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Angband Monsters

The Dark elven lord (Slate 'h' : 'h')

=== Num:246 Lev:20 Rar:2 Spd:120 Hp:18d15 AC:40 Exp:500
A dark elven figure in armour and radiating evil power.
This evil creature moves normally. He is always created sluggish. He is magical, casting spells which produce fire bolts, confuse, blind, create darkness, haste-self, or produce frost bolts; 1 time in 5. He can bash down doors and open doors. He is hurt by bright light. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry up to 4 objects or treasures. He can hit to attack with damage 3d8, and hit to attack with damage 3d5.

The Ranger (L.Slate 'p' : 'p')

=== Num:580 Lev:20 Rar:1 Spd:110 Hp:15d11 AC:40 Exp:55
A warrior who is at one with nature. A master of both bow and sword, with minor spellcasting skills, and animals come to do his bidding.
This creature moves normally. He is magical, casting spells which blink-self, produce lightning bolts, produce magic missiles, or produce frost bolts; 1 time in 4. He can pick up objects, bash down doors, and open doors. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry one or two objects or treasures. He can hit to attack with damage 5d4, and hit to attack with damage 5d4.

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

=== Num:236 Lev:20 Rar:2 Spd:120 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 is rarely detected by telepathy. It usually appears in groups. It is magical, casting spells which teleport to or blink-self; 1 time in 5. It can bash down doors. 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 Water hound (Slate 'Z' : 'Z')

=== Num:241 Lev:20 Rar:1 Spd:110 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 is always created sluggish. 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 1d8, bite to shoot acid with damage 1d8, claw to attack with damage 3d3, and claw to attack with damage 3d3.

The Air hound (Green 'Z' : 'Z')

=== Num:239 Lev:20 Rar:1 Spd:110 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 is always created sluggish. 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 poison with damage 1d8, bite to poison with damage 1d8, claw to attack with damage 3d3, and claw to attack with damage 3d3.

The Sasquatch (Green 'Y' : 'Y')

=== Num:244 Lev:20 Rar:3 Spd:120 Hp:20d19 AC:40 Exp:180
A tall shaggy, furry humanoid, it could call the yeti brother.
This natural creature moves normally. It can bash down doors and open 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.

[U] Bolg, Son of Azog (Violet 'o' : 'o')

=== Num:235 Lev:20 Rar:4 Spd:120 Hp:500 AC:50 Exp:800
A large and powerful orc, he looks just like his father. He is tall and fast, but fortunately blessed with orcish brains.
This evil orc moves normally. He usually appears with an escort. He can bash down doors and open doors. He resists poison. He takes a while to see intruders, which he may notice from 200 feet. He will carry up to 4 good objects. He can hit to attack with damage 3d6, hit to attack with damage 3d6, hit to attack with damage 3d6, and hit to attack with damage 3d6.

The Paladin (White 'p' : 'p')

=== Num:581 Lev:20 Rar:1 Spd:110 Hp:15d11 AC:40 Exp:55
A warrior for a holy cause. Unfortunately, his god is not yours, and there is rivalry even between the various gods of Good, so he is your enemy.
This creature moves normally. He is magical, casting spells which blind, cause serious wounds, heal-self, slow, or terrify; 1 time in 4. He can pick up objects, bash down doors, and open doors. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry one or two objects or treasures. He can hit to attack with damage 4d5, and hit to attack with damage 4d5.

The 3-headed hydra (Orange 'M' : 'M')

=== Num:237 Lev:20 Rar:2 Spd:120 Hp:100d5 AC:65 Exp:350
A strange reptilian hybrid with three heads, guarding its hoard.
This natural creature moves normally. It is always created sluggish. It is magical, casting spells which terrify; 1 time in 9. It can push past weaker monsters, bash down doors, and open doors. It takes a while to see intruders, which it may notice from 200 feet. It will carry up to 6 objects or treasures. It can bite to attack with damage 2d6, bite to attack with damage 2d6, and bite to attack with damage 2d6.

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

=== Num:238 Lev:20 Rar:1 Spd:110 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 is always created sluggish. It usually appears in groups. It may breathe shards; 1 time in 10. It can bash down doors. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to attack with damage 1d8, bite to attack with damage 1d8, claw to attack with damage 3d3, and claw to attack with damage 3d3.

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

=== Num:240 Lev:20 Rar:2 Spd:120 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 Chimaera (Red 'H' : 'H')

=== Num:242 Lev:20 Rar:2 Spd:110 Hp:20d15 AC:15 Exp:200
It is a strange concoction of goat, lion and dragon, with the heads of all three beasts.
This creature moves normally. It is always created sluggish. 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 butt to attack with damage 2d8, bite to attack with damage 2d10, and bite to burn with damage 2d6.

The Quylthulg (Yellow 'Q' : 'Q')

=== Num:243 Lev:20 Rar:1 Spd:110 Hp:6d8 AC:1 Exp:250
It is a strange pulsing mound of flesh.
This natural creature moves normally, but does not deign to chase intruders. It is not detected by telepathy. It is always created sluggish. It is invisible. It is magical, casting spells which summon a monster or blink-self; 1 time in 4. It cannot be frightened, slept, or confused. It is ever vigilant for intruders, which it may notice from 100 feet. It has no physical attacks.

The Werewolf (L.Dark 'C' : 'C')

=== Num:245 Lev:20 Rar:1 Spd:110 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 pick up objects, bash down doors, and open doors. It tends to overlook intruders, which it may notice from 150 feet. It can claw to attack with damage 2d6, claw to attack with damage 2d6, and bite to attack with damage 2d10.

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

=== Num:253 Lev:21 Rar:1 Spd:110 Hp:9d9 AC:30 Exp:100
A caustic spinning whirlpool of water.
This creature moves somewhat erratically. It is not detected by telepathy. It is always created sluggish. It may breathe acid powerfully; 1 time in 6. It can bash down doors. It resists acid. It cannot be frightened, slept, or confused. It is ever vigilant for intruders, which it may notice from 1000 feet. It can engulf to shoot acid with damage 3d3.

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

=== Num:248 Lev:21 Rar:4 Spd:110 Hp:640 AC:90 Exp:550
A large and powerful orc, captain of one of Saruman's orcish regiments.
This evil orc moves normally. He usually appears with an escort. He can bash down doors and open doors. He resists poison. He takes a while to see intruders, which he may notice from 200 feet. He will carry one or two good objects. He can hit to attack with damage 3d7, hit to attack with damage 3d7, hit to attack with damage 3d5, and hit to attack with damage 3d5.

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

=== Num:256 Lev:21 Rar:1 Spd:110 Hp:15d8 AC:28 Exp:56
It is an orcish figure covered in wrappings.
This evil undead orc moves normally. It is not detected by telepathy. It is cold blooded. It can bash down doors and open doors. It resists poison and cold. It cannot be frightened, slept, or confused. It tends to overlook intruders, which it may notice from 200 feet. It will carry one or two objects or treasures. It can hit to attack with damage 2d4, and hit to attack with damage 2d4.

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

=== Num:255 Lev:21 Rar:1 Spd:110 Hp:9d9 AC:30 Exp:100
A shimmering tornado of air, sparks crackle along its length.
This creature moves somewhat erratically. It is not detected by telepathy. It is always created sluggish. It may breathe lightning powerfully; 1 time in 6. It can bash down doors. It resists lightning. It cannot be frightened, slept, or confused. It is ever vigilant for intruders, which it may notice from 1000 feet. It can engulf to electrocute with damage 3d3.

The Cold vortex (White 'v' : 'v')

=== Num:254 Lev:21 Rar:1 Spd:110 Hp:9d9 AC:30 Exp:100
A twisting whirlpool of frost.
This creature moves somewhat erratically. It is not detected by telepathy. It is always created sluggish. It may breathe frost powerfully; 1 time in 6. It can bash down doors. It resists cold. It cannot be frightened, slept, or confused. It is ever vigilant for intruders, which it may notice from 1000 feet. It can engulf to freeze with damage 3d3.

The Fire vortex (Red 'v' : 'v')

=== Num:252 Lev:21 Rar:1 Spd:110 Hp:9d9 AC:30 Exp:100
A whirling maelstrom of fire.
This creature moves somewhat erratically. It is not detected by telepathy. It is always created sluggish. It may breathe fire powerfully; 1 time in 6. It can bash down doors. It resists fire. It cannot be frightened, slept, or confused. It is ever vigilant for intruders, which it may notice from 1000 feet. It can engulf to burn with damage 3d3.

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

=== Num:251 Lev:21 Rar:3 Spd:110 Hp:10d14 AC:40 Exp:70
A strange creature that disguises itself as a discarded scroll to lure unsuspecting adventurers within reach of its venomous claws.
This creature moves normally, but does not deign to chase intruders. It is not detected by telepathy. It is cold blooded. It is always created sluggish. It is magical, casting spells which summon a monster, produce fire bolts, confuse, blind, cause serious wounds, or terrify; 1 time in 5. It cannot be frightened, slept, or confused. It is ever vigilant for intruders, which it may notice from 300 feet. It 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 Blue dragon bat (Blue 'b' : 'b')

=== Num:250 Lev:21 Rar:1 Spd:130 Hp:4d4 AC:26 Exp:54
It is a glowing blue bat with a sharp tail.
This natural creature moves somewhat erratically. It is always created sluggish. It may breathe lightning; 1 time in 4. It can bash down doors. It resists lightning. It tends to overlook intruders, which it may notice from 120 feet. It can bite to electrocute with damage 1d3.

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

=== Num:259 Lev:22 Rar:1 Spd:110 Hp:12d8 AC:38 Exp:60
It is a giant scorpion with a sharp stinger.
This natural creature moves normally. It is rarely detected by telepathy. It can bash down doors. It takes a while to see intruders, which it may notice from 120 feet. It can bite to attack with damage 1d8, and sting to poison with damage 2d5.

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

=== Num:257 Lev:22 Rar:1 Spd:110 Hp:15d8 AC:55 Exp:80
It is a giant beetle with vicious claws.
This natural creature moves a bit erratically. It is rarely detected by telepathy. It can bash down doors. 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' : 'g')

=== Num:258 Lev:22 Rar:2 Spd:110 Hp:80d12 AC:80 Exp:160
It is a massive metal statue that moves steadily towards you.
This creature moves normally. It is not detected by telepathy. It is cold blooded. It is always created sluggish. It is magical, casting spells which slow; 1 time in 7. It can bash down doors. It resists poison, cold, fire, and lightning. It cannot be frightened, slept, or confused. It is fairly observant of intruders, which it may notice from 120 feet. It can hit to attack with damage 1d12.

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

=== Num:555 Lev:22 Rar:2 Spd:120 Hp:5d80 AC:66 Exp:250
A fast-moving and deadly draconian animal. Beware its poisonous sting!
This natural evil dragon moves normally. It is always created sluggish. It can push past weaker monsters, bash down doors, and open doors. It resists poison. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 4 objects or treasures. It can bite to attack with damage 2d6, bite to attack with damage 2d6, and sting to poison with damage 2d6.

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

=== Num:249 Lev:22 Rar:3 Spd:110 Hp:720 AC:95 Exp:600
A strong and cunning orc warrior, the commander of Saruman's orcish horde.
This evil orc moves normally. He usually appears with an escort. He can bash down doors and open doors. He resists poison, cold, and fire. He cannot be slept or confused. 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 Black ooze (L.Dark 'j' : 'j')

=== Num:260 Lev:23 Rar:1 Spd:90 Hp:6d8 AC:6 Exp:7
It is a strangely moving puddle.
This creature moves somewhat erratically. It is not detected by telepathy. It breeds explosively. It is magical, casting spells which drain mana; 1 time in 11. It can pick up objects, destroy weaker monsters, bash down doors, and open doors. It resists poison. It cannot be frightened. It is vigilant for intruders, which it may notice from 100 feet. It will carry a object or treasure. It can touch to shoot acid with damage 2d6.

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

=== Num:261 Lev:23 Rar:1 Spd:110 Hp:15d11 AC:40 Exp:60
A scarred warrior who moves with confidence.
This evil creature moves normally. He can pick up objects, bash down doors, and open doors. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry one or two objects or treasures. He can hit to attack with damage 6d5, and hit to attack with damage 6d5.

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

=== Num:262 Lev:23 Rar:5 Spd:120 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 bash down doors and open doors. He resists poison. He takes a while to see intruders, which he may notice from 200 feet. He will carry up to 4 good objects. He can hit to attack with damage 5d5, hit to attack with damage 5d5, and hit to attack with damage 5d5.

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

=== Num:263 Lev:23 Rar:2 Spd:120 Hp:15d9 AC:30 Exp:110
A thief of great power and shifty speed.
This evil creature moves normally. He can pick up objects, bash down doors, and open doors. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry up to 4 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' : 'b')

=== Num:264 Lev:23 Rar:1 Spd:130 Hp:3d8 AC:28 Exp:60
It is a sharp-tailed bat, wreathed in fire.
This natural creature moves somewhat erratically. It is always created sluggish. It may breathe fire; 1 time in 4. It can bash down doors. 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' : 'K')

=== Num:265 Lev:23 Rar:1 Spd:110 Hp:18d8 AC:55 Exp:85
It is looking for prey.
This natural creature moves a bit erratically. It is rarely detected by telepathy. It can bash down doors. It takes quite a while to see intruders, which it may notice from 140 feet. It can bite to attack with damage 4d5.

The Giant bronze dragon fly (L.Umber 'F' : 'F')

=== Num:266 Lev:23 Rar:2 Spd:120 Hp:3d8 AC:20 Exp:80
This vast gleaming bronze fly has wings which beat mesmerically fast.
This natural creature moves extremely erratically. It is rarely detected by telepathy. It is always created sluggish. It may breathe confusion; 1 time in 10. It can bash down doors. It cannot be slept or confused. It tends to overlook intruders, which it may notice from 120 feet. It has no physical attacks.

The Giant silver ant (L.Slate 'a' : 'a')

=== Num:551 Lev:23 Rar:1 Spd:110 Hp:9d8 AC:38 Exp:45
A giant silver ant with a caustic bite.
This natural creature moves a bit erratically. It is rarely detected by telepathy. It can bash down doors. It takes quite a while to see intruders, which it may notice from 100 feet. It can bite to shoot acid with damage 4d4.

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

=== Num:272 Lev:24 Rar:2 Spd:120 Hp:9d10 AC:40 Exp:150
A blood-sucking bat that flies at your neck hungrily.
This natural evil undead creature moves somewhat erratically. It is cold blooded. It regenerates quickly. It resists poison and cold. It cannot be frightened, slept, or confused. It tends to overlook intruders, which it may notice from 120 feet. It can bite to lower experience (by 40d6+) with damage 1d4, and bite to lower experience (by 40d6+) with damage 1d4.

The 4-headed hydra (Yellow 'M' : 'M')

=== Num:270 Lev:24 Rar:2 Spd:120 Hp:100d6 AC:70 Exp:450
A strange reptilian hybrid with four heads, guarding its hoard.
This natural creature moves normally. It is always created sluggish. It is magical, casting spells which terrify; 1 time in 7. It can push past weaker monsters, bash down doors, and open doors. It takes a while to see intruders, which it may notice from 200 feet. It will carry up to 8 objects or treasures. It can bite to attack with damage 2d6, bite to attack with damage 2d6, bite to attack with damage 2d6, and bite to attack with damage 2d6.

The Werebear (L.Dark 'q' : 'q')

=== Num:565 Lev:24 Rar:2 Spd:110 Hp:25d25 AC:50 Exp:200
In the eyes of this bear, there glimmers the faintest light of intelligence. And then its form begins to change... The combination of animal cunning, human intelligence and the great physical strength of the bear makes for a dangerous enemy.
This natural evil creature moves normally. It can bash down doors and open doors. It takes a while to see intruders, which it may notice from 200 feet. It will carry one or two objects or treasures. It can claw to attack with damage 1d10, claw to attack with damage 1d10, bite to attack with damage 2d8, and crush to attack with damage 2d6.

The Banshee (Blue 'G' : 'G')

=== Num:275 Lev:24 Rar:2 Spd:120 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 cold blooded. She is invisible. She is magical, casting spells which drain mana or teleport-self; 1 time in 15. She can pick up objects and pass through walls. She resists poison and cold. She cannot be slept or confused. She is fairly observant of intruders, which she may notice from 200 feet. She will carry one or two objects or treasures. She can wail to terrify, and touch to lower experience (by 20d6+).

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

=== Num:274 Lev:24 Rar:2 Spd:110 Hp:800 AC:80 Exp:400
A Black Numenorean who hates the men of the west.
This evil creature moves normally. He is always created sluggish. He is magical, casting spells which cause amnesia or slow; 1 time in 4. He can bash down doors and open doors. He resists fire and lightning. He cannot be slept or confused. 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] Sangahyando of Umbar (L.Umber 'p' : 'p')

=== Num:273 Lev:24 Rar:2 Spd:110 Hp:800 AC:80 Exp:400
A Black Numenorean with a blacker heart.
This evil creature moves normally. He is always created sluggish. He is magical, casting spells which cause amnesia or slow; 1 time in 4. He can bash down doors and open doors. He resists fire and lightning. He cannot be slept or confused. 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 Giant firefly (Red 'I' : 'I')

=== Num:593 Lev:24 Rar:4 Spd:120 Hp:3d2 AC:18 Exp:4
Clouds of these monsters light up the dungeon - so brightly that you can barely see through them.
This natural creature moves extremely erratically. It breeds explosively. It is rarely detected by telepathy. It is fairly observant of intruders, which it may notice from 80 feet. It can bite to blind with damage 1d2.

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

=== Num:271 Lev:24 Rar:1 Spd:110 Hp:17d9 AC:34 Exp:70
It is a human form encased in mouldy wrappings.
This evil undead creature moves normally. It is not detected by telepathy. It is cold blooded. It can bash down doors and open doors. It resists poison and cold. It cannot be frightened, slept, or confused. It tends to overlook intruders, which it may notice from 200 feet. It will carry one or two objects or treasures. It can hit to attack with damage 2d4, and hit to attack with damage 2d4.

[U] Khim, Son of Mim (Orange 'h' : 'h')

=== Num:269 Lev:24 Rar:2 Spd:110 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 always created sluggish. He is magical, casting spells which produce fire bolts, heal-self, or slow; 1 time in 8. He can bash down doors and open doors. He resists cold and fire. He cannot be slept or confused. He is fairly observant of intruders, which he may notice from 200 feet. He will carry one or two 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] Ibun, Son of Mim (Orange 'h' : 'h')

=== Num:268 Lev:24 Rar:2 Spd:110 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 always created sluggish. He is magical, casting spells which produce fire bolts, heal-self, or slow; 1 time in 8. He can bash down doors and open doors. He resists cold and fire. He cannot be slept or confused. He is fairly observant of intruders, which he may notice from 200 feet. He will carry one or two 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 Forest wight (Green 'W' : 'W')

=== Num:267 Lev:24 Rar:1 Spd:110 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 cold blooded. It is always created sluggish. It is magical, casting spells which drain mana or terrify; 1 time in 10. It can bash down doors and open doors. It is hurt by bright light. It resists poison and cold. It cannot be slept or confused. It takes quite a while to see intruders, which it may notice from 200 feet. It will carry 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+).

The Stone troll (L.Slate 'T' : 'T')

=== Num:278 Lev:25 Rar:1 Spd:110 Hp:23d10 AC:40 Exp:85
He is a giant troll with scabrous black skin.
This evil troll moves normally. He regenerates quickly. He usually appears in groups. He can bash down doors and open doors. He is hurt by rock remover and bright light. He tends to overlook intruders, which he may notice from 200 feet. He will carry a object or treasure. He can hit to attack with damage 1d6, hit to attack with damage 1d6, and bite to attack with damage 3d4.

The Hill giant (L.Umber 'P' : 'P')

=== Num:184 Lev:25 Rar:1 Spd:110 Hp:30d15 AC:45 Exp:150
A ten foot tall humanoid with powerful muscles.
This evil giant moves normally. It can bash down doors and open doors. It tends to overlook intruders, which it may notice from 200 feet. It will carry a object or treasure. It can hit to attack with damage 4d8, and hit to attack with damage 4d8.

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

=== Num:281 Lev:25 Rar:2 Spd:110 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 is rarely detected by telepathy. It can bash down doors. It resists poison. It is fairly observant of intruders, which it may notice from 150 feet. It can sting to paralyze with damage 2d6, and sting to paralyze with damage 2d6.

The Giant brown tick (Umber 'S' : 'S')

=== Num:552 Lev:25 Rar:2 Spd:110 Hp:18d8 AC:50 Exp:47
It is moving slowly towards you.
This natural creature moves normally. It is rarely detected by telepathy. It can bash down doors. 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, and sting to blind with damage 1.

The Wereworm (L.Dark 'w' : 'w')

=== Num:280 Lev:25 Rar:3 Spd:110 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 Killer red beetle (Red 'K' : 'K')

=== Num:282 Lev:25 Rar:1 Spd:110 Hp:20d8 AC:50 Exp:90
It is a giant beetle with poisonous mandibles.
This natural creature moves a bit erratically. It is rarely detected by telepathy. It can bash down doors. It takes quite a while to see intruders, which it may notice from 140 feet. It can bite to reduce strength with damage 4d4.

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

=== Num:277 Lev:25 Rar:3 Spd:120 Hp:20d20 AC:75 Exp:500
A powerful dark elf, with mighty nature-controlling enchantments.
This evil creature moves normally. He is always created sluggish. He is magical, casting spells which summon a monster, confuse, create darkness, heal-self, or summon spiders; 1 time in 6. He can bash down doors and open doors. He is hurt by bright light. He resists poison. He cannot be slept or confused. He is fairly observant of intruders, which he may notice from 150 feet. He will carry one or two objects or treasures. He can hit to attack with damage 1d7, hit to attack with damage 1d7, and hit to attack with damage 3d8.

The Pukelman (L.Dark 'g' : 'g')

=== Num:276 Lev:25 Rar:3 Spd:110 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 not detected by telepathy. It is cold blooded. It is always created sluggish. It is magical, casting spells which confuse, produce acid bolts, or slow; 1 time in 4. It can bash down doors. It is hurt by rock remover. It resists poison, cold, fire, and lightning. It cannot be frightened, slept, or confused. It is fairly observant of intruders, which it may notice from 120 feet. It can hit to attack with damage 1d12, and hit to attack with damage 3d6.

The Giant fire tick (L.Red 'S' : 'S')

=== Num:286 Lev:26 Rar:1 Spd:110 Hp:16d8 AC:54 Exp:90
It is smoking and burning with great heat.
This natural creature moves a bit erratically. It is rarely detected by telepathy. It can bash down doors. 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 Disenchanter bat (Violet 'b' : 'b')

=== Num:553 Lev:26 Rar:4 Spd:130 Hp:6d8 AC:28 Exp:75
A giant bat which feeds on raw magical energy.
This natural creature moves somewhat erratically. It is always created sluggish. It tends to overlook intruders, which it may notice from 120 feet. It can hit to disenchant.

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

=== Num:284 Lev:26 Rar:4 Spd:110 Hp:850 AC:40 Exp:500
A short and swarthy Easterling.
This evil creature moves normally. He can pick up objects, bash down doors, and open doors. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry 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 Giant grey ant (Slate 'a' : 'a')

=== Num:283 Lev:26 Rar:1 Spd:110 Hp:19d8 AC:40 Exp:90
It is an ant encased in shaggy grey fur.
This natural creature moves a bit erratically. It is rarely detected by telepathy. It can destroy weaker monsters and bash down doors. It takes quite a while to see intruders, which it may notice from 100 feet. It can bite to attack with damage 2d12.

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

=== Num:599 Lev:26 Rar:2 Spd:110 Hp:15d10 AC:30 Exp:95
Flesh is falling off in chunks from this decaying abomination.
This evil undead creature moves normally. It is cold blooded. It usually appears in groups. It is magical, casting spells which paralyze or terrify; 1 time in 9. It can bash down doors and open doors. It is hurt by bright light. It resists poison and cold. It cannot be slept or confused. It takes a while to see intruders, which it may notice from 300 feet. It will carry a object or treasure. It can claw to paralyze with damage 1d4, claw to paralyze with damage 1d4, and bite to poison with damage 1d6.

The Wolf chieftain (L.Dark 'C' : 'C')

=== Num:607 Lev:26 Rar:5 Spd:120 Hp:484 AC:20 Exp:120
A great wolf-chieftain whose pack is in the service of the Dark Lord, and whose howls strike fear into even the boldest heart.
This natural evil creature moves normally. He usually appears with escorts. He is magical, casting spells intelligently which create darkness; 1 time in 8. He can bash down doors and open doors. He resists cold and acid. He cannot be frightened. He is observant of intruders, which he may notice from 200 feet. He can claw to attack with damage 2d6, claw to attack with damage 2d6, bite to attack with damage 2d10, and wail to terrify.

The Displacer beast (L.Dark 'f' : 'f')

=== Num:285 Lev:26 Rar:2 Spd:110 Hp:25d10 AC:100 Exp:100
It is a huge black panther, clubbed tentacles sprouting from its shoulders.
This natural creature moves normally. It is invisible. It can bash down doors. It takes a while to see intruders, which it may notice from 350 feet. It can bite to attack with damage 2d8, hit to attack with damage 1d10, hit to attack with damage 1d10, and hit to attack with damage 1d10.

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

=== Num:287 Lev:26 Rar:2 Spd:110 Hp:30d9 AC:33 Exp:80
A giant orc-like figure with an awesomely muscled frame.
This evil giant moves normally. It usually appears in groups. It can bash down doors and open doors. It takes quite a while to see intruders, which it may notice from 200 feet. It will carry a object or treasure. It can hit to attack with damage 3d8, and hit to attack with damage 3d8.

The White wraith (White 'W' : 'W')

=== Num:288 Lev:26 Rar:1 Spd:110 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 cold blooded. It is always created sluggish. It is magical, casting spells which create darkness, cause serious wounds, or terrify; 1 time in 8. It can bash down doors and open doors. It is hurt by bright light. It resists poison and cold. It cannot be slept or confused. It is fairly observant of intruders, which it may notice from 200 feet. It will carry one or two objects or treasures. It can hit to attack with damage 1d6, hit to attack with damage 1d6, and touch to lower experience (by 20d6+).

The Angel (Orange 'A' : 'A')

=== Num:289 Lev:26 Rar:4 Spd:110 Hp:300 AC:60 Exp:220
Who knows why you are now facing an angel as an enemy? Is it a punishment from your own god for your sins, or a test of your mettle, or has this angel been sent by another god on behalf of someone who wishes to claim the glory for his own god? Perhaps you will never know: but it is here, and you must fight it.
This creature moves normally. It is always created sluggish. It is magical, casting spells which confuse, cause amnesia, blind, or terrify; 1 time in 3. It can pick up objects, bash down doors, and open doors. It resists poison and acid. It cannot be slept or confused. It prefers to ignore intruders, which it may notice from 300 feet. It will carry up to 4 objects or treasures. It can hit to attack with damage 3d4, hit to attack with damage 3d4, hit to attack with damage 3d4, and hit to attack with damage 3d4.

The Troll priest (L.Green 'T' : 'T')

=== Num:279 Lev:26 Rar:1 Spd:110 Hp:300 AC:50 Exp:120
A troll who is so bright he knows how to read.
This evil troll moves normally. He regenerates quickly. He is always created sluggish. He is magical, casting spells which cause light wounds, create darkness, blink-self, terrify, or produce magic missiles; 1 time in 5. He can bash down doors and open doors. He is hurt by bright light. He cannot be slept or confused. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry one or two objects or treasures. He can hit to attack with damage 1d8, hit to attack with damage 1d8, and bite to attack with damage 3d4.

The Vibration hound (Yellow 'Z' : 'Z')

=== Num:294 Lev:27 Rar:2 Spd:110 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 is always created sluggish. It usually appears in groups. It may breathe sound; 1 time in 5. It can bash down doors. It cannot be slept or confused. It is ever vigilant for intruders, which it may notice from 300 feet. It can 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 Colbran (Yellow 'g' : 'g')

=== Num:300 Lev:27 Rar:2 Spd:120 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 not detected by telepathy. It is cold blooded. It is always created sluggish. It is magical, casting spells which produce lightning bolts; 1 time in 3. It can bash down doors. It resists poison and lightning. It cannot be frightened, slept, or confused. It is fairly observant of intruders, which it may notice from 120 feet. It can hit to electrocute with damage 3d8, and hit to electrocute with damage 3d8.

The Creeping adamantite coins (L.Green '$' : '$')

=== Num:292 Lev:27 Rar:3 Spd:120 Hp:20d25 AC:50 Exp:60
It appears to be a pile of coins made of precious adamant, slithering toward you on lots of tiny legs.
This creature moves normally. It is cold blooded. It can bash down doors. It resists poison, acid, and lightning. It cannot be slept or confused. It is fairly observant of intruders, which it may notice from 50 feet. It will carry up to 6 objects or 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 Vampire (L.Slate 'V' : 'V')

=== Num:298 Lev:27 Rar:1 Spd:110 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 cold blooded. It regenerates quickly. It is always created sluggish. It is magical, casting spells which cause mind blasting, cause amnesia, teleport to, create darkness, cause serious wounds, paralyze, or terrify; 1 time in 9. It can bash down doors and open doors. It is hurt by bright light. It resists poison and cold. It cannot be slept or confused. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 3 objects or treasures. It can hit to attack with damage 1d6, hit to attack with damage 1d6, bite to lower experience (by 20d6+) with damage 2d6, and bite to lower experience (by 20d6+) with damage 2d6.

The Shimmering mold (Blue 'm' : 'm')

=== Num:554 Lev:27 Rar:1 Spd:110 Hp:32d8 AC:24 Exp:140
It is a strange growth on the dungeon floor, glowing and crackling with sparks.
This creature moves normally, but does not deign to chase intruders. It is not detected by telepathy. It resists poison and lightning. It cannot be frightened, slept, or confused. It tends to overlook intruders, which it may notice from 20 feet. It can release spores to electrocute with damage 5d4, and release spores to electrocute with damage 5d4.

The Ogre shaman (L.Green 'O' : 'O')

=== Num:328 Lev:27 Rar:2 Spd:110 Hp:25d12 AC:55 Exp:300
It is an ogre wrapped in furs and covered in grotesque body paints.
This evil giant moves normally. It is always created sluggish. It is magical, casting spells which summon a monster, produce fire bolts, cause serious wounds, create traps, teleport-self, paralyze, or terrify; 1 time in 5. It can bash down doors and open doors. It takes quite a while to see intruders, which it may notice from 200 feet. It will carry one or two objects or treasures. It can hit to attack with damage 3d6, hit to attack with damage 3d6, and hit to attack with damage 3d6.

The Nexus hound (Violet 'Z' : 'Z')

=== Num:295 Lev:27 Rar:2 Spd:110 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 is always created sluggish. It usually appears in groups. It may breathe nexus; 1 time in 5. It can bash down doors. It cannot be slept or confused. It is ever vigilant for intruders, which it may notice from 300 feet. It can 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 Algroth (Orange 'T' : 'T')

=== Num:293 Lev:27 Rar:1 Spd:110 Hp:21d12 AC:60 Exp:150
A powerful troll form. Venom drips from its needlelike claws.
This evil troll moves normally. It regenerates quickly. It usually appears in groups. It can bash down doors and open doors. It takes quite a while to see intruders, which it may notice from 200 feet. It will carry a object or treasure. It can claw to poison with damage 3d3, claw to poison with damage 3d3, and bite to attack with damage 1d6.

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

=== Num:291 Lev:27 Rar:1 Spd:110 Hp:22d8 AC:45 Exp:95
It is a giant beetle wreathed in flames.
This natural creature moves normally. It is rarely detected by telepathy. It can bash down doors. It resists fire. It takes quite a while to see intruders, which it may notice from 140 feet. It can bite to attack with damage 3d4, and spit to burn with damage 4d5.

[U] Mim, Betrayer of Turin (Orange 'h' : 'h')

=== Num:290 Lev:27 Rar:4 Spd:120 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 have been hunted nearly to extinction by the High Elves.
This evil creature moves normally. He is always created sluggish. He is magical, casting spells which produce acid bolts, heal-self, produce acid balls, or terrify; 1 time in 6. He can bash down doors and open doors. He resists poison, cold, acid, fire, and lightning. He cannot be slept or confused. He takes a while to see intruders, which he may notice from 200 feet. He will carry up to 4 exceptional 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 Gorgimaera (Orange 'H' : 'H')

=== Num:299 Lev:27 Rar:2 Spd:110 Hp:25d20 AC:55 Exp:400
The result of evil experiments, this travesty of nature should never be alive. It has three heads - goat, dragon and gorgon - all attached to a lion's body.
This creature moves normally. It is always created sluggish. 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 butt to attack with damage 2d10, bite to burn with damage 2d10, and gaze to paralyze with damage 2d6.

The Ogre mage (Red 'O' : 'O')

=== Num:296 Lev:27 Rar:2 Spd:110 Hp:25d12 AC:40 Exp:300
A hideous ogre wrapped in black sorcerous robes.
This evil giant moves normally. It is always created sluggish. It is magical, casting spells which summon a monster, produce frost balls, create traps, heal-self, or paralyze; 1 time in 4. It can bash down doors and open doors. It takes quite a while to see intruders, which it may notice from 200 feet. It will carry one or two objects or treasures. It can hit to attack with damage 3d8, hit to attack with damage 3d8, hit to attack with damage 3d8, and hit to attack with damage 3d8.

The Bat of Gorgoroth (Green 'b' : 'b')

=== Num:605 Lev:28 Rar:3 Spd:120 Hp:20d10 AC:30 Exp:100
Fed with horrid meats and grown to enormous size, this slavering creature seeks livelier prey.
This natural creature moves a bit erratically. It is rarely detected by telepathy. It usually appears in groups. It may breathe darkness or poison, and is also magical, casting spells which terrify; 1 time in 8. It can push past weaker monsters 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 a object or treasure. It can bite to poison with damage 1d10, and claw to attack with damage 1d4.

The 5-headed hydra (Green 'M' : 'M')

=== Num:302 Lev:28 Rar:2 Spd:120 Hp:100d8 AC:80 Exp:650
A strange reptilian hybrid with five heads dripping venom.
This natural creature moves normally. It is always created sluggish. It is magical, casting spells which terrify or produce poison balls; 1 time in 5. It can push past weaker monsters and bash down doors. It resists poison. It takes a while to see intruders, which it may notice from 200 feet. It will carry up to 10 objects or 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 Spectator (L.Blue 'e' : 'e')

=== Num:589 Lev:28 Rar:2 Spd:110 Hp:195 AC:1 Exp:150
A lesser relative of the beholder: a globular body with a large toothy mouth, a large central eye, and four smaller eyes on stalks protruding from the top of its body.
This creature moves normally. It is always created sluggish. It is magical, casting spells which cause amnesia, cause serious wounds, slow, or paralyze; 1 time in 6. It cannot be frightened, slept, or confused. It is observant of intruders, which it may notice from 300 feet. It can gaze to paralyze with damage 1d4, gaze to confuse with damage 1d4, and bite to attack with damage 1d8.

The Basilisk (Slate 'R' : 'R')

=== Num:308 Lev:28 Rar:3 Spd:120 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 may breathe poison; 1 time in 8. It can bash down doors and open doors. It cannot be slept or confused. It takes quite a while to see intruders, which it may notice from 150 feet. It will carry one or two objects or treasures. It can gaze to paralyze, bite to attack with damage 2d12, bite to attack with damage 2d12, and bite to attack with damage 2d12.

[U] Beorn, the Shape-Changer (L.Dark 'q' : 'q')

=== Num:566 Lev:28 Rar:3 Spd:120 Hp:1400 AC:60 Exp:1000
Beorn is only occasionally seen in human form these days, preferring to appear in the shape of a giant black bear: he also prefers the company of beasts to that of humans. He has never taken kindly to strangers, even in human form - and still less when in bear's shape, as he is now.
This natural creature moves normally. He is always created sluggish. He usually appears with an escort. He can push past weaker monsters and bash down doors. He takes a while to see intruders, which he may notice from 250 feet. He will carry up to 4 good objects. He can claw to attack with damage 2d10, claw to attack with damage 2d10, bite to attack with damage 4d8, and crush to attack with damage 3d6.

The Black knight (Slate 'p' : 'p')

=== Num:303 Lev:28 Rar:1 Spd:120 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 always created sluggish. He is magical, casting spells which cause critical wounds, blind, create darkness, or terrify; 1 time in 8. He can bash down doors and open doors. He is fairly observant of intruders, which he may notice from 200 feet. He will carry one or two objects or treasures. He can hit to attack with damage 5d5, hit to attack with damage 5d5, and hit to attack with damage 5d5.

[U] Uldor the Accursed (L.Umber 'p' : 'p')

=== Num:304 Lev:28 Rar:4 Spd:110 Hp:1000 AC:70 Exp:600
An evil and cunning man from the East. Having once sworn allegiance to the sons of Feanor, it was Uldor's treachery that turned the tide of the Battle of Unnumbered Tears in Morgoth's favour.
This evil creature moves normally. He is magical, casting spells which summon similar monsters; 1 time in 10. He can pick up objects, bash down doors, and open doors. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry one or two good objects. He can hit to attack with damage 4d6, hit to attack with damage 4d6, hit to attack with damage 4d6, and hit to attack with damage 4d6.

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

=== Num:306 Lev:28 Rar:1 Spd:110 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 always created sluggish. It is magical, casting spells which cause mind blasting, cause amnesia, blind, cause brain smashing, paralyze, or terrify; 1 time in 8. It can bash down doors and open doors. It cannot be slept or confused. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 3 objects or treasures. It can gaze to reduce intelligence with damage 2d6, and gaze to reduce wisdom with damage 2d6.

[U] Draebor, the Imp (Violet 'u' : 'u')

=== Num:307 Lev:28 Rar:5 Spd:120 Hp:520 AC:50 Exp:750
An intensely irritating git of a monster.
This evil demon moves a bit erratically. It is always created sluggish. It is invisible. It usually appears with an escort. It is magical, casting spells intelligently which confuse, blind, teleport to, blink-self, teleport away, teleport level, teleport-self, terrify, or summon similar monsters; 1 time in 5. It can bash down doors. 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, hit to attack with damage 3d4, and insult.

The Ice troll (White 'T' : 'T')

=== Num:309 Lev:28 Rar:1 Spd:110 Hp:24d10 AC:56 Exp:200
He is a white troll with powerfully clawed hands.
This evil troll moves normally. He regenerates quickly. He usually appears in groups. He can bash down doors and open doors. He is hurt by bright light. He resists cold. He tends to overlook intruders, which he may notice from 200 feet. He will carry a object or treasure. He can hit to attack with damage 1d5, hit to attack with damage 1d5, bite to freeze with damage 2d6, and bite to freeze with damage 2d6.

The Mage (Red 'p' : 'p')

=== Num:305 Lev:28 Rar:1 Spd:110 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 always created sluggish. He is magical, casting spells intelligently which summon a monster, produce fire bolts, confuse, blind, teleport to, produce lightning bolts, teleport-self, haste-self, or produce frost bolts; 1 time in 3. He can bash down doors and open doors. He is fairly observant of intruders, which he may notice from 200 feet. He will carry one or two objects or treasures. He can hit to attack with damage 2d5, and hit to attack with damage 2d5.

The Spirit naga (White 'n' : 'n')

=== Num:301 Lev:28 Rar:2 Spd:110 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 always created sluggish. She is invisible. She is magical, casting spells which cause mind blasting, blind, create darkness, or heal-self; 1 time in 4. She can bash down doors and open doors. She cannot be slept or confused. She pays very little attention to intruders, which she may notice from 200 feet. She will carry up to 6 objects or treasures. She can crush to attack with damage 2d8, crush to attack with damage 2d8, bite to attack with damage 1d8, and bite to attack with damage 1d8.

The Frost giant (White 'P' : 'P')

=== Num:199 Lev:28 Rar:1 Spd:110 Hp:32d15 AC:50 Exp:180
A twelve foot tall giant covered in furs.
This evil giant moves normally. It can bash down doors and open doors. It resists cold. It tends to overlook intruders, which it may notice from 200 feet. It will carry a object or treasure. It can hit to freeze with damage 5d8, and hit to freeze with damage 5d8.

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

=== Num:316 Lev:29 Rar:1 Spd:110 Hp:270 AC:50 Exp:500
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 is always created sluggish. It may breathe poison, and is also magical, casting spells which terrify; 1 time in 10. It can bash down doors and open doors. It resists poison. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 4 objects or treasures. It can claw to attack with damage 2d4, claw to attack with damage 2d4, and bite to attack with damage 2d6.

The Catoblepas (Green 'q' : 'q')

=== Num:312 Lev:29 Rar:2 Spd:110 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 objects or 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 Purple worm (Violet 'w' : 'w')

=== Num:310 Lev:29 Rar:3 Spd:110 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 poison and acid. 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 Young bronze dragon (L.Umber 'd' : 'd')

=== Num:317 Lev:29 Rar:1 Spd:110 Hp:270 AC:50 Exp:500
It has a form that legends are made of. Its still-tender scales are a rich bronze hue, and its shape glitters with strange colours that confuse you.
This evil dragon moves normally. It is always created sluggish. It may breathe confusion, and is also magical, casting spells which terrify; 1 time in 10. It can bash down doors and open doors. It cannot be confused. 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 2d4, claw to attack with damage 2d4, and bite to attack with damage 2d6.

The Ring mimic (White '=' : '=')

=== Num:313 Lev:29 Rar:3 Spd:120 Hp:10d35 AC:60 Exp:200
A strange creature that disguises itself as a discarded ring to lure unsuspecting adventurers within reach of its venomous claws.
This creature moves normally, but does not deign to chase intruders. It is not detected by telepathy. It is cold blooded. It is always created sluggish. It is magical, casting spells which summon a monster, produce fire bolts, confuse, cause amnesia, blind, produce acid bolts, cause serious wounds, produce lightning bolts, terrify, or produce frost bolts; 1 time in 4. It cannot be frightened, slept, or confused. 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 white dragon (White 'd' : 'd')

=== Num:315 Lev:29 Rar:1 Spd:110 Hp:270 AC:50 Exp:500
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 is always created sluggish. It may breathe frost, and is also magical, casting spells which terrify; 1 time in 10. It can bash down doors and open doors. It resists cold. 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 2d4, claw to attack with damage 2d4, and bite to attack with damage 2d6.

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

=== Num:314 Lev:29 Rar:1 Spd:110 Hp:270 AC:50 Exp:500
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 is always created sluggish. It may breathe lightning, and is also magical, casting spells which terrify; 1 time in 10. It can bash down doors and open doors. It resists lightning. 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 2d4, claw to attack with damage 2d4, and bite to attack with damage 2d6.
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