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ZAngband Monsters

The Irish wolfhound of Flora (Slate 'C' : 'C')

=== Num:254 Lev:20 Rar:2 Spd:120 Hp:7d9 AC:14 Exp:546
Well-trained watchdogs, obedient to death.
This natural creature moves normally. It usually appears in groups. It cannot be frightened. It is ever vigilant for intruders, which it may notice from 200 feet. It can bite to attack with damage 1d5, and bite to attack with damage 1d5.

The Vlasta (Blue 'R' : 'R')

=== Num:249 Lev:20 Rar:3 Spd:120 Hp:9d6 AC:10 Exp:483
This strange creature looks like a miniature tyrannosaurus. It has empty, pale eyes and a sharp beak, which it aims at your eyes as it jumps at you!
This creature moves normally. It can open doors. It takes a while to see intruders, which it may notice from 120 feet. It can bite to blind with damage 1d10, and bite to blind with damage 1d10.

The Hippocampus (L.Blue 'H' : 'H')

=== Num:207 Lev:20 Rar:1 Spd:110 Hp:14d9 AC:7 Exp:381
A truly strange hybrid of a horse and a fish.
This natural aquatic creature moves normally. It is fairly observant of intruders, which it may notice from 120 feet. It can bite to attack with damage 2d5, and bite to attack with damage 2d5.

The Lurker (White '.' : '.')

=== Num:247 Lev:20 Rar:3 Spd:110 Hp:150 AC:20 Exp:775
A strange creature that merges with the dungeon floor, trapping its victims by enveloping them within its perfectly disguised form.
This creature moves normally, but does not deign to chase intruders. It is invisible. It is cold blooded. It is not detected by telepathy. It cannot be confused, slept, or frightened. It is fairly observant of intruders, which it may notice from 300 feet. It can hit to attack with damage 1d8, and hit to attack with damage 1d8.

The Software bug (Red 'I' : 'I')

=== Num:246 Lev:20 Rar:1 Spd:120 Hp:1d4 AC:6 Exp:152
Oh no! They are everywhere!
This silly natural creature moves extremely erratically. It breeds explosively. It is rarely detected by telepathy. It can bash down doors and fly. It is fairly observant of intruders, which it may notice from 80 feet. It can bite to attack with damage 1d2.

The Unstable worm mass (Orange 'w' : 'w')

=== Num:871 Lev:20 Rar:4 Spd:110 Hp:3d8 AC:5 Exp:76
A seething mass of thick, glowing worms.
This natural creature moves extremely erratically. It breeds explosively. It is rarely detected by telepathy. It can swim and bash down doors. It is hurt by bright light. It cannot be frightened. It is observant of intruders, which it may notice from 100 feet. It can explode to burn with damage 5d5.

The Half-orc (Slate 'o' : 'o')

=== Num:264 Lev:20 Rar:3 Spd:110 Hp:12d10 AC:20 Exp:559
He is a hideous deformed cross-breed with man and orc, combining man's strength and cunning with orcish evil.
This evil orc moves normally. He usually appears in groups. He can open doors and bash down doors. He takes a while to see intruders, which he may notice from 200 feet. He will carry a object or treasure. He can hit to attack with damage 3d4, and hit to attack with damage 3d4.

The Ixitxachitl (Slate 'l' : 'l')

=== Num:220 Lev:20 Rar:1 Spd:110 Hp:9d8 AC:15 Exp:648
A devil ray of the depths.
This natural evil aquatic creature moves normally. It resists poison. It takes a while to see intruders, which it may notice from 200 feet. It can sting to poison with damage 2d5, and sting to poison with damage 2d5.

[U] Ufthak of Cirith Ungol (Green 'o' : 'o')

=== Num:260 Lev:20 Rar:3 Spd:110 Hp:220 AC:25 Exp:3187
A strong orc guarding the pass of Cirith Ungol. He is mortally afraid of spiders.
This evil orc moves normally. He usually appears with an escort. He can open doors and bash down doors. He resists cold and poison. He takes a while to see intruders, which he may notice from 200 feet. He will carry one or two good objects. He can hit to attack with damage 3d4, hit to attack with damage 3d4, hit to attack with damage 3d4, and hit to attack with damage 3d4.

The Master yeek (Green 'y' : 'y')

=== Num:224 Lev:20 Rar:2 Spd:110 Hp:8d9 AC:15 Exp:495
A small humanoid that radiates some power.
This natural evil creature moves normally. It is always created sluggish. It is magical, casting spells which produce poison balls, teleport-self, blink-self, slow, blind, or summon a monster; 1 time in 4. It can open doors and bash down doors. It resists acid. It is fairly observant of intruders, which it may notice from 180 feet. It will carry a object or treasure. It can hit to attack with damage 1d8.

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

=== Num:278 Lev:20 Rar:1 Spd:110 Hp:12d10 AC:25 Exp:1067
A twelve foot tall giant covered in furs.
This evil giant moves normally. He is surrounded by ice. He can open doors and bash down doors. 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 freeze with damage 3d6, and hit to attack with damage 2d8.

The Tiger (Orange 'f' : 'f')

=== Num:230 Lev:20 Rar:2 Spd:120 Hp:9d10 AC:10 Exp:660
One of the largest of its species, a sleek orange and black shape creeps towards you, ready to pounce.
This natural creature moves normally. It can bash down doors. It is very observant of intruders, which it may notice from 400 feet. It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 1d6.

The Frumious bandersnatch (Blue 'c' : 'c')

=== Num:232 Lev:20 Rar:2 Spd:120 Hp:10d8 AC:15 Exp:584
It is a vast armoured centipede with massive mandibles and a spiked tail. Keep it away from sunflowers.
This natural creature moves normally. 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 bite to attack with damage 2d4, bite to attack with damage 2d4, and sting to attack with damage 2d4.

The Blue icky thing (Blue 'i' : 'i')

=== Num:252 Lev:21 Rar:4 Spd:100 Hp:7d6 AC:14 Exp:213
It is a strange, slimy, icky creature, with rudimentary intelligence, but evil cunning. It hungers for food, and you look tasty.
This evil creature moves somewhat erratically. It breeds explosively. It is always created sluggish. It is magical, casting spells which terrify, blind, or confuse; 1 time in 8. It can swim, open doors, and bash down doors. It resists poison. It takes a while to see intruders, which it may notice from 150 feet. It can crawl on you to poison with damage 1d4, crawl on you to eat your food, hit to attack with damage 1d4, and hit to attack with damage 1d4.

The Giant flea (Slate 'I' : 'I')

=== Num:259 Lev:21 Rar:1 Spd:120 Hp:1d2 AC:3 Exp:133
It makes you itch just to look at it.
This natural creature moves somewhat erratically. It breeds explosively. It is rarely detected by telepathy. It can fly. It is fairly observant of intruders, which it may notice from 60 feet. It can bite to attack with damage 1d2.

The Snaga sapper (L.Green 'o' : 'o')

=== Num:251 Lev:21 Rar:1 Spd:111 Hp:6d8 AC:16 Exp:667
He is one of the many weaker 'slave' orcs, often mistakenly known as a goblin. He is equipped with an explosive charge.
This evil orc moves normally. He can open doors and bash down doors. He is hurt by bright light. He takes quite a while to see intruders, which he may notice from 200 feet. He can hit to attack with damage 1d8, and explode to attack with damage 20d2.

The Nixie (L.Blue 'h' : 'h')

=== Num:248 Lev:21 Rar:1 Spd:110 Hp:13d10 AC:22 Exp:373
A race of fair yet belligrent sea elves.
This aquatic creature moves normally. He tends to overlook intruders, which he may notice from 200 feet. He can hit to attack with damage 6d3, and hit to attack with damage 6d3.

The Great eagle (Umber 'B' : 'B')

=== Num:335 Lev:21 Rar:2 Spd:120 Hp:75d5 AC:65 Exp:1507
An agent of supernatural beings, this creature looks like a huge eagle.
This natural good creature moves normally. It can fly. It takes a while to see intruders, which it may notice from 200 feet. It can claw to attack with damage 6d3, claw to attack with damage 6d3, and bite to attack with damage 3d6.

The Guardian naga (Yellow 'n' : 'n')

=== Num:269 Lev:21 Rar:2 Spd:110 Hp:17d11 AC:32 Exp:600
A giant snake-like figure with a woman's torso.
This evil creature moves a bit erratically. She can swim, open doors, and bash down doors. She pays very little attention to intruders, which she may notice from 200 feet. She will carry up to 3 objects or treasures. She can crush to attack with damage 2d8, bite to attack with damage 1d8, and bite to attack with damage 1d8.

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

=== Num:282 Lev:21 Rar:2 Spd:110 Hp:7d6 AC:12 Exp:467
A completely translucent hound.
This natural creature moves normally. It is invisible. It usually appears in groups. It can bash down doors. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to attack with damage 1d6, bite to attack with damage 1d6, and bite to attack with damage 1d6.

The Killer brown beetle (Umber 'K' : 'K')

=== Num:236 Lev:21 Rar:2 Spd:110 Hp:9d8 AC:20 Exp:493
It is a vicious insect with a tough carapace.
This natural creature moves normally. It is rarely detected by telepathy. It can bash down doors and fly. It takes quite a while to see intruders, which it may notice from 100 feet. It can bite to attack with damage 3d4.

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

=== Num:257 Lev:21 Rar:2 Spd:120 Hp:6d8 AC:12 Exp:613
It is a large wolf with eyes full of cunning.
This natural evil creature moves a bit erratically. It usually appears in groups. It can bash down doors. It takes quite a while to see intruders, which it may notice from 200 feet. It can bite to attack with damage 1d8.

The Creeping mithril coins (L.Blue '$' : '$')

=== Num:239 Lev:22 Rar:4 Spd:110 Hp:15d8 AC:25 Exp:852
It is a pile of coins, shambling forward on thousands of tiny legs.
This natural creature moves normally. It is cold blooded. It can bash down doors. It resists poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 50 feet. It will carry up to 6 objects or treasures. It can hit to attack with damage 2d5, and touch to poison with damage 3d5.

The Cloaker (Green '(' : '(')

=== Num:243 Lev:22 Rar:5 Spd:130 Hp:36 AC:20 Exp:531
It resembles a normal cloak until some poor fool ventures too close!
This evil creature moves normally, but does not deign to chase intruders. It is cold blooded. It is not detected by telepathy. It resists cold and poison. It cannot be confused, slept, or frightened. It is ever vigilant for intruders, which it may notice from 200 feet. It will carry one or two objects or treasures. It can hit to paralyze with damage 5d5, and hit to terrify with damage 5d5.

The 2-headed hydra (Umber 'M' : 'M')

=== Num:301 Lev:22 Rar:2 Spd:110 Hp:75d3 AC:30 Exp:587
A strange reptilian hybrid with two heads, guarding its hoard.
This natural creature moves normally. It is always created sluggish. It is magical, casting spells which terrify; 1 time in 11. It can swim, open doors, push past weaker monsters, and bash down doors. It takes a while to see intruders, which it may notice from 200 feet. It will carry one or two objects or treasures. It can bite to attack with damage 2d6, and bite to attack with damage 2d6.

The Jumping fireball (Red '*' : '*')

=== Num:299 Lev:22 Rar:1 Spd:120 Hp:5d5 AC:15 Exp:643
The embodiment of heat.
This creature moves normally. It is always created sluggish. It is surrounded by flames. It is not detected by telepathy. It can fly. It resists fire. It cannot be confused, slept, or frightened. It is ever vigilant for intruders, which it may notice from 1000 feet. It can explode to burn with damage 8d8.

The Giant white dragon fly (White 'F' : 'F')

=== Num:250 Lev:22 Rar:3 Spd:110 Hp:3d9 AC:15 Exp:684
It is a large fly that drips frost.
This natural creature moves somewhat erratically. It is always created sluggish. It is rarely detected by telepathy. It may breathe frost; 1 time in 10. It can bash down doors and fly. It resists cold. It tends to overlook intruders, which it may notice from 200 feet. It can bite to freeze with damage 1d6.

The Homonculous (L.Umber 'u' : 'u')

=== Num:280 Lev:22 Rar:3 Spd:110 Hp:6d8 AC:16 Exp:419
It is a small demonic spirit full of malevolence.
This evil demon moves normally. It can open doors, bash down doors, and fly. It resists fire. It cannot be frightened. It takes quite a while to see intruders, which it may notice from 200 feet. It can hit to paralyze with damage 1d2, and hit to attack with damage 1d10.

The Hummerhorn (Yellow 'I' : 'I')

=== Num:289 Lev:22 Rar:5 Spd:120 Hp:2d2 AC:7 Exp:154
A giant buzzing wasp, its stinger drips venom.
This natural creature moves extremely erratically. It breeds explosively. It is rarely detected by telepathy. It can fly. It is fairly observant of intruders, which it may notice from 80 feet. It can bite to confuse with damage 2d2.

The Magic mushroom patch (L.Blue ',' : ',')

=== Num:267 Lev:23 Rar:2 Spd:130 Hp:1 AC:10 Exp:2351
Yum! It looks quite tasty. It seems to glow with an unusual light.
This creature moves normally, but does not deign to chase intruders. It is always created sluggish. It usually appears in groups. It is magical, casting spells which terrify, blink-self, create darkness, or slow; 1 time in 1. It resists teleportation. It cannot be confused, slept, or frightened. It is ever vigilant for intruders, which it may notice from 400 feet. It has no physical attacks.

[U] Ulfast, Son of Ulfang (Orange 'p' : 'p')

=== Num:291 Lev:23 Rar:3 Spd:110 Hp:250 AC:20 Exp:2220
A short and swarthy Easterling.
This evil creature moves normally. He can open doors, bash down doors, and pick up objects. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry one or two good objects. He can hit to attack with damage 3d5, hit to attack with damage 3d5, hit to attack with damage 3d5, and hit to attack with damage 3d5.

The Mirkwood spider (Umber 'S' : 'S')

=== Num:277 Lev:23 Rar:2 Spd:120 Hp:6d8 AC:13 Exp:1037
A strong and powerful spider from Mirkwood forest. Cunning and evil, it seeks to taste your juicy insides.
This natural evil creature moves normally. It is rarely detected by telepathy. It usually appears in groups. It can bash down doors. It is hurt by bright light. It resists poison. It pays little attention to intruders, which it may notice from 150 feet. It can bite to poison with damage 2d6, and bite to poison with damage 2d6.

The Druid (Green 'p' : 'p')

=== Num:241 Lev:23 Rar:2 Spd:110 Hp:8d12 AC:10 Exp:1051
A mystic at one with nature. Om.
This evil creature moves normally. He is always created sluggish. He is magical, casting spells intelligently which paralyze, haste-self, produce lightning bolts, blink-self, slow, blind, or produce fire bolts; 1 time in 3. He can open doors and bash down doors. He is fairly observant of intruders, which he may notice from 200 feet. He will carry one or two objects or treasures. He can hit to attack with damage 2d4, and hit to attack with damage 2d4.

The Gnome mage (L.Red 'h' : 'h')

=== Num:281 Lev:23 Rar:2 Spd:110 Hp:5d8 AC:10 Exp:701
A mage of short stature.
This evil creature moves normally. He is always created sluggish. He usually appears in groups. He is magical, casting spells which produce frost bolts, blink-self, create darkness, or summon a monster; 1 time in 4. He can open doors and bash down doors. He takes a while to see intruders, which he may notice from 200 feet. He will carry a object or treasure. He can hit to attack with damage 1d5.

The Light hound (Orange 'Z' : 'Z')

=== Num:271 Lev:23 Rar:1 Spd:110 Hp:4d7 AC:15 Exp:1008
A brilliant canine form whose light hurts your eyes, even at this distance.
This natural creature moves normally. It is always created sluggish. It usually appears in groups. It may breathe light; 1 time in 5. It can bash down doors. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to attack with damage 1d6, and bite to attack with damage 1d6.

The Wererat (L.Dark 'r' : 'r')

=== Num:270 Lev:23 Rar:2 Spd:110 Hp:14d8 AC:6 Exp:1081
A large rat with glowing red eyes. The wererat is a disgusting creature, relishing in filth and disease.
This natural evil creature moves normally. It is always created sluggish. It is magical, casting spells which produce frost bolts, summon similar monsters, produce poison balls, cause serious wounds, or blink-self; 1 time in 9. It can open doors and bash down doors. It is fairly observant of intruders, which it may notice from 100 feet. It will carry a object or treasure. It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 2d6.

The Shambling mound (Green ',' : ',')

=== Num:316 Lev:23 Rar:2 Spd:110 Hp:15d6 AC:8 Exp:219
A pile of rotting vegetation that slides towards you with a disgusting stench, waking all it nears.
This evil creature moves normally. It is not detected by telepathy. It can open doors and bash down doors. It cannot be confused, slept, or frightened. 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 1d8, and hit to attack with damage 1d8.

The Rust monster (Orange 'q' : 'q')

=== Num:284 Lev:23 Rar:2 Spd:110 Hp:180 AC:28 Exp:628
It is a weird, small animal with two antennae popping forth from its forehead. It looks hungry.
This creature moves normally. It is rarely detected by telepathy. It can destroy objects. It resists acid and poison. It cannot be confused. It is fairly observant of intruders, which it may notice from 120 feet. It can touch to shoot acid with damage 1d10, touch to shoot acid with damage 1d10, touch to shoot acid with damage 1d10, and touch to shoot acid with damage 1d10.

The Freezing sphere (White '*' : '*')

=== Num:298 Lev:23 Rar:1 Spd:120 Hp:5d5 AC:15 Exp:1314
The embodiment of cold.
This creature moves normally. It is always created sluggish. It is surrounded by ice. It is not detected by telepathy. It can fly. It resists cold. It cannot be confused, slept, or frightened. It is ever vigilant for intruders, which it may notice from 1000 feet. It can explode to freeze with damage 8d8.

The Berserker (Umber 'p' : 'p')

=== Num:293 Lev:23 Rar:3 Spd:113 Hp:16d10 AC:32 Exp:1154
A warrior in a battle-frenzy; he'll stop only when he drops.
This creature moves normally. He can open doors and bash down doors. He cannot be stunned or frightened. He takes 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 4d4, hit to attack with damage 4d4, and hit to attack with damage 4d4.

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

=== Num:255 Lev:23 Rar:1 Spd:110 Hp:12d10 AC:22 Exp:1037
A ten foot tall humanoid with powerful muscles.
This evil giant moves normally. He can open doors and bash down doors. 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 3d6, and hit to attack with damage 3d6.

The Gelatinous cube (L.Blue 'j' : 'j')

=== Num:286 Lev:23 Rar:4 Spd:110 Hp:270 AC:6 Exp:745
It is a strange, vast gelatinous structure that assumes cubic proportions as it lines all four walls of the corridors it patrols. Through its transparent jelly structure you can see treasures it has engulfed, and a few corpses as well.
This creature moves normally. It is cold blooded. It is not detected by telepathy. It can swim, open doors, bash down doors, and pick up objects. It resists acid, poison, and lightning. It cannot be confused, slept, or frightened. It is vigilant for intruders, which it may notice from 120 feet. It will carry up to 10 objects or treasures. It can touch to shoot acid with damage 1d10, touch to shoot acid with damage 1d10, and touch to shoot acid with damage 1d10.

The Lizardman (L.Red 'h' : 'h')

=== Num:290 Lev:23 Rar:3 Spd:110 Hp:11d10 AC:20 Exp:613
Intelligent lizard beings from the depths.
This evil creature moves normally. He usually appears in groups. He can swim, open doors, and bash down doors. He resists acid. He takes a while to see intruders, which he may notice from 200 feet. He will carry a object or treasure. He can hit to attack with damage 4d4, and hit to attack with damage 4d4.

The Giant green dragon fly (L.Green 'F' : 'F')

=== Num:287 Lev:23 Rar:2 Spd:110 Hp:2d8 AC:16 Exp:920
A vast, foul-smelling dragonfly.
This natural creature moves extremely erratically. It is always created sluggish. It is rarely detected by telepathy. It may breathe poison; 1 time in 10. It can bash down doors and fly. It resists poison. It tends to overlook intruders, which it may notice from 120 feet. It can bite to poison with damage 2d6.

The Priest (L.Blue 'p' : 'p')

=== Num:225 Lev:23 Rar:1 Spd:110 Hp:8d8 AC:15 Exp:905
A robed humanoid dedicated to his god.
This good creature moves normally. He is always created sluggish. He is magical, casting spells intelligently which terrify, heal-self, cause serious wounds, or summon a monster; 1 time in 3. He can open doors and bash down doors. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry one or two objects or treasures. He can hit to attack with damage 2d3, and hit to attack with damage 2d3.

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

=== Num:256 Lev:23 Rar:1 Spd:110 Hp:9d8 AC:15 Exp:438
A shambling humanoid monster with long scars.
This creature moves normally. It is not detected by telepathy. It can swim and bash down doors. It resists lightning. It cannot be confused, slept, or frightened. It is fairly observant of intruders, which it may notice from 120 feet. It can hit to attack with damage 1d6, and hit to attack with damage 1d6.

The Illusionist (Violet 'p' : 'p')

=== Num:240 Lev:23 Rar:2 Spd:110 Hp:8d8 AC:10 Exp:394
A deceptive spell caster.
This evil creature moves normally. He is always created sluggish. He is magical, casting spells intelligently which paralyze, haste-self, teleport-self, blink-self, create darkness, slow, blind, or confuse; 1 time in 3. He can open doors and bash down doors. He is fairly observant of intruders, which he may notice from 200 feet. He will carry one or two objects or treasures. He can hit to attack with damage 2d2.

The Griffon (Umber 'H' : 'H')

=== Num:279 Lev:24 Rar:1 Spd:110 Hp:21d8 AC:8 Exp:640
It is half lion, half eagle. It flies menacingly towards you.
This natural creature moves normally. It can bash down doors and fly. It is fairly observant of intruders, which it may notice from 120 feet. It can hit to attack with damage 3d4, and bite to attack with damage 2d6.

The Giant clear centipede (White 'c' : 'c')

=== Num:276 Lev:24 Rar:2 Spd:110 Hp:4d7 AC:15 Exp:503
It is about four feet long and carnivorous.
This natural creature moves normally. It is rarely detected by telepathy. It is invisible. It can bash down doors. It takes quite a while to see intruders, which it may notice from 120 feet. It can bite to attack with damage 2d4, and sting to attack with damage 2d4.

The Giant black dragon fly (L.Dark 'F' : 'F')

=== Num:322 Lev:24 Rar:2 Spd:120 Hp:2d8 AC:10 Exp:716
The size of a large bird, this fly drips caustic acid.
This natural creature moves extremely erratically. It is always created sluggish. It is rarely detected by telepathy. It may breathe acid; 1 time in 9. It can bash down doors and fly. It resists acid. It tends to overlook intruders, which it may notice from 120 feet. It has no physical attacks.

The Mi-Go (L.Red 'I' : 'I')

=== Num:274 Lev:24 Rar:2 Spd:120 Hp:10d8 AC:15 Exp:1356
"They were pinkish things about five feet long; with crustaceous bodies bearing vast pairs of dorsal fins or membranous wings and several sets of articulate limbs, and with a sort of convoluted ellipsoid, covered with multitudes of very short antenna, where a head would ordinarily be..."
This natural evil creature moves normally. It is cold blooded. It is magical, casting spells which summon a demon, confuse, or summon a monster; 1 time in 6. It can fly. It resists cold and poison. It cannot be confused or slept. It takes a while to see intruders, which it may notice from 200 feet. It can sting to poison with damage 1d4, and bite to reduce strength with damage 1d2.

The Flying skull (Slate 's' : 's')

=== Num:273 Lev:24 Rar:3 Spd:110 Hp:7d10 AC:15 Exp:457
A skullpack animated by necromantic spells.
This evil undead creature moves normally. It is rarely detected by telepathy. It is cold blooded. It usually appears in groups. It can bash down doors and fly. It resists cold and poison. It cannot be confused, slept, or frightened. It takes a while to see intruders, which it may notice from 300 feet. It will carry a object or treasure. It can bite to poison with damage 1d3, and bite to reduce strength with damage 1d4.

The Shadow hound (L.Dark 'Z' : 'Z')

=== Num:272 Lev:24 Rar:1 Spd:110 Hp:4d7 AC:15 Exp:1204
A hole in the air in the shape of a huge hound. No light falls upon its form.
This natural creature moves normally. It is always created sluggish. It usually appears in groups. It may breathe darkness; 1 time in 5. It can bash down doors. It is hurt by bright light. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to attack with damage 1d6, and bite to attack with damage 1d6.

The Clay golem (L.Umber 'g' : 'g')

=== Num:261 Lev:24 Rar:2 Spd:110 Hp:10d8 AC:15 Exp:884
It is a massive animated statue made out of hardened clay.
This creature moves normally. It is cold blooded. It is not detected by telepathy. It can bash down doors. It is hurt by rock remover. It resists fire and poison. It cannot be confused, slept, or frightened. It is fairly observant of intruders, which it may notice from 120 feet. It can hit to attack with damage 1d8, and hit to attack with damage 1d8.

The Hammerhead (Blue 'l' : 'l')

=== Num:292 Lev:24 Rar:3 Spd:115 Hp:11d10 AC:30 Exp:1371
A hungry shark with a strange head.
This natural aquatic creature moves normally. It takes a while to see intruders, which it may notice from 200 feet. It can bite to attack with damage 4d4, butt to attack with damage 4d4, and bite to attack with damage 4d4.

The Black ogre (L.Dark 'O' : 'O')

=== Num:262 Lev:24 Rar:2 Spd:110 Hp:14d9 AC:17 Exp:884
A massive orc-like figure with black skin and powerful arms.
This evil giant moves a bit erratically. It usually appears in groups. It can open doors and bash down doors. It takes quite a while to see intruders, which it may notice from 200 feet. It will carry a object or treasure. It can hit to attack with damage 2d8, and hit to attack with damage 2d8.

The Quasit (L.Slate 'u' : 'u')

=== Num:294 Lev:24 Rar:2 Spd:110 Hp:4d8 AC:15 Exp:518
The chaotic evil master's favourite pet.
This evil demon moves a bit erratically. It is always created sluggish. It is invisible. It is magical, casting spells intelligently which terrify, teleport-self, teleport level, blink-self, blind, confuse, or teleport to; 1 time in 10. It can bash down doors and fly. It resists fire. 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 bite to reduce dexterity with damage 1d6, claw to attack with damage 1d3, and claw to attack with damage 1d3.

The Imp (Red 'u' : 'u')

=== Num:296 Lev:24 Rar:2 Spd:110 Hp:4d8 AC:15 Exp:625
The lawful evil master's favourite pet.
This evil demon moves a bit erratically. It is always created sluggish. It is invisible. It is cold blooded. It is magical, casting spells intelligently which terrify, teleport-self, teleport level, blink-self, blind, confuse, teleport to, or produce fire bolts; 1 time in 10. It can bash down doors and fly. It resists fire. It resists teleportation. 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 hit to poison with damage 3d4, and hit to poison with damage 3d4.

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

=== Num:359 Lev:25 Rar:1 Spd:110 Hp:8d12 AC:12 Exp:2905
A shimmering tornado of air, sparks crackle along its length.
This creature moves somewhat erratically. It is always created sluggish. It is surrounded by electricity. It is not detected by telepathy. It may breathe lightning powerfully; 1 time in 6. It can bash down doors and fly. It resists lightning. It cannot be confused, slept, or frightened. It is ever vigilant for intruders, which it may notice from 1000 feet. It can engulf to electrocute with damage 5d5.

The Orc captain (Green 'o' : 'o')

=== Num:285 Lev:25 Rar:3 Spd:110 Hp:14d10 AC:30 Exp:1222
An armoured orc with an air of authority.
This evil orc moves normally. He usually appears with an escort. He can open doors and bash down doors. He takes a while to see intruders, which he may notice from 200 feet. He will carry one or two objects or treasures. He can hit to attack with damage 3d4, hit to attack with damage 3d4, and hit to attack with damage 3d4.

The Weir (L.Slate 'C' : 'C')

=== Num:344 Lev:25 Rar:2 Spd:110 Hp:7d12 AC:15 Exp:1048
It is a tracker; half human, half beast.
This natural evil creature moves a bit erratically. It usually appears in groups. It can open doors and bash down doors. It takes quite a while to see intruders, which it may notice from 150 feet. It can bite to attack with damage 1d6, and bite to attack with damage 1d6.

The Stunwall (L.Slate '#' : '#')

=== Num:326 Lev:25 Rar:5 Spd:110 Hp:3d8 AC:15 Exp:794
A sentient section of wall.
This creature moves normally, but does not deign to chase intruders. It is cold blooded. It is not detected by telepathy. It is hurt by rock remover. It resists acid, cold, and poison. It cannot be confused, slept, or frightened. It is ever vigilant for intruders, which it may notice from 450 feet. It can touch to paralyze with damage 10, and touch to paralyze with damage 10.

The Giant gold dragon fly (Yellow 'F' : 'F')

=== Num:325 Lev:25 Rar:2 Spd:120 Hp:2d8 AC:10 Exp:1175
Large beating wings support this dazzling insect. A loud buzzing noise pervades the air.
This natural creature moves extremely erratically. It is always created sluggish. It is rarely detected by telepathy. It may breathe sound; 1 time in 9. It can bash down doors and fly. It resists fire. It tends to overlook intruders, which it may notice from 120 feet. It can bite to attack with damage 1d3.

The Red mold (Red 'm' : 'm')

=== Num:324 Lev:25 Rar:1 Spd:110 Hp:11d8 AC:8 Exp:1063
It is a strange red growth on the dungeon floor; it seems to burn with flame.
This creature moves normally, but does not deign to chase intruders. It is not detected by telepathy. It resists fire and poison. It cannot be confused, slept, or frightened. It tends to overlook intruders, which it may notice from 20 feet. It can touch to burn with damage 4d4.

The Cold vortex (L.Slate 'v' : 'v')

=== Num:358 Lev:25 Rar:1 Spd:110 Hp:6d9 AC:12 Exp:1254
A twisting whirlpool of frost.
This creature moves somewhat erratically. It is always created sluggish. It is surrounded by ice. It is cold blooded. It is not detected by telepathy. It may breathe frost powerfully; 1 time in 6. It can bash down doors and fly. It resists cold. It cannot be confused, slept, or frightened. It is ever vigilant for intruders, which it may notice from 1000 feet. It can engulf to freeze with damage 3d3.

The Gazer (Blue 'e' : 'e')

=== Num:218 Lev:25 Rar:1 Spd:110 Hp:7d9 AC:9 Exp:326
A floating eye surrounded by number of smaller eyestalks. Its gaze seems mesmerizing.
This evil creature moves normally. It is magical, casting spells which paralyze or confuse; 1 time in 8. It can fly. It resists poison. It takes quite a while to see intruders, which it may notice from 150 feet. It can gaze to paralyze with damage 1d2, and gaze to confuse with damage 1d2.

The Giant tarantula (L.Green 'S' : 'S')

=== Num:275 Lev:25 Rar:3 Spd:120 Hp:7d15 AC:16 Exp:1524
A giant spider with hairy black and red legs.
This natural creature moves normally. It is rarely detected by telepathy. It can bash down doors. It resists poison. It pays little attention to intruders, which it may notice from 80 feet. It can bite to poison with damage 3d6, bite to poison with damage 3d6, and bite to poison with damage 3d6.

The Dark naga (L.Dark 'n' : 'n')

=== Num:265 Lev:25 Rar:2 Spd:110 Hp:17d11 AC:32 Exp:1603
A giant snake-like figure with a woman's torso. Not as strong as other nagas, but more talented in magic.
This evil creature moves a bit erratically. She is not detected by telepathy. She is magical, casting spells which produce frost bolts, paralyze, heal-self, create darkness, or confuse; 1 time in 4. She can swim, open doors, and bash down doors. She resists cold and poison. She resists water. She tends to overlook intruders, which she may notice from 600 feet. She will carry up to 3 objects or treasures. She can sting to attack with damage 1d10, and bite to attack with damage 1d10.

The Uruk (White 'o' : 'o')

=== Num:313 Lev:25 Rar:1 Spd:110 Hp:60 AC:25 Exp:1095
He is a cunning orc of power, as tall as a man, and stronger. It fears little.
This evil orc moves normally. He usually appears in groups. He can open doors and bash down doors. He resists poison. He takes a while to see intruders, which he may notice from 200 feet. He will carry a object or treasure. He can hit to attack with damage 3d5, and hit to attack with damage 3d5.

The Swamp thing (Green 'H' : 'H')

=== Num:302 Lev:25 Rar:2 Spd:110 Hp:10d14 AC:30 Exp:952
A creature that was once human, but is now as green as moss.
This creature moves normally. It can swim, open doors, and bash down doors. It takes quite a while to see intruders, which it may notice from 200 feet. It can claw to terrify with damage 2d5, and claw to terrify with damage 5d2.

The Water spirit (Blue 'E' : 'E')

=== Num:303 Lev:25 Rar:1 Spd:120 Hp:9d8 AC:15 Exp:841
A whirlpool of sentient liquid.
This evil creature moves a bit erratically. It is cold blooded. It is not detected by telepathy. It can bash down doors and fly. It resists poison. It cannot be confused, slept, or frightened. It takes quite a while to see intruders, which it may notice from 120 feet. It can hit to attack with damage 2d4, and hit to attack with damage 2d4.

The Giant red scorpion (L.Red 'S' : 'S')

=== Num:304 Lev:25 Rar:1 Spd:110 Hp:10d8 AC:34 Exp:937
It is fast and poisonous.
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 2d4, and sting to reduce strength with damage 1d7.

The Earth spirit (L.Umber 'E' : 'E')

=== Num:305 Lev:25 Rar:2 Spd:120 Hp:10d8 AC:25 Exp:1984
A whirling form of sentient rock.
This evil creature moves a bit erratically. It is cold blooded. It is not detected by telepathy. It can pass through walls and fly. It is hurt by rock remover. It resists cold, poison, and lightning. It cannot be confused, slept, or frightened. It tends to overlook intruders, which it may notice from 100 feet. It can hit to attack with damage 1d8, and hit to attack with damage 1d8.

The Fire spirit (L.Red 'E' : 'E')

=== Num:306 Lev:25 Rar:2 Spd:120 Hp:7d9 AC:15 Exp:794
A whirlwind of sentient flame.
This evil creature moves a bit erratically. It is surrounded by flames. It is not detected by telepathy. It can bash down doors and fly. It resists fire and poison. It cannot be confused, slept, or frightened. It takes a while to see intruders, which it may notice from 160 feet. It can hit to burn with damage 2d6, and hit to burn with damage 2d6.

The Blink dog (L.Blue 'C' : 'C')

=== Num:312 Lev:25 Rar:2 Spd:120 Hp:6d6 AC:30 Exp:1730
A strange magical member of the canine race, its form seems to shimmer and fade in front of your very eyes.
This natural creature moves a bit erratically. It usually appears in groups. It is magical, casting spells which blink-self or teleport to; 1 time in 4. It can bash down doors. It resists teleportation. It is fairly observant of intruders, which it may notice from 200 feet. It can bite to attack with damage 1d8.

The Fire hound (Red 'Z' : 'Z')

=== Num:307 Lev:26 Rar:1 Spd:110 Hp:7d6 AC:15 Exp:1436
Flames lick at its feet and its tongue is a blade of fire. You can feel a furnace heat radiating from the creature.
This natural creature moves normally. It is always created sluggish. It usually appears in groups. It may breathe fire; 1 time in 10. It can bash down doors. It resists fire. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to burn with damage 1d6, bite to burn with damage 1d6, and bite to burn with damage 1d3.

The Potion mimic (White '!' : '!')

=== Num:310 Lev:26 Rar:3 Spd:110 Hp:7d10 AC:15 Exp:858
A strange creature that disguises itself as discarded objects to lure unsuspecting adventurers within reach of its venomous claws.
This creature moves normally, but does not deign to chase intruders. It is always created sluggish. It is cold blooded. It is not detected by telepathy. It is magical, casting spells which produce frost bolts, terrify, cause serious wounds, blind, or confuse; 1 time in 6. It cannot be confused, slept, or frightened. It is ever vigilant for intruders, which it may notice from 250 feet. It can hit to poison with damage 3d4, hit to attack with damage 2d3, and hit to attack with damage 2d3.

The Cheerful leprechaun (L.Green 'h' : 'h')

=== Num:258 Lev:26 Rar:2 Spd:115 Hp:2d4 AC:6 Exp:512
A merry little gnome.
This good creature moves somewhat erratically. He breeds explosively. He is magical, casting spells which blink-self; 1 time in 6. He can open doors. He is fairly observant of intruders, which he may notice from 80 feet. He will carry a object or treasure. He can touch to steal gold, and touch to eat your food.

The Gibbering mouther (Orange 'j' : 'j')

=== Num:253 Lev:26 Rar:4 Spd:110 Hp:6d6 AC:14 Exp:594
A chaotic mass of pulsating flesh, mouths and eyes.
This evil creature moves normally, but does not deign to chase intruders. It breeds explosively. It is not detected by telepathy. It may breathe light, and is also magical, casting spells which terrify or confuse; 1 time in 7. It can swim. It resists poison. It cannot be frightened. It takes a while to see intruders, which it may notice from 150 feet. It can crawl on you to poison with damage 1d4.

The Fire giant (Red 'P' : 'P')

=== Num:288 Lev:26 Rar:2 Spd:110 Hp:14d8 AC:30 Exp:1271
A glowing fourteen foot tall giant. Flames drip from its red skin.
This evil giant moves normally. He is surrounded by flames. He can open doors and bash down doors. He resists fire. He tends to overlook intruders, which he may notice from 200 feet. He will carry a object or treasure. He can hit to burn with damage 3d7, and hit to burn with damage 3d7.

The Sphinx (Orange 'H' : 'H')

=== Num:295 Lev:26 Rar:2 Spd:110 Hp:40d5 AC:40 Exp:2394
It will eat you if you cannot answer its riddle.
This natural creature moves normally. It is always created sluggish. It is magical, casting spells which terrify or confuse; 1 time in 11. It can open doors, bash down doors, and fly. 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 2d6, and claw to attack with damage 2d6.

The White shark (L.Slate 'l' : 'l')

=== Num:317 Lev:26 Rar:1 Spd:120 Hp:7d10 AC:25 Exp:1849
Fast moving hunter of the depths, when this creature moves, everybody in water is in danger!
This natural aquatic creature moves normally. It is fairly observant of intruders, which it may notice from 200 feet. It can bite to attack with damage 3d5, and bite to attack with damage 3d5.

[U] Gorbag, the Orc Captain (Umber 'o' : 'o')

=== Num:315 Lev:26 Rar:3 Spd:110 Hp:280 AC:30 Exp:5811
A gruesomely ugly but cunning orc, his eyes regard you with hatred. His powerful arms flex menacingly as he advances.
This evil orc moves normally. He usually appears with an escort. He can open doors and bash down doors. He resists poison. He takes a while to see intruders, which he may notice from 200 feet. He will carry one or two good objects. He can hit to attack with damage 3d8, hit to attack with damage 3d8, hit to attack with damage 3d5, and hit to attack with damage 3d5.

[U] Shagrat, the Orc Captain (Umber 'o' : 'o')

=== Num:314 Lev:26 Rar:2 Spd:110 Hp:280 AC:30 Exp:5811
He is an Uruk of power and great cunning.
This evil orc moves normally. He usually appears with an escort. He can open doors and bash down doors. He resists poison. He takes a while to see intruders, which he may notice from 200 feet. He will carry one or two good objects. He can hit to attack with damage 3d8, hit to attack with damage 3d8, hit to attack with damage 3d5, and hit to attack with damage 3d5.

The Door mimic (L.Umber '+' : '+')

=== Num:311 Lev:26 Rar:6 Spd:110 Hp:7d10 AC:15 Exp:792
A strange creature that disguises itself as a door to lure unsuspecting adventurers within reach of its venomous claws.
This creature moves normally, but does not deign to chase intruders. It is always created sluggish. It is cold blooded. It is not detected by telepathy. It is magical, casting spells which produce frost bolts, terrify, cause serious wounds, blind, or confuse; 1 time in 6. It cannot be confused, slept, or frightened. It is ever vigilant for intruders, which it may notice from 250 feet. It can hit to poison with damage 3d4, hit to confuse with damage 2d3, and hit to paralyze with damage 2d3.

The Plaguebearer of Nurgle (Orange 'z' : 'z')

=== Num:268 Lev:27 Rar:2 Spd:110 Hp:80 AC:25 Exp:1234
An unfortunate individual, who was killed by the incurable disease known as Nurgle's Rot, and was transformed into a rotting demon zombie. It has but one eye, and a single pale horn in its forehead.
This evil undead demon moves normally. It is magical, casting spells which terrify, cause serious wounds, slow, or summon ants; 1 time in 8. It can open doors and bash down doors. It resists cold and poison. It takes a while to see intruders, which it may notice from 200 feet. It will carry a object or treasure. It can claw to disease with damage 2d5, claw to disease with damage 2d5, and butt to attack with damage 3d5.

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

=== Num:309 Lev:27 Rar:1 Spd:110 Hp:7d6 AC:15 Exp:1303
Saint Elmo's Fire forms a ghostly halo around this hound, and sparks sting your fingers as energy builds up in the air around you.
This natural creature moves normally. It is always created sluggish. It usually appears in groups. It may breathe lightning; 1 time in 10. It can bash down doors. It resists lightning. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to electrocute with damage 1d6, bite to electrocute with damage 1d6, and bite to electrocute with damage 1d3.

The Giant octopus (Violet 'l' : 'l')

=== Num:266 Lev:27 Rar:2 Spd:105 Hp:22d11 AC:30 Exp:1749
It doesn't move very fast, but when it does - watch out!
This natural aquatic creature moves a bit erratically. It resists cold. It resists water. It tends to overlook intruders, which it may notice from 600 feet. It can spit to blind with damage 1d3, crush to attack with damage 8d3, crush to attack with damage 8d3, and crush to attack with damage 8d3.

The Forest troll (L.Green 'T' : 'T')

=== Num:297 Lev:27 Rar:1 Spd:110 Hp:14d10 AC:25 Exp:1166
He is green skinned and ugly.
This evil troll moves normally. He usually appears in groups. He can open doors and bash down doors. He is hurt by bright light. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry a object or treasure. He can hit to attack with damage 1d4, hit to attack with damage 1d4, and bite to attack with damage 1d6.

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

=== Num:320 Lev:27 Rar:1 Spd:120 Hp:2d8 AC:10 Exp:1097
This vast gleaming bronze fly has wings which beat mesmerically fast.
This natural creature moves extremely erratically. It is always created sluggish. It is rarely detected by telepathy. It may breathe confusion; 1 time in 9. It can bash down doors and fly. It cannot be confused or slept. It tends to overlook intruders, which it may notice from 120 feet. It has no physical attacks.

The Umber hulk (Umber 'X' : 'X')

=== Num:283 Lev:27 Rar:1 Spd:110 Hp:14d10 AC:25 Exp:3720
This bizarre creature has glaring eyes and large mandibles capable of slicing through rock.
This natural evil creature moves normally. It is cold blooded. It is not detected by telepathy. It can bore through walls and bash down doors. It is hurt by rock remover. It resists poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It can gaze to confuse, hit to attack with damage 1d6, hit to attack with damage 1d6, and bite to attack with damage 2d6.

The Stone giant (Slate 'P' : 'P')

=== Num:321 Lev:28 Rar:1 Spd:110 Hp:20d8 AC:35 Exp:2364
It is eighteen feet tall and looking at you.
This evil giant moves normally. He can open doors, bash down doors, and pick up objects. 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 3d8, and hit to attack with damage 3d8.

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

=== Num:347 Lev:28 Rar:2 Spd:110 Hp:14d22 AC:18 Exp:1458
It is a huge wolf with eyes that glow with manly intelligence.
This natural evil creature moves a bit erratically. It can open doors, bash down doors, and pick up objects. It takes a while to see intruders, which it may notice from 150 feet. It can bite to attack with damage 1d6, bite to attack with damage 1d6, and bite to attack with damage 1d10.

The Ixitxachitl priest (Slate 'l' : 'l')

=== Num:328 Lev:28 Rar:1 Spd:110 Hp:7d10 AC:20 Exp:1262
A devil ray of the depths, with priestly magic.
This natural evil aquatic creature moves normally. It is magical, casting spells which terrify, heal-self, cause serious wounds, blind, teleport to, or summon a monster; 1 time in 6. It resists poison. It takes a while to see intruders, which it may notice from 200 feet. It can sting to poison with damage 2d7, and sting to poison with damage 2d7.

The Landmine (White '.' : '.')

=== Num:333 Lev:28 Rar:5 Spd:110 Hp:30 AC:12 Exp:1884
It was left here to be used against intruders.
This creature moves normally, but does not deign to chase intruders. It is invisible. It is cold blooded. It is not detected by telepathy. It cannot be confused, slept, or frightened. It is fairly observant of intruders, which it may notice from 300 feet. It can explode to attack with damage 25d2.

The Livingstone (L.Slate '#' : '#')

=== Num:336 Lev:28 Rar:4 Spd:110 Hp:4d8 AC:14 Exp:693
A sentient section of wall.
This creature moves normally, but does not deign to chase intruders. It breeds explosively. It is cold blooded. It usually appears in groups. It is hurt by rock remover. It resists acid, cold, and poison. It cannot be confused, slept, or frightened. It takes a while to see intruders, which it may notice from 450 feet. It can hit to attack with damage 2d5, and hit to attack with damage 2d5.

The Quylthulg (L.Slate 'Q' : 'Q')

=== Num:342 Lev:28 Rar:1 Spd:110 Hp:4d8 AC:1 Exp:1511
It is a strange pulsing mound of flesh.
This creature moves normally, but does not deign to chase intruders. It is always created sluggish. It is invisible. It is not detected by telepathy. It is magical, casting spells which blink-self or summon a monster; 1 time in 4. It cannot be confused, slept, or frightened. It is very observant of intruders, which it may notice from 100 feet. It has no physical attacks.

The Cold hound (L.Slate 'Z' : 'Z')

=== Num:308 Lev:28 Rar:1 Spd:110 Hp:7d6 AC:15 Exp:1796
A hound as tall as a man, this creature appears to be composed of angular planes of ice. Cold radiates from it and freezes your breath in the air.
This natural creature moves normally. It is always created sluggish. It usually appears in groups. It may breathe frost; 1 time in 10. It can bash down doors. It resists cold. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to freeze with damage 1d6, claw to attack with damage 1d8, and bite to attack with damage 1d6.

The Daemonette of Slaanesh (L.Red 'u' : 'u')

=== Num:319 Lev:29 Rar:2 Spd:120 Hp:72 AC:25 Exp:3498
It is minor female demon, vaguely human-like, but with crab-like pincers instead of hands. She wears a rather indecent skimpy leather bikini, moves quickly and casts deadly spells!
This evil demon moves normally. She is magical, casting spells which produce frost bolts, summon a demon, terrify, cause serious wounds, confuse, or produce fire bolts; 1 time in 8. She can open doors and bash down doors. She resists fire and poison. She cannot be confused or slept. She takes quite a while to see intruders, which she may notice from 200 feet. She will carry a object or treasure. She can claw to confuse with damage 2d5, and claw to confuse with damage 2d5.

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

=== Num:362 Lev:29 Rar:1 Spd:110 Hp:12d8 AC:14 Exp:1344
It is an orcish figure covered in wrappings.
This evil undead orc moves normally. It is cold blooded. It is not detected by telepathy. It can open doors and bash down doors. It resists cold and poison. It cannot be confused, slept, or frightened. It tends to overlook intruders, which it may notice from 200 feet. It will carry one or two objects or treasures. It can hit to attack with damage 2d4, and hit to attack with damage 2d4.

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

=== Num:354 Lev:29 Rar:1 Spd:110 Hp:6d9 AC:12 Exp:1289
A whirling maelstrom of fire.
This creature moves somewhat erratically. It is always created sluggish. It is surrounded by flames. It is not detected by telepathy. It may breathe fire powerfully; 1 time in 6. It can bash down doors and fly. It resists fire. It cannot be confused, slept, or frightened. It is ever vigilant for intruders, which it may notice from 1000 feet. It can engulf to burn with damage 3d3.

[U] Bolg, Son of Azog (L.Red 'o' : 'o')

=== Num:330 Lev:29 Rar:4 Spd:120 Hp:350 AC:25 Exp:12042
A large and powerful orc. He looks just like his daddy. He is tall and fast, but fortunately blessed with orcish brains.
This evil orc moves normally. He usually appears with an escort. He can open doors and bash down doors. He resists poison. He takes a while to see intruders, which he may notice from 200 feet. He will carry up to 4 good objects. He can hit to attack with damage 3d6, hit to attack with damage 3d6, hit to attack with damage 3d6, and hit to attack with damage 3d6.

The Dark elven warlock (Violet 'h' : 'h')

=== Num:375 Lev:29 Rar:1 Spd:120 Hp:5d10 AC:8 Exp:2062
A dark elven mage with spells of frightening destructive power.
This evil creature moves normally. He is always created sluggish. He usually appears in groups. He is magical, casting spells which produce magic missiles, produce mana bolts, create darkness, or confuse; 1 time in 5. He can open doors and bash down doors. He is hurt by bright light. He resists poison. He takes a while to see intruders, which he may notice from 200 feet. He will carry one or two objects or treasures. He can hit to attack with damage 1d3, and hit to attack with damage 1d3.
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