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ZAngband Monsters

[U] Raphael, the Messenger (Violet 'A' : 'A')

=== Num:769 Lev:80 Rar:3 Spd:130 Hp:5250 AC:90 Exp:2525436
Commanding a legion of angels, Raphael 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 good creature moves normally. He is always created sluggish. He reflects bolt spells. He is surrounded by electricity. He usually appears with an escort. He is magical, casting spells intelligently which summon similar monsters, produce mana bolts, summon an angel, make invulnerable, blind, or teleport to; 1 time in 2. He can open doors, push past weaker monsters, bash down doors, fly, and pick up objects. He resists fire, cold, poison, and lightning. He cannot be frightened or teleported. He is fairly observant of intruders, which he may notice from 400 feet. He will carry up to 8 good objects. He can hit to disenchant with damage 6d8, hit to burn with damage 4d6, hit to attack with damage 10d10, and hit to attack with damage 10d10.

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

=== Num:771 Lev:80 Rar:1 Spd:120 Hp:3800 AC:50 Exp:1693310
Originally known as the White, Saruman fell prey to Sauron's wiles. 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 reflects bolt spells. He is magical, casting spells intelligently which summon a demon, produce fire balls, produce ice bolts, terrify, haste-self, raise the dead, produce water balls, heal-self, produce frost balls, teleport-self, create traps, summon a dragon, produce acid balls, teleport away, cause amnesia, summon an undead, blind, confuse, cause mortal wounds, or cause mind blasting; 1 time in 2. He can open doors, bash down doors, and fly. He resists fire, cold, poison, and lightning. He cannot be confused, slept, or teleported. He is ever vigilant for intruders, which he may notice from 1000 feet. He will carry up to 8 good objects, in addition to chosen 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 Skull druj (L.Dark 's' : 's')

=== Num:750 Lev:80 Rar:4 Spd:130 Hp:980 AC:60 Exp:1565362
A glowing skull possessed by sorcerous power. It need not move, but merely blast you with mighty magic.
This evil undead creature moves normally, but does not deign to chase intruders. It is always created sluggish. It is cold blooded. It is magical, casting spells intelligently which produce nether bolts, produce plasma bolts, produce water balls, create traps, slow, cause brain smashing, summon an undead, cause mortal wounds, or cause mind blasting; 1 time in 1. It can swim. It resists fire, cold, and poison. It resists teleportation. It cannot be confused, slept, or frightened. It is fairly observant of intruders, which it may notice from 200 feet. It can bite to lower experience (by 80d6+) with damage 4d4, bite to paralyze with damage 4d4, bite to reduce intelligence with damage 4d4, and bite to reduce wisdom with damage 4d4.

The Hound of Tindalos (Slate 'Z' : 'Z')

=== Num:739 Lev:81 Rar:3 Spd:120 Hp:45d15 AC:50 Exp:160500
"They are lean and athirst!... All the evil in the universe was concentrated in their lean, hungry bodies. Or had they bodies? I saw them only for a moment, I cannot be certain."
This natural evil creature moves normally. It is always created sluggish. It is invisible. It usually appears in groups. It may breathe time or nether, and is also magical, casting spells which blink-self or teleport to; 1 time in 5. It can pass through walls and fly. It resists nether. It cannot be confused or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to time with damage 2d12, bite to time with damage 2d12, and claw to attack with damage 3d3.

The Leviathan (Blue 'D' : 'D')

=== Num:782 Lev:81 Rar:3 Spd:120 Hp:3500 AC:90 Exp:1196640
An enormous, evil sea-dragon.
This evil aquatic dragon moves normally. It is always created sluggish. It may breathe acid, fire, or darkness, and is also magical, casting spells which summon hydras, heal-self, summon a dragon, create darkness, or confuse; 1 time in 9. It resists fire, cold, and poison. It cannot be confused, slept, or frightened. It takes quite a while to see intruders, which it may notice from 400 feet. It can bite to burn with damage 5d12, bite to burn with damage 5d12, crush to attack with damage 6d15, and crush to attack with damage 6d15.

The Lord of Change (Violet 'B' : 'B')

=== Num:745 Lev:82 Rar:20 Spd:130 Hp:2660 AC:75 Exp:1549705
The most powerful of Tzeentch's servitors. This demon looks like a huge bird-creature, with the head of a predatory bird and fantastically multi-coloured wings.
This evil demon moves normally. It is always created sluggish. It is invisible. It is magical, casting spells intelligently which summon a demon, terrify, invoke raw Logrus, haste-self, teleport-self, summon hounds, summon a dragon, teleport away, cause amnesia, cause brain smashing, confuse, drain mana, or cause mind blasting; 1 time in 3. It can open doors, push past weaker monsters, bash down doors, and fly. It resists fire, acid, and lightning. It cannot be confused or slept. It takes a while to see intruders, which it may notice from 300 feet. It will carry up to 4 good objects. It can claw to confuse with damage 10d10, claw to confuse with damage 10d10, and bite to blind with damage 12d12.

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

=== Num:785 Lev:82 Rar:4 Spd:120 Hp:3430 AC:85 Exp:1420019
A massive dragon, 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.
This evil good dragon moves normally. It is always created sluggish. It may breathe sound, disenchantment, chaos, or shards powerfully, and is also magical, casting spells which terrify, summon ancient dragons, summon a dragon, blind, or confuse; 1 time in 3. It can push past weaker monsters, bash down doors, and fly. It resists disenchantment. It cannot be confused or slept. It prefers to ignore intruders, which it may notice from 400 feet. It will carry up to 8 good objects. It can claw to attack with damage 5d12, claw to attack with damage 5d12, claw to attack with damage 6d12, and bite to attack with damage 8d14.

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

=== Num:768 Lev:83 Rar:4 Spd:130 Hp:35d65 AC:88 Exp:911958
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 always created sluggish. It is cold blooded. It is magical, casting spells intelligently which produce mana bolts, terrify, produce nether bolts, produce nether balls, cause brain smashing, summon an undead, or blind; 1 time in 4. It can swim, open doors, and bash down doors. It is hurt by bright light. It resists fire, cold, poison, and lightning. It resists teleportation. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 6 good objects. It can hit to disenchant with damage 10d10, hit to disenchant with damage 10d10, hit to disenchant with damage 7d7, and hit to disenchant with damage 7d7.

The Greater kraken (L.Green 'l' : 'l')

=== Num:775 Lev:83 Rar:2 Spd:120 Hp:2800 AC:62 Exp:1954116
An enormously fearsome and powerful inhabitant of the depths. It resembles a gargantuan octopus and its evil is almost tangible.
This evil aquatic creature moves normally. It is always created sluggish. It may breathe poison, acid, or darkness powerfully, and is also magical, casting spells intelligently which terrify, produce water balls, teleport away, create darkness, blind, confuse, teleport to, cause mortal wounds, or cause critical wounds; 1 time in 6. It can push past weaker monsters and bash down doors. It resists fire, poison, and lightning. It resists water. It cannot be confused or slept. It pays little attention to intruders, which it may notice from 300 feet. It will carry one or two good objects. It can crush to attack with damage 15d15, crush to attack with damage 15d15, crush to attack with damage 15d15, and crush to attack with damage 15d15.

The Ultimate beholder (Orange 'e' : 'e')

=== Num:781 Lev:84 Rar:4 Spd:120 Hp:2800 AC:40 Exp:392175
A disembodied eye, surrounded by twelve smaller eyes on stalks. This is a beholder hive-mother, far more powerful than normal beholders.
This evil creature moves normally. She is always created sluggish. She is magical, casting spells intelligently which produce frost bolts, summon similar monsters, produce mana bolts, terrify, produce acid bolts, cause amnesia, create darkness, blind, confuse, drain mana, cause mind blasting, or produce fire bolts; 1 time in 2. She can bash down doors and fly. She resists poison. She resists teleportation. She cannot be confused or slept. She is fairly observant of intruders, which she may notice from 300 feet. She can gaze to lower experience (by 40d6+) with damage 2d5, gaze to paralyze with damage 2d5, gaze to reduce intelligence with damage 2d6, and gaze to drain charges with damage 2d6.

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

=== Num:783 Lev:85 Rar:2 Spd:120 Hp:3150 AC:85 Exp:3722816
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 disenchantment or chaos powerfully, and is also magical, casting spells which terrify, summon a dragon, blind, or confuse; 1 time in 3. It can push past weaker monsters, bash down doors, and fly. It resists disenchantment. It cannot be confused or slept. It takes a while to see intruders, which it may notice from 400 feet. It will carry up to 8 good objects. It can claw to attack with damage 5d12, claw to attack with damage 5d12, claw to attack with damage 6d12, and bite to attack with damage 8d14.

[U] The Norsa (L.Blue 'H' : 'H')

=== Num:796 Lev:85 Rar:40 Spd:130 Hp:7000 AC:62 Exp:2216192
An elephantine horror with five trunks, each capable of breathing destructive blasts of elements. It is said that it is better to face the fury of a thousand raging lions than the Norsa!
This evil creature moves normally. It is always created sluggish. It is surrounded by electricity. It is surrounded by flames. It is surrounded by ice. It may breathe poison, acid, frost, fire, or lightning powerfully, and is also magical, casting spells which terrify, summon monsters, summon ancient dragons, blind, or confuse; 1 time in 2. It can open doors, push past weaker monsters, bash down doors, and fly. It resists fire, acid, cold, poison, and lightning. It cannot be confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 8 exceptional objects. It can crush to shoot acid with damage 8d12, crush to burn with damage 8d12, crush to electrocute with damage 8d12, and crush to poison with damage 10d14.

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

=== Num:776 Lev:85 Rar:2 Spd:120 Hp:2450 AC:60 Exp:1854208
A lich who has reached its ultimate evolutionary stage: a completely immaterial state.
This evil undead creature moves normally. It is always created sluggish. It is cold blooded. It is magical, casting spells intelligently which summon greater undead, summon a demon, summon similar monsters, terrify, paralyze, raise the dead, heal-self, teleport-self, blink-self, produce nether balls, cause amnesia, cause brain smashing, summon an undead, blind, confuse, teleport to, drain mana, cause mortal wounds, or cause critical wounds; 1 time in 3. It can open doors, pass through walls, bash down doors, and fly. It resists cold and poison. It resists teleportation. It cannot be confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 4 good objects. It can touch to drain life force with damage 1d16, touch to drain charges, touch to reduce dexterity with damage 8d12, and touch to reduce dexterity with damage 8d12.

[U] Glaaki (Green 'l' : 'l')

=== Num:788 Lev:86 Rar:20 Spd:130 Hp:3640 AC:75 Exp:2209610
"From an oval body protruded countless thin, pointed spines of multi-colored metal; at the more rounded end of the oval a circular, thick-lipped mouth formed the center of a spongy face, from which rose three yellow eyes on thin stalks. Around the underside of the body were many white pyramids, presumably used for locomotion. The diameter of the body must have been at least ten feet at its least wide..."
This evil demon moves normally. It is always created sluggish. It regenerates quickly. It may breathe poison, and is also magical, casting spells intelligently which summon a demon, terrify, summon hydras, produce water balls, summon a dragon, blind, confuse, or cause mortal wounds; 1 time in 5. It can swim. It resists acid, cold, and poison. It resists nexus and water. It cannot be stunned, confused, or slept. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 8 good objects. It can sting to attack with damage 20, sting to disease with damage 20, and crush to attack with damage 3d20.

[U] Hypnos, Lord of Sleep (L.Green 'P' : 'P')

=== Num:787 Lev:86 Rar:2 Spd:130 Hp:3570 AC:75 Exp:1738750
"Young with the youth that is outside time, and with a beauteous bearded face, curved, smiling lips, Olympian brow; and dense locks waving and poppy-crowned."
This evil creature moves normally. He is always created sluggish. He may breathe inertia, nexus, or chaos, and is also magical, casting spells intelligently which summon a demon, paralyze, produce balls of radiation, heal-self, teleport-self, teleport level, teleport away, slow, cause brain smashing, summon an undead, blind, confuse, teleport to, drain mana, or cause mind blasting; 1 time in 3. He can fly. He resists fire, cold, and poison. He resists disenchantment and nexus. He cannot be stunned, confused, or slept. He is fairly observant of intruders, which he may notice from 200 feet. He will carry up to 6 good objects. He can touch to reduce all stats with damage 2d25, gaze to paralyze with damage 1d20, gaze to terrify with damage 1d20, and gaze to blind with damage 1d20.

[U] Julian, Master of Arden Forest (Green 'p' : 'p')

=== Num:794 Lev:86 Rar:1 Spd:130 Hp:3850 AC:50 Exp:1755130
Julian is at home in wild woodlands. He enjoys hunting a challenging prey: you. "Julian, dark hair hanging long, blue eyes containing neither passion nor compassion. He was dressed completely in scaled white armor, not silver or metallic-colored, but looking as if it had been enameled."
This evil Amberite moves normally. He is always created sluggish. He regenerates quickly. He is magical, casting spells intelligently which produce water bolts, terrify, summon hydras, summon spiders, teleport-self, summon hounds, create traps, produce lightning bolts, create darkness, teleport to, or summon ants; 1 time in 4. He can swim, open doors, and bash down doors. He resists cold, poison, and lightning. He cannot be confused, slept, or teleported. He takes a while to see intruders, which he may notice from 1000 feet. He will carry up to 8 good objects, in addition to chosen objects. He can hit to attack with damage 9d15, hit to attack with damage 9d15, and hit to reduce constitution with damage 1d30.

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

=== Num:800 Lev:87 Rar:3 Spd:120 Hp:1400 AC:1 Exp:702834
A pulsating mound of flesh, shining with silver pulses of throbbing light.
This natural evil creature moves normally, but does not deign to chase intruders. It is always created sluggish. It is invisible. It is not detected by telepathy. It is magical, casting spells which summon greater undead, summon monsters, summon ancient dragons, summon a dragon, summon an undead, or summon a monster; 1 time in 2. It resists teleportation. It cannot be confused, slept, or frightened. It is ever vigilant for intruders, which it may notice from 200 feet. It has no physical attacks.

[U] Fiona the Sorceress (Yellow 'p' : 'p')

=== Num:791 Lev:87 Rar:1 Spd:130 Hp:3430 AC:50 Exp:1882056
She is beautiful and deadly. "...I have always been very fond of Fiona. She is certainly the loveliest, most civilized of (all Amberites)."
This evil Amberite moves normally. She is always created sluggish. She regenerates quickly. She is magical, casting spells intelligently which summon a demon, produce poison balls, terrify, summon monsters, teleport-self, create traps, teleport away, blink-self, blind, confuse, teleport to, or cause mortal wounds; 1 time in 3. She can open doors, bash down doors, and fly. She resists poison and lightning. She cannot be confused, slept, or teleported. She tends to overlook intruders, which she may notice from 1000 feet. She will carry up to 6 good objects, in addition to chosen objects. She can hit to poison with damage 8d15, hit to poison with damage 8d15, touch to reduce charisma, and touch to reduce constitution.

The Jabberwock (L.Red 'H' : 'H')

=== Num:778 Lev:87 Rar:4 Spd:130 Hp:2240 AC:62 Exp:1056990
"Beware the Jabberwock, my son! The jaws that bite, the claws that catch!"
This natural evil 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 and fly. It resists teleportation. 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 15d15, claw to attack with damage 15d15, bite to attack with damage 10d10, and bite to attack with damage 10d10.

[U] Y'golonac (L.Red 'H' : 'H')

=== Num:810 Lev:87 Rar:20 Spd:120 Hp:9100 AC:80 Exp:3034746
"He saw why the shadow on the frosted pane yesterday had been headless and he screamed... but before he could scream out his protest his breath was cut off, as the hands descended on his face and the wed ret mouths opened in their palms."
This evil creature moves normally. It is always created sluggish. It is magical, casting spells intelligently which summon a demon, terrify, paralyze, haste-self, teleport-self, summon hounds, cause amnesia, create darkness, blind, confuse, teleport to, drain mana, cause mortal wounds, or cause critical wounds; 1 time in 3. It can swim, push past weaker monsters, and bash down doors. It resists poison. It cannot be confused, slept, or teleported. It pays little attention to intruders, which it may notice from 80 feet. It will carry up to 4 good objects. It can touch to reduce intelligence with damage 1d20, bite to attack with damage 40, touch to reduce wisdom with damage 1d20, and bite to attack with damage 40.

[U] Vlad Dracula, Prince of Darkness (Blue 'V' : 'V')

=== Num:780 Lev:87 Rar:4 Spd:130 Hp:3500 AC:83 Exp:1826352
The most feared of all vampires, the Prince of Darkness himself.
This evil undead creature moves normally. He is always created sluggish. He regenerates quickly. He is cold blooded. He is magical, casting spells intelligently which produce darkness storms, summon similar monsters, terrify, paralyze, produce nether balls, create darkness, cause brain smashing, blind, drain mana, cause mortal wounds, or cause critical wounds; 1 time in 3. He can open doors, bash down doors, and fly. He is hurt by bright light. He resists cold and poison. He cannot be confused, slept, or teleported. He is fairly observant of intruders, which he may notice from 200 feet. He will carry up to 8 good objects. He can bite to drain life force with damage 8d8, bite to drain life force with damage 8d8, hit to confuse with damage 8d8, and hit to confuse with damage 8d8.

[U] Bleys, Master of Manipulation (L.Umber 'p' : 'p')

=== Num:789 Lev:87 Rar:1 Spd:130 Hp:3500 AC:50 Exp:2730288
This cunning Amberite is the master of subtle ploys. "...a fiery bearded, flame-crowned man, dressed all in red and orange, mainly of silk stuff, and he held a sword in his right hand and a glass of wine in his left, and the devil himself danced behind his eyes... His chin was light, but the beard covered it. His sword was inlaid with an elaborate filigree of a golden color. He wore two huge rings on his right hand and one on his left: an emerald, a ruby, and a sapphire, respectively."
This evil Amberite moves normally. He is always created sluggish. He regenerates quickly. He is magical, casting spells intelligently which produce fire balls, terrify, summon monsters, produce frost balls, teleport-self, create traps, teleport level, teleport away, blink-self, blind, confuse, teleport to, or cause mind blasting; 1 time in 3. He can swim, open doors, and bash down doors. He resists fire and lightning. He cannot be confused, slept, or teleported. He tends to overlook intruders, which he may notice from 1000 feet. He will carry up to 8 good objects. He can hit to attack with damage 8d15, hit to attack with damage 8d15, and touch to steal items.

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

=== Num:808 Lev:88 Rar:1 Spd:120 Hp:9100 AC:80 Exp:2657488
This enormous, hideous spirit of void is in the form of a spider of immense proportions. She is surrounded by a cloud of Unlight as she sucks in all living light into her bloated body. She is always ravenously hungry and would even eat herself to avoid starvation. She is rumoured to have a foul and deadly breath.
This natural evil creature moves normally. She is always created sluggish. She may breathe poison or darkness, and is also magical, casting spells intelligently which produce darkness storms, terrify, summon spiders, heal-self, create darkness, slow, blind, or confuse; 1 time in 3. She can swim and bash down doors. She is hurt by bright light. She resists poison. She cannot be confused or slept. She pays little attention to intruders, which she may notice from 80 feet. She will carry up to 4 good objects. She can bite to poison with damage 3d9, bite to poison with damage 3d9, sting to poison with damage 2d5, and sting to poison with damage 2d5.

[U] Vecna, the Emperor Lich (Yellow 'L' : 'L')

=== Num:804 Lev:88 Rar:2 Spd:130 Hp:3500 AC:42 Exp:2754504
He is a highly cunning, extremely magical being, spoken of in legends. His head is rumored to control spells of great power. This ancient shadow of death wilts any living thing it passes.
This evil undead creature moves normally. He is always created sluggish. He is cold blooded. He usually appears with an escort. He is magical, casting spells intelligently which summon similar monsters, produce mana bolts, terrify, paralyze, summon monsters, raise the dead, create traps, produce mana storms, blink-self, produce nether balls, cause brain smashing, summon an undead, blind, confuse, teleport to, cause mortal wounds, or cause critical wounds; 1 time in 2. He can swim, open doors, and bash down doors. He resists cold and poison. He cannot be confused, slept, or teleported. He tends to overlook intruders, which he may notice from 200 feet. He will carry up to 6 good objects. He can touch to lower experience (by 80d6+), touch to drain charges, touch to reduce dexterity with damage 2d12, and touch to reduce dexterity with damage 2d12.

The Warp demon (Orange 'U' : 'U')

=== Num:812 Lev:88 Rar:1 Spd:120 Hp:2100 AC:50 Exp:910731
A huge demon who guards the cross-dimensional gateways.
This evil demon moves normally. It is always created sluggish. It may breathe plasma, and is also magical, casting spells intelligently which summon a demon, heal-self, teleport-self, cause brain smashing, or drain mana; 1 time in 4. It can pass through walls and fly. It resists fire, cold, poison, and lightning. It resists nexus and nether. It cannot be confused or slept. It takes a while to see intruders, which it may notice from 300 feet. It will carry one or two good objects. It can hit to disenchant with damage 14d11, and hit to drain charges with damage 14d11.

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

=== Num:792 Lev:88 Rar:2 Spd:130 Hp:4550 AC:75 Exp:2365703
This huge affront to existence twists and tears at the fabric of space. Darkness itself recoils from the touch of Tselakus as he leaves a trail of death and destruction. Mighty claws rend reality as he annihilates all in his path to your soul!
This evil undead creature moves normally. He is always created sluggish. He is surrounded by ice. He is invisible. He is cold blooded. He is magical, casting spells which summon greater undead, summon Lords of Amber, produce darkness storms, summon similar monsters, paralyze, produce nether balls, blind, or confuse; 1 time in 3. He can pass through walls and fly. He resists cold and poison. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 200 feet. He will carry up to 8 good objects. He can hit to attack with damage 10d10, hit to attack with damage 10d10, hit to reduce strength with damage 4d6, and hit to reduce strength with damage 4d6.

[U] Tiamat, Celestial Dragon of Evil (Violet 'D' : 'D')

=== Num:795 Lev:88 Rar:4 Spd:130 Hp:7000 AC:62 Exp:3640445
Usually found guarding the first plane of Hell, Tiamat is a formidable opponent, her five heads breathing death to all who stand against her.
This evil dragon moves normally. She is always created sluggish. She usually appears with an escort. She may breathe poison, acid, frost, fire, or lightning powerfully, and is also magical, casting spells which terrify, summon ancient dragons, blind, or confuse; 1 time in 2. She can open doors, push past weaker monsters, bash down doors, and fly. She resists fire, acid, cold, poison, and lightning. She cannot be confused or slept. She tends to overlook intruders, which she may notice from 200 feet. She will carry up to 8 exceptional objects. She can claw to attack with damage 6d12, claw to attack with damage 8d12, claw to attack with damage 8d12, and bite to attack with damage 10d14.

The Shadowlord (Blue 'G' : 'G')

=== Num:774 Lev:88 Rar:2 Spd:120 Hp:2100 AC:75 Exp:1702202
An aura of hatred, cowardice and falsehood surrounds you as this cloaked figure floats towards you.
This evil undead creature moves normally. It is always created sluggish. It is invisible. It is cold blooded. It is magical, casting spells which terrify, paralyze, raise the dead, teleport-self, produce nether balls, create darkness, cause brain smashing, summon an undead, blind, confuse, teleport to, or drain mana; 1 time in 3. It can pass through walls, fly, and pick up objects. It resists cold and poison. It resists teleportation. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 8 objects or treasures. It can hit to lower experience (by 40d6+) with damage 6d6, hit to lower experience (by 40d6+) with damage 6d6, hit to reduce strength with damage 4d6, and gaze to terrify with damage 4d6.

[U] Null the Living Void (Black '.' : '.')

=== Num:803 Lev:88 Rar:20 Spd:110 Hp:3500 AC:50 Exp:2174083
A black hole in the fabric of reality. It simply is not there.
This evil creature moves normally. It regenerates quickly. It may breathe nether, and is also magical, casting spells intelligently which summon greater undead, terrify, raise the dead, heal-self, cause brain smashing, summon an undead, or drain mana; 1 time in 5. It can pass through walls and fly. It resists acid and cold. It resists nether. It cannot be stunned, confused, or slept. It takes a while to see intruders, which it may notice from 300 feet. It can touch to reduce all stats with damage 6d16, touch to drain life force with damage 6d16, and touch to drain charges with damage 6d16.

[U] Bast, Goddess of Cats (Orange 'f' : 'f')

=== Num:777 Lev:88 Rar:3 Spd:130 Hp:3360 AC:100 Exp:2288117
"Beauty -- coolness -- aloofness -- philosophical repose -- self-sufficiency -- untamed mastery -- what else can we find these things with even half the perfection and completeness that mark their incarnation in the peerless and softly gliding cat?"
This evil creature moves normally. She is always created sluggish. She is invisible. She usually appears with escorts. She is magical, casting spells which summon similar monsters, heal-self, or teleport to; 1 time in 3. She can open doors and bash down doors. She resists fire, cold, and poison. She cannot be confused or slept. She is ever vigilant for intruders, which she may notice from 1000 feet. She will carry one or two good objects. She can hit to confuse with damage 12d12, touch to reduce dexterity with damage 2d12, hit to blind with damage 10d5, and hit to paralyze with damage 15.

The Cyberdemon (Umber 'U' : 'U')

=== Num:816 Lev:89 Rar:4 Spd:120 Hp:4900 AC:45 Exp:2145128
Reverbrant metal steps announce the arrival of this huge creature, half demon half machine. It has an unsurpassable firepower.
This evil demon moves a bit erratically. It is always created sluggish. It resists fire and poison. It resists teleportation. It pays little attention to intruders, which it may notice from 900 feet. It will carry up to 4 good objects. It can hit to attack with damage 1d50, hit to attack with damage 1d50, hit to attack with damage 1d50, and hit to attack with damage 1d50.

[U] Gerard, Strongman of Amber (Umber 'p' : 'p')

=== Num:807 Lev:89 Rar:1 Spd:130 Hp:4620 AC:75 Exp:1917464
Gerard may not be quite as devious as the other Amberites, but he is certainly stronger than the rest of them put together. "...a big, powerful man... (He) resembled (Corwin) quite strongly, save that his jaw was heavier, and (Corwin) knew he was bigger than him, though slower. His strength was a thing out of legend. He wore a dressing gown of blue and gray clasped around the middle with a wide, black belt, and he stood laughing. About his neck, on a heavy cord, there hung a silver hunting horn. He wore a fringe beard and a light mustache. In his right hand he held a goblet of wine."
This evil Amberite moves normally. He is always created sluggish. He regenerates quickly. He is magical, casting spells which terrify, summon monsters, heal-self, teleport-self, blind, or teleport to; 1 time in 4. He can swim, open doors, bore through walls, and bash down doors. He resists fire, acid, and poison. He cannot be confused, slept, or teleported. He takes a while to see intruders, which he may notice from 1000 feet. He will carry up to 8 good objects. He can hit to shatter with damage 15d15, and hit to shatter with damage 15d15.

The Unmaker (Violet 'E' : 'E')

=== Num:815 Lev:89 Rar:4 Spd:120 Hp:300 AC:25 Exp:849660
Summoned from the Courts of Chaos, it is a mass of sentient Logrus, spreading uncontrollably and destroying everything in its path.
This creature moves somewhat erratically. It breeds explosively. It is always created sluggish. It is surrounded by electricity. It is surrounded by flames. It is surrounded by ice. It is cold blooded. It may breathe chaos powerfully; 1 time in 5. It can destroy weaker monsters, bore through walls, bash down doors, destroy objects, and fly. It resists fire, acid, poison, and lightning. It resists disenchantment, nexus, and plasma. It cannot be frightened. It tends to overlook intruders, which it may notice from 600 feet. It will carry a good object. It can touch to reduce all stats with damage 10d10, touch to disenchant with damage 10d10, and touch to drain charges with damage 10d10.

[U] Ithaqua the Windwalker (L.Blue 'Y' : 'Y')

=== Num:828 Lev:89 Rar:20 Spd:140 Hp:3850 AC:62 Exp:2779364
The Wendigo, moving so fast that you can see little except two glowing eyes burning with hatred. "The stars had been blotted out... the great cloud which had obscured the the sky looked curiously like the outline of a great man. And... where the top of the cloud must have been, where the head of the thing should have been, there were two gleaming stars, burning bright -- like eyes!"
This evil demon moves normally. It is always created sluggish. It is surrounded by electricity. It is surrounded by ice. It is invisible. It usually appears with an escort. It may breathe frost, and is also magical, casting spells which summon greater undead, summon a demon, summon similar monsters, produce mana bolts, terrify, invoke raw Logrus, produce water balls, produce lightning bolts, produce lightning balls, cause mortal wounds, or cause mind blasting; 1 time in 3. It can open doors, bash down doors, and fly. It resists fire, acid, poison, and lightning. It cannot be confused, slept, or teleported. It is fairly observant of intruders, which it may notice from 400 feet. It will carry up to 4 good objects. It can claw to freeze with damage 12d12, claw to freeze with damage 12d12, crush to attack with damage 12d12, and crush to attack with damage 12d12.
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