts any living thing it passes. This evil undead creature moves normally. He usually appears with an escort. He is magical, casting spells intelligently which produce nether balls, produce mana storms, cause brain smashing, cause critical wounds, cause mortal wounds, produce mana bolts, terrify, blind, confuse, paralyze, blink-self, teleport to, create traps, summon monsters or summon an undead; 1 time in 2. He can open doors and bash down doors. He is cold blooded. He resists cold and poison. He cannot be confused or slept. He tends to overlook intruders, which he may notice from 200 feet. He will carry up to 12 good objects. He can touch to lower experience (by 80d6+), touch to drain charges, touch to reduce dexterity with damage 2d12, and touch to reduce dexterity with damage 2d12. [U] Omarax the Eye Tyrant (Violet 'e') === Num:529 Lev:73 Rar:4 Spd:+20 Hp:6500 Ac:80 Exp:16000 A disembodied eye, floating in the air. His gaze seems to shred your soul and his spells crush your will. He is ancient, his history steeped in forgotten evils, his atrocities numerous and sickening. This evil creature moves normally. He is magical, casting spells intelligently which produce darkness storms, drain mana, cause mind blasting, produce acid bolts, produce fire bolts, produce frost bolts, terrify, blind, confuse, slow, create darkness or cause amnesia; 1 time in 2. He can bash down doors. He resists poison. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 300 feet. He can gaze to lower experience (by 40d6+) with damage 2d6, gaze to paralyze with damage 2d6, gaze to drain charges with damage 2d6, and gaze to reduce intelligence with damage 2d6. [U] Ungoliant, the Unlight (L.Dark 'S') === Num:530 Lev:75 Rar:1 Spd:+10 Hp:13000 Ac:160 Exp:35000 This enormous, hideous spirit of void is in the form of a spider of immense proportions. She is surrounded by a cloud of Unlight as she sucks in all living light into her bloated body. She is always ravenously hungry and would even eat herself to avoid starvation. She is rumoured to have a foul and deadly breath. This natural evil creature moves normally. She may breathe poison or darkness, and is also magical, casting spells intelligently which produce darkness storms, terrify, blind, confuse, slow, heal-self, create darkness or summon spiders; 1 time in 3. She can bash down doors. She is hurt by bright light. She resists poison. She cannot be confused or slept. She pays little attention to intruders, which she may notice from 80 feet. She will carry up to 8 good objects. She can bite to poison with damage 3d9, bite to poison with damage 3d9, sting to poison with damage 2d5, and sting to poison with damage 2d5. The Aether hound (Violet 'Z') === Num:531 Lev:75 Rar:2 Spd:+10 Hp:60d30 Ac:100 Exp:10000 A shifting, swirling form. It seems to be all colours and sizes and shapes, though the dominant form is that of a huge dog. You feel very uncertain all of a sudden. This natural creature moves normally. It usually appears in groups. It may breathe acid, lightning, fire, frost, poison, nether, light, darkness, confusion, sound, chaos, disenchantment, nexus, time, inertia, gravity, shards, plasma or force; 1 time in 5. It can bash down doors. It resists acid, lightning, fire, cold and poison. It cannot be confused or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to attack with damage 2d12, bite to attack with damage 2d12, bite to attack with damage 2d12, and claw to attack with damage 3d3. [U] The Mouth of Sauron (Violet 'p') === Num:532 Lev:78 Rar:3 Spd:+20 Hp:7000 Ac:100 Exp:38000 The Mouth of Sauron is a mighty spell caster. So old that even he cannot remember his own name, his power and evil are undeniable. He believes unshakeably that he is unbeatable and laughs as he weaves his awesome spells. This evil creature moves normally. He is magical, casting spells intelligently which produce fire balls, produce nether balls, produce water balls, produce mana storms, produce darkness storms, cause critical wounds, produce plasma bolts, paralyze, teleport to or create traps; 1 time in 2. He can open doors and bash down doors. He is invisible. He resists lightning, fire and cold. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 600 feet. He will carry up to 10 good objects. He can hit to disenchant with damage 6d8, hit to disenchant with damage 6d8, touch to drain charges, and touch to drain charges. [U] The Emperor Quylthulg (White 'Q') === Num:533 Lev:78 Rar:3 Spd:+20 Hp:5000 Ac:1 Exp:20000 A huge seething mass of flesh with a rudimentary intelligence, the Emperor Quylthulg changes colours in front of your eyes. Pulsating first one colour then the next, it knows only it must bring help to protect itself. This natural evil creature moves normally, but does not deign to chase intruders. It is magical, casting spells which cause brain smashing, summon greater undead or summon ancient dragons; 1 time in 2. It is invisible. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It will carry up to 8 objects. It has no physical attacks. [U] Qlzqqlzuup, the Lord of Flesh (Orange 'Q') === Num:534 Lev:78 Rar:3 Spd:+20 Hp:5000 Ac:1 Exp:20000 This disgusting creature squeals and snorts as it writhes on the floor. It pulsates with evil. Its intent is to overwhelm you with monster after monster, until it can greedily dine on your remains. This natural evil creature moves normally, but does not deign to chase intruders. It is magical, casting spells which summon a monster, summon monsters, summon ants, summon spiders, summon hounds, summon hydras, summon an angel, summon a demon, summon an undead, summon a dragon, summon greater undead, summon ancient dragons, summon ring wraiths or summon unique monsters; 1 time in 1. It is invisible. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It will carry up to 8 objects. It has no physical attacks. [U] Murazor, the Witch-King of Angmar (L.Dark 'W') === Num:535 Lev:80 Rar:3 Spd:+20 Hp:6000 Ac:120 Exp:42000 The Chief of the Ringwraiths. A fell being of devastating power. His spells are lethal and his combat blows crushingly hard. He moves at speed, and commands legions of evil to do his bidding. It is said that he is fated never to die by the hand of mortal man. This evil undead creature moves normally. He is magical, casting spells intelligently which produce nether balls, cause brain smashing, cause critical wounds, produce mana bolts, terrify, blind, paralyze, teleport away, summon monsters, summon greater undead, summon ancient dragons or summon ring wraiths; 1 time in 2. He can open doors, bash down doors and push past weaker monsters. He is cold blooded. He is hurt by bright light. He resists cold and poison. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 900 feet. He will carry up to 14 good objects. He can hit to attack with damage 10d10, hit to attack with damage 10d10, hit to lower experience (by 80d6+) with damage 5d5, and hit to lower experience (by 80d6+) with damage 5d5. [U] Pazuzu, Lord of Air (White 'B') === Num:536 Lev:82 Rar:2 Spd:+30 Hp:5500 Ac:125 Exp:30000 A winged humanoid from the Planes of Hell, Pazuzu grins inhumanely at you as he decides your fate. This evil demon moves normally. He is magical, casting spells which produce lightning balls, cause mind blasting, produce lightning bolts or produce mana bolts; 1 time in 3. He can open doors and bash down doors. He is invisible. He resists acid, lightning, fire, cold and poison. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 400 feet. He will carry up to 8 good objects. He can hit to electrify with damage 12d12, hit to electrify with damage 12d12, hit to electrify with damage 12d12, and hit to electrify with damage 12d12. The Hell hound (Red 'C') === Num:537 Lev:83 Rar:4 Spd:+10 Hp:480 Ac:80 Exp:600 It is a giant dog that glows with heat. Flames pour from its nostrils. This natural evil creature moves a bit erratically. It usually appears in groups. It may breathe fire; 1 time in 5. It can bash down doors and push past weaker monsters. It resists fire. It takes quite a while to see intruders, which it may notice from 250 feet. It can bite to burn with damage 3d12, bite to burn with damage 3d12, and bite to burn with damage 3d12. [U] Cantoras, the Skeletal Lord (White 's') === Num:538 Lev:84 Rar:2 Spd:+30 Hp:7500 Ac:120 Exp:45000 A legion of evil undead druj animating the skeleton of a once mighty sorcerer. His power is devastating and his speed unmatched in the underworld. Flee his wrath! This evil undead creature moves normally. He is magical, casting spells intelligently which produce nether balls, produce water balls, cause brain smashing, cause mortal wounds, produce mana bolts, produce ice bolts, terrify, slow, teleport to or summon greater undead; 1 time in 1. He can open doors and bash down doors. He is cold blooded. He resists fire, cold and poison. He cannot be frightened, confused or slept. He pays little attention to intruders, which he may notice from 200 feet. He will carry up to 18 exceptional objects. He can gaze to lower experience (by 80d6+), gaze to lower experience (by 80d6+), touch to poison with damage 3d5, and touch to poison with damage 3d5. [U] The Tarrasque (Violet 'R') === Num:539 Lev:84 Rar:2 Spd:+20 Hp:8500 Ac:185 Exp:35000 The Tarrasque is a massive reptile of legend, rumoured to be unkillable and immune to magic. Fear its anger, for its devastation is unmatched! This evil creature moves normally. It may breathe fire, frost or disenchantment powerfully; 1 time in 2. It can open doors, bash down doors and push past weaker monsters. It resists fire and cold. It cannot be confused or slept. It takes a while to see intruders, which it may notice from 500 feet. It will carry up to 12 good objects. It can hit to attack with damage 10d10, hit to attack with damage 10d10, touch to drain charges, and touch to drain charges. [U] Lungorthin, the Balrog of White Fire (White 'U') === Num:540 Lev:85 Rar:2 Spd:+20 Hp:8000 Ac:125 Exp:37000 A massive form cloaked in flame. Lungorthin stares balefully at you with eyes that smoulder red. The dungeon floor where he stands is scorched by the heat of his body. This evil demon moves normally. He usually appears with escorts. He may breathe fire powerfully, and is also magical, casting spells which terrify, blind, confuse, summon a demon or summon greater undead; 1 time in 4. He can open doors, bash down doors and push past weaker monsters. He resists fire. He cannot be confused or slept. He pays little attention to intruders, which he may notice from 200 feet. He will carry up to 18 good objects. He can hit to burn with damage 8d12, hit to burn with damage 8d12, crush to attack with damage 8d12, and touch to drain charges. [U] Draugluin, Sire of All Werewolves (Umber 'C') === Num:541 Lev:87 Rar:2 Spd:+20 Hp:7000 Ac:90 Exp:40000 Draugluin provides Sauron with a fearsome personal guard. He is an enormous wolf inhabited with a human spirit. He is chief of all his kind. This natural evil creature moves a bit erratically. He usually appears with escorts. He is magical, casting spells which terrify, summon monsters or summon hounds; 1 time in 3. He can open doors, bash down doors, push past weaker monsters and pick up objects. He resists poison. He pays little attention to intruders, which he may notice from 800 feet. He will carry one or two good objects. He can claw to attack with damage 3d3, claw to attack with damage 3d3, bite to poison with damage 2d6, and bite to poison with damage 2d6. [U] Feagwath the Undead Sorceror (L.Red 'L') === Num:542 Lev:90 Rar:3 Spd:+20 Hp:6000 Ac:100 Exp:45000 A stench of corruption and decay surrounds this sorcerer, who has clearly risen from the grave to continue his foul plots and schemes. This evil undead creature moves normally. He usually appears with an escort. He is magical, casting spells intelligently which produce fire balls, produce mana storms, cause brain smashing, cause mortal wounds, produce mana bolts, terrify, blind, teleport-self, summon monsters, summon a demon or summon greater undead; 1 time in 3. He can open doors and bash down doors. He is cold blooded. He resists lightning, fire, cold and poison. He cannot be confused or slept. He is ever vigilant for intruders, which he may notice from 1000 feet. He will carry up to 18 exceptional objects. He can hit to disenchant with damage 6d8, hit to disenchant with damage 6d8, hit to attack with damage 5d5, and hit to attack with damage 5d5. [U] Carcharoth, the Jaws of Thirst (L.Dark 'C') === Num:543 Lev:92 Rar:2 Spd:+20 Hp:7500 Ac:110 Exp:40000 The first guard of Angband, Carcharoth, also known as 'The Red Maw', is the largest wolf to ever walk the earth. He is highly intelligent and a deadly opponent in combat. This natural evil creature moves a bit erratically. He may breathe fire, and is also magical, casting spells intelligently which cause brain smashing, terrify, heal-self or summon hounds; 1 time in 4. He can open doors, bash down doors, push past weaker monsters and pick up objects. He resists fire and poison. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 800 feet. He will carry one or two good objects. He can claw to attack with damage 3d3, claw to attack with damage 3d3, bite to poison with damage 4d4, and bite to poison with damage 4d4. [U] Cerberus, Guardian of Hades (Red 'C') === Num:544 Lev:94 Rar:1 Spd:+20 Hp:10000 Ac:160 Exp:40000 A two-headed hell hound of fearsome aspect. Flame burns merrily from its hide as it snarls and roars its defiance. This natural evil creature moves normally. It may breathe fire or nether, and is also magical, casting spells which produce darkness storms or summon hounds; 1 time in 3. It can open doors, bash down doors and push past weaker monsters. It resists fire. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 500 feet. It will carry up to 8 good objects. It can hit to burn with damage 9d12, hit to burn with damage 9d12, hit to burn with damage 9d12, and hit to burn with damage 9d12. [U] Gothmog, the High Captain of Balrogs (L.Red 'U') === Num:545 Lev:95 Rar:1 Spd:+20 Hp:8000 Ac:140 Exp:43000 Gothmog is the Chief Balrog in Morgoth's personal guard. He is renowned for slaying Ecthelion the Warder of the Gates and he has never been defeated in combat. With his whip of flame and awesome fiery breath he saved his master from Ungoliant's rage. This evil demon moves normally. He usually appears with escorts. He may breathe fire powerfully, and is also magical, casting spells which terrify, blind, confuse, summon a demon or summon greater undead; 1 time in 3. He can open doors, bash down doors and push past weaker monsters. He resists lightning and fire. He cannot be confused or slept. He is ever vigilant for intruders, which he may notice from 1000 feet. He will carry up to 18 exceptional objects. He can hit to burn with damage 9d12, hit to burn with damage 9d12, crush to attack with damage 8d12, and touch to drain charges. [Q] Sauron, the Sorcerer (Violet 'p') === Num:546 Lev:99 Rar:1 Spd:+20 Hp:10500 Ac:160 Exp:50000 He is Morgoth's most powerful servant. Mighty in spells and enchantments, he created the One Ring. His eyes glow with power and his gaze seeks to destroy your soul. He has many servants, and rarely fights without them. This evil creature moves normally. He is magical, casting spells intelligently which produce fire balls, produce nether balls, produce water balls, produce mana storms, produce darkness storms, cause brain smashing, cause mortal wounds, produce mana bolts, produce plasma bolts, produce ice bolts, terrify, blind, confuse, teleport-self, teleport level, cause amnesia, summon monsters, summon a demon, summon greater undead or summon ancient dragons; 1 time in 2. He can open doors, bash down doors and push past weaker monsters. He regenerates quickly. He resists lightning, fire, cold and poison. He cannot be frightened, confused or slept. He is ever vigilant for intruders, which he may notice from 1000 feet. He will carry up to 18 exceptional objects. He can hit to disenchant with damage 10d12, hit to disenchant with damage 10d12, touch to drain charges, and touch to drain charges. [Q] Morgoth, Lord of Darkness (L.Dark 'P') === Num:547 Lev:100 Rar:1 Spd:+30 Hp:20000 Ac:150 Exp:60000 He is the Master of the Pits of Angband. His figure is like a black mountain crowned with Lightning. He rages with everlasting anger, his body scarred by Fingolfin's eight mighty wounds. He can never rest from his pain, but seeks forever to dominate all that is light and good in the world. He is the origin of man's fear of darkness and created many foul creatures with his evil powers. Orcs, Dragons, and Trolls are his most foul corruptions, causing much pain and suffering in the world to please him. His disgusting visage, twisted with evil, is crowned with iron, the two remaining Silmarils forever burning him. Grond, the mighty Hammer of the Underworld, cries defiance as he strides towards you to crush you to a pulp! This evil creature moves normally. He is magical, casting spells intelligently which produce nether balls, produce mana storms, cause brain smashing, produce mana bolts, summon monsters, summon greater undead, summon ancient dragons, summon ring wraiths or summon unique monsters; 1 time in 3. He can bore through walls and push past weaker monsters. He regenerates quickly. He resists acid, lightning, fire, cold and poison. He cannot be frightened, confused or slept. He is ever vigilant for intruders, which he may notice from 1000 feet. He will carry up to 20 exceptional objects, in addition to chosen objects. He can hit to shatter with damage 20d10, hit to shatter with damage 20d10, hit to reduce all stats with damage 10d12, and touch to drain charges.