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Angband Monsters

[U] Glaurung, Father of the Dragons (L.Red 'D' : 'D')

=== Num:481 Lev:70 Rar:3 Spd:130 Hp:7500 AC:140 Exp:50000
Glaurung is the father of all dragons, and was for a long time the most powerful. Though this is no longer so, 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 is always created sluggish. He may breathe fire or poison powerfully, and is also magical, casting spells intelligently which confuse, blind, summon ancient dragons, or terrify; 1 time in 3. He can push past weaker monsters and bash down doors. He resists poison and fire. He cannot be slept or confused. He tends to overlook intruders, which he may notice from 300 feet. He will carry up to 18 exceptional objects. He can claw to attack with damage 5d12, claw to attack with damage 5d12, bite to poison with damage 8d14, and bite to burn with damage 8d14.

The Greater rotting quylthulg (L.Umber 'Q' : 'Q')

=== Num:527 Lev:71 Rar:2 Spd:120 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 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 teleport to, blink-self, or summon greater undead; 1 time in 2. It cannot be frightened, slept, or confused. 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' : 'Q')

=== Num:526 Lev:71 Rar:2 Spd:120 Hp:1500 AC:1 Exp:10500
A massive mound of scaled flesh, throbbing and pulsating with multi-hued light.
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 teleport to, blink-self, or summon ancient dragons; 1 time in 2. It cannot be frightened, slept, or confused. It is ever vigilant for intruders, which it may notice from 200 feet. It has no physical attacks.

The Greater demonic quylthulg (L.Red 'Q' : 'Q')

=== Num:525 Lev:71 Rar:2 Spd:120 Hp:1500 AC:1 Exp:10500
A massive pulsating mound of flesh, glowing with a hellish light.
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 teleport to, blink-self, or summon greater demons; 1 time in 2. It cannot be frightened, slept, or confused. It is ever vigilant for intruders, which it may notice from 200 feet. It has no physical attacks.

The Horned Reaper (L.Blue 'U' : 'U')

=== Num:571 Lev:72 Rar:3 Spd:130 Hp:3800 AC:120 Exp:18000
A giant humanoid demon wielding a massive, heavy and sharp scythe. Feared by foes and friends alike when it flies into one of its berserk rages, the Horned Reaper will cut down anything in its path between it and you - even the minions it has just summoned.
This evil demon moves normally. It regenerates quickly. It is always created sluggish. It is magical, casting spells which slow, haste-self, summon greater demons, or terrify; 1 time in 5. It can destroy 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 400 feet. It will carry up to 12 good objects. It can hit to attack with damage 11d11, hit to attack with damage 11d11, hit to attack with damage 11d11, and hit to attack with damage 11d11.

[U] Khamul, the Black Easterling (L.Dark 'W' : 'W')

=== Num:494 Lev:72 Rar:3 Spd:120 Hp:5000 AC:100 Exp:40000
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 cold blooded. He is always created sluggish. He is magical, casting spells intelligently which cause critical wounds, cause mortal wounds, blind, produce nether balls, produce frost balls, teleport level, paralyze, terrify, produce mana bolts, produce fire balls, or summon greater undead; 1 time in 2. He can push past weaker monsters, bash down doors, and open doors. He is hurt by bright light. He resists poison, cold, acid, and fire. He cannot be slept or confused. 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 9d10, hit to attack with damage 9d10, touch to lower experience (by 40d6+) with damage 7d7, and touch to lower experience (by 40d6+) with damage 7d7.

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

=== Num:512 Lev:73 Rar:3 Spd:130 Hp:50d65 AC:175 Exp:20000
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 cold blooded. It is always created sluggish. It is 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, fire, and lightning. It cannot be slept or confused. 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 8d8, and hit to disenchant with damage 8d8.

[U] Omarax, the Eye Tyrant (Violet 'e' : 'e')

=== Num:529 Lev:73 Rar:3 Spd:130 Hp:6500 AC:80 Exp:25000
A beholder of great size and age, 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 always created sluggish. He is magical, casting spells intelligently which drain mana, confuse, cause amnesia, blind, cause brain smashing, produce darkness storms, produce nether balls, produce frost balls, produce acid balls, terrify, produce mana bolts, summon similar monsters, or produce fire balls; 1 time in 2. He can bash down doors. He resists poison, cold, acid, and fire. He cannot be slept or confused. He is fairly observant of intruders, which he may notice from 300 feet. He can gaze to disenchant with damage 6d6, gaze to drain charges with damage 6d6, gaze to reduce intelligence with damage 6d6, and bite to lower experience (by 80d6+) with damage 8d8.

The Black reaver (L.Dark 'L' : 'L')

=== Num:524 Lev:74 Rar:3 Spd:120 Hp:4500 AC:170 Exp:23000
A humanoid form, black as night, advancing steadily and unstoppably, even the very rock of the dungeon cannot prevent it reaching you.
This evil undead creature moves normally. It is cold blooded. It is always created sluggish. It is magical, casting spells intelligently which cause critical wounds, cause mortal wounds, drain mana, confuse, blind, summon an undead, cause brain smashing, teleport to, produce nether balls, produce mana storms, or paralyze; 1 time in 3. It can bore through walls, bash down doors, and open doors. 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 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 Aether hound (Violet 'Z' : 'Z')

=== Num:531 Lev:74 Rar:3 Spd:120 Hp:60d40 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 is always created sluggish. It usually appears in groups. It may breathe nether, plasma, darkness, nexus, shards, sound, confusion, fire, frost, chaos, time, disenchantment, acid, light, lightning, inertia, poison, force, or gravity; 1 time in 5. It can bash down doors. It resists poison, cold, acid, fire, and lightning. 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 3d12, claw to attack with damage 3d12, bite to attack with damage 3d12, and bite to attack with damage 3d12.

The Great Wyrm of Chaos (Violet 'D' : 'D')

=== Num:519 Lev:75 Rar:2 Spd:120 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 is always created sluggish. It may breathe chaos or disenchantment powerfully, and is also magical, casting spells intelligently which confuse, blind, summon a dragon, summon ancient dragons, 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 very little attention to 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, bite to attack with damage 7d14, and bite to attack with damage 7d14.

The Bronze golem (Orange 'g' : 'g')

=== Num:609 Lev:75 Rar:3 Spd:120 Hp:4000 AC:170 Exp:26000
A gigantic four-armed animated bronze statue of demonic shape, glowing with great heat.
This demon moves normally. It is not detected by telepathy. It is cold blooded. It is always created sluggish. It may breathe fire, and is also magical, casting spells which teleport to, produce lightning balls, produce plasma bolts, produce fire balls, or summon a demon; 1 time in 8. It can bash down doors and open doors. It resists poison, acid, 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 attack with damage 10d10, hit to attack with damage 10d10, hit to attack with damage 10d10, and hit to attack with damage 10d10.

The Great Wyrm of Law (L.Blue 'D' : 'D')

=== Num:520 Lev:75 Rar:2 Spd:120 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 evil dragon moves normally. It is always created sluggish. It may breathe shards or sound powerfully, and is also magical, casting spells intelligently which confuse, blind, summon a dragon, summon ancient dragons, 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 very little attention to 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, bite to attack with damage 7d14, and bite to attack with damage 7d14.

[U] Ungoliant, the Unlight (L.Dark 'S' : 'S')

=== Num:530 Lev:75 Rar:1 Spd:130 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, and breathes out the blackest of darkness. She is always ravenously hungry and would even eat herself to avoid starvation.
This natural evil creature moves normally. She is always created sluggish. She may breathe darkness or poison, and is also magical, casting spells intelligently which confuse, blind, create darkness, produce darkness storms, heal-self, slow, terrify, or summon similar monsters; 1 time in 3. She can bash down doors. She is hurt by bright light. She resists poison and acid. She cannot be slept or confused. She pays little attention to intruders, which she may notice from 400 feet. She will carry up to 8 good objects. She can claw to poison with damage 8d6, claw to poison with damage 8d6, bite to paralyze with damage 8d10, and sting to reduce strength with damage 8d4.

The Master quylthulg (L.Blue 'Q' : 'Q')

=== Num:533 Lev:76 Rar:2 Spd:120 Hp:3000 AC:1 Exp:15000
A giant seething mass of flesh, overwhelming you with monster after monster.
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 monsters, teleport to, blink-self, summon ancient dragons, summon greater demons, or summon greater undead; 1 time in 1. It cannot be frightened, slept, or confused. It is ever vigilant for intruders, which it may notice from 300 feet. It has no physical attacks.

[U] Atlas, the Titan (Slate 'P' : 'P')

=== Num:586 Lev:76 Rar:3 Spd:120 Hp:6000 AC:160 Exp:37000
The strongest of all the Titans. Legend has it that he used to hold the sky on his shoulders; and the mountain range that now does so is named after him.
This evil giant moves normally. He is always created sluggish. He can pick up objects, bore through walls, destroy weaker monsters, bash down doors, and open doors. He is hurt by rock remover. He resists poison, cold, acid, fire, and lightning. He takes a while to see intruders, which he may notice from 300 feet. He will carry up to 8 good objects. He can hit to shatter with damage 13d13, hit to confuse with damage 13d13, hit to shatter with damage 13d13, and hit to confuse with damage 13d13.

[U] Feagwath, the Undead Sorcerer (Yellow 'L' : 'L')

=== Num:528 Lev:77 Rar:2 Spd:130 Hp:5000 AC:85 Exp:30000
A stench of corruption and decay surrounds this sorcerer, who has clearly risen from the dead to continue his foul plots and schemes.
This evil undead creature moves normally. He is cold blooded. He is always created sluggish. He usually appears with an escort. He is magical, casting spells intelligently which cause mortal wounds, summon monsters, blind, summon an undead, cause brain smashing, teleport to, produce nether balls, blink-self, produce mana storms, create traps, paralyze, terrify, produce mana bolts, or summon similar monsters; 1 time in 2. He can bash down doors and open doors. He resists poison and cold. He cannot be slept or confused. He tends to overlook intruders, which he may notice from 200 feet. He will carry up to 12 exceptional objects. He can touch to lower experience (by 80d6+) with damage 6d12, touch to drain charges with damage 6d12, touch to reduce dexterity with damage 6d12, and touch to reduce dexterity with damage 6d12.

The Pit Fiend (Orange 'U' : 'U')

=== Num:572 Lev:77 Rar:3 Spd:130 Hp:4000 AC:120 Exp:22000
Appearing as a giant, clawed and winged humanoid with a scaly red body and massive fangs dripping a foul green liquid, the Pit Fiend is a dreadful enemy from the lowest depths of the hells. They are often the commanders of vast demon armies.
This evil demon moves normally. It regenerates quickly. It is always created sluggish. It may breathe fire, chaos, or poison powerfully, and is also magical, casting spells which cause mortal wounds, summon ancient dragons, summon greater demons, terrify, or produce fire balls; 1 time in 5. It can push past weaker monsters, bash down doors, and open doors. It resists poison and fire. It cannot be slept or confused. It tends to overlook intruders, which it may notice from 300 feet. It will carry up to 12 good objects. It can claw to burn with damage 6d10, claw to burn with damage 6d10, bite to poison with damage 5d10, and bite to reduce constitution with damage 5d10.

The Hellhound (Red 'C' : 'C')

=== Num:537 Lev:78 Rar:2 Spd:120 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 is always created sluggish. It usually appears in groups. It may breathe fire; 1 time in 5. It can push past weaker monsters and bash down doors. 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] Qlzqqlzuup, the Emperor Quylthulg (Violet 'Q' : 'Q')

=== Num:534 Lev:79 Rar:3 Spd:130 Hp:5000 AC:1 Exp:20000
A gigantic seething mass of flesh, Qlzqqlzuup 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 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 monsters, summon an angel, summon hounds, summon unique monsters, summon ancient dragons, summon spiders, summon hydras, summon greater demons, summon similar monsters, summon greater undead, or summon ring wraiths; 1 time in 1. It cannot be frightened, slept, or confused. It is ever vigilant for intruders, which it may notice from 300 feet. It will carry up to 8 objects or treasures. It has no physical attacks.

The Greater Balrog (Violet 'U' : 'U')

=== Num:573 Lev:79 Rar:3 Spd:130 Hp:5000 AC:140 Exp:25000
Originally of the semi-divine Maiar, this evil spirit swore allegiance to Morgoth at the beginning of time and is now one of his most terrible demonic servants. With its flaming whip and sword it seeks to destroy you.
This evil demon moves normally. It is always created sluggish. It may breathe plasma or fire powerfully, and is also magical, casting spells which confuse, summon an undead, produce plasma bolts, summon greater demons, terrify, produce fire balls, or summon a demon; 1 time in 3. It can push past weaker monsters, bash down doors, and open doors. It resists poison, fire, and lightning. It cannot be slept or confused. It pays little attention to intruders, which it may notice from 400 feet. It will carry up to 14 good objects. It can hit to burn with damage 8d12, hit to burn with damage 8d12, crush to attack with damage 7d12, and touch to drain charges.

The Great Wyrm of Many Colours (Violet 'D' : 'D')

=== Num:523 Lev:79 Rar:2 Spd:120 Hp:5000 AC:170 Exp:31000
A gigantic dragon whose scales shimmer in myriad hues.
This evil dragon moves normally. It is always created sluggish. It may breathe fire, frost, acid, lightning, or poison powerfully, and is also magical, casting spells intelligently which confuse, blind, summon a dragon, summon ancient dragons, or terrify; 1 time in 4. It can push past weaker monsters and bash down doors. It resists poison, cold, acid, fire, and lightning. It cannot be slept or confused. It pays very little attention to 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, bite to attack with damage 7d14, and bite to attack with damage 7d14.

The Great Wyrm of Balance (Violet 'D' : 'D')

=== Num:521 Lev:79 Rar:2 Spd:120 Hp:5000 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 evil dragon moves normally. It is always created sluggish. It may breathe shards, sound, chaos, or disenchantment powerfully, and is also magical, casting spells intelligently which confuse, blind, summon a dragon, summon ancient dragons, or terrify; 1 time in 4. It can push past weaker monsters and bash down doors. It resists cold and fire. It cannot be slept or confused. It pays very little attention to 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, bite to attack with damage 7d14, and bite to attack with damage 7d14.
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