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Angband Monsters

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

=== Num:503 Lev:60 Rar:4 Spd:130 Hp:40d20 AC:40 Exp:5000
An awesome vortex of pure magic, power radiates from its frame.
This creature moves extremely erratically. It is not detected by telepathy. It is always created sluggish. It may breathe nether, plasma, darkness, nexus, shards, sound, confusion, fire, frost, chaos, time, acid, light, lightning, inertia, poison, force, or gravity powerfully; 1 time in 6. It can bash down doors. It resists poison, cold, acid, fire, and lightning. It cannot be frightened, slept, or confused. It is ever vigilant for intruders, which it may notice from 1000 feet. It can engulf to electrocute with damage 5d5, engulf to burn with damage 5d5, engulf to shoot acid with damage 5d5, and engulf to freeze with damage 5d5.

[U] Saruman of Many Colours (Violet 'p' : 'p')

=== Num:514 Lev:60 Rar:1 Spd:120 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 always created sluggish. He is magical, casting spells intelligently which cause mind blasting, cause mortal wounds, summon monsters, cause amnesia, blind, summon an undead, teleport away, produce frost balls, create traps, teleport-self, heal-self, produce water balls, summon ancient dragons, haste-self, produce acid balls, terrify, produce ice bolts, produce fire balls, or summon a demon; 1 time in 2. He can bash down doors and open doors. He resists poison, cold, fire, and lightning. He cannot be slept or confused. 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.

The Bile Demon (L.Red 'U' : 'U')

=== Num:568 Lev:61 Rar:2 Spd:120 Hp:2800 AC:90 Exp:12000
It's big. It's fat. It's red. It's ugly. It's got a severe attack of highly poisonous flatulence. And its insides are corrosive. All of which go together to make the single most repulsive sight - and smell - you have ever experienced.
This evil demon moves normally. It is always created sluggish. It may breathe acid or poison powerfully, and is also magical, casting spells which confuse, blind, or summon a demon; 1 time in 6. It can bash down doors and open doors. It resists poison and acid. It cannot be slept or confused. It pays little attention to intruders, which it may notice from 400 feet. It will carry up to 6 good objects. It can hit to attack with damage 8d8, hit to attack with damage 8d8, and crush to shoot acid with damage 9d9.

The Nightwing (L.Dark 'W' : 'W')

=== Num:484 Lev:61 Rar:3 Spd:120 Hp:60d60 AC:120 Exp:10000
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 cold blooded. It is always created sluggish. It is magical, casting spells intelligently which cause mortal wounds, blind, summon an undead, cause brain smashing, produce nether balls, produce nether bolts, terrify, or produce mana bolts; 1 time in 4. It can bash down doors and open doors. It is hurt by bright light. It resists poison and cold. It cannot be slept or confused. It 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 6d5, touch to poison with damage 6d5, hit to disenchant with damage 6d8, and hit to disenchant with damage 6d8.

[U] Uriel, Angel of Fire (L.Red 'A' : 'A')

=== Num:509 Lev:61 Rar:3 Spd:130 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 is always created sluggish. He may breathe plasma or fire powerfully, and is also magical, casting spells intelligently which produce fire bolts, blind, teleport to, summon an angel, produce plasma bolts, produce mana bolts, or produce fire balls; 1 time in 2. He can pick up objects, push past weaker monsters, bash down doors, and open doors. He resists poison, cold, acid, fire, and lightning. 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 4d12, hit to burn with damage 4d12, hit to attack with damage 10d10, and hit to attack with damage 10d10.

The Dreadlord (Red 'G' : 'G')

=== Num:515 Lev:62 Rar:2 Spd:120 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 normally. It is cold blooded. It is always created sluggish. It is invisible. It is magical, casting spells which drain mana, confuse, blind, summon an undead, cause brain smashing, teleport to, produce nether balls, blink-self, teleport-self, or paralyze; 1 time in 4. It can pick up objects and pass through walls. It resists poison and cold. It cannot be slept or confused. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 18 objects or treasures. It can hit to lower experience (by 40d6+) with damage 6d6, hit to lower experience (by 40d6+) with damage 6d6, hit to reduce strength with damage 4d6, and hit to reduce strength with damage 4d6.

[U] Azriel, Angel of Death (L.Dark 'A' : 'A')

=== Num:510 Lev:62 Rar:3 Spd:130 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 is always created sluggish. He may breathe nether powerfully, and is also magical, casting spells intelligently which blind, teleport to, produce nether balls, summon an angel, produce nether bolts, or produce mana bolts; 1 time in 2. He can pick up objects, push past weaker monsters, bash down doors, and open doors. He resists poison, cold, acid, fire, and lightning. 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 lower experience (by 80d6+) with damage 10d5, hit to lower experience (by 80d6+) with damage 10d5, hit to attack with damage 10d10, and hit to attack with damage 10d10.

The Great Wyrm of Perplexity (L.Umber 'D' : 'D')

=== Num:577 Lev:63 Rar:2 Spd:120 Hp:3500 AC:150 Exp:20000
A dragon of great size and power. Its polished bronze scales reflect the light in strange and confusing patterns, and you find it hard to keep your mind on the job of fighting for your life.
This evil dragon moves normally. It is always created sluggish. It may breathe confusion powerfully, and is also magical, casting spells intelligently which confuse, blind, or terrify; 1 time in 4. It can push past weaker monsters and bash down doors. It cannot be slept or confused. It pays little attention to intruders, which it may notice from 300 feet. It will carry up to 18 good objects. It can claw to attack with damage 4d12, claw to attack with damage 4d12, bite to confuse with damage 6d14, and bite to confuse with damage 6d14.

The Great Storm Wyrm (Blue 'D' : 'D')

=== Num:489 Lev:63 Rar:2 Spd:120 Hp:3500 AC:150 Exp:20000
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 is always created sluggish. It may breathe lightning powerfully, and is also magical, casting spells intelligently which confuse, blind, or terrify; 1 time in 4. It can push past weaker monsters and bash down doors. It resists lightning. It cannot be slept or confused. It pays little attention to intruders, which it may notice from 300 feet. It will carry up to 18 good objects. It can claw to attack with damage 4d12, claw to attack with damage 4d12, bite to electrocute with damage 6d14, and bite to electrocute with damage 6d14.

The Great Ice Wyrm (White 'D' : 'D')

=== Num:496 Lev:63 Rar:2 Spd:120 Hp:3500 AC:150 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 is always created sluggish. It may breathe frost powerfully, and is also magical, casting spells intelligently which confuse, blind, or terrify; 1 time in 4. It can push past weaker monsters and bash down doors. It resists cold. It cannot be slept or confused. It pays little attention to intruders, which it may notice from 300 feet. It will carry up to 18 good objects. It can claw to attack with damage 4d12, claw to attack with damage 4d12, bite to freeze with damage 6d14, and bite to freeze with damage 6d14.

The Great Swamp Wyrm (Green 'D' : 'D')

=== Num:576 Lev:63 Rar:2 Spd:120 Hp:3500 AC:150 Exp:20000
A truly enormous dragon with great powers. The foul gases issuing from the beast nearly make you vomit; and while you may try to hold your breath as you fight it, it sees no reason to do likewise.
This evil dragon moves normally. It is always created sluggish. It may breathe poison powerfully, and is also magical, casting spells intelligently which confuse, blind, or terrify; 1 time in 4. It can push past weaker monsters and bash down doors. It resists poison. It cannot be slept or confused. It pays little attention to intruders, which it may notice from 300 feet. It will carry up to 18 good objects. It can claw to attack with damage 4d12, claw to attack with damage 4d12, bite to poison with damage 6d14, and bite to poison with damage 6d14.

[U] Gabriel, the Messenger (White 'A' : 'A')

=== Num:513 Lev:64 Rar:3 Spd:130 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 is always created sluggish. He usually appears with an escort. He is magical, casting spells intelligently which blind, teleport to, produce mana bolts, or summon similar monsters; 1 time in 2. He can pick up objects, push past weaker monsters, bash down doors, and open doors. He resists poison, cold, acid, fire, and lightning. 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 6d8, hit to blind with damage 10d10, and hit to blind with damage 10d10.

[U] Hoarmurath of Dir (L.Dark 'W' : 'W')

=== Num:492 Lev:64 Rar:3 Spd:120 Hp:4500 AC:100 Exp:30000
A Ringwraith powerful in fell sorcery, he yearns for the life he has lost for an unlife of everlasting torment.
This evil undead creature moves normally. He is cold blooded. He is always created sluggish. He is magical, casting spells intelligently which cause critical wounds, cause mind blasting, cause mortal wounds, blind, summon an undead, produce nether balls, produce frost balls, paralyze, terrify, or produce frost bolts; 1 time in 3. He can push past weaker monsters, bash down doors, and open doors. He is hurt by bright light. He resists poison and cold. He cannot be slept or confused. 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 9d9, hit to attack with damage 9d9, touch to lower experience (by 80d6+) with damage 6d7, and wail to terrify with damage 6d7.

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

=== Num:518 Lev:64 Rar:2 Spd:120 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 is always created sluggish. It usually appears in groups. It may breathe chaos; 1 time in 5. It can bash down doors. It cannot be slept or confused. It is ever vigilant for intruders, which it may notice from 300 feet. It can claw to attack with damage 2d12, claw to attack with damage 2d12, bite to attack with damage 2d12, and bite to attack with damage 2d12.

The Archlich (L.Blue 'L' : 'L')

=== Num:558 Lev:64 Rar:2 Spd:120 Hp:4000 AC:120 Exp:20000
A lich who has reached its ultimate evolutionary stage: a completely immaterial state.
This evil undead creature moves normally. It is cold blooded. It is always created sluggish. It is magical, casting spells intelligently which cause mortal wounds, drain mana, cause amnesia, cause brain smashing, teleport to, produce nether balls, blink-self, teleport-self, heal-self, paralyze, terrify, summon a demon, or summon greater undead; 1 time in 3. It can bash down doors, open doors, and pass through walls. It resists poison and cold. It cannot be slept or confused. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 12 good objects. It can touch to lower experience (by 80d6+), touch to drain charges, touch to reduce dexterity with damage 8d12, and touch to reduce dexterity with damage 8d12.

The Osyluth (L.Slate 'U' : 'U')

=== Num:569 Lev:65 Rar:2 Spd:130 Hp:2600 AC:75 Exp:13000
It is a demon made almost entirely out of bones. It is humanoid, but with a large tail similar to that of a giant scorpion, and emits a foul smell of decay and rot. They are despised even in the hells.
This evil demon moves normally. It is always created sluggish. It is invisible. It is magical, casting spells which produce lightning balls, produce frost balls, terrify, produce ice bolts, or summon a demon; 1 time in 6. It can push past weaker monsters, bash down doors, and open doors. It resists poison, cold, acid, fire, and lightning. It cannot be slept or confused. It pays little attention to intruders, which it may notice from 200 feet. It will carry up to 6 good objects. It can hit to reduce charisma with damage 6d6, hit to reduce charisma with damage 6d6, bite to poison with damage 8d8, and sting to reduce strength with damage 5d5.

[U] The Mouth of Sauron (Violet 'p' : 'p')

=== Num:532 Lev:65 Rar:3 Spd:130 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 unshakably that he is unbeatable and laughs as he weaves his awesome spells.
This evil creature moves normally. He is always created sluggish. He is invisible. He is magical, casting spells intelligently which cause critical wounds, teleport to, produce darkness storms, produce nether balls, produce mana storms, create traps, produce water balls, produce plasma bolts, summon greater demons, paralyze, produce fire balls, or summon greater undead; 1 time in 2. He can bash down doors and open doors. He resists cold, fire, and lightning. He cannot be slept or confused. 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, hit to drain charges with damage 5d5, and hit to drain charges with damage 5d5.

The Greater titan (Orange 'P' : 'P')

=== Num:477 Lev:66 Rar:3 Spd:120 Hp:3800 AC:125 Exp:23500
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 always created sluggish. It is magical, casting spells intelligently which summon monsters, teleport to, or heal-self; 1 time in 3. It can pick up objects and bash down doors. It takes a while to see intruders, which it may notice from 300 feet. It will carry up to 10 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.

[U] The Cat Lord (Violet 'f' : 'f')

=== Num:516 Lev:66 Rar:3 Spd:130 Hp:4800 AC:200 Exp:30000
Master of all things feline, the Cat Lord moves with unsurpassed stealth.
This creature moves normally. He is always created sluggish. He is invisible. He usually appears with escorts. He is magical, casting spells which teleport to or summon similar monsters; 1 time in 3. He can bash down doors and open doors. He resists poison, cold, and fire. He cannot be slept or confused. He is ever vigilant for intruders, which he may notice from 1000 feet. He will carry up to 8 good objects. He can claw to confuse with damage 12d12, claw to reduce dexterity with damage 2d12, claw to blind with damage 10d5, and bite to paralyze with damage 15.

The Great Bile Wyrm (Slate 'D' : 'D')

=== Num:578 Lev:67 Rar:2 Spd:120 Hp:3500 AC:150 Exp:23000
A huge and very powerful dragon. Great steaming pools of acid drip from its form onto the ground. You shudder when you see the acid eating away the very stones of the dungeon - what could it do to you?
This evil dragon moves normally. It is always created sluggish. It may breathe acid powerfully, and is also magical, casting spells which confuse, blind, or terrify; 1 time in 4. It can push past weaker monsters and bash down doors. It resists acid. It cannot be slept or confused. It pays little attention to intruders, which it may notice from 300 feet. It will carry up to 18 good objects. It can claw to attack with damage 4d12, claw to attack with damage 4d12, bite to shoot acid with damage 6d14, and bite to shoot acid with damage 6d14.

The Great Hell Wyrm (Red 'D' : 'D')

=== Num:506 Lev:67 Rar:2 Spd:120 Hp:3800 AC:150 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 is always created sluggish. It may breathe fire powerfully, and is also magical, casting spells intelligently which confuse, blind, or terrify; 1 time in 4. It can push past weaker monsters and bash down doors. It resists fire. It cannot be slept or confused. It pays little attention to intruders, which it may notice from 300 feet. It will carry up to 18 good objects. It can claw to attack with damage 4d12, claw to attack with damage 4d12, bite to burn with damage 6d14, and bite to burn with damage 6d14.

The Beholder hive-mother (Blue 'e' : 'e')

=== Num:591 Lev:67 Rar:3 Spd:120 Hp:3500 AC:80 Exp:17000
A hive mother of the race of beholders, she can summon her brood to her aid whenever she wishes.
This evil creature moves normally. She is always created sluggish. She is magical, casting spells intelligently which drain mana, confuse, cause amnesia, blind, cause brain smashing, produce darkness storms, produce frost balls, produce acid balls, produce nether bolts, terrify, produce mana bolts, summon similar monsters, or produce fire balls; 1 time in 2. She can bash down doors. She resists poison. She cannot be slept or confused. She is fairly observant of intruders, which she may notice from 300 feet. She can bite to lower experience (by 80d6+) with damage 6d6, gaze to paralyze with damage 5d5, gaze to reduce intelligence with damage 5d5, and gaze to drain charges with damage 5d5.

The Great Wyrm of Thunder (Yellow 'D' : 'D')

=== Num:579 Lev:67 Rar:2 Spd:120 Hp:3500 AC:150 Exp:23000
A dragon of gigantic proportions, with destructive abilities to match. The sheer loudness of its roar leaves you stunned and unable to think clearly enough to defend yourself adequately.
This evil dragon moves normally. It is always created sluggish. It may breathe sound powerfully, and is also magical, casting spells which confuse, blind, or terrify; 1 time in 4. It can push past weaker monsters and bash down doors. It cannot be slept or confused. It pays little attention to intruders, which it may notice from 300 feet. It will carry up to 18 good objects. It 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.

[U] Thuringwethil, the Vampire Messenger (Violet 'V' : 'V')

=== Num:505 Lev:67 Rar:4 Spd:130 Hp:5000 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 cold blooded. She regenerates quickly. She is always created sluggish. She is magical, casting spells intelligently which cause critical wounds, cause mortal wounds, drain mana, blind, cause brain smashing, produce nether balls, paralyze, terrify, summon similar monsters, or summon greater undead; 1 time in 3. She can bash down doors and open doors. She is hurt by bright light. 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 up to 18 good objects. She can bite to lower experience (by 80d6+) with damage 6d6, bite to lower experience (by 80d6+) with damage 6d6, hit to confuse with damage 6d6, and hit to confuse with damage 6d6.

[U] Tselakus, the Dreadlord (L.Red 'G' : 'G')

=== Num:522 Lev:68 Rar:2 Spd:130 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 cold blooded. He is always created sluggish. He is invisible. He is magical, casting spells which confuse, blind, produce darkness storms, produce nether balls, paralyze, summon similar monsters, summon greater undead, or summon ring wraiths; 1 time in 3. He can pass through walls. He resists poison and cold. He cannot be slept or confused. 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.

The Jabberwock (Violet 'H' : 'H')

=== Num:517 Lev:68 Rar:3 Spd:130 Hp:3200 AC:125 Exp:19000
"Beware the Jabberwock, my son! The jaws that bite, the claws that catch!" Run and run quickly, for death incarnate chases behind you!
This natural creature moves normally. It is always created sluggish. 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 or treasures. 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 Bone golem (L.Dark 'g' : 'g')

=== Num:608 Lev:68 Rar:3 Spd:120 Hp:3500 AC:170 Exp:23000
A skeletal form, black as night, constructed from the bones of its previous victims.
This undead creature moves normally. It is not detected by telepathy. It is cold blooded. It is always created sluggish. It is magical, casting spells which cause mortal wounds, drain mana, summon an undead, cause brain smashing, teleport to, or produce nether balls; 1 time in 8. It can bash down doors and open doors. It resists poison, cold, fire, and lightning. It cannot be frightened, slept, or confused. It tends to overlook intruders, which it may notice from 200 feet. It can hit to disenchant with damage 8d8, hit to disenchant with damage 8d8, hit to reduce strength with damage 6d6, and hit to reduce strength with damage 6d6.

The Nightcrawler (L.Dark 'W' : 'W')

=== Num:498 Lev:69 Rar:3 Spd:120 Hp:80d60 AC:160 Exp:15000
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 is cold blooded. It is always created sluggish. It may breathe nether, and is also magical, casting spells intelligently which blind, summon an undead, cause brain smashing, produce nether balls, produce nether bolts, terrify, or produce mana bolts; 1 time in 4. It can bash down doors and open doors. It is hurt by bright light. It resists poison, cold, and fire. It cannot be slept or confused. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 6 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 Gelugon (White 'U' : 'U')

=== Num:570 Lev:69 Rar:3 Spd:130 Hp:3500 AC:100 Exp:14000
This demon from the ice planes is a truly terrifying sight. It has an extremely large, insect-like body towering a full twelve feet tall, with great claws on its hands and pincers on its mouth, and its head bulges with great multi-faceted eyes. Its tail is covered with razor-sharp spikes.
This evil demon moves normally. It regenerates quickly. It is always created sluggish. It may breathe shards or frost powerfully, and is also magical, casting spells which produce frost balls, slow, summon greater demons, paralyze, terrify, or produce ice bolts; 1 time in 6. It can bash down doors and open doors. It resists cold. It cannot be slept or confused. It pays little attention to intruders, which it may notice from 200 feet. It will carry up to 8 good objects. It can claw to freeze with damage 6d8, claw to freeze with damage 6d8, bite to freeze with damage 9d9, and hit to paralyze with damage 5d5.

[U] Polyphemus, the Blind Cyclops (Green 'P' : 'P')

=== Num:585 Lev:69 Rar:3 Spd:130 Hp:5300 AC:140 Exp:29000
No ordinary cyclops, but the son of a sea-god: he wields the powers of elemental water as well as the considerable strength of a cyclops. His one eye was blinded long ago by the warrior Odysseus, but he has trained himself to hear so well that it nearly makes up for his disability.
This evil giant moves a bit erratically. He is always created sluggish. He is magical, casting spells which produce water balls, produce acid balls, produce ice bolts, or produce water bolts; 1 time in 5. He can destroy objects, destroy weaker monsters, and bash down doors. He resists poison, cold, acid, and fire. He takes quite a while to see intruders, which he may notice from 400 feet. He will carry up to 10 good objects. He can hit to attack with damage 11d10, hit to attack with damage 11d10, and hit to shatter with damage 11d10.
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