Monster Spoilers for Unangband Version 0.6.3 ------------------------------------------ The Filthy street urchin (Red 't') === Num:1 Lev:0 Rar:3 Spd:+0 Hp:2 Ac:1 Exp:0 She looks squalid and thoroughly revolting. This woman lives in the town and moves a bit erratically at normal speed. A kill of this creature is worth 0.00 points for a 1st level character. She is threatening at her native depth. She may beg to do you no effect; 1 time in 20. She can carry a lite to see you, open doors and pick up objects. She needs lite to see you. She takes quite a while to see intruders, which she may notice from 40 feet. She usually appears in groups. She can beg to do you no effect and touch to steal gold from you. The Scrawny cat (Light Umber 'f') === Num:2 Lev:0 Rar:1 Spd:+0 Hp:1 Ac:1 Exp:0 A skinny little furball with sharp claws and a menacing look. This animal lives in the town and moves a bit erratically at normal speed. A kill of this creature is worth 0.00 points for a 1st level character. It is not threatening at its native depth. It can can eat bodies to regain strength and track you over land, but not through water. It is fairly observant of intruders, which it may notice from 300 feet. It can claw to hurt you for 1d1 damage. The Scruffy little dog (Mud 'C') === Num:3 Lev:0 Rar:1 Spd:+0 Hp:2 Ac:1 Exp:0 A thin flea-ridden mutt, growling as you get close. This animal lives in the town and moves a bit erratically at normal speed. A kill of this creature is worth 0.00 points for a 1st level character. It is not threatening at its native depth. It can can eat bodies to regain strength and track you unerringly over land, but not through water. It is observant of intruders, which it may notice from 200 feet. It can bite to hurt you for 1d1 damage. [U] Farmer Maggot (Light Slate 'h') === Num:4 Lev:0 Rar:6 Spd:+0 Hp:120 Ac:10 Exp:0 He's lost his dogs. He's had his mushrooms stolen. He's not a happy hobbit! This creature lives in the town and moves at normal speed about town on business. Killing this creature is worth 0.00 points for a 1st level character. He is deadly at his native depth. He may moan to do you no effect ; 1 time in 5. He can open doors and bash down doors. He lights up the surroundings. He cannot be confused, charmed or slept. He is very observant of intruders, which he may notice from 400 feet. He may carry a good weapon, missile weapon, armour, garment, tool, lite, written item, potion or edible item. He can hit to hurt you for 1d6 damage and moan to do you no effect. It is a dungeon guardian, impeding your progress further. The Blubbering idiot (White 't') === Num:5 Lev:0 Rar:1 Spd:+0 Hp:1 Ac:1 Exp:0 She tends to blubber a lot. This woman lives in the town and moves a bit erratically at normal speed. A kill of this creature is worth 0.00 points for a 1st level character. She is not threatening at her native depth. She can pick up objects. She always carries a lite to see you. She is ever vigilant for intruders, which she may notice from 60 feet. She can drool to do you no effect. The Boil-covered wretch|||es| (Mud 't') === Num:6 Lev:0 Rar:1 Spd:+0 Hp:1 Ac:1 Exp:0 Ugly doesn't begin to describe her. This woman lives in the town and moves a bit erratically at normal speed. A kill of this creature is worth 0.00 points for a 1st level character. She is not threatening at her native depth. She can open doors and pick up objects. She always carries a lite to see you. She is ever vigilant for intruders, which she may notice from 60 feet. She can drool to do you no effect. The Village idiot (Light Dark 't') === Num:7 Lev:0 Rar:1 Spd:+10 Hp:10 Ac:1 Exp:0 Drooling and comical, but then, what do you expect? This woman lives in the town and moves a bit erratically and quickly. A kill of this creature is worth 0.00 points for a 1st level character. She is not threatening at her native depth. She can pick up objects. She always carries a lite to see you. She is ever vigilant for intruders, which she may notice from 60 feet. She can drool to do you no effect. The Pitiful-looking beggar (Light Teal 't') === Num:8 Lev:0 Rar:1 Spd:+0 Hp:2 Ac:1 Exp:0 You just can't help feeling sorry for her. This woman lives in the town and moves a bit erratically at normal speed. A kill of this creature is worth 0.00 points for a 1st level character. She is not threatening at her native depth. She may beg to do you no effect; 1 time in 6. She can open doors and pick up objects. She always carries a lite to see you. She takes quite a while to see intruders, which she may notice from 100 feet. She can beg to do you no effect. The Mangy-looking leper (Green 't') === Num:9 Lev:0 Rar:1 Spd:-10 Hp:1 Ac:1 Exp:0 You feel it isn't safe to touch her. This woman lives in the town and moves a bit erratically and slowly. A kill of this creature is worth 0.00 points for a 1st level character. She is not threatening at her native depth. She may beg to do you no effect; 1 time in 10. She can open doors and pick up objects . She always carries a lite to see you. She tends to overlook intruders, which she may notice from 100 feet. She can beg to do you no effect and touch to infect you with disease. The Squint-eyed rogue (Light Red 't') === Num:10 Lev:0 Rar:4 Spd:+0 Hp:9 Ac:8 Exp:0 A hardy, street-wise crook that knows an easy catch when she sees one. This evil woman thief lives in the town and moves at normal speed about town on business. A kill of this creature is worth 0.00 points for a 1st level character. She is challenging at her native depth. She may insult to do you no effect; 1 time in 5. She can carry a lite to see you, open doors, bash down doors, pick up objects and hide in unusual places. She needs lite to see you. She pays very little attention to intruders, which she may notice from 100 feet. She may carry a weapon, garment, tool, lite, adornment, musical item , potion or edible item. She can hit to hurt you for 1d6 damage, touch to steal items from you and insult to do you no effect. The Singing, happy drunk (Blue 't') === Num:11 Lev:0 Rar:1 Spd:+0 Hp:4 Ac:1 Exp:0 She makes you glad to be sober. This woman lives in the town and moves somewhat erratically at normal speed about town on business. A kill of this creature is worth 0.00 points for a 1st level character. She is not threatening at her native depth. She may beg to do you no effect; 1 time in 10 . She can open doors and pick up objects. She always carries a lite to see you. She is ever vigilant for intruders, which she may notice from 100 feet. She may carry a treasure. She can beg to do you no effect and vomit to do you no effect. The Aimless-looking merchant (Purple 't') === Num:12 Lev:0 Rar:1 Spd:+0 Hp:6 Ac:1 Exp:0 The typical strumpet around town, with purse jingling, and looking for more amulets of adornment to buy. This woman lives in the town and moves a bit erratically at normal speed about town on business. A kill of this creature is worth 0.00 points for a 1st level character. She is not threatening at her native depth. She can open doors and pick up objects. She always carries a lite to see you. She prefers to ignore intruders, which she may notice from 100 feet. She usually appears with a friend. She may carry a treasure. She can hit to do you no effect. The Mean-looking mercenar|y|y|ies| (Light Umber 't') === Num:13 Lev:0 Rar:4 Spd:+0 Hp:22 Ac:20 Exp:0 No job is too low for her. This evil woman warrior lives in the town and moves at normal speed about town on business. A kill of this creature is worth 0.00 points for a 1st level character. She is dangerous at her native depth. She can open doors, bash down doors and pick up objects. She always carries a lite to see you. She prefers to ignore intruders, which she may notice from 100 feet. She may carry a weapon, garment, tool, lite, adornment, musical item , potion or edible item. She can hit to hurt you for 1d10 damage. The Battle-scarred veteran (Orange 't') === Num:14 Lev:0 Rar:5 Spd:+0 Hp:30 Ac:30 Exp:0 She doesn't take to strangers kindly. This woman warrior lives in the town and moves a bit erratically at normal speed about town on business. A kill of this creature is worth 0.00 points for a 1st level character. She is dangerous at her native depth. She can open doors, bash down doors and pick up objects. She always carries a lite to see you. She prefers to ignore intruders, which she may notice from 100 feet. She may carry a weapon, garment, tool, lite, adornment, musical item, potion or edible item. She can hit to hurt you for 2d6 damage. The Busy-looking merchant (Light Purple 't') === Num:243 Lev:0 Rar:1 Spd:+0 Hp:6 Ac:1 Exp:0 The typical strumpet around town, with purse jingling, and looking for more amulets of adornment to buy. This woman lives in the town and moves at normal speed about town on business. A kill of this creature is worth 0.00 points for a 1st level character. She is not threatening at her native depth. She can open doors and pick up objects. She always carries a lite to see you. She is ever vigilant for intruders, which she may notice from 1000 feet. She usually appears with a friend. She may carry a treasure. She can hit to do you no effect. [U] Your Familiar (Violet '@') === Num:329 Lev:0 Rar:0 Spd:+5 Hp:5 Ac:40 Exp:0 Your familiar serves you as a faithful pet. This creature lives in the town and moves quickly. Killing this creature is worth 0.00 points for a 1st level character. It is threatening at its native depth. It can easily evade blows and missiles. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 40 feet. It has no physical attacks. [U] Your Familiar (Violet '@') === Num:330 Lev:0 Rar:0 Spd:+5 Hp:5 Ac:40 Exp:0 Your familiar serves you as a faithful pet. This creature lives in the town and moves quickly. Killing this creature is worth 0.00 points for a 1st level character. It is threatening at its native depth. It can easily evade blows and missiles. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 40 feet. It has no physical attacks. [U] Harry Goatleaf, Gatekeeper of Bree (Mustard 't') === Num:617 Lev:0 Rar:5 Spd:+0 Hp:343 Ac:10 Exp:0 The suspicious and gruff keeper of the West-gate of Bree. He betrayed his people by letting Saruman's thugs into the city. This man lives in the town and moves at normal speed. Killing this creature is worth 0.00 points for a 1st level character. He is dangerous at his native depth. He may gaze to do you no effect or insult to do you no effect; 1 time in 5. He can open doors and bash down doors. He always carries a lite to see you. He is very observant of intruders, which he may notice from 400 feet. He may carry a good weapon, garment, tool, lite, adornment, musical item, potion or edible item. He can gaze to do you no effect and insult to do you no effect. The Faerie light (Light Yellow '~') === Num:800 Lev:0 Rar:1 Spd:+10 Hp:1 Ac:1 Exp:0 A shimmering ball of light which dances around town. This creature lives in the town and moves extremely erratically and quickly about town on business, but is faster deeper in the dungeon. Destruction of this creature is worth 0.00 points for a 1st level character. It is not threatening at its native depth. It can communicate telepathically with its own kind and easily evade blows and missiles. It must fly and cannot move underwater or through webs. It lights up the surroundings. It is not detected by telepathy. It resists lite. It is ever vigilant for intruders, which it may notice from 60 feet. It has no physical attacks. The Hobbit reveller (Blue 'h') === Num:871 Lev:0 Rar:2 Spd:+0 Hp:4 Ac:1 Exp:0 She makes you sad to be leaving the Shire. This creature lives in the town and moves somewhat erratically at normal speed. A kill of this creature is worth 0.00 points for a 1st level character. She is threatening at her native depth. She may sing to do you no effect; 1 time in 10. She can open doors and pick up objects. She always carries a lite to see you. She is ever vigilant for intruders, which she may notice from 100 feet. She usually appears in groups. She can sing to do you no effect. The Hobbit merchant (Light Blue 'h') === Num:872 Lev:0 Rar:1 Spd:+0 Hp:6 Ac:1 Exp:0 The typical strumpet around town, with purse jingling, and looking for more amulets of adornment to buy. This creature lives in the town and moves a bit erratically at normal speed about town on business. A kill of this creature is worth 0.00 points for a 1st level character. She is not threatening at her native depth. She can open doors and pick up objects. She always carries a lite to see you. She prefers to ignore intruders, which she may notice from 100 feet. She may carry a treasure. She can hit to hurt you for 1d3 damage. The Hobbit veteran (Light Umber 'h') === Num:873 Lev:0 Rar:4 Spd:+0 Hp:22 Ac:20 Exp:0 A stalwart defender of the town. This creature lives in the town and moves a bit erratically at normal speed about town on business. A kill of this creature is worth 0.00 points for a 1st level character. She is dangerous at her native depth. She can open doors, bash down doors and pick up objects. She always carries a lite to see you. She prefers to ignore intruders, which she may notice from 100 feet. She may carry a weapon, missile weapon, armour, garment, tool, lite, written item, potion or edible item. She can hit to hurt you for 1d10 damage. The Large cockroach (Light Dark 'I') === Num:901 Lev:0 Rar:1 Spd:+0 Hp:1 Ac:1 Exp:0 A cockroach the size of your fist. This insect lives in the town and moves extremely erratically at normal speed. A kill of this creature is worth 0.00 points for a 1st level character. It is not threatening at its native depth. It is observant of intruders, which it may notice from 200 feet. It usually appears in groups. It can crawl to infect you with disease. The Bumbling priest||ess|s| (Blue 'p') === Num:1018 Lev:0 Rar:3 Spd:+0 Hp:12 Ac:10 Exp:0 She is bumbling and ineffectual at the best of times. This woman priest lives in the town and moves a bit erratically at normal speed about town on business . A kill of this creature is worth 0.00 points for a 1st level character. She is challenging at her native depth. She is magical, casting spells which heal-self, incur heroism or terrify; 1 time in 12. She can open doors. She always carries a lite to see you. She is fairly observant of intruders, which she may notice from 200 feet. She may carry a weapon, armour, garment, lite, adornment, written item, potion or edible item. She can hit to hurt you for 1d5 damage. The Cross-eyed mage (Red 'q') === Num:1033 Lev:0 Rar:1 Spd:+0 Hp:10 Ac:6 Exp:0 She can't see straight, let alone cast spells straight. This woman mage lives in the town and moves somewhat erratically at normal speed about town on business. A kill of this creature is worth 0.00 points for a 1st level character. She is not threatening at her native depth. She is magical, casting spells which blink-self or confuse; 1 time in 12. She can open doors. She always carries a lite to see you. She is observant of intruders, which she may notice from 200 feet. She may carry a weapon, garment, lite, adornment, magical device, written item, potion or edible item. She can hit to hurt you for 1d3 damage. The Errand |boy|girl|runners| (Light Green 't') === Num:1048 Lev:0 Rar:1 Spd:+0 Hp:2 Ac:1 Exp:0 She has no time to talk to you. This woman lives in the town and moves at normal speed about town on business. A kill of this creature is worth 0.00 points for a 1st level character. She is not threatening at her native depth. She can open doors and pick up objects. She always carries a lite to see you. She takes quite a while to see intruders, which she may notice from 40 feet. She has no physical attacks. The Hobbit |gentleman|good wife|good folk| (Light Green 'h') === Num:1049 Lev:0 Rar:1 Spd:+0 Hp:2 Ac:1 Exp:0 She is a merry looking woman on an errand. This creature lives in the town and moves at normal speed about town on business. A kill of this creature is worth 0.00 points for a 1st level character. She is not threatening at her native depth. She can open doors. She always carries a lite to see you. She takes quite a while to see intruders, which she may notice from 40 feet. She has no physical attacks. The Wide-eyed tourist (Yellow 't') === Num:1055 Lev:0 Rar:1 Spd:+0 Hp:6 Ac:5 Exp:0 This shill seems a little out of place and down on her luck. This woman lives in the town and moves a bit erratically at normal speed about town on business . A kill of this creature is worth 0.00 points for a 1st level character. She is not threatening at her native depth. She may beg to do you no effect; 1 time in 20. She can open doors and pick up objects. She always carries a lite to see you. She is fairly observant of intruders, which she may notice from 100 feet. She may carry one or two treasures. She can beg to do you no effect. The Innkeeper (Light Slate 't') === Num:1180 Lev:0 Rar:1 Spd:+0 Hp:2 Ac:1 Exp:0 A middle-aged woman dressed in grey and silver. She is very busy, and doesn't even have time to gossip. This woman lives in the town and moves a bit erratically at normal speed about town on business. A kill of this creature is worth 0.00 points for a 1st level character. She is not threatening at her native depth. She can open doors and pick up objects. She is ever vigilant for intruders, which she may notice from 1000 feet. She has no physical attacks. The Chicken (White 'B') === Num:1245 Lev:0 Rar:1 Spd:+5 Hp:1 Ac:1 Exp:0 A barnyard chicken. This animal lives in the town and moves extremely erratically and quickly. A kill of this creature is worth 0.00 points for a 1st level character. It is not threatening at its native depth. It must fly and cannot move underwater or through webs. It is fairly observant of intruders, which it may notice from 300 feet. It usually appears with a friend. It can peck to do you no effect. The Cow (Orange 'Q') === Num:1246 Lev:0 Rar:1 Spd:-5 Hp:7 Ac:1 Exp:0 A peacefully grazing bovine. This animal lives in the town and moves a bit erratically and slowly. A kill of this creature is worth 0.00 points for a 1st level character. It is not threatening at its native depth. It can track you over land, but not through water. It is fairly observant of intruders, which it may notice from 300 feet. It usually appears with a friend. It can trample to do you no effect. The Goat (White 'Q') === Num:1247 Lev:0 Rar:2 Spd:+0 Hp:4 Ac:1 Exp:0 A bleating but harmless animal. This animal lives in the town and moves somewhat erratically at normal speed. A kill of this creature is worth 0.00 points for a 1st level character. It is threatening at its native depth. It can track you over land, but not through water. It is fairly observant of intruders, which it may notice from 300 feet. It usually appears in groups. It can trample to do you no effect. The Agent of the black market (Light Blue 't') === Num:1315 Lev:0 Rar:4 Spd:+0 Hp:9 Ac:8 Exp:0 He 'finds' new wares for the Black Market. From unwary adventurers... This evil man lives in the town and moves at normal speed about town on business. A kill of this creature is worth 0.00 points for a 1st level character. He is challenging at his native depth. He may insult to do you no effect. He can carry a lite to see you, open doors, bash down doors and pick up objects. He needs lite to see you. He pays very little attention to intruders, which he may notice from 100 feet. He may carry a weapon, garment, tool, lite, adornment, musical item, potion, edible item or treasure. He can hit to hurt you for 1d6 damage, touch to steal items from you and insult to do you no effect. The Grey mold (Slate 'm') === Num:15 Lev:1 Rar:1 Spd:+0 Hp:1 Ac:1 Exp:1 A small strange grey growth. This plant is normally found on dungeon level 1 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 1.00 point for a 1st level character. It is threatening at its native depth. It can communicate telepathically with its own kind. It is not detected by telepathy. It is immune to poison. It resists blindness. It cannot be stunned, frightened, confused, charmed, slept or cut. It is ever vigilant for intruders, which it may notice from 20 feet. It can touch to hurt you for 1d4 damage and touch to hurt you for 1d4 damage. The Giant white centipede (White 'c') === Num:18 Lev:1 Rar:1 Spd:+0 Hp:6 Ac:8 Exp:1 It is about four feet long and carnivorous. This insect is normally found on dungeon level 1 and moves somewhat erratically at normal speed. A kill of this creature is worth 1.00 point for a 1st level character. It is threatening at its native depth. It can bash down doors. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 70 feet. It usually appears with a friend. It can bite to hurt you for 1d1 damage and sting to hurt you for 1d1 damage. The White icky thing (White 'i') === Num:19 Lev:1 Rar:1 Spd:+0 Hp:6 Ac:7 Exp:1 It is a smallish, slimy, icky creature. This creature is normally found on dungeon level 1 and moves extremely erratically at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 1.00 point for a 1st level character. It is not threatening at its native depth. It is not detected by telepathy. It is fairly observant of intruders, which it may notice from 120 feet. It can touch to hurt you for 1d2 damage. The White snake (White 'J') === Num:23 Lev:1 Rar:1 Spd:-10 Hp:10 Ac:30 Exp:1 It is about eight feet long. This animal is normally found on dungeon level 1 and moves somewhat erratically and slowly, but is larger or faster deeper in the dungeon. A kill of this creature is worth 1.00 point for a 1st level character. It is threatening at its native depth. It can bash down doors and can eat bodies to regain strength. It pays very little attention to intruders, which it may notice from 40 feet. It can bite to hurt you for 1d1 damage and crush to hurt you for 1d1 damage. The Rock lizard (Light Umber 'R') === Num:28 Lev:1 Rar:1 Spd:+0 Hp:7 Ac:4 Exp:1 It is a small lizard with a hardened hide. This animal is normally found on dungeon level 1 and moves at normal speed, but is larger deeper in the dungeon . A kill of this creature is worth 1.00 point for a 1st level character. It is threatening at its native depth. It can can eat bodies to regain strength and track you over land, but not through water. It takes a while to see intruders, which it may notice from 200 feet. It can bite to hurt you for 1d1 damage. The Jackal (Mud 'C') === Num:29 Lev:1 Rar:1 Spd:+0 Hp:2 Ac:3 Exp:1 It is a yapping snarling dog, dangerous when in a pack. This animal is normally found on dungeon level 1 and moves at normal speed, but is larger or older deeper in the dungeon. A kill of this creature is worth 1.00 point for a 1st level character. It is threatening at its native depth. It can can eat bodies to regain strength and track you unerringly over land, but not through water. It is fairly observant of intruders, which it may notice from 100 feet. It usually appears in groups. It can bite to hurt you for 1d1 damage. The Fruit bat (Orange 'b') === Num:31 Lev:1 Rar:1 Spd:+10 Hp:3 Ac:3 Exp:1 A fast-moving pest. This animal is normally found on dungeon level 1 and moves extremely erratically and quickly, but is larger deeper in the dungeon. A kill of this creature is worth 1.00 point for a 1st level character. It is threatening at its native depth. It must fly and cannot move underwater or through webs. It is fairly observant of intruders, which it may notice from 200 feet. It usually appears in groups. It can bite to hurt you for 1d1 damage. The Shrieker mushroom patch|||es| (Light Red ',') === Num:32 Lev:1 Rar:1 Spd:+0 Hp:3 Ac:1 Exp:1 Yum! It looks quite tasty. It doesn't sound so nice, though... This plant is normally found on dungeon level 1 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 1.00 point for a 1st level character. It is threatening at its native depth. It may shriek to do you no effect; 1 time in 4. It is not detected by telepathy. It is immune to poison. It resists blindness. It cannot be frightened, confused, charmed, slept or cut. It is ever vigilant for intruders, which it may notice from 40 feet. It may carry one or two mushrooms. It can shriek to do you no effect. The Blue faerie (Light Blue 'H') === Num:45 Lev:1 Rar:1 Spd:+0 Hp:2 Ac:14 Exp:1 A small winged figure surrounded by glowing blue light. This creature is normally found on dungeon level 1 and moves at normal speed, but is faster deeper in the dungeon. A kill of this creature is worth 1.00 point for a 1st level character. It is threatening at its native depth. It is magical, casting spells which blink-self; 1 time in 10. It can easily evade blows and missiles and track you over land, but not through water. It must fly and cannot move underwater or through webs. It lights up the surroundings. It resists lite. It is fairly observant of intruders, which it may notice from 180 feet. It may carry a garment, adornment, edible item, junk item or treasure. It has no physical attacks. The Whirlwind (Umber '~') === Num:1182 Lev:1 Rar:1 Spd:+5 Hp:6 Ac:5 Exp:1 A small cyclone that stirs up the musty dungeon air. This creature is normally found on dungeon level 1 and moves extremely erratically and quickly, but is larger or faster deeper in the dungeon. Destruction of this creature is worth 1.00 point for a 1st level character. It is threatening at its native depth. It can bash down doors, fly over obstacles and communicate telepathically with its own kind. It is not detected by telepathy. It is immune to poison. It resists blindness. It cannot be stunned, frightened, confused, charmed, slept or cut. It is ever vigilant for intruders, which it may notice from 250 feet. It may carry a special object. It can envelope to batter you for 1d1 damage. The Worker ant (Light Slate 'a') === Num:30 Lev:1 Rar:1 Spd:+0 Hp:6 Ac:3 Exp:2 A large ant with powerful mandibles. This insect is normally found on dungeon level 1 and moves at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 2.00 points for a 1st level character. It is threatening at its native depth. It can bash down doors. It is rarely detected by telepathy. It is fairly observant of intruders, which it may notice from 100 feet. It can bite to hurt you for 1d2 damage. The Brown faerie (Light Umber 'H') === Num:113 Lev:1 Rar:1 Spd:+0 Hp:5 Ac:18 Exp:2 It is a small winged humanoid surrounded by a glowing brown light. This creature is normally found on dungeon level 1 and moves at normal speed, but is faster deeper in the dungeon. A kill of this creature is worth 2.00 points for a 1st level character. It is threatening at its native depth. It is magical, casting spells which blink-self, terrify or slow; 1 time in 7. It can easily evade blows and missiles and track you over land, but not through water. It must fly and cannot move underwater or through webs. It lights up the surroundings. It resists lite. It is fairly observant of intruders, which it may notice from 180 feet. It may carry a garment, adornment, edible item, junk item or treasure. It has no physical attacks. The Insect swarm (Light Blue 'I') === Num:1317 Lev:1 Rar:1 Spd:+10 Hp:3 Ac:4 Exp:2 A lone insect may be harmless, but there's a whole swarm of them here! This mix of animal and insect is normally found on dungeon level 1 and moves a bit erratically and quickly, but is larger or faster deeper in the dungeon. A kill of this creature is worth 2.00 points for a 1st level character. It is threatening at its native depth. It can fly over obstacles. It is rarely detected by telepathy. It cannot be cut. It is fairly observant of intruders, which it may notice from 200 feet. It can bite to hurt you for 1d1 damage and sting to hurt you for 1d1 damage. The Metallic green centipede (Green 'c') === Num:34 Lev:1 Rar:2 Spd:+10 Hp:10 Ac:4 Exp:4 It is about four feet long and carnivorous. This insect is normally found on dungeon level 1 and moves somewhat erratically and quickly. A kill of this creature is worth 4.00 points for a 1st level character. It is dangerous at its native depth. It can bash down doors and can eat bodies to regain strength . It is rarely detected by telepathy. It is fairly observant of intruders, which it may notice from 50 feet. It usually appears with a friend. It can crawl to hurt you for 1d1 damage and sting to hurt you for 1d1 damage. The Yellow mold (Yellow 'm') === Num:63 Lev:1 Rar:1 Spd:+0 Hp:36 Ac:10 Exp:4 It is a strange yellow growth on the dungeon floor. This plant is normally found on dungeon level 1 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 4.00 points for a 1st level character. It is challenging at its native depth. It can communicate telepathically with its own kind. It is not detected by telepathy. It is immune to poison. It cannot be frightened, confused, charmed or slept. It pays very little attention to intruders, which it may notice from 20 feet. It can touch to hurt you for 1d4 damage. The Giant green frog (Green 'F') === Num:41 Lev:2 Rar:1 Spd:+0 Hp:9 Ac:8 Exp:1 It is as big as a wolf. This animal is normally found on dungeon level 2 and moves a bit erratically at normal speed. A kill of this creature is worth 1.09 points for a 1st level character. It is threatening at its native depth. It can bash down doors, can eat bodies to regain strength and swim under water. It takes quite a while to see intruders, which it may notice from 120 feet. It can bite to hurt you for 1d3 damage. The Giant field |mouse|mouse|mice| (Mustard 'r') === Num:1035 Lev:2 Rar:1 Spd:+0 Hp:4 Ac:4 Exp:1 It is about three feet long with large teeth. This animal is normally found on dungeon level 2 and moves somewhat erratically at normal speed. A kill of this creature is worth 1.09 points for a 1st level character. It is not threatening at its native depth. It takes a while to see intruders, which it may notice from 80 feet. It can bite to hurt you for 1d3 damage. The Huge brown bat (Light Umber 'b') === Num:720 Lev:2 Rar:3 Spd:+20 Hp:7 Ac:12 Exp:2 It screeches as it attacks. This animal is normally found on dungeon level 2 and moves somewhat erratically and very quickly. A kill of this creature is worth 2.18 points for a 1st level character. It is dangerous at its native depth. It can can eat bodies to regain strength. It must fly and cannot move underwater or through webs. It takes quite a while to see intruders, which it may notice from 80 feet. It usually appears in groups. It can bite to hurt you for 1d2 damage. The Giant green centipede (Green 'c') === Num:735 Lev:2 Rar:1 Spd:+0 Hp:9 Ac:10 Exp:2 It is about four feet long and carnivorous. This insect is normally found on dungeon level 2 and moves somewhat erratically at normal speed. A kill of this creature is worth 2.18 points for a 1st level character. It is challenging at its native depth. It can bash down doors. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 70 feet. It usually appears with a friend. It can bite to hurt you for 1d2 damage and sting to hurt you for 1d2 damage. The Apprentice mage (Magenta-Pink 'q') === Num:38 Lev:2 Rar:1 Spd:+0 Hp:10 Ac:6 Exp:3 She is leaving behind a trail of dropped spell components. This woman mage is normally found on dungeon level 2 and moves at normal speed. A kill of this creature is worth 3.27 points for a 1st level character. She is challenging at her native depth. She is magical, casting spells which produce mana bolts, recover mana, blink-self, blind or confuse; 1 time in 12. She can open doors. She always carries a lite to see you. She is observant of intruders, which she may notice from 200 feet. She usually appears with a friend. She may carry a weapon, garment, lite, adornment, magical device, written item, potion, edible item or treasure. She can hit to hurt you for 1d4 damage. The Giant black ant (Light Dark 'a') === Num:42 Lev:2 Rar:1 Spd:+0 Hp:10 Ac:20 Exp:3 It is about three feet long. This insect is normally found on dungeon level 2 and moves a bit erratically at normal speed. A kill of this creature is worth 3.27 points for a 1st level character. It is challenging at its native depth. It can bash down doors. It is rarely detected by telepathy. It pays little attention to intruders, which it may notice from 80 feet. It usually appears with a friend. It can bite to hurt you for 1d4 damage. The Giant grey centipede (Slate 'c') === Num:736 Lev:2 Rar:1 Spd:+0 Hp:10 Ac:10 Exp:3 It is about four feet long and carnivorous. This insect is normally found on dungeon level 2 and moves somewhat erratically at normal speed. A kill of this creature is worth 3.27 points for a 1st level character. It is challenging at its native depth. It can bash down doors. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 70 feet. It usually appears with a friend. It can bite to hurt you for 1d3 damage and sting to hurt you for 1d3 damage. The Giant yellow centipede (Yellow 'c') === Num:17 Lev:2 Rar:2 Spd:+0 Hp:7 Ac:12 Exp:4 It is about four feet long and carnivorous. This insect is normally found on dungeon level 2 and moves at normal speed. A kill of this creature is worth 4.36 points for a 1st level character. It is dangerous at its native depth. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 80 feet. It usually appears with a friend. It can bite to hurt you for 1d3 damage and sting to hurt you for 1d3 damage. The Small goblin (Yellow 'k') === Num:24 Lev:2 Rar:1 Spd:+0 Hp:8 Ac:16 Exp:4 It is a squat and ugly humanoid figure. This evil mix of dwarf and orc is normally found on dungeon level 2 and moves at normal speed. A kill of this creature is worth 4.36 points for a 1st level character. It is challenging at its native depth. It can open doors and track you over land, but not through water. It is immune to poison. It is fairly observant of intruders, which it may notice from 200 feet. It may carry a weapon, missile weapon, armour, garment, tool, edible item, junk item or treasure. It can hit to hurt you for 1d5 damage. The Giant white |louse|louse|lice| (Light Slate 'I') === Num:56 Lev:2 Rar:4 Spd:+10 Hp:3 Ac:5 Exp:4 It is six inches long. This insect is normally found on dungeon level 2 and moves extremely erratically and quickly. A kill of this creature is worth 4.36 points for a 1st level character. It is deadly at its native depth. It is rarely detected by telepathy. It breeds explosively. It is fairly observant of intruders, which it may notice from 60 feet. It can bite to hurt you for 1d1 damage. The Grey icky thing (Slate 'i') === Num:84 Lev:2 Rar:1 Spd:+0 Hp:18 Ac:12 Exp:4 It is a smallish, slimy, icky, nasty creature. This creature is normally found on dungeon level 2 and moves somewhat erratically at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 4.36 points for a 1st level character. It is challenging at its native depth. It is not detected by telepathy. It takes a while to see intruders, which it may notice from 140 feet. It can touch to hurt you for 1d5 damage. The Wild dog (Light Red 'C') === Num:748 Lev:2 Rar:3 Spd:+5 Hp:9 Ac:16 Exp:4 It is a snarling hungry dog, dangerous when in a pack. This animal is normally found on dungeon level 2 and moves quickly, but is larger or older deeper in the dungeon. A kill of this creature is worth 4.36 points for a 1st level character. It is dangerous at its native depth. It can can eat bodies to regain strength and track you unerringly over land, but not through water. It is observant of intruders, which it may notice from 200 feet. It usually appears in groups. It can bite to hurt you for 1d3 damage. The Clear icky thing (White 'i') === Num:20 Lev:3 Rar:1 Spd:+0 Hp:6 Ac:6 Exp:1 It is a smallish, slimy, icky, blobby creature. This creature is normally found on dungeon level 3 and moves extremely erratically at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 1.18 points for a 1st level character. It is not threatening at its native depth. It is invisible. It is not detected by telepathy. It is fairly observant of intruders, which it may notice from 120 feet. It can touch to hurt you for 1d2 damage. The Giant white |mouse|mouse|mice| (Light Slate 'r') === Num:21 Lev:3 Rar:2 Spd:+0 Hp:2 Ac:4 Exp:1 It is about three feet long with large teeth. This animal is normally found on dungeon level 3 and moves somewhat erratically at normal speed. A kill of this creature is worth 1.18 points for a 1st level character. It is challenging at its native depth. It breeds explosively. It takes a while to see intruders, which it may notice from 80 feet. It can bite to hurt you for 1d2 damage. The Brown mushroom patch|||es| (Umber ',') === Num:647 Lev:3 Rar:1 Spd:+0 Hp:6 Ac:1 Exp:1 Yum! It looks quite tasty. This plant is normally found on dungeon level 3 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 1.18 points for a 1st level character. It is not threatening at its native depth. It may release spores to reduce charisma from you for 2d2 damage and may grow ammunition; 1 time in 9. It is not detected by telepathy. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 20 feet. It may carry one or two mushrooms. It can release spores to reduce charisma from you for 2d2 damage. The Silver mushroom patch|||es| (Light Slate ',') === Num:655 Lev:3 Rar:1 Spd:+0 Hp:7 Ac:1 Exp:1 Yum! It looks quite tasty. This plant is normally found on dungeon level 3 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 1.18 points for a 1st level character. It is not threatening at its native depth. It may release spores to absorb light from you for 3d1 damage and may grow ammunition ; 1 time in 9. It is not detected by telepathy. It is immune to cold. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 20 feet. It may carry one or two mushrooms. It can release spores to absorb light from you for 3d1 damage. The Brown snake (Umber 'J') === Num:22 Lev:3 Rar:1 Spd:-10 Hp:14 Ac:35 Exp:2 It is about eight feet long. This animal is normally found on dungeon level 3 and moves a bit erratically and slowly, but is larger or faster deeper in the dungeon. A kill of this creature is worth 2.36 points for a 1st level character. It is threatening at its native depth. It can bash down doors and can eat bodies to regain strength. It pays very little attention to intruders, which it may notice from 40 feet. It can bite to hurt you for 1d3 damage and crush to hurt you for 1d4 damage. The Giant white ant (White 'a') === Num:62 Lev:3 Rar:3 Spd:+0 Hp:10 Ac:16 Exp:2 It is about two feet long and has sharp pincers. This insect is normally found on dungeon level 3 and moves at normal speed. A kill of this creature is worth 2.36 points for a 1st level character. It is dangerous at its native depth. It can bash down doors. It is rarely detected by telepathy. It pays little attention to intruders, which it may notice from 80 feet. It usually appears in groups. It can bite to hurt you for 1d4 damage. The Giant grub (Light Purple 'I') === Num:905 Lev:3 Rar:3 Spd:+0 Hp:6 Ac:6 Exp:2 It is about three feet long with large teeth and wriggles. This insect is normally found on dungeon level 3 and moves somewhat erratically at normal speed. A kill of this creature is worth 2.36 points for a 1st level character. It is dangerous at its native depth. It breeds explosively. It takes a while to see intruders, which it may notice from 80 feet. It can bite to hurt you for 1d2 damage. The Brown ooze (Umber 'j') === Num:928 Lev:3 Rar:1 Spd:+0 Hp:12 Ac:16 Exp:2 It's brown and it's oozing. This creature is normally found on dungeon level 3 and moves extremely erratically at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 2.36 points for a 1st level character. It is threatening at its native depth. It can ooze through tiny cracks and communicate telepathically with its own kind. It is not detected by telepathy. It is immune to poison. It resists blindness. It cannot be frightened, confused, charmed or slept. It pays little attention to intruders, which it may notice from 80 feet. It may carry an adornment, potion, junk item or treasure. It can touch to reduce charisma from you for 1d3 damage. The Cave lizard (Blue Slate 'R') === Num:68 Lev:3 Rar:1 Spd:+0 Hp:10 Ac:16 Exp:3 It is an armoured lizard with a powerful bite. This animal is normally found on dungeon level 3 and moves at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 3.55 points for a 1st level character. It is threatening at its native depth. It can can eat bodies to regain strength and track you over land, but not through water. It pays little attention to intruders, which it may notice from 80 feet. It can bite to hurt you for 1d5 damage. The Spikey mushroom patch|||es| (Deep Light Blue ',') === Num:126 Lev:3 Rar:1 Spd:+10 Hp:20 Ac:30 Exp:3 This plant is normally found on dungeon level 3 and moves quickly, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 3.55 points for a 1st level character. It is threatening at its native depth. It may create a spike to hurt you for 1d6 damage and may grow ammunition; 1 time in 6. It is not detected by telepathy. It is immune to poison. It resists blindness. It cannot be stunned, frightened, confused, charmed, slept or cut. It is ever vigilant for intruders, which it may notice from 20 feet. It can hit to hurt you for 1d3 damage. The Animated limb (Red '~') === Num:1304 Lev:3 Rar:1 Spd:+10 Hp:17 Ac:40 Exp:3 It is a severed limb, brought back to life and scouting for its undead master. This evil undead creature is normally found on dungeon level 3 and moves quickly, but is larger, faster or more powerful deeper in the dungeon. Destruction of this creature is worth 3.55 points for a 1st level character. It is threatening at its native depth. It can open doors, pick up objects, communicate telepathically with its own kind and easily evade blows and missiles. It is cold blooded. It is not detected by telepathy. It resists blindness. It cannot be frightened, confused, charmed or slept. It pays very little attention to intruders, which it may notice from 20 feet. It has no physical attacks. The Cave fish (Blue Slate 'F') === Num:1319 Lev:3 Rar:3 Spd:+10 Hp:7 Ac:16 Exp:3 It is a blind, pale white fish that moves in fits and starts. This mix of animal and insect is normally found on dungeon level 3 and moves quickly, but is larger deeper in the dungeon. A kill of this creature is worth 3.55 points for a 1st level character. It is dangerous at its native depth. It can climb on walls and ceilings. It must swim and cannot move out of water. It appears in a giant web. It resists blindness. It pays little attention to intruders, which it may notice from 80 feet. It usually appears in groups. It can bite to hurt you for 1d4 damage. The Tangleweed (Green ';') === Num:1344 Lev:3 Rar:3 Spd:+0 Hp:15 Ac:5 Exp:3 A mass of vegetation. As you pass near it, it reaches out tendrils to ensnare you. You can just make out skeletons of its previous victims deep within the thickets. This plant is normally found on dungeon level 3 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 3.55 points for a 1st level character. It is dangerous at its native depth. It is cold blooded. It is not detected by telepathy. It resists blindness and blunt weapons. It cannot be frightened, confused, charmed, slept or cut. It is observant of intruders, which it may notice from 50 feet. It usually appears in groups. It may carry an adornment, junk item or treasure. It can crush to hurt you for 1d4 damage and hit to petrify you. The White jell|y|y|ies| (White 'j') === Num:40 Lev:3 Rar:1 Spd:+10 Hp:36 Ac:1 Exp:4 Its a large pile of white flesh. This creature is normally found on dungeon level 3 and moves quickly, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 4.73 points for a 1st level character. It is threatening at its native depth. It can communicate telepathically with its own kind. It is not detected by telepathy. It is hurt by bright light. It is immune to poison. It resists blindness. It cannot be frightened, confused, charmed or slept. It pays very little attention to intruders, which it may notice from 20 feet. It can touch to poison you for 1d2 damage. [U] Grip, Farmer Maggot's dog (Light Slate 'C') === Num:46 Lev:3 Rar:3 Spd:+10 Hp:24 Ac:30 Exp:16 A rather vicious dog belonging to Farmer Maggot. It thinks you are stealing mushrooms. This animal is found on dungeon level 3 and moves a bit erratically and quickly. Killing this creature is worth 18.91 points for a 1st level character. It is dangerous at its native depth. It can bash down doors, can eat bodies to regain strength and track you unerringly over land, but not through water. It cannot be confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It usually appears in groups. It may carry up to 3 mushrooms. It can bite to hurt you for 1d4 damage. [U] Fang, Farmer Maggot's dog (Light Slate 'C') === Num:47 Lev:3 Rar:3 Spd:+10 Hp:24 Ac:30 Exp:16 A rather vicious dog belonging to Farmer Maggot. It thinks you are stealing mushrooms. This animal is found on dungeon level 3 and moves a bit erratically and quickly. Killing this creature is worth 18.91 points for a 1st level character. It is dangerous at its native depth. It can bash down doors, can eat bodies to regain strength and track you unerringly over land, but not through water. It cannot be confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It usually appears in groups. It may carry up to 3 mushrooms. It can bite to hurt you for 1d4 damage. [U] Wolf, Farmer Maggot's dog (Light Slate 'C') === Num:618 Lev:3 Rar:3 Spd:+10 Hp:24 Ac:30 Exp:16 A rather vicious dog belonging to Farmer Maggot. It thinks you are stealing mushrooms. This animal is found on dungeon level 3 and moves a bit erratically and quickly. Killing this creature is worth 18.91 points for a 1st level character. It is dangerous at its native depth. It can bash down doors, can eat bodies to regain strength and track you unerringly over land, but not through water. It cannot be confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It usually appears in groups. It may carry up to 3 mushrooms. It can bite to hurt you for 1d4 damage. The Yellow mushroom patch|||es| (Yellow ',') === Num:39 Lev:4 Rar:1 Spd:+0 Hp:3 Ac:1 Exp:1 Yum! It looks quite tasty. This plant is normally found on dungeon level 4 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 1.27 points for a 1st level character. It is not threatening at its native depth. It may release spores to terrify you for 1d6 damage and may grow ammunition; 1 time in 9. It is not detected by telepathy. It is immune to poison. It resists blindness. It cannot be frightened, confused, charmed, slept or cut. It is ever vigilant for intruders, which it may notice from 20 feet. It may carry one or two mushrooms. It can release spores to terrify you for 1d6 damage. The Spotted mushroom patch|||es| (Blue Slate ',') === Num:58 Lev:4 Rar:1 Spd:+0 Hp:4 Ac:1 Exp:1 Yum! It looks quite tasty. This plant is normally found on dungeon level 4 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 1.27 points for a 1st level character. It is not threatening at its native depth. It may release spores to poison you for 2d4 damage and may grow ammunition; 1 time in 7. It is not detected by telepathy. It is immune to poison. It resists blindness. It cannot be stunned, frightened, confused, charmed, slept or cut. It is ever vigilant for intruders, which it may notice from 20 feet. It may carry one or two mushrooms. It can release spores to poison you for 2d4 damage. The White mushroom patch|||es| (White ',') === Num:650 Lev:4 Rar:1 Spd:+0 Hp:7 Ac:1 Exp:1 Yum! It looks quite tasty. This plant is normally found on dungeon level 4 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 1.27 points for a 1st level character. It is not threatening at its native depth. It may release spores to freeze you for 2d4 damage and may grow ammunition; 1 time in 9. It is not detected by telepathy. It is immune to cold. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 20 feet. It can release spores to freeze you for 2d4 damage. The Slime mold (Mud ',') === Num:1183 Lev:4 Rar:1 Spd:-10 Hp:4 Ac:1 Exp:1 Hideous green blobs: crawling, oozing, and breeding. This plant is normally found on dungeon level 4 and moves slowly, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 1.27 points for a 1st level character. It is not threatening at its native depth. It is not detected by telepathy. It breeds explosively. It resists blindness . It cannot be frightened, confused, charmed or slept. It is fairly observant of intruders, which it may notice from 40 feet. It may carry one or two mushrooms. It can crawl to poison you for 1d1 damage. The White worm mass|||es| (White 'w') === Num:26 Lev:4 Rar:1 Spd:-10 Hp:10 Ac:1 Exp:2 It is a large slimy mass of worms. This insect is normally found on dungeon level 4 and moves extremely erratically and slowly, but is larger deeper in the dungeon. A kill of this creature is worth 2.55 points for a 1st level character. It is threatening at its native depth. It is rarely detected by telepathy. It breeds explosively. It is hurt by bright light. It is immune to poison. It resists blindness. It cannot be frightened. It is fairly observant of intruders, which it may notice from 70 feet. It can crawl to poison you for 1d2 damage. The Blue ooze (Blue 'j') === Num:79 Lev:4 Rar:1 Spd:+0 Hp:7 Ac:16 Exp:2 It's blue and it's oozing. This creature is normally found on dungeon level 4 and moves extremely erratically at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 2.55 points for a 1st level character. It is threatening at its native depth. It can can eat bodies to regain strength, ooze through tiny cracks and communicate telepathically with its own kind. It is not detected by telepathy. It is immune to cold. It resists blindness. It cannot be frightened, confused, charmed or slept. It pays little attention to intruders, which it may notice from 80 feet. It may carry an adornment, potion, junk item or treasure. It can crawl to freeze you for 1d4 damage. The Blue mushroom patch|||es| (Blue ',') === Num:651 Lev:4 Rar:1 Spd:+0 Hp:10 Ac:1 Exp:2 Yum! It looks quite tasty. This plant is normally found on dungeon level 4 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 2.55 points for a 1st level character. It is not threatening at its native depth. It may release spores to electrify you for 2d4 damage and may grow ammunition; 1 time in 9. It is not detected by telepathy. It is immune to lightning. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 20 feet. It can release spores to electrify you for 2d4 damage. The Giant clear ant (White 'a') === Num:691 Lev:4 Rar:1 Spd:+0 Hp:12 Ac:18 Exp:2 It is large and has venomous mandibles. This insect is normally found on dungeon level 4 and moves a bit erratically at normal speed. A kill of this creature is worth 2.55 points for a 1st level character. It is threatening at its native depth. It can bash down doors. It is invisible. It is rarely detected by telepathy. It tends to overlook intruders, which it may notice from 120 feet. It usually appears with a friend. It can bite to hurt you for 1d4 damage. The Maggot mass (Mud 'w') === Num:1086 Lev:4 Rar:1 Spd:-10 Hp:12 Ac:3 Exp:2 A disgusting and diseased mass of maggots. This undead insect is normally found on dungeon level 4 and moves extremely erratically and slowly, but is larger deeper in the dungeon. Destruction of this creature is worth 2.55 points for a 1st level character. It is threatening at its native depth. It is rarely detected by telepathy. It breeds explosively. It is hurt by bright light. It cannot be frightened. It is fairly observant of intruders, which it may notice from 70 feet. It can crawl to infect you with disease for 1d2 damage. The Noxious mushroom patch|||es| (Teal ',') === Num:1087 Lev:4 Rar:1 Spd:+0 Hp:9 Ac:1 Exp:2 A small patch of mushrooms, oozing with an upleasent ichor. This plant is normally found on dungeon level 4 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 2.55 points for a 1st level character. It is not threatening at its native depth. It may release spores to infect you with disease for 2d4 damage; 1 time in 7. It is cold blooded. It is not detected by telepathy. It is immune to poison. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 40 feet. It may carry one or two mushrooms. It can release spores to infect you with disease for 2d4 damage. The Apprentice priest||ess|s| (Teal 'p') === Num:37 Lev:4 Rar:2 Spd:+0 Hp:12 Ac:10 Exp:3 She is tripping over her priestly robes. This woman priest is normally found on dungeon level 4 and moves at normal speed. A kill of this creature is worth 3.82 points for a 1st level character. She is challenging at her native depth. She is magical, casting spells which produce holy orbs, heal-self, cause wounds, incur heroism or terrify; 1 time in 12. She can open doors. She always carries a lite to see you. She is fairly observant of intruders, which she may notice from 200 feet. She usually appears with a friend. She may carry a weapon, armour, garment, lite, adornment, written item, potion, edible item or treasure. She can hit to hurt you for 1d5 damage. The Cave spider (Light Dark 'S') === Num:50 Lev:4 Rar:3 Spd:+10 Hp:7 Ac:16 Exp:3 It is a black spider that moves in fits and starts. This insect is normally found on dungeon level 4 and moves quickly, but is larger deeper in the dungeon . A kill of this creature is worth 3.82 points for a 1st level character. It is dangerous at its native depth. It can bash down doors and climb on walls and ceilings. It is rarely detected by telepathy. It appears in a giant web. It pays little attention to intruders, which it may notice from 80 feet. It usually appears in groups. It can bite to hurt you for 1d4 damage. The Scruffy looking hobbit (Mud 'h') === Num:61 Lev:4 Rar:1 Spd:+0 Hp:9 Ac:8 Exp:3 A short little dame, in bedraggled clothes. She appears to be looking for a good tavern. This evil thief is normally found on dungeon level 4 and moves at normal speed. A kill of this creature is worth 3.82 points for a 1st level character. She is threatening at her native depth. She can open doors, pick up objects and hide in unusual places. She always carries a lite to see you. She is fairly observant of intruders, which she may notice from 160 feet. She may carry a weapon, missile weapon, armour, garment, tool, lite, written item, potion, edible item or treasure. She can hit to hurt you for 1d4 damage and touch to steal gold from you. The Giant brown bat (Umber 'b') === Num:93 Lev:4 Rar:3 Spd:+20 Hp:13 Ac:15 Exp:3 It screeches as it attacks. This animal is normally found on dungeon level 4 and moves somewhat erratically and very quickly. A kill of this creature is worth 3.82 points for a 1st level character. It is dangerous at its native depth. It can can eat bodies to regain strength. It must fly and cannot move underwater or through webs. It takes quite a while to see intruders, which it may notice from 100 feet. It usually appears in groups. It can bite to hurt you for 1d3 damage. The Giant emerald frog (Green 'F') === Num:810 Lev:4 Rar:4 Spd:+0 Hp:9 Ac:8 Exp:3 It is as big as a wolf. This animal is normally found on dungeon level 4 and moves a bit erratically at normal speed. A kill of this creature is worth 3.82 points for a 1st level character. It is dangerous at its native depth. It can bash down doors, can eat bodies to regain strength and swim under water . It breeds explosively. It takes quite a while to see intruders, which it may notice from 120 feet. It can bite to hurt you for 1d3 damage. The Giant black frog (Light Dark 'F') === Num:814 Lev:4 Rar:1 Spd:+0 Hp:18 Ac:18 Exp:3 It looks poisonous. This animal is normally found on dungeon level 4 and moves a bit erratically at normal speed. A kill of this creature is worth 3.82 points for a 1st level character. It is threatening at its native depth. It can bash down doors, can eat bodies to regain strength and swim under water. It tends to overlook intruders, which it may notice from 120 feet. It can bite to hurt you for 1d6 damage. The Black snake (Light Dark 'J') === Num:936 Lev:4 Rar:1 Spd:-10 Hp:17 Ac:38 Exp:3 It is about ten feet long. This animal is normally found on dungeon level 4 and moves a bit erratically and slowly, but is larger or faster deeper in the dungeon. A kill of this creature is worth 3.82 points for a 1st level character. It is threatening at its native depth. It can can eat bodies to regain strength. It is immune to poison. It tends to overlook intruders, which it may notice from 50 feet. It can bite to hurt you for 1d4 damage and crush to drain mana from you for 1d6 damage, plus spell points. The Goblin (Mustard 'k') === Num:25 Lev:4 Rar:1 Spd:+0 Hp:12 Ac:16 Exp:4 It is a small ugly humanoid. This evil mix of dwarf and orc is normally found on dungeon level 4 and moves at normal speed, but is more powerful deeper in the dungeon. A kill of this creature is worth 5.09 points for a 1st level character. It is threatening at its native depth. It can open doors, bash down doors and track you over land, but not through water. It is immune to poison. It is fairly observant of intruders, which it may notice from 200 feet. It may carry a weapon, missile weapon, armour, garment, tool, edible item, junk item or treasure. It can hit to hurt you for 1d8 damage. The Blue jell|y|y|ies| (Blue 'j') === Num:71 Lev:4 Rar:1 Spd:+0 Hp:54 Ac:1 Exp:4 It's a large pile of pulsing blue flesh. This creature is normally found on dungeon level 4 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 5.09 points for a 1st level character. It is threatening at its native depth. It can communicate telepathically with its own kind. It is cold blooded. It is not detected by telepathy. It is hurt by bright light. It is immune to cold. It resists blindness. It cannot be frightened, confused, charmed or slept. It pays very little attention to intruders, which it may notice from 20 feet. It can touch to freeze you for 1d6 damage. The Giant black centipede (Light Dark 'c') === Num:737 Lev:4 Rar:2 Spd:+0 Hp:12 Ac:10 Exp:4 It is about four feet long and carnivorous. This insect is normally found on dungeon level 4 and moves somewhat erratically at normal speed. A kill of this creature is worth 5.09 points for a 1st level character. It is challenging at its native depth. It can bash down doors. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 70 feet. It usually appears with a friend. It can bite to hurt you for 1d3 damage and sting to hurt and poison you for 1d4 damage. The Giant maggot (Mud 'I') === Num:906 Lev:4 Rar:3 Spd:+0 Hp:10 Ac:8 Exp:4 It is about four feet long with large teeth and wriggles. This insect is normally found on dungeon level 4 and moves somewhat erratically at normal speed. A kill of this creature is worth 5.09 points for a 1st level character. It is dangerous at its native depth. It breeds explosively. It takes a while to see intruders, which it may notice from 80 feet. It can bite to hurt you for 1d3 damage. The Giant brown |mouse|mouse|mice| (Umber 'r') === Num:1036 Lev:4 Rar:3 Spd:+0 Hp:6 Ac:6 Exp:4 It is about three feet long with large teeth. This animal is normally found on dungeon level 4 and moves somewhat erratically at normal speed. A kill of this creature is worth 5.09 points for a 1st level character. It is dangerous at its native depth. It breeds explosively. It takes a while to see intruders, which it may notice from 80 feet. It can bite to hurt you for 2d2 damage. The Animated torch (Light Umber '~') === Num:1184 Lev:4 Rar:1 Spd:+0 Hp:10 Ac:4 Exp:4 A torch that somehow seems to have come alive. This creature is normally found on dungeon level 4 and moves somewhat erratically at normal speed, but is faster deeper in the dungeon. Destruction of this creature is worth 5.09 points for a 1st level character. It is threatening at its native depth. It can communicate telepathically with its own kind. It lights up the surroundings. It is not detected by telepathy. It is immune to poison. It resists blindness. It cannot be frightened, confused, charmed, slept or cut. It is fairly observant of intruders, which it may notice from 80 feet. It may carry a special object. It can hit to burn you for 1d4 damage. The Apprentice rogue (Teal 't') === Num:36 Lev:4 Rar:2 Spd:+0 Hp:15 Ac:12 Exp:5 A rather shifty individual. This evil woman thief is normally found on dungeon level 4 and moves at normal speed. A kill of this creature is worth 6.36 points for a 1st level character. She is challenging at her native depth. She can open doors, pick up objects and hide in unusual places. She is observant of intruders, which she may notice from 200 feet. She usually appears with a friend. She may carry a weapon, garment, tool, lite, adornment , musical item, potion, edible item or treasure. She can hit to hurt you for 1d4 damage and touch to steal gold from you. The Metallic blue centipede (Blue 'c') === Num:55 Lev:4 Rar:2 Spd:+10 Hp:12 Ac:6 Exp:5 It is about four feet long and carnivorous. This insect is normally found on dungeon level 4 and moves somewhat erratically and quickly. A kill of this creature is worth 6.36 points for a 1st level character. It is challenging at its native depth. It can bash down doors. It is rarely detected by telepathy. It takes a while to see intruders, which it may notice from 60 feet. It usually appears with a friend. It can crawl to hurt you for 1d3 damage and sting to hurt you for 1d3 damage. The Grey snake (Slate 'J') === Num:75 Lev:4 Rar:1 Spd:-10 Hp:25 Ac:41 Exp:5 It is about ten feet long. This animal is normally found on dungeon level 4 and moves a bit erratically and slowly, but is larger or faster deeper in the dungeon. A kill of this creature is worth 6.36 points for a 1st level character. It is threatening at its native depth. It can bash down doors and can eat bodies to regain strength. It tends to overlook intruders, which it may notice from 60 feet. It can bite to hurt you for 1d5 damage and crush to hurt you for 1d8 damage. The Novice mage (Red 'q') === Num:77 Lev:4 Rar:3 Spd:+0 Hp:21 Ac:12 Exp:5 She is leaving behind a trail of dropped spell components. This woman mage is normally found on dungeon level 4 and moves at normal speed. A kill of this creature is worth 6.36 points for a 1st level character. She is dangerous at her native depth. She is magical, casting spells intelligently which produce mana bolts, recover mana, blink-self, blind or confuse; 1 time in 8. She can open doors. She always carries a lite to see you. She is fairly observant of intruders, which she may notice from 200 feet. She usually appears in groups. She may carry a weapon, garment, lite, adornment, magical device, written item, potion, edible item or treasure. She can hit to hurt you for 1d6 damage. The Memory moss|||es| (Light Green ';') === Num:332 Lev:4 Rar:1 Spd:+0 Hp:15 Ac:1 Exp:5 A mass of green vegetation. You don't remember seeing anything like it before. This plant is normally found on dungeon level 4 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 6.36 points for a 1st level character. It is threatening at its native depth. It is magical, casting spells which give invisibility or cause amnesia; 1 time in 5. It is cold blooded. It is not detected by telepathy. It resists blindness and blunt weapons. It cannot be stunned, frightened, confused, charmed, slept or cut. It is observant of intruders, which it may notice from 300 feet. It can hit to confuse you for 1d4 damage. The Crow (Slate 'B') === Num:559 Lev:4 Rar:1 Spd:+10 Hp:9 Ac:12 Exp:5 It is a hooded crow, gray except for the black wings and head. This animal is normally found on dungeon level 4 and moves quickly, but is larger or older deeper in the dungeon. A kill of this creature is worth 6.36 points for a 1st level character. It is threatening at its native depth. It must fly and cannot move underwater or through webs. It is ever vigilant for intruders, which it may notice from 400 feet. It can peck to hurt you for 1d3 damage and peck to hurt you for 1d3 damage. The Copper snake (Umber 'J') === Num:937 Lev:4 Rar:1 Spd:+0 Hp:7 Ac:15 Exp:5 It is about three feet long. This animal is normally found on dungeon level 4 and moves a bit erratically at normal speed, but is larger or faster deeper in the dungeon. A kill of this creature is worth 6.36 points for a 1st level character. It is threatening at its native depth. It can can eat bodies to regain strength. It is immune to poison. It tends to overlook intruders, which it may notice from 50 feet. It can bite to hurt and poison you for 2d3 damage. The Baboon (Magenta-Pink 'Y') === Num:1075 Lev:4 Rar:1 Spd:+0 Hp:21 Ac:10 Exp:5 A squat, ugly humanoid covered with grime. She looks a bit like a stunted chimpanzee. This creature is normally found on dungeon level 4 and moves at normal speed, but is larger or older deeper in the dungeon. A kill of this creature is worth 6.36 points for a 1st level character. She is threatening at her native depth. She may create a shot to hurt you for 1d5 damage; 1 time in 7. She can open doors, pick up objects and track you over land, but not through water. She is ever vigilant for intruders, which she may notice from 100 feet. She can hit to hurt you for 1d6 damage. The Noxious mold (Teal 'm') === Num:1089 Lev:4 Rar:1 Spd:+0 Hp:44 Ac:8 Exp:5 It is a strange noxious growth on the dungeon floor. This plant is normally found on dungeon level 4 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 6.36 points for a 1st level character. It is threatening at its native depth. It may release spores to infect you with disease for 1d5 damage; 1 time in 7. It can communicate telepathically with its own kind. It is not detected by telepathy. It is immune to poison. It cannot be frightened, confused, charmed or slept. It takes quite a while to see intruders, which it may notice from 20 feet. It can release spores to infect you with disease for 1d5 damage. The Yellow faerie (Yellow 'H') === Num:1186 Lev:4 Rar:1 Spd:+0 Hp:12 Ac:12 Exp:5 A little winged humanoid clothed surrounded by a glowing yellow lite. This creature is normally found on dungeon level 4 and moves at normal speed, but is faster deeper in the dungeon. A kill of this creature is worth 6.36 points for a 1st level character. It is threatening at its native depth. It is magical, casting spells which produce lightning bolts, recover mana, blink-self, terrify or slow; 1 time in 4. It can open doors, easily evade blows and missiles and track you over land, but not through water. It must fly and cannot move underwater or through webs. It lights up the surroundings. It resists lite. It is fairly observant of intruders, which it may notice from 180 feet. It may carry a garment, adornment, edible item, junk item or treasure. It has no physical attacks. [U] Ted Sandyman the Miller (Slate 'h') === Num:619 Lev:4 Rar:4 Spd:+5 Hp:42 Ac:5 Exp:40 A surly grimy-faced and black-handed hobbit. This creature is normally found on dungeon level 4 and moves quickly. Killing this creature is worth 50.91 points for a 1st level character. He is dangerous at his native depth. He can open doors and bash down doors. He always carries a lite to see you. He is fairly observant of intruders, which he may notice from 160 feet. He may carry up to 3 good mushrooms. He can hit to hurt you for 1d7 damage and hit to hurt you for 1d7 damage. [U] Bert, the Stone Troll (Slate 'T') === Num:343 Lev:4 Rar:6 Spd:+0 Hp:116 Ac:40 Exp:100 Big, brawny, powerful and with a taste for dwarf. He has friends called Bill and Tom. This evil troll is normally found on dungeon level 4 and moves at normal speed. Killing this creature is worth 127.27 points for a 1st level character. He is over powered at his native depth. He may throw a boulder at to hurt you for 2d10 damage; 1 time in 6. He can open doors, bash down doors, can eat bodies to regain strength and track you over land, but not through water. He is hurt by rock remover and bright light. He tends to overlook intruders, which he may notice from 200 feet. He usually appears in groups. He may carry a good chest, weapon, garment, edible item, junk item or treasure . He can hit to batter you for 3d7 damage and bite to hurt you for 1d10 damage. It is a dungeon guardian, impeding your progress further. [U] Bill, the Stone Troll (Slate 'T') === Num:344 Lev:4 Rar:6 Spd:+0 Hp:116 Ac:40 Exp:100 Big, brawny, stupid and with a taste for dwarf. He has friends called Bert and Tom. This evil troll is normally found on dungeon level 4 and moves at normal speed. Killing this creature is worth 127.27 points for a 1st level character. He is over powered at his native depth. He may throw a boulder at to hurt you for 2d10 damage; 1 time in 6. He can open doors, bash down doors, can eat bodies to regain strength and track you over land, but not through water. He is hurt by rock remover and bright light. He tends to overlook intruders, which he may notice from 200 feet. He usually appears in groups. He may carry a good chest, weapon, garment, edible item, junk item or treasure . He can hit to batter you for 3d7 damage and bite to hurt you for 1d10 damage. It is a dungeon guardian, impeding your progress further. [U] Tom, the Stone Troll (Slate 'T') === Num:345 Lev:4 Rar:6 Spd:+0 Hp:116 Ac:40 Exp:100 Big, brawny, stupid and with a taste for dwarf. He has friends called Bill and Bert. This evil troll is normally found on dungeon level 4 and moves at normal speed. Killing this creature is worth 127.27 points for a 1st level character. He is over powered at his native depth. He may throw a boulder at to hurt you for 2d10 damage; 1 time in 6. He can open doors, bash down doors, can eat bodies to regain strength and track you over land, but not through water. He is hurt by rock remover and bright light. He tends to overlook intruders, which he may notice from 200 feet. He usually appears in groups. He may carry a good chest, weapon, garment, edible item, junk item or treasure . He can hit to batter you for 3d7 damage and bite to hurt you for 1d10 damage. It is a dungeon guardian, impeding your progress further. The Giant pack rat (Light Pink 'r') === Num:1040 Lev:5 Rar:1 Spd:+0 Hp:5 Ac:12 Exp:1 It is a rodent of unusual size. This animal is normally found on dungeon level 5 and moves a bit erratically at normal speed. A kill of this creature is worth 1.36 points for a 1st level character. It is threatening at its native depth. It can can eat bodies to regain strength. It takes a while to see intruders, which it may notice from 80 feet. It usually appears in groups. It can bite to hurt and poison you for 1d4 damage. The Giant silver |mouse|mouse|mice| (Light Slate 'r') === Num:548 Lev:5 Rar:1 Spd:+0 Hp:2 Ac:4 Exp:2 It is about three feet long with large teeth. As the light of your lamp falls on it, it seems to grow stronger. This animal is normally found on dungeon level 5 and moves somewhat erratically at normal speed. A kill of this creature is worth 2.73 points for a 1st level character. It is challenging at its native depth. It breeds explosively. It takes a while to see intruders, which it may notice from 80 feet. It can bite to absorb light from you for 1d2 damage. The Red mushroom patch|||es| (Red ',') === Num:652 Lev:5 Rar:1 Spd:+0 Hp:12 Ac:1 Exp:2 Yum! It looks quite tasty. This plant is normally found on dungeon level 5 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 2.73 points for a 1st level character. It is not threatening at its native depth. It may release spores to burn you for 3d4 damage and may grow ammunition; 1 time in 9 . It is not detected by telepathy. It is immune to fire. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 20 feet. It can release spores to burn you for 3d4 damage. The Green snake (Light Green 'J') === Num:934 Lev:5 Rar:1 Spd:-10 Hp:3 Ac:39 Exp:2 It is about two feet long. This animal is normally found on dungeon level 5 and moves a bit erratically and slowly, but is larger or faster deeper in the dungeon. A kill of this creature is worth 2.73 points for a 1st level character. It is not threatening at its native depth. It may spit to poison you for 1d5 damage; 1 time in 12. It can can eat bodies to regain strength. It is immune to poison. It tends to overlook intruders, which it may notice from 50 feet. It can bite to hurt and poison you for 1d5 damage and spit to poison you for 1d5 damage. The Scarecrow (Light Yellow 'g') === Num:395 Lev:5 Rar:1 Spd:+0 Hp:18 Ac:30 Exp:4 A straw-filled figure animated by the malevolent spirits of dead birds. This undead animal is normally found on dungeon level 5 and moves somewhat erratically at normal speed, but is larger, faster or more powerful deeper in the dungeon. Destruction of this creature is worth 5.45 points for a 1st level character. It is threatening at its native depth. It can bash down doors. It is not detected by telepathy. It cannot be frightened or confused. It is fairly observant of intruders, which it may notice from 120 feet. It can hit to hurt you for 1d3 damage and touch to terrify you. The Guard dog (Light Umber 'C') === Num:749 Lev:5 Rar:1 Spd:+10 Hp:15 Ac:16 Exp:4 A rather vicious dog. It thinks you are a thief. This animal is normally found on dungeon level 5 and moves a bit erratically and quickly, but is larger or older deeper in the dungeon. A kill of this creature is worth 5.45 points for a 1st level character. It is threatening at its native depth. It can bash down doors, can eat bodies to regain strength and track you unerringly over land, but not through water. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to hurt you for 1d4 damage. The Wild cat (Light Umber 'f') === Num:51 Lev:5 Rar:1 Spd:+10 Hp:9 Ac:12 Exp:5 A larger than normal feline, hissing loudly. Its velvet claws conceal a fistful of needles. This animal is normally found on dungeon level 5 and moves quickly, but is faster deeper in the dungeon. A kill of this creature is worth 6.82 points for a 1st level character. It is threatening at its native depth. It can bash down doors, can eat bodies to regain strength and track you over land, but not through water. It is ever vigilant for intruders, which it may notice from 400 feet. It can claw to hurt you for 1d6 damage. The Copperhead snake (Orange 'J') === Num:87 Lev:5 Rar:1 Spd:+0 Hp:14 Ac:20 Exp:5 It has a copper head and sharp venomous fangs. This animal is normally found on dungeon level 5 and moves somewhat erratically at normal speed, but is larger or faster deeper in the dungeon. A kill of this creature is worth 6.82 points for a 1st level character. It is threatening at its native depth. It can bash down doors and can eat bodies to regain strength. It is immune to poison. It is vigilant for intruders, which it may notice from 60 feet. It can bite to hurt and poison you for 2d4 damage. The Soldier ant (Blue Slate 'a') === Num:679 Lev:5 Rar:3 Spd:+0 Hp:12 Ac:3 Exp:5 A large ant with powerful mandibles. This insect is normally found on dungeon level 5 and moves at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 6.82 points for a 1st level character. It is dangerous at its native depth. It can bash down doors. It is rarely detected by telepathy. It is fairly observant of intruders, which it may notice from 100 feet. It usually appears in groups. It can bite to hurt you for 2d5 damage. The Giant blue centipede (Blue 'c') === Num:742 Lev:5 Rar:2 Spd:+0 Hp:18 Ac:10 Exp:5 It is about five feet long and carnivorous. This insect is normally found on dungeon level 5 and moves at normal speed. A kill of this creature is worth 6.82 points for a 1st level character. It is challenging at its native depth. It can bash down doors. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 80 feet. It usually appears with a friend. It can bite to hurt you for 1d3 damage and sting to hurt you for 1d4 damage. The Red ooze (Red 'j') === Num:925 Lev:5 Rar:1 Spd:+0 Hp:12 Ac:16 Exp:5 It's red and it's oozing. This creature is normally found on dungeon level 5 and moves extremely erratically at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 6.82 points for a 1st level character. It is threatening at its native depth. It can ooze through tiny cracks and communicate telepathically with its own kind. It is not detected by telepathy. It is immune to fire and poison. It resists blindness. It cannot be frightened, confused, charmed or slept. It pays little attention to intruders, which it may notice from 80 feet. It may carry an adornment, potion, junk item or treasure. It can crawl to burn you for 2d4 damage. The Dwarf python (Light Yellow 'J') === Num:1181 Lev:5 Rar:1 Spd:+0 Hp:21 Ac:35 Exp:5 One of the smaller pythons; it is about ten feet long and quite muscular. This animal is normally found on dungeon level 5 and moves a bit erratically at normal speed, but is larger or faster deeper in the dungeon. A kill of this creature is worth 6.82 points for a 1st level character. It is threatening at its native depth. It can bash down doors and can eat bodies to regain strength . It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 60 feet. It can crush to hurt you for 1d8 damage. The Apprentice archer (Light Slate 't') === Num:1188 Lev:5 Rar:1 Spd:+0 Hp:15 Ac:8 Exp:5 A nasty little lass with a bow and arrow. This woman archer is normally found on dungeon level 5 and moves at normal speed. A kill of this creature is worth 6.82 points for a 1st level character. She is challenging at her native depth. She may create an arrow to hurt you for 2d6 damage; 1 time in 2. She can open doors and pick up objects. She takes a while to see intruders, which she may notice from 200 feet. She usually appears with a friend. She may carry a treasure. She can hit to hurt you for 1d5 damage. The Mummified cat (Light Slate 'f') === Num:1282 Lev:5 Rar:1 Spd:+0 Hp:9 Ac:12 Exp:5 A cat wrapped in bandages with a blank stare. It won't give up. This evil undead animal is normally found on dungeon level 5 and moves at normal speed, but is larger, faster or more powerful deeper in the dungeon. Destruction of this creature is worth 6.82 points for a 1st level character. It is threatening at its native depth. It can bash down doors, can eat bodies to regain strength and track you over land, but not through water. It is cold blooded. It is not detected by telepathy. It is immune to poison. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 400 feet. It can claw to hurt and poison you for 1d6 damage. The Killer bee (Light Yellow 'I') === Num:1334 Lev:5 Rar:3 Spd:+10 Hp:5 Ac:24 Exp:5 It is poisonous and aggressive. This insect is normally found on dungeon level 5 and moves quickly, but is larger deeper in the dungeon. A kill of this creature is worth 6.82 points for a 1st level character. It is dangerous at its native depth. It can fly over obstacles. It is rarely detected by telepathy. It is fairly observant of intruders, which it may notice from 120 feet. It usually appears in groups. It can sting to hurt and poison you for 1d4 damage. The Blubbering icky thing (Light Slate 'i') === Num:33 Lev:5 Rar:1 Spd:+0 Hp:17 Ac:4 Exp:6 It is a smallish, slimy, icky, hungry creature. This creature is normally found on dungeon level 5 and moves somewhat erratically at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 8.18 points for a 1st level character. It is threatening at its native depth. It can can eat bodies to regain strength and pick up objects. It is not detected by telepathy. It is immune to poison. It is fairly observant of intruders, which it may notice from 140 feet. It may carry an adornment, junk item or treasure. It can crawl to poison you for 1d4 damage and crawl to eat your food . The Apprentice warrior (Mud 't') === Num:35 Lev:5 Rar:2 Spd:+0 Hp:17 Ac:14 Exp:6 She looks inexperienced but tough. This woman warrior is normally found on dungeon level 5 and moves at normal speed. A kill of this creature is worth 8.18 points for a 1st level character. She is challenging at her native depth. She can open doors and bash down doors. She always carries a lite to see you. She is observant of intruders, which she may notice from 200 feet. She usually appears with a friend. She may carry a weapon, garment, tool, lite, adornment, musical item, potion, edible item or treasure. She can hit to hurt you for 1d5 damage and hit to hurt you for 1d5 damage. The Salamander (Orange 'R') === Num:43 Lev:5 Rar:1 Spd:+0 Hp:14 Ac:20 Exp:6 A small black and orange lizard. This animal is normally found on dungeon level 5 and moves a bit erratically at normal speed. A kill of this creature is worth 8.18 points for a 1st level character. It is threatening at its native depth. It can can eat bodies to regain strength, swim under water and track you over land, but not through water. It is immune to fire. It pays little attention to intruders, which it may notice from 80 feet. It can bite to burn you for 1d3 damage. The Black naga (Light Dark 'n') === Num:57 Lev:5 Rar:1 Spd:+0 Hp:25 Ac:40 Exp:6 A large black serpent's body with a female torso. This evil creature is normally found on dungeon level 5 and moves a bit erratically at normal speed, but is larger or older deeper in the dungeon. A kill of this creature is worth 8.18 points for a 1st level character. She is threatening at her native depth. She can bash down doors and swim under water. She pays very little attention to intruders, which she may notice from 160 feet. She may carry a written item, potion or treasure. She can crush to hurt you for 1d8 damage. The Green mold (Green 'm') === Num:116 Lev:5 Rar:1 Spd:+0 Hp:92 Ac:14 Exp:6 It is a strange growth on the dungeon floor. This plant is normally found on dungeon level 5 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 8.18 points for a 1st level character. It is threatening at its native depth. It can communicate telepathically with its own kind. It is not detected by telepathy. It is immune to acid and poison. It resists blindness. It cannot be stunned, frightened, confused, charmed, slept or cut. It tends to overlook intruders, which it may notice from 20 feet. It can touch to terrify you for 1d4 damage. The Gnome mage (Light Red 'h') === Num:154 Lev:5 Rar:1 Spd:+0 Hp:30 Ac:20 Exp:6 A mage of short stature. This evil dwarf mage is normally found on dungeon level 5 and moves at normal speed, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 8.18 points for a 1st level character. She is threatening at her native depth. She is magical, casting spells intelligently which produce poison balls, produce frost bolts, produce mana bolts, recover mana, blink-self, create darkness or summon a monster; 1 time in 4. She can open doors. She cannot be slowed or paralyzed. She is fairly observant of intruders, which she may notice from 180 feet. She may carry one or two weapons, missile weapons, armours, garments, tools, lites, written items, potions, edible items or treasures. She can hit to hurt you for 1d5 damage. The Stone jell|y|y|ies| (Light Slate 'j') === Num:353 Lev:5 Rar:1 Spd:+10 Hp:48 Ac:1 Exp:6 This creature is normally found on dungeon level 5 and moves quickly, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 8.18 points for a 1st level character. It is threatening at its native depth. It may create a shot to hurt you for 1d5 damage and may grow ammunition; 1 time in 6. It can communicate telepathically with its own kind. It is not detected by telepathy. It is hurt by bright light. It is immune to poison. It resists blindness. It cannot be frightened, confused, charmed or slept. It pays very little attention to intruders, which it may notice from 20 feet. It can crush to hurt you for 1d5 damage. The Giant green ant (Green 'a') === Num:681 Lev:5 Rar:2 Spd:+0 Hp:14 Ac:16 Exp:6 It is about three feet long and has poisonous pincers. This insect is normally found on dungeon level 5 and moves at normal speed. A kill of this creature is worth 8.18 points for a 1st level character. It is challenging at its native depth. It can bash down doors. It is rarely detected by telepathy. It pays little attention to intruders, which it may notice from 80 feet. It usually appears with a friend. It can bite to hurt and poison you for 1d6 damage. The Greedy looking gnome (Yellow 'h') === Num:870 Lev:5 Rar:1 Spd:+0 Hp:13 Ac:14 Exp:6 A sly fellow of short stature. She appears to be looking for a quick profit. This dwarf thief is normally found on dungeon level 5 and moves at normal speed . A kill of this creature is worth 8.18 points for a 1st level character. She is threatening at her native depth. She is magical, casting spells intelligently which confuse or slow; 1 time in 9. She can open doors, pick up objects and hide in unusual places. She cannot be slowed or paralyzed. She is fairly observant of intruders, which she may notice from 180 feet. She may carry a weapon, missile weapon, armour, garment, tool, lite, written item, potion, edible item or treasure. She can hit to hurt you for 1d7 damage and touch to steal items from you. The Blue icky thing (Blue 'i') === Num:900 Lev:5 Rar:1 Spd:+0 Hp:18 Ac:14 Exp:6 It is a smallish, slimy, icky, pestilent creature. This creature is normally found on dungeon level 5 and moves somewhat erratically at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 8.18 points for a 1st level character. It is threatening at its native depth. It is not detected by telepathy. It takes a while to see intruders, which it may notice from 140 feet. It can touch to freeze you for 2d3 damage. The Forest goblin (Light Green 'k') === Num:945 Lev:5 Rar:3 Spd:+0 Hp:34 Ac:32 Exp:6 She is an ugly, green skinned primative looking humanoid. This evil mix of dwarf and orc is normally found on dungeon level 5 and moves at normal speed, but is larger, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 8.18 points for a 1st level character. She is dangerous at her native depth. She may create a shot to hurt you for 1d5 damage; 1 time in 10. She can open doors, bash down doors, pick up objects and track you over land, but not through water. She is immune to poison. She takes quite a while to see intruders, which she may notice from 200 feet. She usually appears in groups. She may carry a weapon, missile weapon, armour, garment, tool, edible item, junk item or treasure. She can hit to hurt you for 1d5 damage. The White mold (White 'm') === Num:975 Lev:5 Rar:1 Spd:+0 Hp:66 Ac:12 Exp:6 A strange white growth on the dungeon floor. This plant is normally found on dungeon level 5 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 8.18 points for a 1st level character. It is threatening at its native depth. It can communicate telepathically with its own kind. It is not detected by telepathy. It is immune to poison. It resists blindness. It cannot be stunned, frightened, confused, charmed, slept or cut. It pays very little attention to intruders, which it may notice from 20 feet. It can touch to poison you for 2d6 damage. The Noxious jell|y|y|ies| (Teal 'j') === Num:1091 Lev:5 Rar:1 Spd:+0 Hp:88 Ac:1 Exp:6 It is a large pile of rotting jelly, excreting a disgusting slime. This plant is normally found on dungeon level 5 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 8.18 points for a 1st level character. It is threatening at its native depth. It can communicate telepathically with its own kind. It is not detected by telepathy. It is hurt by bright light. It cannot be stunned, frightened or confused. It pays very little attention to intruders, which it may notice from 20 feet. It can touch to infect you with disease for 2d6 damage. The Nibelung (Deep Light Blue 'h') === Num:1323 Lev:5 Rar:3 Spd:+0 Hp:20 Ac:12 Exp:6 Night dwarfs collecting riches. This evil dwarf is normally found on dungeon level 5 and moves at normal speed, but is older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 8.18 points for a 1st level character. She is dangerous at her native depth. She can carry a lite to see you, open doors, bash down doors and pick up objects. She needs lite to see you. She is hurt by bright light. She resists disenchantment, blindness and darkness. She is observant of intruders, which she may notice from 200 feet. She usually appears in groups. She may carry a weapon, missile weapon, armour, garment, tool, lite, written item, potion, edible item or treasure. She can hit to hurt you for 1d6 damage and touch to steal gold from you. The Apprentice ranger (Light Yellow 'q') === Num:69 Lev:5 Rar:2 Spd:+0 Hp:21 Ac:8 Exp:7 An agile hunter, ready and relaxed. This woman warrior mage is normally found on dungeon level 5 and moves at normal speed. A kill of this creature is worth 9.55 points for a 1st level character. She is challenging at her native depth. She may create an arrow to hurt you for 1d6 damage; 1 time in 12 and is also magical, casting spells which cure-self or blink-self; 1 time in 12. She can open doors and bash down doors. She always carries a lite to see you. She is observant of intruders, which she may notice from 200 feet. She usually appears with a friend. She may carry a weapon, missile weapon, garment, lite, adornment, magical device, written item, potion, edible item or treasure. She can hit to hurt you for 1d5 damage and hit to hurt you for 1d5 damage. The Goblin archer (Light Slate 'k') === Num:94 Lev:5 Rar:1 Spd:+0 Hp:24 Ac:16 Exp:7 It is an ugly humanoid wielding a bow. This evil mix of dwarf and orc is normally found on dungeon level 5 and moves at normal speed, but is more powerful deeper in the dungeon. A kill of this creature is worth 9.55 points for a 1st level character. It is threatening at its native depth. It may create an arrow to hurt you for 1d6 damage; 1 time in 5. It can open doors, pick up objects and track you over land, but not through water. It is hurt by bright light. It is immune to poison. It is fairly observant of intruders, which it may notice from 200 feet. It may carry a weapon, missile weapon, armour, garment, tool, edible item, junk item or treasure. It can hit to hurt you for 1d9 damage. The Giant fruit fl|y|y|ies| (Orange 'I') === Num:148 Lev:5 Rar:4 Spd:+5 Hp:13 Ac:14 Exp:7 A fast-breeding, annoying pest. This insect is normally found on dungeon level 5 and moves extremely erratically and quickly. A kill of this creature is worth 9.55 points for a 1st level character. It is dangerous at its native depth. It must fly and cannot move underwater or through webs. It is rarely detected by telepathy. It breeds explosively. It is fairly observant of intruders, which it may notice from 80 feet. It can bite to hurt you for 1d2 damage. The Huge white bat (Light Slate 'b') === Num:721 Lev:5 Rar:3 Spd:+20 Hp:18 Ac:15 Exp:7 It screeches as it attacks. This animal is normally found on dungeon level 5 and moves somewhat erratically and very quickly. A kill of this creature is worth 9.55 points for a 1st level character. It is dangerous at its native depth. It can can eat bodies to regain strength. It must fly and cannot move underwater or through webs. It is immune to cold. It takes quite a while to see intruders, which it may notice from 100 feet. It usually appears in groups. It can bite to hurt you for 1d4 damage. The Giant tree frog (Light Green 'F') === Num:822 Lev:5 Rar:1 Spd:+0 Hp:13 Ac:16 Exp:7 It is as big as a wolf. This animal is normally found on dungeon level 5 and moves a bit erratically at normal speed. A kill of this creature is worth 9.55 points for a 1st level character. It is threatening at its native depth. It may spit to slow you; 1 time in 7. It can bash down doors, can eat bodies to regain strength, climb on walls and ceilings and swim under water. It takes quite a while to see intruders, which it may notice from 120 feet. It can bite to hurt you for 2d3 damage and spit to slow you. The Haughty looking el|f|f|ves| (Light Slate 'l') === Num:875 Lev:5 Rar:1 Spd:+0 Hp:21 Ac:16 Exp:7 An arrogant elf with an air of disdain. She appears to be looking for somewhere a little more sophisticated. This elf is normally found on dungeon level 5 and moves at normal speed. A kill of this creature is worth 9.55 points for a 1st level character. She is threatening at her native depth. She may create an arrow to hurt you for 2d6 damage; 1 time in 7. She can open doors, bash down doors and pick up objects. She is fairly observant of intruders, which she may notice from 180 feet. She may carry a weapon, missile weapon, garment , lite, adornment, written item, musical item, potion, edible item or treasure . She can hit to hurt you for 1d5 damage and hit to hurt you for 1d5 damage. [U] Bill Ferny, Agent of Saruman (Blue 't') === Num:620 Lev:5 Rar:3 Spd:+5 Hp:60 Ac:2 Exp:47 A swarthy man of Bree. He has heavy black brows and dark scornful eyes; his large mouth is curled in a sneer. He sells anything to anybody and enjoys making mischief for his personal amusement. This man is normally found on dungeon level 5 and moves quickly. Killing this creature is worth 64.09 points for a 1st level character. He is dangerous at his native depth. He may insult to do you no effect; 1 time in 5. He can open doors and bash down doors . He always carries a lite to see you. He is fairly observant of intruders, which he may notice from 130 feet. He may carry up to 3 good weapons, garments, tools, lites, adornments, musical items, potions or edible items. He can hit to hurt you for 1d7 damage, hit to hurt you for 1d7 damage and insult to do you no effect. It is a dungeon guardian, impeding your progress further. [U] Lotho Sackville-Baggins, Betrayer of the Shire (Purple 'h') === Num:621 Lev:5 Rar:3 Spd:+10 Hp:48 Ac:8 Exp:52 The `Chief Shiriff' of Bag End. Using money obtained from Isengard and the sale of pipe-weed, he bought up much property in the Shire and supported the ruffians known as `The Chief's Men'. After imprisoning Will Whitfoot, the rightful Mayor of the Shire, Lotho took over and began industrializing and regimenting life in the Shire. This creature is normally found on dungeon level 5 and moves quickly. Killing this creature is worth 70.91 points for a 1st level character. He is dangerous at his native depth. He can open doors and bash down doors. He always carries a lite to see you. He is fairly observant of intruders, which he may notice from 160 feet. He may carry up to 3 good weapons, missile weapons, armours, garments, tools, lites, written items , potions or edible items. He can hit to hurt you for 1d6 damage and hit to hurt you for 1d6 damage. [U] Bullroarer the Hobbit (Light Umber 'h') === Num:76 Lev:5 Rar:4 Spd:+10 Hp:60 Ac:8 Exp:83 He is a sturdy hobbit who is renowned for his unusual strength and vigour. He can prove a troublesome opponent. This creature is normally found on dungeon level 5 and moves quickly. Killing this creature is worth 113.18 points for a 1st level character. He is dangerous at his native depth. He can open doors and bash down doors. He always carries a lite to see you. He is fairly observant of intruders, which he may notice from 160 feet. He may carry up to 3 good weapons, missile weapons, armours, garments, tools, lites, written items , potions or edible items. He can hit to hurt you for 1d8 damage and hit to hurt you for 1d8 damage. The Grey mushroom patch|||es| (Slate ',') === Num:16 Lev:6 Rar:1 Spd:+0 Hp:1 Ac:1 Exp:1 Yum! It looks quite tasty. This plant is normally found on dungeon level 6 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 1.45 points for a 1st level character. It is not threatening at its native depth. It may release spores to confuse you for 1d4 damage and may grow ammunition; 1 time in 12. It is not detected by telepathy. It is immune to poison. It resists blindness. It cannot be stunned, frightened, confused, charmed, slept or cut. It is ever vigilant for intruders, which it may notice from 20 feet. It may carry one or two mushrooms. It can release spores to confuse you for 1d4 damage. The Green mushroom patch|||es| (Green ',') === Num:648 Lev:6 Rar:1 Spd:+0 Hp:10 Ac:1 Exp:1 Yum! It looks quite tasty. This plant is normally found on dungeon level 6 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 1.45 points for a 1st level character. It is not threatening at its native depth. It may release spores to reduce wisdom from you for 2d3 damage and may grow ammunition ; 1 time in 9. It is not detected by telepathy. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 20 feet. It may carry one or two mushrooms. It can release spores to reduce wisdom from you for 2d3 damage. The Blind eye (White 'e') === Num:789 Lev:6 Rar:1 Spd:+0 Hp:31 Ac:6 Exp:1 A strange eye, milky white with blindness. This creature is normally found on dungeon level 6 and moves at normal speed, but is larger or older deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 1.45 points for a 1st level character. It is not threatening at its native depth. It is magical, casting spells which blink-self, drain mana or blind; 1 time in 7. It can communicate telepathically with its own kind. It must fly and cannot move underwater or through webs. It is hurt by bright light. It resists blindness. It cannot be frightened. It is fairly observant of intruders, which it may notice from 20 feet. It has no physical attacks. The Radiation eye (Magenta-Pink 'e') === Num:67 Lev:6 Rar:1 Spd:+0 Hp:10 Ac:6 Exp:2 A disembodied eye, crackling with energy. This creature is normally found on dungeon level 6 and moves at normal speed, but is larger or older deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 2.91 points for a 1st level character. It is not threatening at its native depth. It may gaze to reduce strength and size from you for 1d6 damage ; 1 time in 7 and is also magical, casting spells which drain mana; 1 time in 11. It can communicate telepathically with its own kind. It must fly and cannot move underwater or through webs. It is hurt by bright light. It cannot be frightened. It is fairly observant of intruders, which it may notice from 20 feet. It can gaze to reduce strength and size from you for 1d6 damage. The Black mushroom patch|||es| (Light Dark ',') === Num:649 Lev:6 Rar:1 Spd:+0 Hp:12 Ac:1 Exp:2 Yum! It looks quite tasty. This plant is normally found on dungeon level 6 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 2.91 points for a 1st level character. It is not threatening at its native depth. It may release spores to reduce intelligence from you for 4d2 damage and may grow ammunition; 1 time in 9. It is not detected by telepathy. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 20 feet. It may carry one or two mushrooms. It can release spores to reduce intelligence from you for 4d2 damage. The Copper mushroom patch|||es| (Umber ',') === Num:654 Lev:6 Rar:1 Spd:+0 Hp:12 Ac:1 Exp:2 Yum! It looks quite tasty. This plant is normally found on dungeon level 6 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 2.91 points for a 1st level character. It is not threatening at its native depth. It may release spores to reduce dexterity and agility from you for 3d2 damage and may grow ammunition; 1 time in 9. It is not detected by telepathy. It is immune to acid. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 20 feet. It may carry one or two mushrooms. It can release spores to reduce dexterity and agility from you for 3d2 damage. The Apprentice shaman (Light Purple 'p') === Num:1019 Lev:6 Rar:1 Spd:+0 Hp:10 Ac:6 Exp:2 She waves a magical talisman at you. This woman shaman is normally found on dungeon level 6 and moves at normal speed. A kill of this creature is worth 2.91 points for a 1st level character. She is threatening at her native depth. She is magical, casting spells which produce mana bolts, heal-self, blink-self, incur heroism or terrify; 1 time in 12. She can open doors. She always carries a lite to see you. She is observant of intruders, which she may notice from 200 feet. She usually appears with a friend. She may carry a weapon, armour, garment, lite, adornment, written item, potion, edible item or treasure. She can hit to hurt you for 1d4 damage. The Giant white rat (White 'r') === Num:73 Lev:6 Rar:2 Spd:+0 Hp:3 Ac:7 Exp:3 It is a very vicious rodent. This animal is normally found on dungeon level 6 and moves a bit erratically at normal speed. A kill of this creature is worth 4.36 points for a 1st level character. It is challenging at its native depth. It can can eat bodies to regain strength. It breeds explosively. It takes quite a while to see intruders, which it may notice from 80 feet. It can bite to hurt and poison you for 1d3 damage. The Grid bug (Violet 'I') === Num:1316 Lev:6 Rar:2 Spd:+0 Hp:5 Ac:2 Exp:3 A strange electric bug. This mix of animal and insect is normally found on dungeon level 6 and moves a bit erratically at normal speed, but is larger or faster deeper in the dungeon. A kill of this creature is worth 4.36 points for a 1st level character. It is challenging at its native depth. It can fly over obstacles. It is rarely detected by telepathy. It is immune to lightning. It cannot be frightened. It is fairly observant of intruders, which it may notice from 100 feet. It usually appears in groups. It can bite to electrify you for 1d4 damage. The Disenchanter eye (Light Purple 'e') === Num:85 Lev:6 Rar:1 Spd:-10 Hp:31 Ac:6 Exp:4 A disembodied eye, crackling with magic. This creature is normally found on dungeon level 6 and moves slowly, but is larger or older deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 5.82 points for a 1st level character. It is not threatening at its native depth. It may gaze to disenchant your armour and weapons; 1 time in 4 and is also magical, casting spells which drain mana; 1 time in 4. It can communicate telepathically with its own kind. It must fly and cannot move underwater or through webs. It is hurt by bright light. It resists disenchantment, magical spells and the effects of rods, staffs and wands. It cannot be frightened. It is fairly observant of intruders, which it may notice from 20 feet. It can gaze to disenchant your armour and weapons. The Giant grey rat (Mud 'r') === Num:124 Lev:6 Rar:2 Spd:+0 Hp:4 Ac:12 Exp:4 It is a rodent of unusual size. This animal is normally found on dungeon level 6 and moves a bit erratically at normal speed. A kill of this creature is worth 5.82 points for a 1st level character. It is challenging at its native depth. It can can eat bodies to regain strength. It breeds explosively. It takes a while to see intruders, which it may notice from 80 feet. It can bite to hurt you for 2d4 damage. The Slimy mushroom patch|||es| (Mustard ',') === Num:658 Lev:6 Rar:1 Spd:+0 Hp:18 Ac:1 Exp:4 Yum! It looks quite tasty. This plant is normally found on dungeon level 6 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 5.82 points for a 1st level character. It is not threatening at its native depth. It may release spores to dissolve you for 3d3 damage and may grow ammunition; 1 time in 9. It is not detected by telepathy. It is immune to acid. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 20 feet. It can release spores to dissolve you for 3d3 damage. The Giant brown centipede (Umber 'c') === Num:738 Lev:6 Rar:1 Spd:+0 Hp:13 Ac:10 Exp:4 It is about four feet long and carnivorous. This insect is normally found on dungeon level 6 and moves a bit erratically at normal speed. A kill of this creature is worth 5.82 points for a 1st level character. It is threatening at its native depth. It can bash down doors. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 70 feet. It usually appears with a friend. It can bite to hurt you for 2d3 damage and sting to hurt you for 1d4 damage. The Brain ooze (Light Pink 'j') === Num:885 Lev:6 Rar:1 Spd:+0 Hp:16 Ac:7 Exp:5 It oozes towards you, and your head starts to hurt... This creature is normally found on dungeon level 6 and moves extremely erratically at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 7.27 points for a 1st level character. It is threatening at its native depth. It can communicate telepathically with its own kind. It is rarely detected by telepathy. It resists blindness. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 80 feet. It usually appears with a friend. It can crawl to confuse you for 1d1 damage and crawl to batter you for 5d1 damage. The Blue worm mass|||es| (Blue 'w') === Num:74 Lev:6 Rar:2 Spd:-10 Hp:22 Ac:12 Exp:6 It is a large slimy mass of worms. This insect is normally found on dungeon level 6 and moves extremely erratically and slowly, but is larger deeper in the dungeon. A kill of this creature is worth 8.73 points for a 1st level character. It is challenging at its native depth. It is cold blooded. It is rarely detected by telepathy. It breeds explosively. It is hurt by bright light. It is immune to cold. It resists blindness. It cannot be frightened. It is fairly observant of intruders, which it may notice from 70 feet. It can crawl to freeze you for 1d4 damage. The Giant black |mouse|mouse|mice| (Slate 'r') === Num:1037 Lev:6 Rar:3 Spd:+0 Hp:8 Ac:8 Exp:6 It is about three feet long with large teeth. This animal is normally found on dungeon level 6 and moves somewhat erratically at normal speed. A kill of this creature is worth 8.73 points for a 1st level character. It is dangerous at its native depth. It breeds explosively. It takes a while to see intruders, which it may notice from 80 feet. It can bite to wound you for 3d2 damage. The Rabid jackal (Light Green 'C') === Num:1088 Lev:6 Rar:1 Spd:+0 Hp:6 Ac:5 Exp:6 A large dog, foaming at the mouth. This animal is normally found on dungeon level 6 and moves at normal speed, but is larger or older deeper in the dungeon . A kill of this creature is worth 8.73 points for a 1st level character. It is threatening at its native depth. It can can eat bodies to regain strength and track you unerringly over land, but not through water. It is rarely detected by telepathy. It cannot be frightened. It is observant of intruders, which it may notice from 150 feet. It can bite to infect you with disease for 2d3 damage and bite to infect you with disease for 2d3 damage. The Gazing eye (Slate 'e') === Num:1172 Lev:6 Rar:1 Spd:+20 Hp:35 Ac:7 Exp:6 A lidless gazing eye, crackling with mana. This creature is normally found on dungeon level 6 and moves very quickly, but is larger or older deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 8.73 points for a 1st level character. It is threatening at its native depth. It is magical, casting spells which produce mana bolts or drain mana; 1 time in 1. It can communicate telepathically with its own kind. It is hurt by bright light. It cannot be frightened or confused. It is ever vigilant for intruders, which it may notice from 120 feet. It has no physical attacks. The Novice priest||ess|s| (Blue 'p') === Num:89 Lev:6 Rar:3 Spd:+0 Hp:24 Ac:15 Exp:7 She is tripping over his priestly robes. This woman priest is normally found on dungeon level 6 and moves at normal speed. A kill of this creature is worth 10.18 points for a 1st level character. She is dangerous at her native depth. She is magical, casting spells which produce holy orbs, heal-self, cause wounds, incur heroism or terrify; 1 time in 8. She can open doors. She always carries a lite to see you. She is observant of intruders, which she may notice from 200 feet. She usually appears in groups. She may carry a weapon, armour, garment, lite, adornment, written item, potion, edible item or treasure. She can hit to hurt you for 1d7 damage. The Snaga (Light Umber 'k') === Num:96 Lev:6 Rar:3 Spd:+0 Hp:34 Ac:32 Exp:7 She is one of the many weaker 'slave' orcs, often mistakenly known as a cave goblin. This evil orc is normally found on dungeon level 6 and moves at normal speed, but is more powerful or specialised deeper in the dungeon. A kill of this creature is worth 10.18 points for a 1st level character. She is dangerous at her native depth. She can open doors, bash down doors and track you over land, but not through water. She is hurt by bright light. She resists darkness. She takes quite a while to see intruders, which she may notice from 200 feet. She usually appears in groups. She may carry a weapon, missile weapon, armour, garment, tool, edible item, junk item or treasure. She can hit to hurt you for 1d8 damage. The Raven (Light Dark 'B') === Num:560 Lev:6 Rar:1 Spd:+10 Hp:12 Ac:12 Exp:7 Larger than a crow, and pitch black. This animal is normally found on dungeon level 6 and moves quickly, but is larger or older deeper in the dungeon. A kill of this creature is worth 10.18 points for a 1st level character. It is threatening at its native depth. It must fly and cannot move underwater or through webs. It is ever vigilant for intruders, which it may notice from 400 feet. It can peck to hurt you for 1d4 damage and peck to hurt you for 1d4 damage. The Guardian ant (Light Violet 'a') === Num:680 Lev:6 Rar:2 Spd:+0 Hp:24 Ac:3 Exp:7 A large ant with powerful mandibles. This insect is normally found on dungeon level 6 and moves at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 10.18 points for a 1st level character. It is challenging at its native depth. It can bash down doors. It is rarely detected by telepathy. It resists nexus and teleportation. It is fairly observant of intruders, which it may notice from 100 feet. It usually appears with a friend. It can bite to hurt you for 2d4 damage. The Gnome illusionist (Light Yellow 'h') === Num:879 Lev:6 Rar:1 Spd:+0 Hp:31 Ac:10 Exp:7 An illusionist of short stature. This evil dwarf mage is normally found on dungeon level 6 and moves at normal speed, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 10.18 points for a 1st level character. She is threatening at her native depth. She is magical, casting spells intelligently which haste-self, recover mana, blink-self, create darkness, cause hallucinations, blind, confuse or slow; 1 time in 5. She can open doors. She cannot be slowed or paralyzed. She is fairly observant of intruders, which she may notice from 200 feet. She may carry one or two weapons, missile weapons, armours, garments, tools, lites, written items , potions, edible items or treasures. She can hit to hurt you for 1d5 damage. The Brown icky thing (Umber 'i') === Num:897 Lev:6 Rar:1 Spd:+0 Hp:27 Ac:14 Exp:7 It is a smallish, slimy, icky, diseased creature. This creature is normally found on dungeon level 6 and moves somewhat erratically at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 10.18 points for a 1st level character. It is threatening at its native depth. It is not detected by telepathy. It takes a while to see intruders, which it may notice from 140 feet. It can touch to reduce charisma from you for 2d5 damage. The Orange icky thing (Orange 'i') === Num:898 Lev:6 Rar:1 Spd:-10 Hp:34 Ac:20 Exp:7 It is a strange, slimy, icky creature, with rudimentary intelligence, but evil cunning. It hungers for food, and you look tasty. This evil creature is normally found on dungeon level 6 and moves somewhat erratically and slowly, but is larger deeper in the dungeon. A kill of this creature is worth 10.18 points for a 1st level character. It is threatening at its native depth. It is magical, casting spells intelligently which terrify, blind or confuse; 1 time in 6. It can open doors. It is immune to poison. It takes a while to see intruders, which it may notice from 150 feet. It can crawl to poison you for 1d4 damage, crawl to absorb light from you, hit to hurt you for 1d4 damage and hit to hurt you for 1d4 damage. The Pink ooze (Magenta-Pink 'j') === Num:926 Lev:6 Rar:1 Spd:+0 Hp:17 Ac:16 Exp:7 It's pink and it's oozing. This creature is normally found on dungeon level 6 and moves extremely erratically at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 10.18 points for a 1st level character. It is threatening at its native depth. It can ooze through tiny cracks and communicate telepathically with its own kind. It is not detected by telepathy. It is immune to poison. It resists blindness. It cannot be frightened, confused, charmed or slept. It pays little attention to intruders, which it may notice from 80 feet. It may carry an adornment, potion, junk item or treasure. It can touch to reduce strength and size from you for 2d4 damage. The Blue snake (Blue 'J') === Num:935 Lev:6 Rar:1 Spd:-10 Hp:25 Ac:40 Exp:7 It is about ten feet long and charged with electricity. This animal is normally found on dungeon level 6 and moves a bit erratically and slowly, but is larger or faster deeper in the dungeon. A kill of this creature is worth 10.18 points for a 1st level character. It is threatening at its native depth. It can can eat bodies to regain strength. It is immune to lightning. It tends to overlook intruders, which it may notice from 50 feet. It can bite to hurt you for 1d4 damage and crush to electrify you for 1d6 damage. The Red snake (Red 'J') === Num:938 Lev:6 Rar:1 Spd:-10 Hp:17 Ac:39 Exp:7 It is about six feet long. This animal is normally found on dungeon level 6 and moves a bit erratically and slowly, but is larger or faster deeper in the dungeon. A kill of this creature is worth 10.18 points for a 1st level character. It is threatening at its native depth. It may gaze to confuse you ; 1 time in 10. It can bash down doors and can eat bodies to regain strength. It is immune to fire. It tends to overlook intruders, which it may notice from 50 feet. It can bite to hurt and poison you for 1d5 damage and gaze to confuse you. The Green ooze (Green 'j') === Num:53 Lev:6 Rar:1 Spd:+10 Hp:7 Ac:16 Exp:8 It's green and it's oozing. This creature is normally found on dungeon level 6 and moves extremely erratically and quickly, but is larger deeper in the dungeon. A kill of this creature is worth 11.64 points for a 1st level character. It is threatening at its native depth. It can can eat bodies to regain strength, ooze through tiny cracks and communicate telepathically with its own kind. It is not detected by telepathy. It is immune to acid and poison. It resists blindness. It cannot be frightened, confused, charmed or slept. It pays little attention to intruders, which it may notice from 80 feet. It may carry an adornment, potion, junk item or treasure. It can crawl to dissolve you for 1d3 damage. The Clear mushroom patch|||es| (White ',') === Num:139 Lev:6 Rar:4 Spd:+10 Hp:13 Ac:1 Exp:8 Yum! It looks quite tasty. This plant is normally found on dungeon level 6 and moves quickly, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 11.64 points for a 1st level character. It is dangerous at its native depth. It may release spores to hurt you for 1d1 damage and may grow ammunition; 1 time in 11. It is invisible. It is not detected by telepathy. It breeds explosively. It resists blindness. It cannot be stunned, frightened, confused, charmed, slept or cut. It is ever vigilant for intruders, which it may notice from 40 feet. It may carry one or two mushrooms. It can release spores to hurt you for 1d1 damage. The Wol|f|f|ves| (Umber 'C') === Num:147 Lev:6 Rar:3 Spd:+10 Hp:20 Ac:30 Exp:8 It howls and snaps at you. This animal is normally found on dungeon level 6 and moves a bit erratically and quickly, but is larger or older deeper in the dungeon. A kill of this creature is worth 11.64 points for a 1st level character. It is dangerous at its native depth. It can bash down doors, can eat bodies to regain strength and track you unerringly over land, but not through water. It takes a while to see intruders, which it may notice from 300 feet. It usually appears in groups. It can bite to hurt you for 1d6 damage. The Giant white dragonfl|y|y|ies| (White 'I') === Num:182 Lev:6 Rar:1 Spd:+10 Hp:13 Ac:20 Exp:8 It is a large dragonfly whose wings whip up a cloud of frost. This mix of dragon and insect is normally found on dungeon level 6 and moves somewhat erratically and quickly, but is faster deeper in the dungeon. A kill of this creature is worth 11.64 points for a 1st level character. It is threatening at its native depth. It may breathe frost; 1 time in 10. It can bash down doors. It must fly and cannot move underwater or through webs. It is cold blooded. It is rarely detected by telepathy. It is immune to cold. It tends to overlook intruders, which it may notice from 120 feet. It can bite to freeze you for 1d3 damage. The Many-eyed moss|||es| (Orange ';') === Num:668 Lev:6 Rar:1 Spd:+0 Hp:15 Ac:1 Exp:8 A mass of orange vegetation. Its many eyes follow your every movement. This plant is normally found on dungeon level 6 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 11.64 points for a 1st level character. It is threatening at its native depth. It may gaze to blind you for 1d4 damage, doubled against eye monsters or gaze to blind you for 1d4 damage, doubled against eye monsters; 1 time in 5 and is also magical, casting spells which give invisibility or blind; 1 time in 5. It is cold blooded. It is not detected by telepathy. It resists blindness and blunt weapons. It cannot be stunned, frightened, confused, charmed, slept or cut. It is observant of intruders, which it may notice from 300 feet. It can gaze to blind you for 1d4 damage, doubled against eye monsters and gaze to blind you for 1d4 damage, doubled against eye monsters. The Giant blue frog (Light Blue 'F') === Num:816 Lev:6 Rar:1 Spd:+0 Hp:18 Ac:12 Exp:8 It looks poisonous. This animal is normally found on dungeon level 6 and moves a bit erratically at normal speed. A kill of this creature is worth 11.64 points for a 1st level character. It is threatening at its native depth. It can bash down doors, can eat bodies to regain strength and swim under water. It is immune to poison. It tends to overlook intruders, which it may notice from 120 feet. It can bite to hurt and poison you for 2d4 damage. The Brown jell|y|y|ies| (Umber 'j') === Num:920 Lev:6 Rar:1 Spd:+0 Hp:139 Ac:1 Exp:8 It is a large pulsating mound of brown flesh. This creature is normally found on dungeon level 6 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 11.64 points for a 1st level character. It is threatening at its native depth. It can communicate telepathically with its own kind. It is not detected by telepathy. It is hurt by bright light. It resists blindness. It cannot be frightened, confused, charmed or slept. It pays very little attention to intruders, which it may notice from 20 feet. It can touch to reduce charisma from you for 1d4 damage and touch to reduce charisma from you for 1d4 damage. The Boa constrictor (Light Red 'J') === Num:939 Lev:6 Rar:1 Spd:-10 Hp:41 Ac:45 Exp:8 It is about sixteen feet long. This animal is normally found on dungeon level 6 and moves a bit erratically and slowly, but is larger deeper in the dungeon. A kill of this creature is worth 11.64 points for a 1st level character. It is threatening at its native depth. It can bash down doors and can eat bodies to regain strength. It takes quite a while to see intruders, which it may notice from 50 feet. It can bite to hurt you for 1d5 damage and crush to hurt you for 2d6 damage. The Floating skull (Light Blue 's') === Num:1108 Lev:6 Rar:2 Spd:+0 Hp:26 Ac:30 Exp:8 A floating skull possessed by a malignant spirit. This evil undead creature is normally found on dungeon level 6 and moves at normal speed, but is larger or faster deeper in the dungeon. Destruction of this creature is worth 11.64 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells intelligently which recover mana, blink-self, teleport to, cause wounds, terrify or slow; 1 time in 4. It is cold blooded. It is immune to cold and poison. It resists blindness and edged weapons. It cannot be frightened, confused, charmed or slept. It takes quite a while to see intruders, which it may notice from 150 feet. It usually appears with a friend. It can bite to hurt you for 1d5 damage. The Apprentice paladin (Blue Slate 'p') === Num:70 Lev:6 Rar:2 Spd:+0 Hp:21 Ac:13 Exp:9 An adventurer both devoutly religious and skillful in combat. This woman warrior priest is normally found on dungeon level 6 and moves at normal speed. A kill of this creature is worth 13.09 points for a 1st level character. She is challenging at her native depth. She is magical, casting spells which heal-self, incur heroism or terrify; 1 time in 10. She can open doors and bash down doors. She always carries a lite to see you. She is observant of intruders, which she may notice from 200 feet. She usually appears with a friend. She may carry a weapon, armour, garment, lite, adornment, written item , potion, edible item or treasure. She can hit to hurt you for 1d5 damage and hit to hurt you for 1d5 damage. The Novice rogue (Blue 't') === Num:91 Lev:6 Rar:3 Spd:+0 Hp:28 Ac:12 Exp:9 A rather shifty individual. This evil woman thief is normally found on dungeon level 6 and moves at normal speed. A kill of this creature is worth 13.09 points for a 1st level character. She is dangerous at her native depth. She may create a shot to hurt you for 2d4 damage; 1 time in 12. She can open doors , pick up objects and hide in unusual places. She is observant of intruders, which she may notice from 200 feet. She usually appears in groups. She may carry a weapon, missile weapon, garment, tool, lite, adornment, musical item, potion, edible item or treasure. She can hit to hurt you for 1d6 damage and touch to steal gold from you. The Pink jell|y|y|ies| (Magenta-Pink 'j') === Num:103 Lev:6 Rar:1 Spd:+0 Hp:117 Ac:1 Exp:9 It is a large pulsating mound of pink flesh. This creature is normally found on dungeon level 6 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 13.09 points for a 1st level character. It is threatening at its native depth. It can communicate telepathically with its own kind. It is not detected by telepathy. It is hurt by bright light. It resists blindness. It cannot be frightened, confused, charmed or slept. It pays very little attention to intruders, which it may notice from 20 feet. It can touch to reduce strength and size from you for 1d5 damage. The Giant bronze dragonfl|y|y|ies| (Light Umber 'I') === Num:266 Lev:6 Rar:1 Spd:+10 Hp:13 Ac:20 Exp:9 This great gleaming bronze dragonfly has wings which beat mesmerically fast. This insect is normally found on dungeon level 6 and moves extremely erratically and quickly, but is faster deeper in the dungeon. A kill of this creature is worth 13.09 points for a 1st level character. It is threatening at its native depth. It may breathe confusion; 1 time in 9. It can bash down doors. It must fly and cannot move underwater or through webs. It is rarely detected by telepathy. It is immune to fire. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 120 feet. It may carry a precious metal. It can bite to burn you for 1d3 damage. The Wooden figurine (Mustard 'g') === Num:497 Lev:6 Rar:3 Spd:+0 Hp:15 Ac:30 Exp:9 A small, wooden doll-like figure with a menacing painted face. This creature is normally found on dungeon level 6 and moves at normal speed, but is larger, faster or more powerful deeper in the dungeon. Destruction of this creature is worth 13.09 points for a 1st level character. It is dangerous at its native depth. It can easily evade blows and missiles. It is not detected by telepathy. It is immune to poison. It cannot be frightened or confused. It is fairly observant of intruders, which it may notice from 120 feet. It usually appears in groups. It can hit to wound you for 1d3 damage. The Huge grey bat (Slate 'b') === Num:722 Lev:6 Rar:3 Spd:+20 Hp:22 Ac:15 Exp:9 It screeches as it attacks. This animal is normally found on dungeon level 6 and moves somewhat erratically and very quickly. A kill of this creature is worth 13.09 points for a 1st level character. It is dangerous at its native depth. It can can eat bodies to regain strength and fly over obstacles. It takes quite a while to see intruders, which it may notice from 100 feet. It usually appears in groups. It can bite to hurt you for 1d5 damage. The Red jell|y|y|ies| (Red 'j') === Num:921 Lev:6 Rar:1 Spd:+0 Hp:162 Ac:1 Exp:9 It is a large pulsating mound of red flesh. This creature is normally found on dungeon level 6 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 13.09 points for a 1st level character. It is threatening at its native depth. It can communicate telepathically with its own kind. It is not detected by telepathy. It is hurt by bright light. It resists blindness. It cannot be frightened, confused, charmed or slept. It pays very little attention to intruders, which it may notice from 20 feet. It can touch to burn you for 1d8 damage. The River goblin (Light Blue 'k') === Num:946 Lev:6 Rar:3 Spd:+0 Hp:34 Ac:32 Exp:9 She is an ugly, piratical looking humanoid armed with a hook. This evil mix of dwarf and orc is normally found on dungeon level 6 and moves at normal speed, but is larger, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 13.09 points for a 1st level character. She is dangerous at her native depth. She can open doors, bash down doors, swim under water and track you over land, but not through water. She is immune to poison. She takes quite a while to see intruders, which she may notice from 200 feet. She usually appears in groups. She may carry a weapon, missile weapon, armour, garment, tool, edible item, junk item or treasure. She can hit to wound you for 2d4 damage. The Rotten icky thing (Light Purple 'i') === Num:1312 Lev:6 Rar:1 Spd:+0 Hp:18 Ac:14 Exp:9 This undead creature is normally found on dungeon level 6 and moves somewhat erratically at normal speed, but is larger deeper in the dungeon. Destruction of this creature is worth 13.09 points for a 1st level character. It is threatening at its native depth. It may covers you in slime for 4d6 damage; 1 time in 1. It is not detected by telepathy. It takes a while to see intruders, which it may notice from 140 feet. It can covers you in slime for 4d6 damage. The Brown mold (Umber 'm') === Num:92 Lev:6 Rar:1 Spd:+0 Hp:66 Ac:12 Exp:10 A strange brown growth on the dungeon floor. This plant is normally found on dungeon level 6 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 14.55 points for a 1st level character. It is threatening at its native depth. It can communicate telepathically with its own kind. It is not detected by telepathy. It is immune to poison. It resists blindness. It cannot be stunned, frightened, confused, charmed, slept or cut. It pays very little attention to intruders, which it may notice from 20 feet. It can touch to confuse you for 1d4 damage. The Wooden golem (Light Umber 'g') === Num:504 Lev:6 Rar:1 Spd:-10 Hp:51 Ac:30 Exp:10 A lumbering figure powered by oaken cogs and pine cone gears. This creature is normally found on dungeon level 6 and moves slowly, but is larger, faster or more powerful deeper in the dungeon. Destruction of this creature is worth 14.55 points for a 1st level character. It is threatening at its native depth. It can bash down doors. It is not detected by telepathy. It is immune to poison. It cannot be frightened or confused. It is fairly observant of intruders, which it may notice from 120 feet. It can hit to batter you for 1d6 damage and hit to batter you for 1d6 damage. The Giant ebony frog (Light Dark 'F') === Num:813 Lev:6 Rar:5 Spd:+0 Hp:18 Ac:18 Exp:10 It looks poisonous. This animal is normally found on dungeon level 6 and moves a bit erratically at normal speed. A kill of this creature is worth 14.55 points for a 1st level character. It is deadly at its native depth. It can bash down doors, can eat bodies to regain strength and swim under water. It breeds explosively. It tends to overlook intruders, which it may notice from 120 feet. It can bite to hurt you for 1d6 damage. The Surly looking dwar|f|f|ves| (Mustard 'h') === Num:874 Lev:6 Rar:1 Spd:+0 Hp:24 Ac:20 Exp:10 A scowling short lass with a two-foot beard. She appears to be looking for a good smithy to sharpen her axe. This dwarf is normally found on dungeon level 6 and moves at normal speed. A kill of this creature is worth 14.55 points for a 1st level character. She is threatening at her native depth. She can open doors, bash down doors and pick up objects. She resists blindness. She is fairly observant of intruders, which she may notice from 160 feet. She may carry a weapon, missile weapon, armour, garment, tool, lite, written item, potion, edible item or treasure. She can hit to hurt you for 1d7 damage and hit to hurt you for 1d7 damage. The Swordfish (Light Slate 'F') === Num:1318 Lev:6 Rar:1 Spd:+10 Hp:16 Ac:10 Exp:10 A fish with a swordlike "beak". This animal is normally found on dungeon level 6 and moves quickly, but is larger deeper in the dungeon. A kill of this creature is worth 14.55 points for a 1st level character. It is threatening at its native depth. It must swim and cannot move out of water. It is cold blooded. It takes a while to see intruders, which it may notice from 140 feet. It can hit to hurt you for 1d5 damage and hit to hurt you for 1d5 damage. The Novice warrior (Umber 't') === Num:90 Lev:6 Rar:3 Spd:+0 Hp:31 Ac:16 Exp:11 She looks inexperienced but tough. This woman warrior is normally found on dungeon level 6 and moves at normal speed. A kill of this creature is worth 16.00 points for a 1st level character. She is dangerous at her native depth. She can open doors and bash down doors. She always carries a lite to see you. She is observant of intruders, which she may notice from 200 feet. She usually appears in groups. She may carry a weapon, garment, tool, lite, adornment, musical item, potion, edible item or treasure. She can hit to hurt you for 1d6 damage and hit to hurt you for 1d6 damage. The Dead ant (Light Red 'a') === Num:1296 Lev:6 Rar:2 Spd:+0 Hp:17 Ac:34 Exp:11 It is large and has venomous mandibles. This evil undead insect is normally found on dungeon level 6 and moves at normal speed, but is larger deeper in the dungeon. Destruction of this creature is worth 16.00 points for a 1st level character. It is challenging at its native depth. It can bash down doors. It is cold blooded. It is not detected by telepathy. It is rarely detected by telepathy. It is immune to cold and poison. It cannot be frightened, confused, charmed or slept. It tends to overlook intruders, which it may notice from 120 feet. It usually appears with a friend. It can bite to hurt you for 1d4 damage and sting to hurt and poison you for 1d4 damage. [U] Radbug, the Goblin (Light Teal 'k') === Num:110 Lev:6 Rar:4 Spd:+0 Hp:144 Ac:20 Exp:130 Strong and powerful, for a goblin. This evil mix of dwarf and orc is normally found on dungeon level 6 and moves at normal speed. Killing this creature is worth 189.09 points for a 1st level character. He is deadly at his native depth. He can open doors, bash down doors and track you over land, but not through water. He is hurt by bright light. He is immune to poison. He takes a while to see intruders, which he may notice from 200 feet. He usually appears with escorts. He may carry one or two good weapons, missile weapons, armours, garments, tools, edible items or junk items. He can hit to hurt you for 1d10 damage, hit to hurt you for 1d10 damage and hit to hurt you for 1d10 damage. The Ant nest (Light Umber '<') === Num:1306 Lev:7 Rar:1 Spd:+0 Hp:70 Ac:3 Exp:1 A mound of earth, crawling with ants of various shapes and sizes. There might be something valuable inside. This plant is normally found on dungeon level 7 and moves at normal speed, but is larger, faster or more powerful deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 1.55 points for a 1st level character. It is not threatening at its native depth. It is magical, casting spells which summon monsters of the same group; 1 time in 1. It can bash down doors. It is not detected by telepathy. It is hurt by rock remover. It cannot be frightened, confused, charmed or slept. It takes quite a while to see intruders, which it may notice from 200 feet. It usually appears with escorts. It may carry a good treasure. It has no physical attacks. The Purple mushroom patch|||es| (Purple ',') === Num:88 Lev:7 Rar:1 Spd:+0 Hp:10 Ac:1 Exp:3 Yum! It looks quite tasty. This plant is normally found on dungeon level 7 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 4.64 points for a 1st level character. It is not threatening at its native depth. It may release spores to reduce constitution from you for 1d2 damage or release spores to reduce constitution from you for 1d2 damage and may grow ammunition; 1 time in 9. It is not detected by telepathy. It resists blindness. It cannot be stunned, frightened, confused, charmed, slept or cut. It is ever vigilant for intruders, which it may notice from 20 feet. It may carry one or two mushrooms. It can release spores to reduce constitution from you for 1d2 damage and release spores to reduce constitution from you for 1d2 damage. The Termite mound (Umber '<') === Num:1307 Lev:7 Rar:1 Spd:+0 Hp:139 Ac:4 Exp:3 A giant mound of earth, crawling with termites of various shapes and sizes. There might be something valuable inside. This plant is normally found on dungeon level 7 and moves at normal speed, but is larger, faster or more powerful deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 4.64 points for a 1st level character. It is not threatening at its native depth. It is magical, casting spells which summon monsters of the same group; 1 time in 1. It can bash down doors. It is not detected by telepathy. It is hurt by rock remover. It cannot be frightened, confused, charmed or slept. It takes quite a while to see intruders, which it may notice from 200 feet. It usually appears with escorts. It may carry a good special object or treasure. It has no physical attacks. The Bloodshot eye (Light Pink 'e') === Num:101 Lev:7 Rar:1 Spd:+0 Hp:22 Ac:6 Exp:4 A disembodied eye, bloodshot and nasty. This creature is normally found on dungeon level 7 and moves at normal speed, but is larger or older deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 6.18 points for a 1st level character. It is not threatening at its native depth. It may gaze to blind you for 2d6 damage, doubled against eye monsters; 1 time in 6 and is also magical, casting spells which drain mana; 1 time in 6. It can communicate telepathically with its own kind. It must fly and cannot move underwater or through webs. It is hurt by bright light. It cannot be frightened. It is fairly observant of intruders, which it may notice from 20 feet. It can gaze to blind you for 2d6 damage, doubled against eye monsters. The Clear snake (White 'J') === Num:49 Lev:7 Rar:1 Spd:-10 Hp:45 Ac:38 Exp:5 It is about ten feet long and stealthy. This animal is normally found on dungeon level 7 and moves a bit erratically and slowly, but is larger or faster deeper in the dungeon. A kill of this creature is worth 7.73 points for a 1st level character. It is not threatening at its native depth. It can bash down doors and can eat bodies to regain strength. It is invisible. It tends to overlook intruders, which it may notice from 50 feet. It can bite to hurt you for 1d4 damage and crush to hurt you for 1d6 damage. The Red worm mass|||es| (Red 'w') === Num:86 Lev:7 Rar:3 Spd:-10 Hp:22 Ac:12 Exp:6 It is a large slimy mass of worms. This insect is normally found on dungeon level 7 and moves extremely erratically and slowly, but is larger deeper in the dungeon. A kill of this creature is worth 9.27 points for a 1st level character. It is dangerous at its native depth. It can bash down doors. It is not detected by telepathy. It breeds explosively. It is hurt by bright light. It is immune to fire. It resists blindness. It cannot be frightened. It is fairly observant of intruders, which it may notice from 70 feet. It can crawl to burn you for 1d6 damage. The Giant spotted rat (Blue Slate 'r') === Num:1044 Lev:7 Rar:3 Spd:+0 Hp:8 Ac:20 Exp:8 It is a rodent of unusual size. This animal is normally found on dungeon level 7 and moves a bit erratically at normal speed. A kill of this creature is worth 12.36 points for a 1st level character. It is dangerous at its native depth. It can can eat bodies to regain strength. It breeds explosively. It takes a while to see intruders, which it may notice from 80 feet. It can bite to hurt and poison you for 1d5 damage. The Giant black rat (Light Dark 'r') === Num:1045 Lev:7 Rar:3 Spd:+0 Hp:7 Ac:16 Exp:8 It is a rodent of unusual size. This animal is normally found on dungeon level 7 and moves a bit erratically at normal speed. A kill of this creature is worth 12.36 points for a 1st level character. It is dangerous at its native depth. It can can eat bodies to regain strength. It breeds explosively. It is immune to poison. It takes a while to see intruders, which it may notice from 80 feet. It can bite to hurt and poison you for 1d5 damage. The Green glutton ghost (Green 'G') === Num:80 Lev:7 Rar:1 Spd:+20 Hp:7 Ac:20 Exp:9 It is a very ugly green ghost with a voracious appetite. This evil undead creature is normally found on dungeon level 7 and moves extremely erratically and very quickly. Destruction of this creature is worth 13.91 points for a 1st level character. It is threatening at its native depth. It can pass through walls and fly over obstacles. It is cold blooded. It is immune to blunt weapons. It cannot be stunned, confused, charmed, slept or cut. It is fairly observant of intruders, which it may notice from 100 feet. It may carry one or two garments, tools, musical items, junk items or treasures. It can touch to eat your food for 1d1 damage and slime to do you no effect. The Manes|||es| (Light Yellow 'u') === Num:100 Lev:7 Rar:3 Spd:+0 Hp:34 Ac:32 Exp:9 It is a minor but aggressive demon. This evil demon is normally found on dungeon level 7 and moves at normal speed, but is more powerful deeper in the dungeon. Destruction of this creature is worth 13.91 points for a 1st level character. It is dangerous at its native depth. It may create a spike to burn you for 1d5 damage; 1 time in 10. It can bash down doors. It is immune to lightning and fire. It resists magical spells and the effects of rods, staffs and wands. It cannot be frightened. It takes quite a while to see intruders, which it may notice from 200 feet. It usually appears in groups. It can hit to hurt you for 1d8 damage. The Giant black |louse|louse|lice| (Slate 'I') === Num:187 Lev:7 Rar:4 Spd:+10 Hp:10 Ac:7 Exp:9 It makes you itch just to look at it. This insect is normally found on dungeon level 7 and moves somewhat erratically and quickly. A kill of this creature is worth 13.91 points for a 1st level character. It is dangerous at its native depth. It is rarely detected by telepathy. It breeds explosively. It is fairly observant of intruders, which it may notice from 60 feet. It can bite to hurt you for 1d2 damage. The Blink dog (Light Blue 'C') === Num:225 Lev:7 Rar:3 Spd:+5 Hp:35 Ac:20 Exp:9 A strange magical member of the canine race, its form seems to shimmer and fade in front of your very eyes. This animal is normally found on dungeon level 7 and moves a bit erratically and quickly, but is larger or older deeper in the dungeon. A kill of this creature is worth 13.91 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells which blink-self, teleport-self to or teleport to; 1 time in 4. It can bash down doors, can eat bodies to regain strength and track you unerringly over land, but not through water. It resists teleportation. It is fairly observant of intruders, which it may notice from 200 feet. It usually appears in groups. It can bite to hurt you for 1d7 damage. The Blue dragon bat (Blue 'b') === Num:250 Lev:7 Rar:3 Spd:+20 Hp:10 Ac:26 Exp:9 It is a glowing blue bat with a sharp tail. This mix of animal and dragon is normally found on dungeon level 7 and moves somewhat erratically and very quickly, but is larger deeper in the dungeon. A kill of this creature is worth 13.91 points for a 1st level character. It is dangerous at its native depth. It may breathe lightning; 1 time in 4. It can bash down doors and can eat bodies to regain strength. It must fly and cannot move underwater or through webs. It is immune to lightning. It tends to overlook intruders, which it may notice from 120 feet. It usually appears in groups. It can bite to electrify you for 1d3 damage. The Shadow faerie (Blue Slate 'H') === Num:1308 Lev:7 Rar:1 Spd:+5 Hp:20 Ac:12 Exp:9 A little winged humanoid clothed surrounded by shadow. This creature is normally found on dungeon level 7 and moves quickly, but is faster deeper in the dungeon. A kill of this creature is worth 13.91 points for a 1st level character. It is threatening at its native depth. It is magical, casting spells which produce lightning bolts, recover mana, blink-self, give invisibility or create darkness; 1 time in 4. It can open doors, easily evade blows and missiles and track you over land, but not through water. It must fly and cannot move underwater or through webs. It lights up the surroundings. It resists darkness. It is fairly observant of intruders, which it may notice from 180 feet. It may carry a garment, adornment, edible item, junk item or treasure. It has no physical attacks. The Metallic red centipede (Red 'c') === Num:64 Lev:7 Rar:2 Spd:+10 Hp:18 Ac:9 Exp:10 It is about six feet long and carnivorous. This insect is normally found on dungeon level 7 and moves a bit erratically and quickly. A kill of this creature is worth 15.45 points for a 1st level character. It is challenging at its native depth. It can bash down doors. It is rarely detected by telepathy. It takes a while to see intruders, which it may notice from 80 feet. It usually appears with a friend. It can bite to hurt you for 1d5 damage and sting to hurt you for 1d5 damage. The Giant pink frog (Magenta-Pink 'F') === Num:104 Lev:7 Rar:1 Spd:+0 Hp:22 Ac:16 Exp:10 It looks poisonous. This animal is normally found on dungeon level 7 and moves somewhat erratically at normal speed. A kill of this creature is worth 15.45 points for a 1st level character. It is threatening at its native depth. It can bash down doors, can eat bodies to regain strength and swim under water. It tends to overlook intruders, which it may notice from 120 feet. It can bite to reduce strength and size from you for 2d4 damage. The Rock python (Light Umber 'J') === Num:423 Lev:7 Rar:1 Spd:-10 Hp:55 Ac:55 Exp:10 It is about twenty feet long. This animal is normally found on dungeon level 7 and moves a bit erratically and slowly, but is larger deeper in the dungeon. A kill of this creature is worth 15.45 points for a 1st level character. It is threatening at its native depth. It may create a shot to hurt you for 1d10 damage; 1 time in 6. It can bash down doors and can eat bodies to regain strength. It takes quite a while to see intruders, which it may notice from 50 feet. It can bite to hurt you for 1d5 damage and crush to hurt you for 2d6 damage. The Night willow (Blue Slate ':') === Num:673 Lev:7 Rar:1 Spd:-10 Hp:297 Ac:5 Exp:10 It is a twisted black-barked tree. A tree can't possibly hurt you, but you feel fear, disorientation and drowsiness as you approach. This evil undead plant is normally found on dungeon level 7 and moves slowly, but is larger deeper in the dungeon and does not deign to chase intruders. Destruction of this creature is worth 15.45 points for a 1st level character. It is threatening at its native depth. It is magical, casting spells which create darkness, drain mana, terrify, blind or paralyze; 1 time in 4. It is not detected by telepathy. It is immune to cold. It resists blindness and blunt weapons. It cannot be frightened, confused, charmed or slept. It is fairly observant of intruders, which it may notice from 60 feet. It may carry a special object or treasure. It has no physical attacks. The Giant red centipede (Red 'c') === Num:741 Lev:7 Rar:2 Spd:+10 Hp:13 Ac:26 Exp:10 It is about six feet long and carnivorous. This insect is normally found on dungeon level 7 and moves quickly. A kill of this creature is worth 15.45 points for a 1st level character. It is challenging at its native depth. It can bash down doors. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 120 feet. It usually appears with a friend. It can bite to hurt you for 1d2 damage and sting to hurt and poison you for 1d2 damage. The Goblin dart-thrower (Light Violet 'k') === Num:1187 Lev:7 Rar:2 Spd:+0 Hp:27 Ac:13 Exp:10 A shifty-looking ugly humanoid that throws poisoned darts. Usually found in small groups. This evil mix of dwarf and orc is normally found on dungeon level 7 and moves at normal speed, but is larger or more powerful deeper in the dungeon. A kill of this creature is worth 15.45 points for a 1st level character. It is challenging at its native depth. It may create a dart to poison you for 4d5 damage; 1 time in 5. It can open doors, pick up objects and track you over land, but not through water. It is immune to poison. It takes a while to see intruders, which it may notice from 240 feet. It usually appears with a friend. It may carry a weapon, missile weapon, armour, garment , tool, edible item, junk item or treasure. It can hit to hurt you for 1d8 damage. The Zombified dog (Yellow 'C') === Num:1281 Lev:7 Rar:3 Spd:+0 Hp:27 Ac:18 Exp:10 It is a dead dog, following you - its flesh rotting and the skin flayed from its bones. This evil undead animal is normally found on dungeon level 7 and moves at normal speed, but is larger, faster, older or more powerful deeper in the dungeon. Destruction of this creature is worth 15.45 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells which haste-self or incur beserk rage; 1 time in 6. It can can eat bodies to regain strength and track you unerringly over land, but not through water. It is cold blooded. It is not detected by telepathy. It is immune to poison. It cannot be frightened, confused, charmed or slept. It takes a while to see intruders, which it may notice from 320 feet. It usually appears in groups. It can bite to hurt you for 1d5 damage. The Yellow jell|y|y|ies| (Yellow 'j') === Num:60 Lev:7 Rar:1 Spd:+10 Hp:45 Ac:1 Exp:11 It's a large pile of yellow flesh. This creature is normally found on dungeon level 7 and moves quickly, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 17.00 points for a 1st level character. It is threatening at its native depth. It is magical, casting spells which drain mana; 1 time in 16. It can communicate telepathically with its own kind. It is not detected by telepathy. It is hurt by bright light. It is immune to poison. It resists blindness. It cannot be frightened, confused, charmed or slept. It pays very little attention to intruders, which it may notice from 20 feet. It can touch to poison you for 1d3 damage. The Cave orc (Blue Slate 'o') === Num:98 Lev:7 Rar:3 Spd:+0 Hp:52 Ac:32 Exp:11 She is often found in huge numbers in deep caves. This evil orc is normally found on dungeon level 7 and moves at normal speed, but is older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 17.00 points for a 1st level character. She is dangerous at her native depth. She can open doors, bash down doors and track you over land, but not through water . She is hurt by bright light. She resists darkness. She takes quite a while to see intruders, which she may notice from 200 feet. She usually appears in groups. She may carry a weapon, missile weapon, armour, garment, tool, edible item, junk item or treasure. She can hit to hurt you for 1d10 damage. The Novice ranger (Light Slate 'q') === Num:114 Lev:7 Rar:3 Spd:+0 Hp:27 Ac:8 Exp:11 An agile hunter, ready and relaxed. This woman warrior mage is normally found on dungeon level 7 and moves at normal speed. A kill of this creature is worth 17.00 points for a 1st level character. She is dangerous at her native depth. She may create an arrow to hurt you for 1d6 damage; 1 time in 8 and is also magical, casting spells which cure-self or blink-self; 1 time in 8. She can open doors, bash down doors and pick up objects. She always carries a lite to see you. She is observant of intruders, which she may notice from 200 feet. She usually appears in groups. She may carry a weapon, missile weapon, garment, lite, adornment, magical device, written item, potion, edible item or treasure. She can hit to hurt you for 1d7 damage and hit to hurt you for 1d7 damage. The Moross moss|||es| (Yellow ';') === Num:669 Lev:7 Rar:1 Spd:+0 Hp:15 Ac:1 Exp:11 A mass of yellow vegetation. You feel apathetic looking at its sluggish fronds. This plant is normally found on dungeon level 7 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 17.00 points for a 1st level character. It is threatening at its native depth. It is magical, casting spells which give invisibility, teleport-self to or slow; 1 time in 5. It is cold blooded. It is not detected by telepathy. It resists blindness and blunt weapons. It cannot be stunned, frightened, confused, charmed, slept or cut. It is observant of intruders, which it may notice from 300 feet. It can hit to reduce dexterity and agility from you for 1d4 damage and hit to reduce dexterity and agility from you for 1d4 damage. The Thorn tree (Light Umber ':') === Num:674 Lev:7 Rar:1 Spd:+0 Hp:192 Ac:20 Exp:11 It has branches covered with cruel-looking thorns. This plant is normally found on dungeon level 7 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 17.00 points for a 1st level character. It is threatening at its native depth. It may create a spike to hurt you for 1d6 damage and may grow ammunition; 1 time in 1. It is not detected by telepathy. It resists blindness and blunt weapons. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 20 feet. It may carry a special object or treasure. It can bite to hurt you for 1d4 damage. The Yellow icky thing (Yellow 'i') === Num:895 Lev:7 Rar:1 Spd:+0 Hp:22 Ac:12 Exp:11 It is a smallish, slimy, icky, poisonous creature. This creature is normally found on dungeon level 7 and moves somewhat erratically at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 17.00 points for a 1st level character. It is threatening at its native depth. It is not detected by telepathy. It is immune to poison. It takes a while to see intruders, which it may notice from 140 feet. It can touch to poison you for 3d5 damage. The Creeping copper coins|||| (Umber '$') === Num:72 Lev:7 Rar:1 Spd:-10 Hp:30 Ac:24 Exp:12 It appears to be a pile of copper coins. This creature is normally found on dungeon level 7 and moves slowly. A kill of this creature is worth 18.55 points for a 1st level character. It is threatening at its native depth. It can bash down doors. It is cold blooded. It is not detected by telepathy. It is immune to fire, cold and poison. It resists blindness. It cannot be confused, charmed or slept. It is fairly observant of intruders, which it may notice from 30 feet. It may carry one or two precious metals. It can hit to hurt you for 3d3 damage and touch to remove enchantments from you. The Rattlesnake (Light Purple 'J') === Num:97 Lev:7 Rar:1 Spd:+0 Hp:23 Ac:44 Exp:12 It is recognized by the hard-scaled end of its body that is often rattled to frighten its prey. This animal is normally found on dungeon level 7 and moves somewhat erratically at normal speed, but is larger or faster deeper in the dungeon. A kill of this creature is worth 18.55 points for a 1st level character. It is threatening at its native depth. It may spit to poison you for 1d2 damage; 1 time in 4. It can bash down doors and can eat bodies to regain strength. It is immune to poison. It is vigilant for intruders, which it may notice from 60 feet. It can bite to hurt and poison you for 2d5 damage and spit to poison you for 1d2 damage. The Wood el|f|f|ves| (Green 'l') === Num:108 Lev:7 Rar:1 Spd:+0 Hp:37 Ac:16 Exp:12 An elven figure. This elf is normally found on dungeon level 7 and moves at normal speed, but is older, more powerful or specialised deeper in the dungeon . A kill of this creature is worth 18.55 points for a 1st level character. She is threatening at her native depth. She may create a dart to poison you for 2d5 damage; 1 time in 10 and is also magical, casting spells which create darkness, cause hunger or confuse; 1 time in 10. She can open doors, bash down doors and pick up objects. She lights up the surroundings. She resists lite. She takes a while to see intruders, which she may notice from 200 feet. She may carry a weapon, missile weapon, garment, lite, adornment, written item, musical item, potion, edible item or treasure. She can hit to hurt you for 1d6 damage and hit to hurt you for 1d6 damage. The Giant gold dragonfl|y|y|ies| (Yellow 'I') === Num:234 Lev:7 Rar:1 Spd:+10 Hp:18 Ac:20 Exp:12 Large beating wings support this dazzling insect. A loud buzzing noise pervades the air. This mix of dragon and insect is normally found on dungeon level 7 and moves extremely erratically and quickly, but is faster deeper in the dungeon. A kill of this creature is worth 18.55 points for a 1st level character. It is threatening at its native depth. It may breathe sound; 1 time in 7. It can bash down doors. It must fly and cannot move underwater or through webs. It is rarely detected by telepathy. It is immune to poison. It cannot be stunned. It tends to overlook intruders, which it may notice from 120 feet. It may carry a precious metal. It can bite to hurt and poison you for 1d3 damage. The Giant ebony bat (Light Dark 'b') === Num:723 Lev:7 Rar:3 Spd:+20 Hp:31 Ac:15 Exp:12 It screeches as it attacks. This animal is normally found on dungeon level 7 and moves somewhat erratically and very quickly. A kill of this creature is worth 18.55 points for a 1st level character. It is dangerous at its native depth. It can can eat bodies to regain strength and fly over obstacles. It takes quite a while to see intruders, which it may notice from 100 feet. It usually appears in groups. It can bite to hurt you for 1d6 damage. The Gnome priest||ess|s| (Light Teal 'h') === Num:878 Lev:7 Rar:1 Spd:+0 Hp:35 Ac:24 Exp:12 A priestesss This evil dwarf priest is normally found on dungeon level 7 and moves at normal speed, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 18.55 points for a 1st level character. She is threatening at her native depth. She is magical, casting spells intelligently which heal-self, cure-self, cause wounds, incur heroism or summon a monster; 1 time in 4. She can open doors and pick up objects. She cannot be slowed or paralyzed. She is fairly observant of intruders, which she may notice from 180 feet. She may carry one or two weapons, missile weapons, armours, garments, tools, lites, written items, potions, edible items or treasures. She can hit to hurt you for 2d4 damage. The Giant blue dragonfl|y|y|ies| (Blue 'I') === Num:908 Lev:7 Rar:1 Spd:+10 Hp:26 Ac:24 Exp:12 A vast, lightning-struck dragonfly. This mix of dragon and insect is normally found on dungeon level 7 and moves extremely erratically and quickly, but is faster deeper in the dungeon. A kill of this creature is worth 18.55 points for a 1st level character. It is threatening at its native depth. It may breathe lightning; 1 time in 7. It can bash down doors. It must fly and cannot move underwater or through webs. It is rarely detected by telepathy. It is immune to fire. It tends to overlook intruders, which it may notice from 200 feet. It can bite to hurt you for 1d6 damage. The Skeleton goblin (Mud 's') === Num:83 Lev:7 Rar:1 Spd:+0 Hp:21 Ac:26 Exp:13 It is a small animated goblin skeleton. This evil undead mix of dwarf and orc is normally found on dungeon level 7 and moves at normal speed, but is larger, faster, more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 20.09 points for a 1st level character. It is threatening at its native depth. It can bash down doors. It is cold blooded. It is not detected by telepathy. It is immune to lightning, cold and poison. It resists blindness and edged weapons. It cannot be stunned, frightened, confused, charmed, slept or cut. It takes quite a while to see intruders, which it may notice from 200 feet. It can hit to hurt you for 1d6 damage. The Wood spider (Light Umber 'S') === Num:99 Lev:7 Rar:3 Spd:+10 Hp:10 Ac:16 Exp:13 It scuttles towards you. This insect is normally found on dungeon level 7 and moves quickly, but is larger deeper in the dungeon. A kill of this creature is worth 20.09 points for a 1st level character. It is dangerous at its native depth. It can bash down doors and climb on walls and ceilings. It is rarely detected by telepathy. It appears in a giant web. It is immune to poison. It pays little attention to intruders, which it may notice from 80 feet. It usually appears in groups. It can bite to hurt you for 1d3 damage and sting to hurt and poison you for 1d4 damage. The Green icky thing (Green 'i') === Num:105 Lev:7 Rar:1 Spd:+0 Hp:22 Ac:12 Exp:13 It is a smallish, slimy, icky, acidic creature. This creature is normally found on dungeon level 7 and moves somewhat erratically at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 20.09 points for a 1st level character. It is threatening at its native depth. It is not detected by telepathy. It is immune to acid. It takes a while to see intruders, which it may notice from 140 feet. It can touch to dissolve you for 2d5 damage. The Night lizard (Deep Light Blue 'R') === Num:109 Lev:7 Rar:1 Spd:+0 Hp:18 Ac:16 Exp:13 It is a black lizard with overlapping scales and a powerful jaw. This animal is normally found on dungeon level 7 and moves a bit erratically at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 20.09 points for a 1st level character. It is threatening at its native depth. It is magical, casting spells which create darkness; 1 time in 5. It can can eat bodies to regain strength and track you over land, but not through water. It is immune to cold. It resists darkness. It takes quite a while to see intruders, which it may notice from 200 feet. It can bite to freeze you for 2d7 damage. The Giant green dragonfl|y|y|ies| (Green 'I') === Num:208 Lev:7 Rar:1 Spd:+10 Hp:26 Ac:20 Exp:13 A great, foul-smelling dragonfly. This mix of dragon and insect is normally found on dungeon level 7 and moves extremely erratically and quickly, but is faster deeper in the dungeon. A kill of this creature is worth 20.09 points for a 1st level character. It is threatening at its native depth. It may breathe poison; 1 time in 7. It can bash down doors. It must fly and cannot move underwater or through webs. It is rarely detected by telepathy. It is immune to poison. It tends to overlook intruders, which it may notice from 120 feet. It can bite to hurt and poison you for 1d3 damage. The Crebain (Violet 'B') === Num:561 Lev:7 Rar:3 Spd:+10 Hp:24 Ac:12 Exp:13 A type of crow, specially bred by the forces of evil as spies; their rudimentary intelligence guided by an evil mind has tracked you down, and now they seek to alert other evil creatures to your presence. This animal is normally found on dungeon level 7 and moves quickly, but is larger or older deeper in the dungeon. A kill of this creature is worth 20.09 points for a 1st level character. It is dangerous at its native depth. It may shriek to do you no effect; 1 time in 6 and is also magical, casting spells which probe your weaknesses; 1 time in 6. It must fly and cannot move underwater or through webs. It is ever vigilant for intruders, which it may notice from 400 feet. It usually appears in groups. It can claw to hurt you for 1d4 damage, peck to wound you for 1d4 damage and shriek to do you no effect. The Giant long-eared bat (Mustard 'b') === Num:718 Lev:7 Rar:3 Spd:+20 Hp:22 Ac:22 Exp:13 It screeches as it attacks. This animal is normally found on dungeon level 7 and moves somewhat erratically and very quickly. A kill of this creature is worth 20.09 points for a 1st level character. It is dangerous at its native depth. It can can eat bodies to regain strength. It must fly and cannot move underwater or through webs. It takes quite a while to see intruders, which it may notice from 120 feet. It usually appears in groups. It can bite to hurt you for 1d4 damage, claw to hurt you for 1d2 damage and claw to hurt you for 1d2 damage. The Eye sore (Teal 'e') === Num:791 Lev:7 Rar:1 Spd:+0 Hp:58 Ac:6 Exp:13 A disembodied eye, hideously ugly. This creature is normally found on dungeon level 7 and moves at normal speed, but is larger or older deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 20.09 points for a 1st level character. It is threatening at its native depth. It may gaze to reduce charisma from you for 1d6 damage, gaze to reduce charisma from you for 1d6 damage, gaze to reduce charisma from you for 1d6 damage or gaze to reduce charisma from you for 1d6 damage; 1 time in 7 and is also magical, casting spells which drain mana; 1 time in 7. It can communicate telepathically with its own kind. It must fly and cannot move underwater or through webs. It is hurt by bright light. It cannot be frightened. It is fairly observant of intruders, which it may notice from 20 feet. It can gaze to reduce charisma from you for 1d6 damage, gaze to reduce charisma from you for 1d6 damage, gaze to reduce charisma from you for 1d6 damage and gaze to reduce charisma from you for 1d6 damage. The Pink icky thing (Magenta-Pink 'i') === Num:896 Lev:7 Rar:1 Spd:+0 Hp:27 Ac:14 Exp:13 It is a smallish, slimy, icky, pestilent creature. This creature is normally found on dungeon level 7 and moves somewhat erratically at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 20.09 points for a 1st level character. It is threatening at its native depth. It is not detected by telepathy. It takes a while to see intruders, which it may notice from 140 feet. It can touch to reduce strength and size from you for 2d5 damage. The Giant red dragonfl|y|y|ies| (Red 'I') === Num:907 Lev:7 Rar:1 Spd:+10 Hp:30 Ac:24 Exp:13 A vast, fiery-bright dragonfly. This creature is normally found on dungeon level 7 and moves extremely erratically and quickly, but is faster deeper in the dungeon. A kill of this creature is worth 20.09 points for a 1st level character. It is threatening at its native depth. It may breathe fire; 1 time in 7. It can bash down doors. It must fly and cannot move underwater or through webs. It is rarely detected by telepathy. It tends to overlook intruders, which it may notice from 200 feet. It can bite to terrify you for 1d6 damage. The White naga (White 'n') === Num:984 Lev:7 Rar:1 Spd:+0 Hp:34 Ac:40 Exp:13 A large white serpent's body with a female torso. This evil creature is normally found on dungeon level 7 and moves a bit erratically at normal speed, but is larger or older deeper in the dungeon. A kill of this creature is worth 20.09 points for a 1st level character. She is threatening at her native depth. She can bash down doors and swim under water. She is immune to poison. She pays very little attention to intruders, which she may notice from 170 feet. She may carry a written item, potion or treasure. She can crush to hurt you for 1d8 damage and sting to hurt you for 1d6 damage. The Leech (Light Pink 'w') === Num:1320 Lev:7 Rar:1 Spd:+10 Hp:26 Ac:20 Exp:13 Yech! The disgusting thing only wants your blood! This mix of animal and insect is normally found on dungeon level 7 and moves a bit erratically and quickly, but is larger deeper in the dungeon. A kill of this creature is worth 20.09 points for a 1st level character. It is threatening at its native depth. It must swim and cannot move out of water. It is rarely detected by telepathy. It tends to overlook intruders, which it may notice from 100 feet. It can bite to hurt you for 3d1 damage and bite to hurt you for 3d1 damage. The Goblin wizard (Light Red 'k') === Num:160 Lev:7 Rar:1 Spd:+0 Hp:58 Ac:24 Exp:14 A small ugly humanoid that radiates some power. This evil mix of dwarf and orc is normally found on dungeon level 7 and moves at normal speed, but is more powerful deeper in the dungeon. A kill of this creature is worth 21.64 points for a 1st level character. It is threatening at its native depth. It is magical, casting spells which produce poison balls, recover mana, blink-self, teleport-self, teleport-self to, summon a monster, blind or slow; 1 time in 4. It can open doors and track you over land, but not through water. It is hurt by bright light. It is immune to poison. It is fairly observant of intruders, which it may notice from 180 feet. It may carry a weapon, missile weapon, armour, garment, tool, edible item, junk item or treasure. It can hit to hurt you for 1d8 damage. The Gnome rogue (Blue 'h') === Num:877 Lev:7 Rar:1 Spd:+0 Hp:38 Ac:28 Exp:14 A thief of short stature. This evil dwarf thief is normally found on dungeon level 7 and moves at normal speed, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 21.64 points for a 1st level character. She is threatening at her native depth. She is magical, casting spells intelligently which blink-self, confuse or slow; 1 time in 9. She can open doors, pick up objects and hide in unusual places. She cannot be slowed or paralyzed. She is fairly observant of intruders, which she may notice from 180 feet. She may carry one or two weapons, missile weapons, armours, garments, tools, lites, written items, potions, edible items or treasures. She can hit to hurt you for 2d4 damage and touch to steal gold from you. The Dwarven priest||ess|s| (Light Blue 'h') === Num:883 Lev:7 Rar:1 Spd:+0 Hp:42 Ac:28 Exp:14 A dwarven priestessshisher This dwarf priest is normally found on dungeon level 7 and moves at normal speed, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 21.64 points for a 1st level character. She is threatening at her native depth. She is magical, casting spells intelligently which heal-self, cure-self, cause wounds, incur heroism, terrify or blind; 1 time in 4. She can open doors, bash down doors and pick up objects. She resists blindness. She is fairly observant of intruders, which she may notice from 180 feet. She may carry one or two weapons, missile weapons, armours, garments, tools, lites, written items, potions, edible items or treasures. She can hit to hurt you for 2d4 damage. The Silver mold (Light Slate 'm') === Num:974 Lev:7 Rar:1 Spd:+0 Hp:70 Ac:20 Exp:14 It is a strange silver growth on the dungeon floor. This plant is normally found on dungeon level 7 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 21.64 points for a 1st level character. It is threatening at its native depth. It can communicate telepathically with its own kind. It is not detected by telepathy. It is immune to poison. It resists blindness. It cannot be stunned, frightened, confused, charmed, slept or cut. It tends to overlook intruders, which it may notice from 20 feet. It can touch to poison you. The Floating eye (Orange 'e') === Num:27 Lev:8 Rar:1 Spd:+0 Hp:3 Ac:6 Exp:1 A disembodied eye, floating a few feet above the ground. This creature is normally found on dungeon level 8 and moves at normal speed, but is larger or older deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 1.64 points for a 1st level character. It is not threatening at its native depth. It may gaze to paralyze you; 1 time in 14. It can communicate telepathically with its own kind. It must fly and cannot move underwater or through webs. It is hurt by bright light. It cannot be frightened. It is fairly observant of intruders, which it may notice from 20 feet. It can gaze to paralyze you. The Plague |mouse|mouse|mice| (Teal 'r') === Num:1090 Lev:8 Rar:3 Spd:+0 Hp:4 Ac:10 Exp:2 Vermin, deadly not on its own account, but because of the disease it carries and the numbers it appears in. This animal is normally found on dungeon level 8 and moves a bit erratically at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 3.27 points for a 1st level character. It is dangerous at its native depth. It can can eat bodies to regain strength. It breeds explosively. It takes a while to see intruders, which it may notice from 80 feet. It usually appears in groups. It can bite to infect you with disease for 1d2 damage. The White slime (White ',') === Num:659 Lev:8 Rar:4 Spd:+5 Hp:5 Ac:1 Exp:3 Ugh! It quickly creeps along the dungeon floor. This plant is normally found on dungeon level 8 and moves extremely erratically and quickly, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 4.91 points for a 1st level character. It is dangerous at its native depth. It is cold blooded. It is not detected by telepathy. It breeds explosively. It is immune to acid and poison. It resists blindness. It cannot be stunned, frightened, confused, charmed, slept or cut. It is ever vigilant for intruders, which it may notice from 40 feet. It usually appears in groups. It can touch to hurt you for 1d4 damage. The Blinking eye (Light Yellow 'e') === Num:788 Lev:8 Rar:1 Spd:+0 Hp:17 Ac:6 Exp:3 A disembodied eye, that blinks occasionally. This creature is normally found on dungeon level 8 and moves at normal speed, but is larger or older deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 4.91 points for a 1st level character. It is not threatening at its native depth. It may gaze to paralyze you; 1 time in 7 and is also magical, casting spells which blink-self; 1 time in 7. It can communicate telepathically with its own kind. It must fly and cannot move underwater or through webs. It is hurt by bright light. It cannot be frightened. It is fairly observant of intruders, which it may notice from 20 feet. It can gaze to paralyze you. The Green worm mass|||es| (Green 'w') === Num:48 Lev:8 Rar:1 Spd:-10 Hp:15 Ac:3 Exp:5 It is a large slimy mass of worms. This insect is normally found on dungeon level 8 and moves extremely erratically and slowly, but is larger deeper in the dungeon. A kill of this creature is worth 8.18 points for a 1st level character. It is threatening at its native depth. It is rarely detected by telepathy. It breeds explosively. It is hurt by bright light. It is immune to acid. It resists blindness. It cannot be frightened. It is fairly observant of intruders, which it may notice from 70 feet. It can crawl to dissolve you for 1d3 damage. The Crawling eye (Mud 'e') === Num:786 Lev:8 Rar:1 Spd:-10 Hp:14 Ac:6 Exp:5 A disembodied eye, that slowly crawls its way around the dungeon. This creature is normally found on dungeon level 8 and moves slowly, but is larger or older deeper in the dungeon. A kill of this creature is worth 8.18 points for a 1st level character. It is not threatening at its native depth. It may gaze to paralyze you; 1 time in 7. It can communicate telepathically with its own kind. It is hurt by bright light. It cannot be frightened. It is fairly observant of intruders, which it may notice from 20 feet. It can gaze to paralyze you. The Yellow worm mass|||es| (Yellow 'w') === Num:65 Lev:8 Rar:1 Spd:-10 Hp:18 Ac:4 Exp:6 It is a large slimy mass of worms. This insect is normally found on dungeon level 8 and moves extremely erratically and slowly, but is larger deeper in the dungeon. A kill of this creature is worth 9.82 points for a 1st level character. It is threatening at its native depth. It is rarely detected by telepathy. It breeds explosively. It is hurt by bright light. It resists blindness. It cannot be frightened. It is fairly observant of intruders, which it may notice from 70 feet. It can crawl to reduce dexterity and agility from you for 1d3 damage. The Green dragon bat (Green 'b') === Num:714 Lev:8 Rar:3 Spd:+20 Hp:15 Ac:22 Exp:9 It is a sharp-tailed bat, rank with venom. This mix of animal and dragon is normally found on dungeon level 8 and moves somewhat erratically and very quickly. A kill of this creature is worth 14.73 points for a 1st level character. It is dangerous at its native depth. It may breathe poison; 1 time in 4. It can bash down doors and can eat bodies to regain strength. It must fly and cannot move underwater or through webs. It is immune to poison. It tends to overlook intruders, which it may notice from 120 feet. It usually appears in groups. It can bite to hurt and poison you for 1d3 damage. The Purple ooze (Purple 'j') === Num:927 Lev:8 Rar:1 Spd:+0 Hp:25 Ac:16 Exp:10 It's purple and it's oozing. This creature is normally found on dungeon level 8 and moves extremely erratically at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 16.36 points for a 1st level character. It is threatening at its native depth. It can ooze through tiny cracks and communicate telepathically with its own kind. It is not detected by telepathy. It is immune to poison. It resists blindness. It cannot be frightened, confused, charmed or slept. It pays little attention to intruders, which it may notice from 80 feet. It may carry an adornment, potion, junk item or treasure. It can touch to reduce constitution from you for 2d4 damage. The River orc (Teal 'o') === Num:1005 Lev:8 Rar:3 Spd:+0 Hp:52 Ac:32 Exp:10 A river dwelling orc with a piratical bent. This evil orc is normally found on dungeon level 8 and moves at normal speed, but is older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 16.36 points for a 1st level character. She is dangerous at her native depth. She may create a dart to hurt you for 3d4 damage; 1 time in 5. She can open doors , bash down doors, pick up objects, swim under water and track you over land, but not through water. She resists darkness. She takes quite a while to see intruders, which she may notice from 200 feet. She usually appears in groups. She may carry a weapon, missile weapon, armour, garment, tool, edible item, junk item or treasure. She can hit to hurt you for 1d8 damage. The Red dragon bat (Red 'b') === Num:264 Lev:8 Rar:3 Spd:+20 Hp:13 Ac:28 Exp:11 It is a sharp-tailed bat, wreathed in fire. This mix of animal and dragon is normally found on dungeon level 8 and moves somewhat erratically and very quickly, but is larger deeper in the dungeon. A kill of this creature is worth 18.00 points for a 1st level character. It is dangerous at its native depth. It may breathe fire; 1 time in 4. It can bash down doors and can eat bodies to regain strength. It must fly and cannot move underwater or through webs. It is immune to fire. It tends to overlook intruders, which it may notice from 120 feet. It usually appears in groups. It can bite to burn you for 1d3 damage. The White dragon bat (White 'b') === Num:724 Lev:8 Rar:3 Spd:+20 Hp:13 Ac:28 Exp:11 It is a sharp-tailed bat, clouded in frost. This mix of animal and dragon is normally found on dungeon level 8 and moves somewhat erratically and very quickly, but is larger deeper in the dungeon. A kill of this creature is worth 18.00 points for a 1st level character. It is dangerous at its native depth. It may breathe frost; 1 time in 4. It can bash down doors and can eat bodies to regain strength. It must fly and cannot move underwater or through webs. It is cold blooded. It is immune to cold. It tends to overlook intruders, which it may notice from 120 feet. It usually appears in groups. It can bite to freeze you for 1d3 damage. The Huge cockroach (Teal 'I') === Num:1092 Lev:8 Rar:4 Spd:+5 Hp:8 Ac:5 Exp:12 A cockroach the size of your head. This insect is normally found on dungeon level 8 and moves extremely erratically and quickly. A kill of this creature is worth 19.64 points for a 1st level character. It is dangerous at its native depth. It is rarely detected by telepathy. It breeds explosively. It is hurt by bright light. It tends to overlook intruders, which it may notice from 60 feet. It can crawl to infect you with disease for 2d1 damage. The Giant pink ant (Magenta-Pink 'a') === Num:132 Lev:8 Rar:2 Spd:+0 Hp:17 Ac:34 Exp:13 It is large and has venomous mandibles. This insect is normally found on dungeon level 8 and moves at normal speed. A kill of this creature is worth 21.27 points for a 1st level character. It is challenging at its native depth. It can bash down doors. It is rarely detected by telepathy. It tends to overlook intruders, which it may notice from 120 feet. It usually appears with a friend. It can bite to hurt you for 1d4 damage and sting to reduce strength and size from you for 1d4 damage. The Potion mimic (White '!') === Num:224 Lev:8 Rar:1 Spd:+0 Hp:52 Ac:30 Exp:13 A strange creature that disguises itself as a discarded potion bottle to lure unsuspecting adventurers within reach of its venomous claws. This creature is normally found on dungeon level 8 and moves at normal speed, but is faster or more powerful deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 21.27 points for a 1st level character. It is threatening at its native depth. It is magical, casting spells which produce frost bolts, cause wounds, terrify, blind or confuse; 1 time in 5. It is cold blooded. It is not detected by telepathy. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 250 feet. It may carry a special object or treasure. It can hit to hurt and poison you for 3d4 damage, hit to hurt you for 2d3 damage and hit to hurt you for 2d3 damage. The Giant tan bat (Mud 'b') === Num:550 Lev:8 Rar:3 Spd:+20 Hp:13 Ac:20 Exp:13 It is a giant bat, the beating of whose wings produces a strangely unnerving noise. This animal is normally found on dungeon level 8 and moves somewhat erratically and very quickly. A kill of this creature is worth 21.27 points for a 1st level character. It is dangerous at its native depth. It must fly and cannot move underwater or through webs. It tends to overlook intruders, which it may notice from 120 feet. It usually appears in groups. It can bite to terrify you for 1d3 damage, claw to hurt you for 1d2 damage and claw to hurt you for 1d2 damage. The Hyena (Mustard 'C') === Num:750 Lev:8 Rar:3 Spd:+10 Hp:27 Ac:18 Exp:13 It is a large doglike creature with an oversize jaw. This animal is normally found on dungeon level 8 and moves quickly, but is larger or older deeper in the dungeon. A kill of this creature is worth 21.27 points for a 1st level character. It is dangerous at its native depth. It can can eat bodies to regain strength and track you unerringly over land, but not through water. It takes a while to see intruders, which it may notice from 320 feet. It usually appears in groups. It can bite to hurt you for 1d7 damage. The Large goblin (Blue 'k') === Num:82 Lev:8 Rar:1 Spd:+0 Hp:61 Ac:32 Exp:14 It a man-sized figure with the all too recognizable face of a goblin. This evil mix of dwarf and orc is normally found on dungeon level 8 and moves at normal speed. A kill of this creature is worth 22.91 points for a 1st level character. It is threatening at its native depth. It can open doors, bash down doors and track you over land, but not through water. It is immune to poison. It takes quite a while to see intruders, which it may notice from 200 feet. It may carry a weapon, missile weapon, armour, garment, tool, edible item, junk item or treasure. It can hit to hurt you for 1d10 damage. The Goblin shaman (Purple 'k') === Num:125 Lev:8 Rar:1 Spd:+0 Hp:39 Ac:15 Exp:14 A goblin dressed in skins who gestures wildly. This evil mix of dwarf and orc is normally found on dungeon level 8 and moves at normal speed, but is more powerful deeper in the dungeon. A kill of this creature is worth 22.91 points for a 1st level character. She is threatening at her native depth. She is magical, casting spells which produce mana bolts, cure-self, blink-self, cause wounds or incur heroism; 1 time in 6. She can open doors and track you over land, but not through water. She is hurt by bright light. She is immune to poison. She resists darkness. She takes a while to see intruders, which she may notice from 200 feet. She may carry a weapon, missile weapon, armour, garment, tool, edible item, junk item or treasure. She can hit to hurt you for 1d6 damage and hit to hurt you for 1d6 damage. The Giant flea (Blue Slate 'I') === Num:180 Lev:8 Rar:6 Spd:+10 Hp:16 Ac:25 Exp:14 It makes you itch just to look at it. This insect is normally found on dungeon level 8 and moves extremely erratically and quickly. A kill of this creature is worth 22.91 points for a 1st level character. It is over powered at its native depth. It can bash down doors. It is rarely detected by telepathy. It breeds explosively. It is fairly observant of intruders, which it may notice from 80 feet. It can bite to hurt you for 1d2 damage. The Warg (Teal 'C') === Num:186 Lev:8 Rar:3 Spd:+10 Hp:35 Ac:20 Exp:14 It is a large wolf with eyes full of cunning. Where there are wargs, there are sure to be orcs. This evil animal is normally found on dungeon level 8 and moves a bit erratically and quickly, but is larger or older deeper in the dungeon. A kill of this creature is worth 22.91 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells intelligently which summon orcs; 1 time in 7. It can bash down doors, can eat bodies to regain strength and track you unerringly over land, but not through water. It takes quite a while to see intruders, which it may notice from 200 feet. It usually appears in groups. It can bite to hurt you for 1d8 damage. The Giant black dragonfl|y|y|ies| (Light Dark 'I') === Num:231 Lev:8 Rar:1 Spd:+10 Hp:26 Ac:20 Exp:14 The size of a large bird, this fly drips caustic acid. This mix of dragon and insect is normally found on dungeon level 8 and moves extremely erratically and quickly, but is faster deeper in the dungeon. A kill of this creature is worth 22.91 points for a 1st level character. It is threatening at its native depth. It may breathe acid; 1 time in 10. It can bash down doors. It must fly and cannot move underwater or through webs. It is rarely detected by telepathy. It is immune to acid. It tends to overlook intruders, which it may notice from 120 feet. It can bite to dissolve you for 1d3 damage. The Cave bear (Blue Slate 'Q') === Num:563 Lev:8 Rar:1 Spd:+0 Hp:34 Ac:35 Exp:14 A large bear appears to have made its home in this cave. It is hungry, and you are trespassing in its territory. This animal is normally found on dungeon level 8 and moves a bit erratically at normal speed, but is larger or older deeper in the dungeon. A kill of this creature is worth 22.91 points for a 1st level character. It is threatening at its native depth. It can bash down doors and track you over land, but not through water. It is fairly observant of intruders, which it may notice from 100 feet. It can claw to hurt you for 1d6 damage, claw to hurt you for 1d6 damage and bite to hurt you for 1d8 damage. The Faerie |master|mistress|masters| (Green 'H') === Num:1341 Lev:8 Rar:1 Spd:+0 Hp:58 Ac:24 Exp:14 A small winged humanoid that radiates some power. This creature is normally found on dungeon level 8 and moves at normal speed, but is faster deeper in the dungeon. A kill of this creature is worth 22.91 points for a 1st level character. She is threatening at her native depth. She is magical, casting spells which produce poison balls, blink-self, teleport-self, summon a monster , blind or slow; 1 time in 4. She can open doors, easily evade blows and missiles and track you over land, but not through water. She must fly and cannot move underwater or through webs. She lights up the surroundings. She resists lite. She is fairly observant of intruders, which she may notice from 180 feet. She may carry a garment, adornment, edible item, junk item or treasure. She has no physical attacks. The Green jell|y|y|ies| (Green 'j') === Num:81 Lev:8 Rar:1 Spd:+10 Hp:99 Ac:1 Exp:15 It is a large pile of pulsing green flesh. This creature is normally found on dungeon level 8 and moves quickly, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 24.55 points for a 1st level character. It is threatening at its native depth. It can communicate telepathically with its own kind. It is not detected by telepathy. It is hurt by bright light. It is immune to acid. It resists blindness. It cannot be frightened, confused, charmed or slept. It pays very little attention to intruders, which it may notice from 20 feet. It can touch to dissolve you for 1d2 damage. The Giant orange frog (Orange 'F') === Num:818 Lev:8 Rar:1 Spd:+0 Hp:22 Ac:16 Exp:15 It looks poisonous. This animal is normally found on dungeon level 8 and moves a bit erratically at normal speed. A kill of this creature is worth 24.55 points for a 1st level character. It is threatening at its native depth. It can bash down doors, can eat bodies to regain strength and swim under water. It is immune to poison. It tends to overlook intruders, which it may notice from 120 feet. It can bite to reduce dexterity and agility from you for 2d4 damage. The Giant brown locust (Umber 'I') === Num:902 Lev:8 Rar:4 Spd:+5 Hp:12 Ac:7 Exp:15 It voraciously eats and breeds leaving nothing in its wake. This insect is normally found on dungeon level 8 and moves somewhat erratically and quickly. A kill of this creature is worth 24.55 points for a 1st level character. It is dangerous at its native depth. It can fly over obstacles. It is rarely detected by telepathy. It breeds explosively. It is fairly observant of intruders, which it may notice from 60 feet. It can bite to hurt you for 1d2 damage and bite to eat your food. The Giant house fl|y|y|ies| (Deep Light Blue 'I') === Num:918 Lev:8 Rar:4 Spd:+5 Hp:13 Ac:16 Exp:15 A sickening pest. This insect is normally found on dungeon level 8 and moves extremely erratically and quickly. A kill of this creature is worth 24.55 points for a 1st level character. It is dangerous at its native depth. It must fly and cannot move underwater or through webs. It is rarely detected by telepathy. It breeds explosively. It takes a while to see intruders, which it may notice from 120 feet. It can bite to infect you with disease for 1d2 damage. The Grey orc (Slate 'o') === Num:1006 Lev:8 Rar:3 Spd:+0 Hp:56 Ac:34 Exp:15 She is a vicious orc with a pale grey face. This evil orc is normally found on dungeon level 8 and moves at normal speed, but is older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 24.55 points for a 1st level character. She is dangerous at her native depth. She may create a dagger to hurt you for 2d5 damage; 1 time in 6 and is also magical, casting spells which blink-self; 1 time in 6. She can open doors, bash down doors, pick up objects and track you over land, but not through water . She resists darkness. She takes quite a while to see intruders, which she may notice from 200 feet. She usually appears in groups. She may carry a weapon, missile weapon, armour, garment, tool, edible item, junk item or treasure. She can hit to hurt you for 2d5 damage. The Zombified goblin (Mud 'z') === Num:106 Lev:8 Rar:1 Spd:+0 Hp:27 Ac:14 Exp:16 It is an animated goblin corpse. Flesh falls off in large chunks as it shambles forward. This evil undead mix of dwarf and orc is normally found on dungeon level 8 and moves at normal speed, but is larger, faster, more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 26.18 points for a 1st level character. It is threatening at its native depth. It can bash down doors. It is cold blooded. It is not detected by telepathy. It is immune to cold and poison. It cannot be frightened, confused, charmed or slept. It takes quite a while to see intruders, which it may notice from 200 feet. It can hit to hurt and poison you for 1d6 damage and hit to hurt you for 2d4 damage. The Rot jell|y|y|ies| (Mustard 'j') === Num:549 Lev:8 Rar:1 Spd:+10 Hp:85 Ac:30 Exp:16 It is a large pile of rotting flesh, whose touch spoils your food. The terrible smell it exudes is also very hard to get rid of... This creature is normally found on dungeon level 8 and moves quickly, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 26.18 points for a 1st level character. It is threatening at its native depth. It can communicate telepathically with its own kind. It is not detected by telepathy. It is hurt by bright light. It is immune to poison. It resists blindness. It cannot be frightened, confused, charmed or slept. It pays very little attention to intruders, which it may notice from 20 feet. It can touch to eat your food for 2d3 damage and touch to reduce charisma from you for 2d3 damage. The Giant ebony ant (Light Dark 'a') === Num:690 Lev:8 Rar:2 Spd:+0 Hp:64 Ac:24 Exp:16 It is large and has venomous mandibles. This insect is normally found on dungeon level 8 and moves at normal speed. A kill of this creature is worth 26.18 points for a 1st level character. It is challenging at its native depth. It can bash down doors. It is rarely detected by telepathy. It resists edged weapons. It tends to overlook intruders, which it may notice from 120 feet. It usually appears with a friend. It can bite to hurt you for 2d3 damage. The Metallic black centipede (Light Dark 'c') === Num:743 Lev:8 Rar:2 Spd:+0 Hp:22 Ac:10 Exp:16 It is about five feet long and carnivorous. This insect is normally found on dungeon level 8 and moves a bit erratically at normal speed. A kill of this creature is worth 26.18 points for a 1st level character. It is challenging at its native depth. It can bash down doors. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 80 feet. It usually appears with a friend. It can bite to hurt you for 2d3 damage and sting to reduce intelligence from you for 2d4 damage. The Sea snake (Light Teal 'J') === Num:940 Lev:8 Rar:1 Spd:+0 Hp:43 Ac:32 Exp:16 It has glistening blue skin, a sinuous body and venomous fangs. This animal is normally found on dungeon level 8 and moves somewhat erratically at normal speed, but is larger or faster deeper in the dungeon. A kill of this creature is worth 26.18 points for a 1st level character. It is threatening at its native depth. It can bash down doors, can eat bodies to regain strength and swim under water. It is immune to poison. It is vigilant for intruders, which it may notice from 100 feet. It can bite to hurt and poison you for 3d4 damage. The Forest orc (Light Green 'o') === Num:1004 Lev:8 Rar:3 Spd:+0 Hp:57 Ac:32 Exp:16 A primitive forest-dwelling orc. This evil orc is normally found on dungeon level 8 and moves at normal speed, but is older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 26.18 points for a 1st level character. She is dangerous at her native depth. She may create a dart to hurt you for 2d5 damage; 1 time in 5. She can open doors, bash down doors, pick up objects and track you over land, but not through water. She is immune to poison. She resists darkness. She takes quite a while to see intruders, which she may notice from 200 feet. She usually appears in groups. She may carry a weapon, missile weapon, armour, garment, tool, edible item, junk item or treasure. She can hit to hurt you for 1d5 damage and bite to hurt you for 1d4 damage. The Novice paladin (White 'p') === Num:118 Lev:8 Rar:3 Spd:+0 Hp:27 Ac:16 Exp:17 An adventurer both devoutly religious and skillful in combat. This woman warrior priest is normally found on dungeon level 8 and moves at normal speed. A kill of this creature is worth 27.82 points for a 1st level character. She is dangerous at her native depth. She is magical, casting spells which heal-self, incur heroism or terrify; 1 time in 8. She can open doors and bash down doors. She always carries a lite to see you. She is observant of intruders, which she may notice from 200 feet. She usually appears in groups. She may carry a weapon, armour, garment, lite, adornment, written item, potion, edible item or treasure. She can hit to hurt you for 1d9 damage and hit to hurt you for 1d9 damage. The Zombified orc (Mustard 'z') === Num:153 Lev:8 Rar:1 Spd:+0 Hp:47 Ac:24 Exp:17 It is a shambling orcish corpse leaving behind a trail of flesh. This evil undead orc is normally found on dungeon level 8 and moves at normal speed, but is larger, faster, more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 27.82 points for a 1st level character. It is threatening at its native depth. It can bash down doors. It is cold blooded. It is not detected by telepathy. It is immune to cold and poison. It resists darkness. It cannot be frightened, confused, charmed or slept. It takes a while to see intruders, which it may notice from 200 feet. It can hit to hurt you for 1d4 damage, hit to hurt you for 1d4 damage and hit to hurt you for 1d4 damage. The Gnome warrior (Umber 'h') === Num:876 Lev:8 Rar:1 Spd:+0 Hp:43 Ac:30 Exp:17 A warrior of short stature. This evil dwarf warrior is normally found on dungeon level 8 and moves at normal speed, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 27.82 points for a 1st level character. She is threatening at her native depth. She can open doors and bash down doors. She cannot be slowed or paralyzed. She is fairly observant of intruders, which she may notice from 180 feet. She may carry one or two weapons, missile weapons, armours, garments, tools, lites, written items , potions, edible items or treasures. She can hit to hurt you for 1d8 damage and hit to hurt you for 1d8 damage. The Disenchanter ooze (Light Purple 'j') === Num:932 Lev:8 Rar:1 Spd:+0 Hp:53 Ac:15 Exp:17 It's disenchanted and it's oozing. This creature is normally found on dungeon level 8 and moves extremely erratically at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 27.82 points for a 1st level character. It is threatening at its native depth. It can can eat bodies to regain strength, pick up objects, ooze through tiny cracks and communicate telepathically with its own kind. It is cold blooded. It is not detected by telepathy. It is immune to poison. It resists disenchantment, blindness, magical spells and the effects of rods, staffs and wands. It cannot be frightened, confused, charmed or slept. It is observant of intruders, which it may notice from 150 feet. It may carry an adornment, potion, junk item or treasure. It can touch to disenchant your armour and weapons. The Mindcrafter (Yellow 'q') === Num:1332 Lev:8 Rar:1 Spd:+0 Hp:39 Ac:15 Exp:17 A master of the mental arts, able to damage or dominate the minds of others. This evil woman mage is normally found on dungeon level 8 and moves at normal speed, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 27.82 points for a 1st level character. She is threatening at her native depth. She is magical, casting spells which blink-self, cause mind blasting, summon a monster, blind, confuse, slow or paralyze; 1 time in 4 . She can carry a lite to see you, open doors and bash down doors. She needs lite to see you. She is rarely detected by telepathy. She takes a while to see intruders, which she may notice from 200 feet. She may carry a weapon, garment, lite, adornment, magical device, written item, potion, edible item or treasure. She can hit to hurt you for 2d4 damage and hit to hurt you for 2d4 damage. The Yeti (White 'Y') === Num:122 Lev:8 Rar:1 Spd:+0 Hp:53 Ac:24 Exp:18 A large white figure covered in shaggy fur. This animal is normally found on dungeon level 8 and moves at normal speed, but is larger or older deeper in the dungeon. A kill of this creature is worth 29.45 points for a 1st level character. It is threatening at its native depth. It can bash down doors and track you over land, but not through water. It is immune to cold. It is fairly observant of intruders, which it may notice from 200 feet. It can claw to hurt you for 1d3 damage, claw to hurt you for 1d3 damage and bite to hurt you for 1d4 damage. The Bloodshot icky thing (Light Pink 'i') === Num:123 Lev:8 Rar:1 Spd:+0 Hp:30 Ac:18 Exp:18 It is a strange, slimy, icky creature. This creature is normally found on dungeon level 8 and moves somewhat erratically at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 29.45 points for a 1st level character. It is threatening at its native depth. It is magical, casting spells which drain mana; 1 time in 11. It is not detected by telepathy. It is immune to poison. It takes a while to see intruders, which it may notice from 140 feet. It can touch to hurt you for 1d4 damage and crawl to dissolve you for 2d4 damage. The Flesh golem (Light Red 'g') === Num:185 Lev:8 Rar:1 Spd:+0 Hp:51 Ac:30 Exp:18 A shambling humanoid monster with long scars. This creature is normally found on dungeon level 8 and moves at normal speed, but is larger, faster or more powerful deeper in the dungeon. Destruction of this creature is worth 29.45 points for a 1st level character. It is threatening at its native depth. It can bash down doors. It is not detected by telepathy. It is immune to lightning. It cannot be frightened or confused. It is fairly observant of intruders, which it may notice from 120 feet. It can hit to hurt you for 1d6 damage and hit to hurt you for 1d6 damage. The Warty mold (Light Teal 'm') === Num:979 Lev:8 Rar:1 Spd:+0 Hp:92 Ac:14 Exp:18 It is a strange warty growth on the dungeon floor. This plant is normally found on dungeon level 8 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 29.45 points for a 1st level character. It is threatening at its native depth. ; 1 time in 4. It can communicate telepathically with its own kind. It is not detected by telepathy. It is immune to acid and poison. It resists blindness. It cannot be stunned, frightened, confused, charmed, slept or cut. It tends to overlook intruders, which it may notice from 20 feet. It has no physical attacks. The Rabid goblin (Teal 'k') === Num:1093 Lev:8 Rar:1 Spd:+0 Hp:32 Ac:20 Exp:18 A small goblin foaming at the mouth. This evil mix of dwarf and orc is normally found on dungeon level 8 and moves at normal speed, but is larger, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 29.45 points for a 1st level character. It is threatening at its native depth. It can bash down doors and track you over land, but not through water. It is immune to poison. It cannot be frightened. It is fairly observant of intruders, which it may notice from 200 feet. It may carry a weapon, missile weapon, armour, garment, tool, edible item, junk item or treasure. It can bite to infect you with disease for 2d3 damage and hit to hurt you for 1d6 damage. The Hill orc (Umber 'o') === Num:120 Lev:8 Rar:4 Spd:+0 Hp:61 Ac:32 Exp:19 She is a hardy well-weathered survivor. This evil orc is normally found on dungeon level 8 and moves at normal speed, but is older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 31.09 points for a 1st level character. She is dangerous at her native depth. She can open doors, bash down doors and track you over land, but not through water . She resists darkness. She takes quite a while to see intruders, which she may notice from 200 feet. She usually appears in groups. She may carry a weapon, missile weapon, armour, garment, tool, edible item, junk item or treasure. She can hit to hurt you for 1d13 damage. The Unseen servant (Yellow 'E') === Num:801 Lev:8 Rar:1 Spd:+0 Hp:38 Ac:28 Exp:19 It is impossible to define its form but it impends your progress. This evil creature is normally found on dungeon level 8 and moves somewhat erratically at normal speed, but is faster or more powerful deeper in the dungeon. Destruction of this creature is worth 31.09 points for a 1st level character. It is threatening at its native depth. It can open doors. It is invisible. It is cold blooded. It is not detected by telepathy. It is immune to acid, lightning and poison. It cannot be frightened, confused, charmed or slept. It takes quite a while to see intruders, which it may notice from 120 feet. It can hit to hurt you for 1d6 damage and hit to hurt you for 1d6 damage. [U] the Dunlending Agent of the Nazgul (Light Blue 't') === Num:111 Lev:8 Rar:4 Spd:+0 Hp:235 Ac:30 Exp:100 A squint-eyed southerner working with Bill Ferny as a spy in Bree. He is an outlaw driven from Dunland, where many said that he had orc-blood in him. Originally a servant of Saruman in the Shire, he betrayed his master when interrogated on the road by the Lord of the Nazgul. He was then sent to Bree as a spy in their service. This evil mix of man and orc is normally found on dungeon level 8 and moves at normal speed. Killing this creature is worth 163.64 points for a 1st level character. He is dangerous at his native depth. He is magical, casting spells which produce poison balls, produce frost bolts, heal-self, create traps or slow; 1 time in 5. He can carry a lite to see you, open doors, bash down doors and pick up objects. He needs lite to see you. He takes a while to see intruders, which he may notice from 200 feet. He may carry one or two exceptional weapons, garments, tools, lites, adornments, musical items, potions or edible items. He can hit to hurt you for 1d5 damage , hit to hurt you for 1d5 damage and touch to steal gold from you. It is a dungeon guardian, impeding your progress further. The Clear worm mass|||es| (White 'w') === Num:66 Lev:9 Rar:1 Spd:-10 Hp:10 Ac:1 Exp:1 It is a disgusting mass of poisonous worms. This insect is normally found on dungeon level 9 and moves extremely erratically and slowly, but is larger deeper in the dungeon. A kill of this creature is worth 1.73 points for a 1st level character. It is not threatening at its native depth. It is invisible. It is rarely detected by telepathy. It breeds explosively. It is hurt by bright light. It is immune to poison. It resists blindness. It cannot be frightened. It is fairly observant of intruders, which it may notice from 70 feet. It can crawl to poison you for 1d2 damage. The Faerie ring (Light Pink ',') === Num:1305 Lev:9 Rar:1 Spd:+10 Hp:30 Ac:10 Exp:1 It is a ring of tasty looking mushrooms, glowing with an unusual light. There might be something valuable inside. This plant is normally found on dungeon level 9 and moves quickly, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 1.73 points for a 1st level character. It is not threatening at its native depth. It is magical, casting spells which recover mana or summon monsters of the same group ; 1 time in 1. It lights up the surroundings. It is not detected by telepathy. It resists magical spells and the effects of rods, staffs and wands . It cannot be frightened, confused, charmed or slept. It prefers to ignore intruders, which it may notice from 20 feet. It usually appears with escorts. It may carry a good special object or treasure. It has no physical attacks. The Giant brown rat (Light Umber 'r') === Num:1041 Lev:9 Rar:3 Spd:+0 Hp:8 Ac:22 Exp:9 It is a rodent of unusual size. This animal is normally found on dungeon level 9 and moves a bit erratically at normal speed. A kill of this creature is worth 15.55 points for a 1st level character. It is dangerous at its native depth. It can can eat bodies to regain strength. It breeds explosively. It takes a while to see intruders, which it may notice from 80 feet. It can bite to hurt and poison you for 2d4 damage. The Grey ooze (Light Slate 'j') === Num:933 Lev:9 Rar:1 Spd:+0 Hp:27 Ac:10 Exp:14 It's cold and it's oozing. This creature is normally found on dungeon level 9 and moves extremely erratically at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 24.18 points for a 1st level character. It is threatening at its native depth. ; 1 time in 7. It can can eat bodies to regain strength, pick up objects, ooze through tiny cracks and communicate telepathically with its own kind. It is cold blooded. It is not detected by telepathy. It is immune to poison. It resists blindness. It cannot be frightened, confused, charmed or slept. It is very observant of intruders, which it may notice from 150 feet. It may carry an adornment, potion, junk item or treasure. It can touch to freeze you for 2d6 damage. The Chimpanzee (Mud 'Y') === Num:1076 Lev:9 Rar:3 Spd:+0 Hp:24 Ac:13 Exp:15 A squat, woman-like ape covered with fur. This creature is normally found on dungeon level 9 and moves at normal speed, but is larger or older deeper in the dungeon. A kill of this creature is worth 25.91 points for a 1st level character. She is dangerous at her native depth. She may create a shot to hurt you for 1d5 damage; 1 time in 7. She can bash down doors, pick up objects and track you over land, but not through water. She is observant of intruders, which she may notice from 150 feet. She usually appears in groups. She can hit to hurt you for 2d7 damage and hit to hurt you for 2d6 damage. The Giant speckled tree frog (Light Green 'F') === Num:823 Lev:9 Rar:5 Spd:+0 Hp:13 Ac:16 Exp:16 It is as big as a wolf. This animal is normally found on dungeon level 9 and moves a bit erratically at normal speed. A kill of this creature is worth 27.64 points for a 1st level character. It is deadly at its native depth. It may spit to slow you; 1 time in 7. It can bash down doors, can eat bodies to regain strength, climb on walls and ceilings and swim under water. It breeds explosively. It takes quite a while to see intruders, which it may notice from 120 feet. It can bite to hurt you for 2d3 damage and spit to slow you. The Mountain orc (Violet 'o') === Num:1003 Lev:9 Rar:3 Spd:+0 Hp:52 Ac:32 Exp:16 An agile but primitive orc with large dangerous claws. This evil orc is normally found on dungeon level 9 and moves at normal speed, but is older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 27.64 points for a 1st level character. She is dangerous at her native depth. She may create a shot to hurt you for 3d5 damage; 1 time in 5. She can open doors, bash down doors, pick up objects, climb on walls and ceilings and track you over land, but not through water. She resists darkness . She takes quite a while to see intruders, which she may notice from 200 feet. She usually appears in groups. She may carry a weapon, missile weapon, armour, garment, tool, edible item, junk item or treasure. She can claw to hurt you for 1d6 damage and claw to hurt you for 1d6 damage. The Giant salamander (Yellow 'R') === Num:115 Lev:9 Rar:1 Spd:+0 Hp:23 Ac:40 Exp:17 A large black and yellow lizard. You'd better run away! This animal is normally found on dungeon level 9 and moves a bit erratically at normal speed. A kill of this creature is worth 29.36 points for a 1st level character. It is threatening at its native depth. It can can eat bodies to regain strength, swim under water and track you over land, but not through water. It is immune to fire. It is vigilant for intruders, which it may notice from 60 feet. It can bite to burn you for 3d6 damage. The Giant silver dragonfl|y|y|ies| (Light Slate 'I') === Num:910 Lev:9 Rar:1 Spd:+10 Hp:30 Ac:20 Exp:17 This gleaming silver dragonfly has wings which hum a terrifying dirge. This mix of dragon and insect is normally found on dungeon level 9 and moves extremely erratically and quickly, but is faster deeper in the dungeon. A kill of this creature is worth 29.36 points for a 1st level character. It is threatening at its native depth. It may breathe fear; 1 time in 7. It can bash down doors. It must fly and cannot move underwater or through webs. It is rarely detected by telepathy. It is immune to cold. It cannot be frightened. It tends to overlook intruders, which it may notice from 120 feet. It may carry a precious metal. It can bite to hurt you for 1d3 damage. The Creeping silver coins|||| (Slate '$') === Num:95 Lev:9 Rar:1 Spd:-10 Hp:51 Ac:30 Exp:18 It appears to be a pile of silver coins. This creature is normally found on dungeon level 9 and moves slowly. A kill of this creature is worth 31.09 points for a 1st level character. It is threatening at its native depth. It can bash down doors. It is cold blooded. It is not detected by telepathy. It is immune to fire, cold and poison. It resists blindness. It cannot be confused, charmed or slept. It is fairly observant of intruders, which it may notice from 40 feet. It may carry up to 3 precious metals. It can hit to batter you for 2d6 damage and touch to remove enchantments from you. The Scroll mimic (White '?') === Num:251 Lev:9 Rar:1 Spd:+0 Hp:69 Ac:40 Exp:19 A strange creature that disguises itself as a discarded scroll to lure unsuspecting adventurers within reach of its venomous claws. This creature is normally found on dungeon level 9 and moves at normal speed, but is faster or more powerful deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 32.82 points for a 1st level character. It is threatening at its native depth. It is magical, casting spells which produce fire bolts, summon a monster, terrify, blind or confuse; 1 time in 5. It is cold blooded. It is not detected by telepathy. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It may carry a special object or treasure. It can hit to poison you for 3d4 damage, hit to poison you for 3d4 damage, hit to hurt you for 2d3 damage and hit to hurt you for 2d3 damage. The Rotting corpse (Light Red 'z') === Num:1326 Lev:9 Rar:4 Spd:+0 Hp:35 Ac:20 Exp:19 Corpses awakened from their sleep by dark sorcery. This evil undead creature is normally found on dungeon level 9 and moves at normal speed, but is larger deeper in the dungeon. Destruction of this creature is worth 32.82 points for a 1st level character. It is dangerous at its native depth. It can open doors and bash down doors. It is cold blooded. It is not detected by telepathy. It is immune to cold and poison. It cannot be frightened, confused, charmed, slept or cut. It takes a while to see intruders, which it may notice from 200 feet. It usually appears in groups. It can claw to hurt and poison you for 1d3 damage and claw to hurt and poison you for 1d3 damage. The Giant white tick (White 'S') === Num:141 Lev:9 Rar:1 Spd:-10 Hp:50 Ac:40 Exp:20 It is moving slowly towards you. This insect is normally found on dungeon level 9 and moves slowly. A kill of this creature is worth 34.55 points for a 1st level character. It is threatening at its native depth. It can bash down doors. It is rarely detected by telepathy. It is immune to poison. It takes a while to see intruders, which it may notice from 120 feet. It can bite to slow you for 2d6 damage. The Nighthawk (Deep Light Blue 'B') === Num:598 Lev:9 Rar:1 Spd:+10 Hp:35 Ac:25 Exp:20 Trained to hunt and kill without fear. This animal is normally found on dungeon level 9 and moves quickly, but is larger or older deeper in the dungeon . A kill of this creature is worth 34.55 points for a 1st level character. It is threatening at its native depth. It can can eat bodies to regain strength. It must fly and cannot move underwater or through webs. It resists darkness. It cannot be frightened. It is fairly observant of intruders, which it may notice from 300 feet. It can claw to hurt you for 1d3 damage, claw to hurt you for 1d3 damage and peck to wound you for 1d4 damage. The Nexus eye (Blue Slate 'e') === Num:792 Lev:9 Rar:1 Spd:+0 Hp:67 Ac:6 Exp:20 A disembodied eye, warped inside out. This creature is normally found on dungeon level 9 and moves at normal speed, but is larger or older deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 34.55 points for a 1st level character. It is threatening at its native depth. It may gaze to blast you with nexus for 5d6 damage; 1 time in 7 and is also magical, casting spells which blink-self, teleport-self to or drain mana; 1 time in 7. It can communicate telepathically with its own kind. It must fly and cannot move underwater or through webs. It is hurt by bright light. It resists nexus. It cannot be frightened. It is fairly observant of intruders, which it may notice from 20 feet. It can gaze to blast you with nexus for 5d6 damage. The Giant sapphire frog (Light Blue 'F') === Num:817 Lev:9 Rar:5 Spd:+0 Hp:18 Ac:12 Exp:20 It looks poisonous. This animal is normally found on dungeon level 9 and moves a bit erratically at normal speed. A kill of this creature is worth 34.55 points for a 1st level character. It is deadly at its native depth. It can bash down doors, can eat bodies to regain strength and swim under water. It breeds explosively. It is immune to poison. It tends to overlook intruders, which it may notice from 120 feet. It can bite to hurt and poison you for 2d4 damage. The Dwarven warrior (Light Umber 'h') === Num:881 Lev:9 Rar:1 Spd:+0 Hp:52 Ac:30 Exp:20 A dwarven warrior with a three-foot beard. This dwarf warrior is normally found on dungeon level 9 and moves at normal speed, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 34.55 points for a 1st level character. She is threatening at her native depth. She can open doors and bash down doors. She resists blindness. She is fairly observant of intruders, which she may notice from 180 feet. She may carry one or two weapons, missile weapons, armours, garments, tools, lites, written items , potions, edible items or treasures. She can hit to hurt you for 1d8 damage and hit to hurt you for 1d8 damage. The Giant mayfly (Light Violet 'I') === Num:917 Lev:9 Rar:4 Spd:+10 Hp:15 Ac:14 Exp:20 An annoying pest. This insect is normally found on dungeon level 9 and moves extremely erratically and quickly. A kill of this creature is worth 34.55 points for a 1st level character. It is dangerous at its native depth. It must fly and cannot move underwater or through webs. It is rarely detected by telepathy. It breeds explosively. It takes a while to see intruders, which it may notice from 120 feet. It can bite to hurt you for 1d4 damage. The Giant white jellyfish (White 'j') === Num:1255 Lev:9 Rar:4 Spd:+10 Hp:36 Ac:1 Exp:20 It is a giant jellyfish glowing with pulsing white lights. This creature is normally found on dungeon level 9 and moves quickly. A kill of this creature is worth 34.55 points for a 1st level character. It is dangerous at its native depth. It can communicate telepathically with its own kind. It must swim and cannot move out of water. It lights up the surroundings. It is not detected by telepathy. It is immune to poison. It resists blindness. It cannot be frightened, confused, charmed or slept. It pays very little attention to intruders, which it may notice from 20 feet. It usually appears in groups. It can touch to poison you for 1d3 damage. The Giant blue jellyfish (Blue 'j') === Num:1258 Lev:9 Rar:4 Spd:+0 Hp:54 Ac:1 Exp:20 It is a giant jellyfish glowing with pulsing blue lights. This creature is normally found on dungeon level 9 and moves at normal speed. A kill of this creature is worth 34.55 points for a 1st level character. It is dangerous at its native depth. It can communicate telepathically with its own kind. It must swim and cannot move out of water. It lights up the surroundings. It is cold blooded. It is not detected by telepathy. It is immune to cold. It resists blindness. It cannot be frightened, confused, charmed or slept. It pays very little attention to intruders, which it may notice from 20 feet. It usually appears in groups. It can touch to freeze you for 1d6 damage. The Cheerful leprechaun (Light Green 'h') === Num:1349 Lev:9 Rar:6 Spd:+10 Hp:6 Ac:6 Exp:20 A merry little gnome. This creature is normally found on dungeon level 9 and moves somewhat erratically and quickly. A kill of this creature is worth 34.55 points for a 1st level character. He is over powered at his native depth. He is magical, casting spells which blink-self; 1 time in 7. He can open doors. He breeds explosively. He is fairly observant of intruders, which he may notice from 80 feet. He may carry a treasure. He can touch to steal gold from you and touch to eat your food. The Giant copper dragonfl|y|y|ies| (Umber 'I') === Num:909 Lev:9 Rar:2 Spd:+10 Hp:30 Ac:20 Exp:21 This gleaming copper dragonfly is never in the same place twice. This mix of dragon and insect is normally found on dungeon level 9 and moves extremely erratically and quickly, but is faster deeper in the dungeon. A kill of this creature is worth 36.27 points for a 1st level character. It is threatening at its native depth. It may breathe nexus; 1 time in 7. It can bash down doors. It must fly and cannot move underwater or through webs. It is rarely detected by telepathy. It is immune to lightning. It resists nexus. It tends to overlook intruders, which it may notice from 120 feet. It may carry a precious metal. It can bite to hurt you for 1d3 damage. The Giant diamond dragonfl|y|y|ies| (White 'I') === Num:913 Lev:9 Rar:1 Spd:+10 Hp:39 Ac:20 Exp:21 This clear diamond dragonfly has wings which glow with magical energy. This mix of dragon and insect is normally found on dungeon level 9 and moves extremely erratically and quickly, but is faster deeper in the dungeon. A kill of this creature is worth 36.27 points for a 1st level character. It is threatening at its native depth. It may breathe mana; 1 time in 7. It can bash down doors. It must fly and cannot move underwater or through webs. It is rarely detected by telepathy. It is immune to cold. It resists magical spells and the effects of rods, staffs and wands. It tends to overlook intruders, which it may notice from 120 feet. It may carry a gem stone. It can bite to hurt you for 1d3 damage. The Black lizard (Light Dark 'R') === Num:1047 Lev:9 Rar:1 Spd:+0 Hp:34 Ac:32 Exp:21 It is a deep black lizard with large overlapping scales and a poisonous bite. This animal is normally found on dungeon level 9 and moves at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 36.27 points for a 1st level character. It is threatening at its native depth. It can can eat bodies to regain strength and track you over land, but not through water. It takes quite a while to see intruders, which it may notice from 200 feet. It can bite to hurt and poison you for 1d6 damage and bite to hurt and poison you for 1d6 damage. The Animated dagger (Slate '|') === Num:1185 Lev:9 Rar:2 Spd:+10 Hp:24 Ac:15 Exp:21 Nasty little animated daggers looking for warm meat. This creature is normally found on dungeon level 9 and moves quickly, but is faster deeper in the dungeon . Destruction of this creature is worth 36.27 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which teleport-self to; 1 time in 10. It can fly over obstacles. It is not detected by telepathy. It is immune to lightning, fire, cold and poison. It resists water, nether, nexus, blindness and chaos. It cannot be stunned, frightened, confused, charmed or slept. It is observant of intruders, which it may notice from 140 feet. It usually appears with a friend. It may carry up to 3 special objects or treasures. It can hit to wound you for 1d4 damage. The Red icky thing (Red 'i') === Num:899 Lev:9 Rar:2 Spd:+10 Hp:18 Ac:18 Exp:22 It is a smallish, slimy, icky, pestilent creature. This creature is normally found on dungeon level 9 and moves somewhat erratically and quickly, but is larger deeper in the dungeon. A kill of this creature is worth 38.00 points for a 1st level character. It is threatening at its native depth. It is not detected by telepathy. It is immune to acid. It takes a while to see intruders, which it may notice from 140 feet. It can touch to hurt you for 1d3 damage and touch to dissolve you for 1d5 damage. The Violet mold (Violet 'm') === Num:983 Lev:9 Rar:2 Spd:+0 Hp:74 Ac:15 Exp:22 It is a strange violet growth on the dungeon floor. This plant is normally found on dungeon level 9 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 38.00 points for a 1st level character. It is threatening at its native depth. It is magical, casting spells which drain mana; 1 time in 9. It can communicate telepathically with its own kind. It is not detected by telepathy. It is immune to acid and poison. It resists blindness. It cannot be stunned, frightened, confused, charmed, slept or cut. It tends to overlook intruders, which it may notice from 20 feet. It can touch to paralyze you for 1d2 damage. The Dark naga (Violet 'n') === Num:1046 Lev:9 Rar:2 Spd:+0 Hp:91 Ac:30 Exp:22 A giant snake-like figure with a woman's torso. Not as strong as other nagas, but more talented in magic. This evil creature is normally found on dungeon level 9 and moves a bit erratically at normal speed, but is larger or older deeper in the dungeon. A kill of this creature is worth 38.00 points for a 1st level character. She is threatening at her native depth. She is magical, casting spells which produce frost bolts, recover mana, heal-self, create darkness, confuse or paralyze; 1 time in 4. She can bash down doors and pick up objects. She is not detected by telepathy. She tends to overlook intruders, which she may notice from 200 feet. She may carry a written item, potion or treasure. She can crush to hurt you for 1d5 damage and bite to hurt you for 1d5 damage. The Silver jell|y|y|ies| (Light Slate 'j') === Num:59 Lev:9 Rar:2 Spd:+10 Hp:45 Ac:1 Exp:23 It is a large pile of silver flesh that sucks all light from its surroundings. This creature is normally found on dungeon level 9 and moves quickly, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 39.73 points for a 1st level character. It is threatening at its native depth. ; 1 time in 16 and is also magical, casting spells which drain mana; 1 time in 16. It can communicate telepathically with its own kind. It is not detected by telepathy. It is hurt by bright light. It is immune to poison. It resists blindness. It cannot be frightened, confused, charmed or slept. It pays very little attention to intruders, which it may notice from 20 feet. It can touch to absorb light from you for 1d3 damage and touch to absorb light from you for 1d3 damage. The Killer brown beetle (Umber 'K') === Num:172 Lev:9 Rar:2 Spd:+0 Hp:54 Ac:40 Exp:23 It is a vicious insect with a tough carapace. This insect is normally found on dungeon level 9 and moves at normal speed, but is larger deeper in the dungeon . A kill of this creature is worth 39.73 points for a 1st level character. It is threatening at its native depth. It can bash down doors and fly over obstacles. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 100 feet. It can bite to hurt you for 3d5 damage. The Maggoty moss|||es| (Mud ';') === Num:672 Lev:9 Rar:2 Spd:+0 Hp:15 Ac:1 Exp:23 A mass of grey vegetation. Maggots writhe among its long dead fronds. This undead plant is normally found on dungeon level 9 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. Destruction of this creature is worth 39.73 points for a 1st level character. It is threatening at its native depth. It is magical, casting spells which give invisibility or summon an undead; 1 time in 2. It is cold blooded. It is not detected by telepathy. It resists blindness and blunt weapons. It cannot be stunned, frightened, confused, charmed, slept or cut. It is observant of intruders, which it may notice from 300 feet. It can hit to drain experience (by 10d6+) from you for 1d4 damage and hit to drain experience (by 10d6+) from you for 1d4 damage. The Rolling eye (Mustard 'e') === Num:787 Lev:9 Rar:2 Spd:+5 Hp:17 Ac:6 Exp:23 A disembodied eye, that quickly rolls its away around the dungeon. This creature is normally found on dungeon level 9 and moves quickly, but is larger or older deeper in the dungeon. A kill of this creature is worth 39.73 points for a 1st level character. It is threatening at its native depth. It may gaze to paralyze you; 1 time in 7. It can communicate telepathically with its own kind. It is hurt by bright light. It cannot be frightened. It is fairly observant of intruders, which it may notice from 20 feet. It can gaze to paralyze you. The Giant yellow frog (Yellow 'F') === Num:820 Lev:9 Rar:2 Spd:+0 Hp:30 Ac:24 Exp:23 It looks poisonous. This animal is normally found on dungeon level 9 and moves a bit erratically at normal speed. A kill of this creature is worth 39.73 points for a 1st level character. It is threatening at its native depth. It can bash down doors, can eat bodies to regain strength and swim under water. It is immune to poison. It tends to overlook intruders, which it may notice from 120 feet. It can bite to hurt and poison you for 5d4 damage. The Dull grey ooze (Slate 'j') === Num:929 Lev:9 Rar:2 Spd:+0 Hp:45 Ac:6 Exp:23 It's grey and it's oozing. This creature is normally found on dungeon level 9 and moves somewhat erratically at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 39.73 points for a 1st level character. It is threatening at its native depth. It is magical, casting spells which drain mana or cause mind blasting; 1 time in 11. It can bash down doors, ooze through tiny cracks and communicate telepathically with its own kind. It is not detected by telepathy. It is immune to poison. It resists blindness. It cannot be frightened, confused, charmed or slept. It is vigilant for intruders, which it may notice from 100 feet. It may carry an adornment, potion, junk item or treasure. It can touch to dissolve you for 2d6 damage. The Giant red frog (Red 'F') === Num:812 Lev:9 Rar:2 Spd:+0 Hp:26 Ac:20 Exp:24 It looks poisonous. This animal is normally found on dungeon level 9 and moves a bit erratically at normal speed. A kill of this creature is worth 41.45 points for a 1st level character. It is threatening at its native depth. It may spit to reduce strength and size from you for 1d4 damage; 1 time in 7. It can bash down doors, can eat bodies to regain strength and swim under water. It tends to overlook intruders, which it may notice from 120 feet. It can bite to hurt and poison you for 3d4 damage and spit to reduce strength and size from you for 1d4 damage. [U] Smeagol (Light Pink 'h') === Num:52 Lev:9 Rar:3 Spd:+20 Hp:118 Ac:12 Exp:41 Usually known as Gollum. He's been sneaking, and he wants his 'precious.' This evil thief is normally found on dungeon level 9 and moves extremely erratically and very quickly. Killing this creature is worth 70.82 points for a 1st level character. He is dangerous at his native depth. He is magical, casting spells which give invisibility; 1 time in 3. He can open doors, pick up objects, climb on walls and ceilings, hide in unusual places and easily evade blows and missiles. He is observant of intruders, which he may notice from 200 feet. He may carry a exceptional weapon, missile weapon, armour, garment, tool, lite, written item, potion, edible item or treasure. He can touch to steal gold from you for 1d4 damage. It is a dungeon guardian, impeding your progress further. [U] Golfimbul, the Goblin King of Mount Gram (Light Blue 'k') === Num:137 Lev:9 Rar:4 Spd:+10 Hp:116 Ac:20 Exp:140 A powerful goblin king. This evil mix of dwarf and orc is normally found on dungeon level 9 and moves quickly. Killing this creature is worth 241.82 points for a 1st level character. He is dangerous at his native depth. He is magical, casting spells intelligently which recover mana, heal-self, blink-self, teleport to, summon a monster, confuse or slow; 1 time in 4. He can open doors, bash down doors and track you over land, but not through water . He is hurt by bright light. He is immune to poison. He resists darkness. He is fairly observant of intruders, which he may notice from 180 feet. He usually appears with escorts. He may carry a good weapon, missile weapon, armour, garment, tool, edible item or junk item. He can hit to hurt you for 1d9 damage and hit to hurt you for 1d8 damage. The Gnome academic (Magenta-Pink 'h') === Num:202 Lev:10 Rar:1 Spd:+0 Hp:30 Ac:20 Exp:3 An academic of short stature. This evil dwarf is normally found on dungeon level 10 and moves at normal speed, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 5.45 points for a 1st level character. She is threatening at her native depth. She is magical, casting spells intelligently which produce frost bolts, produce mana bolts, recover mana, blink-self, create darkness or summon a monster; 1 time in 4. She can open doors. She cannot be slowed or paralyzed. She takes a while to see intruders, which she may notice from 200 feet. She usually appears in groups. She may carry a weapon, missile weapon, armour, garment, tool, lite, written item, potion, edible item or treasure. She can hit to hurt you for 1d5 damage . The Novice shaman (Purple 'p') === Num:1020 Lev:10 Rar:1 Spd:+0 Hp:21 Ac:6 Exp:3 She waves a magical talisman at you. This woman shaman is normally found on dungeon level 10 and moves at normal speed. A kill of this creature is worth 5.45 points for a 1st level character. She is threatening at her native depth. She is magical, casting spells which produce mana bolts, heal-self, blink-self, incur heroism or terrify; 1 time in 6. She can open doors. She always carries a lite to see you. She is fairly observant of intruders, which she may notice from 200 feet. She usually appears in groups. She may carry a weapon, armour, garment, lite, adornment, written item, potion, edible item or treasure. She can hit to batter you for 1d6 damage. The Green goblin (Green 'k') === Num:942 Lev:10 Rar:2 Spd:+0 Hp:38 Ac:32 Exp:7 She is an ugly, green skinned humanoid armed with a bow. This evil mix of dwarf and orc is normally found on dungeon level 10 and moves at normal speed, but is larger, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 12.73 points for a 1st level character. She is challenging at her native depth. She may create an arrow to hurt you for 3d6 damage; 1 time in 7. She can open doors, bash down doors, pick up objects and track you over land, but not through water. She is immune to poison. She takes quite a while to see intruders, which she may notice from 200 feet. She usually appears in groups. She may carry a weapon, missile weapon, armour, garment, tool, edible item, junk item or treasure. She can hit to hurt you for 1d8 damage. The Giant clear centipede (White 'c') === Num:197 Lev:10 Rar:1 Spd:+0 Hp:21 Ac:30 Exp:10 It is about four feet long and carnivorous. This insect is normally found on dungeon level 10 and moves at normal speed. A kill of this creature is worth 18.18 points for a 1st level character. It is threatening at its native depth. It can bash down doors. It is invisible. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 120 feet. It usually appears with a friend. It can bite to hurt you for 2d4 damage and sting to hurt you for 2d4 damage. The Novice archer (White 't') === Num:1189 Lev:10 Rar:3 Spd:+0 Hp:27 Ac:8 Exp:11 A nasty little lass with a bow and arrow. This woman archer is normally found on dungeon level 10 and moves at normal speed. A kill of this creature is worth 20.00 points for a 1st level character. She is dangerous at her native depth. She may create an arrow to hurt you for 3d6 damage; 1 time in 2. She can open doors and pick up objects. She takes a while to see intruders, which she may notice from 200 feet. She usually appears in groups. She may carry a treasure. She can hit to hurt you for 1d5 damage and hit to hurt you for 1d5 damage. The Black ooze (Light Dark 'j') === Num:260 Lev:10 Rar:3 Spd:-10 Hp:27 Ac:6 Exp:13 A strange, inky puddle creeping around the dungeon floor. This creature is normally found on dungeon level 10 and moves somewhat erratically and slowly, but is larger deeper in the dungeon. A kill of this creature is worth 23.64 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells which drain mana; 1 time in 11. It can bash down doors , can eat bodies to regain strength, pick up objects, ooze through tiny cracks and communicate telepathically with its own kind. It is not detected by telepathy. It breeds explosively. It is immune to poison. It resists blindness. It cannot be frightened. It is vigilant for intruders, which it may notice from 100 feet. It may carry an adornment, potion, junk item or treasure. It can touch to dissolve you for 2d4 damage. The Silver dragon bat (White 'b') === Num:728 Lev:10 Rar:3 Spd:+20 Hp:17 Ac:28 Exp:13 It is a sharp-tailed bat, clouded in frost. This mix of animal and dragon is normally found on dungeon level 10 and moves somewhat erratically and very quickly, but is larger deeper in the dungeon. A kill of this creature is worth 23.64 points for a 1st level character. It is dangerous at its native depth. It may breathe frost or fear; 1 time in 4. It can bash down doors, can eat bodies to regain strength and fly over obstacles. It is cold blooded. It is immune to cold. It cannot be frightened. It tends to overlook intruders, which it may notice from 120 feet. It usually appears in groups. It can bite to freeze you for 1d3 damage. The Discharger eye (Purple 'e') === Num:790 Lev:10 Rar:1 Spd:+0 Hp:45 Ac:6 Exp:13 A disembodied eye, charged with power. This creature is normally found on dungeon level 10 and moves at normal speed, but is larger or older deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 23.64 points for a 1st level character. It is threatening at its native depth. It may gaze to drain charges from your wands and staffs for 4d6 damage ; 1 time in 7 and is also magical, casting spells which drain mana; 1 time in 7 . It can communicate telepathically with its own kind. It must fly and cannot move underwater or through webs. It is hurt by bright light. It cannot be frightened. It is fairly observant of intruders, which it may notice from 20 feet. It can gaze to drain charges from your wands and staffs for 4d6 damage. The Giant ship rat (Blue 'r') === Num:1042 Lev:10 Rar:3 Spd:+0 Hp:10 Ac:22 Exp:13 It is a rodent of unusual size. This animal is normally found on dungeon level 10 and moves a bit erratically at normal speed. A kill of this creature is worth 23.64 points for a 1st level character. It is dangerous at its native depth. It can can eat bodies to regain strength and swim under water. It breeds explosively. It takes a while to see intruders, which it may notice from 80 feet. It can bite to hurt and poison you for 2d5 damage. The Stormcrow (Light Yellow 'B') === Num:1192 Lev:10 Rar:3 Spd:+10 Hp:77 Ac:20 Exp:17 From the vast Plains of Air come these shimmering avian beings; as they beat their wings, terrible winds rise up and buffet you. This animal is normally found on dungeon level 10 and moves quickly, but is larger or older deeper in the dungeon. A kill of this creature is worth 30.91 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells which produce wind balls or produce cone of force; 1 time in 1. It can bash down doors. It must fly and cannot move underwater or through webs. It is rarely detected by telepathy. It resists water, nexus and teleportation. It cannot be stunned or confused. It takes a while to see intruders, which it may notice from 250 feet. It usually appears in groups. It can peck to wound you for 1d4 damage. The Black dragon bat (Light Dark 'b') === Num:725 Lev:10 Rar:3 Spd:+20 Hp:13 Ac:28 Exp:19 It is a sharp-tailed bat, dripping in acid. This mix of animal and dragon is normally found on dungeon level 10 and moves somewhat erratically and very quickly, but is larger deeper in the dungeon. A kill of this creature is worth 34.55 points for a 1st level character. It is dangerous at its native depth. It may breathe acid; 1 time in 4. It can bash down doors, can eat bodies to regain strength and fly over obstacles. It is immune to acid. It tends to overlook intruders, which it may notice from 120 feet. It usually appears in groups. It can bite to dissolve you for 1d3 damage. The Mirkwood goblin (Light Teal 'k') === Num:944 Lev:10 Rar:3 Spd:+0 Hp:46 Ac:32 Exp:19 She is an ugly, brown skinned humanoid armed with a variety of dangerous weapons. This evil mix of dwarf and orc is normally found on dungeon level 10 and moves at normal speed, but is larger, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 34.55 points for a 1st level character. She is dangerous at her native depth. She may create an arrow to hurt you for 3d6 damage; 1 time in 5. She can open doors, bash down doors, climb on walls and ceilings and track you over land, but not through water. She is immune to poison. She takes quite a while to see intruders, which she may notice from 200 feet. She usually appears in groups. She may carry a weapon, missile weapon, armour, garment, tool, edible item, junk item or treasure. She can hit to hurt and poison you for 2d5 damage. The Ogre (Light Slate 'O') === Num:174 Lev:10 Rar:3 Spd:+0 Hp:61 Ac:33 Exp:21 A hideous, smallish giant that is often found near or with orcs. This evil mix of orc and giant is normally found on dungeon level 10 and moves at normal speed, but is larger, older or more powerful deeper in the dungeon. A kill of this creature is worth 38.18 points for a 1st level character. It is dangerous at its native depth. It can open doors, bash down doors and track you over land, but not through water. It takes quite a while to see intruders, which it may notice from 200 feet. It usually appears in groups. It may carry a chest, weapon, armour, garment, tool, edible item, junk item or treasure. It can hit to batter you for 2d8 damage. The Giant blue termite (Blue 'a') === Num:322 Lev:10 Rar:3 Spd:+0 Hp:33 Ac:50 Exp:21 It looks like an ant, but with shorter legs and bigger fangs. It has a blue exoskeleton that crackles with energy. This insect is normally found on dungeon level 10 and moves a bit erratically at normal speed. A kill of this creature is worth 38.18 points for a 1st level character. It is dangerous at its native depth. It can bash down doors. It lights up the surroundings. It is rarely detected by telepathy. It is immune to lightning. It tends to overlook intruders, which it may notice from 100 feet. It usually appears in groups. It can bite to electrify you for 4d4 damage. The Lightningjaw (Light Blue 'J') === Num:1138 Lev:10 Rar:3 Spd:+5 Hp:48 Ac:20 Exp:21 It is a snake of pure electricity; the union of force and magic. It attacks everything in sight; the very walls are blackened by its fury. This animal is normally found on dungeon level 10 and moves somewhat erratically and quickly, but is larger deeper in the dungeon. A kill of this creature is worth 38.18 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells which produce lightening beams or teleport-self to; 1 time in 4. It can bash down doors and can eat bodies to regain strength. It is rarely detected by telepathy. It is immune to lightning. It is ever vigilant for intruders, which it may notice from 120 feet. It usually appears in groups. It can bite to electrify you for 2d4 damage. The Poltergeist (Light Slate 'G') === Num:54 Lev:10 Rar:1 Spd:+20 Hp:6 Ac:15 Exp:22 It is a ghastly, ghostly form. This evil undead creature is normally found on dungeon level 10 and moves extremely erratically and very quickly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 40.00 points for a 1st level character. It is threatening at its native depth. It is magical, casting spells which blink-self or animate monsters from objects; 1 time in 16. It can pass through walls, pick up objects and fly over obstacles. It is invisible. It is cold blooded. It is hurt by bright light. It is immune to cold, poison and blunt weapons. It cannot be stunned, confused, charmed, slept or cut. It is fairly observant of intruders, which it may notice from 80 feet. It may carry one or two garments , tools, musical items, junk items or treasures. It can touch to terrify you. The Bilge rat (Light Blue 'r') === Num:1068 Lev:10 Rar:5 Spd:+0 Hp:17 Ac:7 Exp:22 A highly aggressive swarming rodent with greasy flea-bitten fur and outsized incisors. This animal is normally found on dungeon level 10 and moves at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 40.00 points for a 1st level character. It is deadly at its native depth. It can bash down doors, can eat bodies to regain strength and swim under water. It is rarely detected by telepathy. It breeds explosively. It takes a while to see intruders, which it may notice from 100 feet. It can bite to infect you with disease for 2d6 damage. The Wood elf mage (Red 'l') === Num:136 Lev:10 Rar:1 Spd:+10 Hp:37 Ac:16 Exp:23 A elven figure, hurling spells at you. This elf mage is normally found on dungeon level 10 and moves quickly, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 41.82 points for a 1st level character. She is threatening at her native depth. She is magical, casting spells which produce poison balls, produce balls of light, produce mana bolts, recover mana, cause hunger, blind or confuse; 1 time in 5. She can open doors and bash down doors. She lights up the surroundings. She resists lite. She takes a while to see intruders, which she may notice from 200 feet. She may carry one or two weapons, missile weapons, garments, lites, adornments, written items, musical items, potions or edible items. She can hit to hurt you for 1d6 damage and hit to hurt you for 1d6 damage. The Priest||ess|s| (Light Blue 'p') === Num:161 Lev:10 Rar:1 Spd:+0 Hp:52 Ac:22 Exp:23 A robed woman, dedicated to her godesss This evil woman priest is normally found on dungeon level 10 and moves at normal speed, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 41.82 points for a 1st level character. She is threatening at her native depth. She is magical, casting spells intelligently which produce balls of light, produce holy orbs, heal-self, cure-self, cause wounds, incur heroism, summon a monster or terrify; 1 time in 2. She can carry a lite to see you, open doors and bash down doors. She needs lite to see you. She takes quite a while to see intruders, which she may notice from 200 feet. She may carry one or two weapons, armours, garments, lites, adornments, written items, potions, edible items or treasures. She can hit to hurt you for 2d3 damage and hit to hurt you for 2d3 damage. The Dire wol|f|f|ves| (Orange 'C') === Num:753 Lev:10 Rar:4 Spd:+5 Hp:63 Ac:30 Exp:23 It is a huge wolf with eyes that glow red with cunning. This animal is normally found on dungeon level 10 and moves a bit erratically and quickly, but is larger or older deeper in the dungeon. A kill of this creature is worth 41.82 points for a 1st level character. It is dangerous at its native depth. It can bash down doors, can eat bodies to regain strength and track you unerringly over land, but not through water. It takes quite a while to see intruders, which it may notice from 250 feet. It usually appears in groups. It can bite to hurt you for 1d6 damage and bite to hurt you for 1d6 damage. The Giant teal toad (Teal 'F') === Num:824 Lev:10 Rar:1 Spd:+0 Hp:26 Ac:24 Exp:23 It is ugly and covered in warts. This animal is normally found on dungeon level 10 and moves a bit erratically at normal speed. A kill of this creature is worth 41.82 points for a 1st level character. It is threatening at its native depth. It may spit to slow you for 2d4 damage; 1 time in 7 and is also magical, casting spells which blink-self, create darkness, terrify or slow; 1 time in 7. It can bash down doors and swim under water. It is immune to poison. It tends to overlook intruders, which it may notice from 120 feet. It can bite to hurt and poison you for 3d4 damage and spit to slow you for 2d4 damage. The Killer dung beetle (Mud 'K') === Num:947 Lev:10 Rar:1 Spd:+0 Hp:66 Ac:45 Exp:23 It is a vicious insect with a tough carapace. This insect is normally found on dungeon level 10 and moves a bit erratically at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 41.82 points for a 1st level character. It is threatening at its native depth. It can bash down doors. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 100 feet. It can bite to hurt you for 4d4 damage. The Dead fl|y|y|ies| (Mustard 'I') === Num:1288 Lev:10 Rar:5 Spd:+10 Hp:10 Ac:7 Exp:23 It makes you feel like your life is slipping through your fingers just to look at it. This evil undead insect is normally found on dungeon level 10 and moves somewhat erratically and quickly, but is larger deeper in the dungeon. Destruction of this creature is worth 41.82 points for a 1st level character. It is dangerous at its native depth. It is cold blooded. It is not detected by telepathy. It is rarely detected by telepathy. It breeds explosively. It is immune to cold and poison. It cannot be frightened, confused, charmed or slept. It is fairly observant of intruders, which it may notice from 60 feet. It can bite to hurt and poison you for 1d2 damage. The Hunting hawk (Mud 'B') === Num:1328 Lev:10 Rar:1 Spd:+10 Hp:35 Ac:25 Exp:23 Trained to hunt and kill without fear. This animal is normally found on dungeon level 10 and moves quickly, but is larger, faster or older deeper in the dungeon. A kill of this creature is worth 41.82 points for a 1st level character. It is threatening at its native depth. It can fly over obstacles. It cannot be frightened. It is fairly observant of intruders, which it may notice from 300 feet. It can claw to hurt you for 1d3 damage, claw to hurt you for 1d3 damage and bite to hurt you for 1d4 damage. The Spotted jell|y|y|ies| (Blue Slate 'j') === Num:170 Lev:10 Rar:2 Spd:+10 Hp:56 Ac:18 Exp:24 A strange jelly thing, covered in discoloured blotches. This creature is normally found on dungeon level 10 and moves quickly, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 43.64 points for a 1st level character. It is threatening at its native depth. It can communicate telepathically with its own kind. It is cold blooded. It is not detected by telepathy. It is hurt by bright light. It is immune to acid and poison. It resists blindness. It cannot be frightened, confused, charmed or slept. It is vigilant for intruders, which it may notice from 120 feet. It can touch to dissolve you for 6d6 damage. The Water hound (Light Teal 'Z') === Num:1080 Lev:10 Rar:4 Spd:+0 Hp:49 Ac:30 Exp:24 Liquid footprints follow this hound as it pads around the dungeon. It has fins and a fish tail. This animal is normally found on dungeon level 10 and moves at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 43.64 points for a 1st level character. It is dangerous at its native depth. It can bash down doors, swim under water and track you unerringly over land, but not through water. It is hurt by water remover. It resists water. It is ever vigilant for intruders, which it may notice from 300 feet. It usually appears in groups. It can bite to hurt you for 1d10 damage and claw to hurt you for 3d3 damage. The Giant garnet dragonfl|y|y|ies| (Light Red 'I') === Num:1235 Lev:10 Rar:2 Spd:+10 Hp:39 Ac:20 Exp:24 This pink garnet dragonfly has wings which glow with fecund energy. This mix of dragon and insect is normally found on dungeon level 10 and moves extremely erratically and quickly. A kill of this creature is worth 43.64 points for a 1st level character. It is threatening at its native depth. It may breathe disease; 1 time in 7. It can bash down doors. It must fly and cannot move underwater or through webs. It is rarely detected by telepathy. It resists teleportation. It tends to overlook intruders, which it may notice from 120 feet. It may carry a gem stone. It can bite to hurt you for 1d3 damage. The Bandit (Red 't') === Num:121 Lev:10 Rar:2 Spd:+0 Hp:72 Ac:24 Exp:25 She is after your cash! This evil woman thief is normally found on dungeon level 10 and moves at normal speed, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 45.45 points for a 1st level character. She is threatening at her native depth. She may create a shot to hurt you for 3d5 damage; 1 time in 5. She can carry a lite to see you, open doors, bash down doors, pick up objects and hide in unusual places. She needs lite to see you. She is fairly observant of intruders, which she may notice from 200 feet. She may carry one or two weapons, missile weapons, garments, tools, lites, adornments, musical items, potions, edible items or treasures. She can hit to hurt you for 2d5 damage and touch to steal gold from you. The Mischievous moss|||es| (Light Blue ';') === Num:670 Lev:10 Rar:2 Spd:+10 Hp:15 Ac:1 Exp:25 A mass of bright blue vegetation. It wiggles its tiny fronds in mischevious anticipation. This plant is normally found on dungeon level 10 and moves quickly, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 45.45 points for a 1st level character. It is threatening at its native depth. It is magical, casting spells which blink-self, give invisibility, create darkness, terrify or slow; 1 time in 4. It is cold blooded. It is not detected by telepathy. It resists blindness and blunt weapons. It cannot be stunned, frightened, confused, charmed, slept or cut. It is observant of intruders, which it may notice from 300 feet. It can hit to confuse you for 1d4 damage and hit to confuse you for 1d4 damage. The Blue mold (Blue 'm') === Num:976 Lev:10 Rar:2 Spd:+0 Hp:66 Ac:12 Exp:25 A strange blue growth on the dungeon floor. This plant is normally found on dungeon level 10 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 45.45 points for a 1st level character. It is threatening at its native depth. ; 1 time in 4. It can communicate telepathically with its own kind. It is not detected by telepathy. It is immune to cold and poison. It resists blindness . It cannot be stunned, frightened, confused, charmed, slept or cut. It pays very little attention to intruders, which it may notice from 20 feet. It can touch to freeze you for 1d6 damage. The Flying monkey (Light Purple 'Y') === Num:1295 Lev:10 Rar:4 Spd:+5 Hp:32 Ac:60 Exp:25 It is a monkey with wings! This creature is normally found on dungeon level 10 and moves quickly. A kill of this creature is worth 45.45 points for a 1st level character. It is dangerous at its native depth. It may create a shot to hurt you for 1d5 damage or shriek to do you no effect; 1 time in 7. It can open doors, pick up objects, fly over obstacles, easily evade blows and missiles and track you over land, but not through water. It is fairly observant of intruders, which it may notice from 120 feet. It usually appears in groups. It can hit to hurt you for 1d8 damage and shriek to do you no effect. The Barracuda (Blue 'F') === Num:1321 Lev:10 Rar:2 Spd:+10 Hp:25 Ac:45 Exp:26 A predatory fish with razor-sharp teeth. This animal is normally found on dungeon level 10 and moves quickly, but is larger deeper in the dungeon. A kill of this creature is worth 47.27 points for a 1st level character. It is threatening at its native depth. It must swim and cannot move out of water. It is cold blooded. It takes a while to see intruders, which it may notice from 200 feet. It can bite to hurt you for 1d10 damage and bite to hurt you for 1d10 damage. The King cobra (Purple 'J') === Num:134 Lev:10 Rar:2 Spd:+0 Hp:42 Ac:30 Exp:27 It is a large snake with a hooded face. This animal is normally found on dungeon level 10 and moves somewhat erratically at normal speed, but is larger or faster deeper in the dungeon. A kill of this creature is worth 49.09 points for a 1st level character. It is threatening at its native depth. It may spit to blind you for 1d2 damage, doubled against eye monsters; 1 time in 4. It can bash down doors and can eat bodies to regain strength. It is immune to poison. It is vigilant for intruders, which it may notice from 80 feet. It can bite to hurt and poison you for 3d4 damage and spit to blind you for 1d2 damage, doubled against eye monsters. The Giant copper ant (Umber 'a') === Num:682 Lev:10 Rar:3 Spd:+0 Hp:34 Ac:34 Exp:27 It is large and has a dangerous sting. This insect is normally found on dungeon level 10 and moves at normal speed. A kill of this creature is worth 49.09 points for a 1st level character. It is dangerous at its native depth. It can bash down doors. It is rarely detected by telepathy. It is immune to acid. It tends to overlook intruders, which it may notice from 120 feet. It usually appears with a friend. It may carry a precious metal. It can bite to hurt you for 2d4 damage and sting to electrify you for 2d4 damage. The Metallic yellow centipede (Yellow 'c') === Num:739 Lev:10 Rar:3 Spd:+10 Hp:18 Ac:10 Exp:27 It is about four feet long and carnivorous. This insect is normally found on dungeon level 10 and moves a bit erratically and quickly. A kill of this creature is worth 49.09 points for a 1st level character. It is dangerous at its native depth. It can bash down doors. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 70 feet. It usually appears with a friend. It can bite to hurt you for 2d4 damage and sting to reduce dexterity and agility from you for 1d4 damage. The Night goblin (Deep Light Blue 'k') === Num:943 Lev:10 Rar:4 Spd:+0 Hp:43 Ac:32 Exp:27 She is an ugly, night blue skinned humanoid armed with a wicked looking knife. This evil mix of dwarf and orc is normally found on dungeon level 10 and moves at normal speed, but is larger, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 49.09 points for a 1st level character. She is dangerous at her native depth. She may create a dagger to hurt you for 2d5 damage; 1 time in 6. She can open doors, bash down doors, pick up objects and track you over land, but not through water. She is hurt by bright light. She is immune to poison. She resists darkness. She takes quite a while to see intruders, which she may notice from 200 feet. She usually appears in groups. She may carry a weapon, missile weapon, armour, garment, tool, edible item, junk item or treasure. She can hit to blind you for 2d5 damage, doubled against eye monsters. The Killer green beetle (Green 'K') === Num:957 Lev:10 Rar:2 Spd:+0 Hp:66 Ac:45 Exp:27 It is looking for prey. This insect is normally found on dungeon level 10 and moves a bit erratically at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 49.09 points for a 1st level character. It is threatening at its native depth. It can bash down doors and fly over obstacles. It is rarely detected by telepathy. It is immune to poison. It takes quite a while to see intruders, which it may notice from 120 feet. It can bite to hurt you for 4d4 damage. The Giant cockroach (Light Pink 'I') === Num:1094 Lev:10 Rar:4 Spd:+5 Hp:18 Ac:10 Exp:27 A cockroach the size of a small dog. This insect is normally found on dungeon level 10 and moves extremely erratically and quickly. A kill of this creature is worth 49.09 points for a 1st level character. It is dangerous at its native depth. It is rarely detected by telepathy. It breeds explosively. It is hurt by bright light. It tends to overlook intruders, which it may notice from 70 feet. It can crawl to infect you with disease for 2d2 damage. The Spectral warrior (Mud 'G') === Num:1329 Lev:10 Rar:4 Spd:+0 Hp:15 Ac:10 Exp:27 Spectral creatures that are half real, half illusion. This warrior is normally found on dungeon level 10 and moves at normal speed. Destruction of this creature is worth 49.09 points for a 1st level character. It is dangerous at its native depth. It can pass through walls and fly over obstacles. It is cold blooded. It is not detected by telepathy. It resists nether. It cannot be frightened, charmed, slept or cut. It takes quite a while to see intruders, which it may notice from 200 feet. It usually appears in groups. It can hit to hurt you for 1d11 damage and hit to hurt you for 1d11 damage. The Mine-dog (Light Purple 'C') === Num:1339 Lev:10 Rar:3 Spd:+10 Hp:20 Ac:30 Exp:27 This animal is normally found on dungeon level 10 and moves somewhat erratically and quickly, but is larger or older deeper in the dungeon. A kill of this creature is worth 49.09 points for a 1st level character. It is dangerous at its native depth. It may hurts you for 6d6 damage. It can bash down doors and track you unerringly over land, but not through water. It takes a while to see intruders, which it may notice from 300 feet. It usually appears with a friend. It can hurts you for 6d6 damage. The Wolfhound (Blue Slate 'C') === Num:1348 Lev:10 Rar:4 Spd:+10 Hp:44 Ac:20 Exp:27 Well-trained watchdogs, obedient to death. This animal is normally found on dungeon level 10 and moves quickly. A kill of this creature is worth 49.09 points for a 1st level character. It is dangerous at its native depth. It can bash down doors, can eat bodies to regain strength and track you unerringly over land, but not through water. It cannot be frightened. It is ever vigilant for intruders, which it may notice from 200 feet. It usually appears in groups. It can bite to hurt you for 1d5 damage and bite to hurt you for 1d5 damage. The Dwarven ranger (Light Slate 'h') === Num:882 Lev:10 Rar:2 Spd:+5 Hp:53 Ac:24 Exp:28 A dwarven ranger with a three-foot beard, and sword and bow quick to hand. This dwarf is normally found on dungeon level 10 and moves quickly, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 50.91 points for a 1st level character. She is challenging at her native depth. She may create a crossbow bolt to hurt you for 3d6 damage; 1 time in 5 and is also magical, casting spells intelligently which produce mana bolts or blind; 1 time in 5. She can open doors and bash down doors. She resists blindness. She takes a while to see intruders, which she may notice from 200 feet. She may carry one or two weapons, missile weapons, armours, garments, tools, lites, written items, potions or edible items. She can hit to hurt you for 1d7 damage and hit to hurt you for 1d7 damage. The Skeletal rat (Light Yellow 'r') === Num:1291 Lev:10 Rar:2 Spd:+0 Hp:6 Ac:24 Exp:28 It is a skeletal rodent of unusual bone structure. This evil undead animal is normally found on dungeon level 10 and moves a bit erratically at normal speed . Destruction of this creature is worth 50.91 points for a 1st level character. It is challenging at its native depth. It may spit to poison you for 2d6 damage; 1 time in 6. It is cold blooded. It is not detected by telepathy. It is immune to lightning, cold and poison. It resists blindness and edged weapons. It cannot be stunned, confused, charmed, slept or cut. It takes a while to see intruders, which it may notice from 80 feet. It can bite to wound you for 2d6 damage and spit to poison you for 2d6 damage. The Kamikaze faerie (Light Purple 'H') === Num:1335 Lev:10 Rar:2 Spd:+3 Hp:10 Ac:18 Exp:28 This creature is normally found on dungeon level 10 and moves quickly, but is faster deeper in the dungeon. A kill of this creature is worth 50.91 points for a 1st level character. It is challenging at its native depth. It may hurts you for 15d2 damage; 1 time in 10. It can easily evade blows and missiles and track you over land, but not through water. It must fly and cannot move underwater or through webs. It lights up the surroundings. It resists lite. It is fairly observant of intruders, which it may notice from 180 feet. It can hurts you for 15d2 damage. The Pink naga (Magenta-Pink 'n') === Num:102 Lev:10 Rar:2 Spd:+0 Hp:46 Ac:40 Exp:29 A large pink snake with a woman's torso. This evil creature is normally found on dungeon level 10 and moves a bit erratically at normal speed, but is larger or older deeper in the dungeon. A kill of this creature is worth 52.73 points for a 1st level character. She is challenging at her native depth. She can bash down doors, pick up objects and swim under water. She pays very little attention to intruders, which she may notice from 200 feet. She may carry a written item, potion or treasure. She can crush to hurt you for 1d10 damage and bite to reduce strength and size from you for 1d4 damage. The Giant brown toad (Umber 'F') === Num:825 Lev:10 Rar:2 Spd:+0 Hp:30 Ac:28 Exp:29 It is ugly and covered in big brown warts. This animal is normally found on dungeon level 10 and moves somewhat erratically at normal speed. A kill of this creature is worth 52.73 points for a 1st level character. It is challenging at its native depth. It may spit to reduce charisma from you for 2d4 damage; 1 time in 5 and is also magical, casting spells which haste-self, heal-self, summon a monster, terrify or blind; 1 time in 5. It can bash down doors and swim under water. It is immune to poison. It tends to overlook intruders, which it may notice from 120 feet. It can bite to reduce charisma from you for 3d4 damage and spit to reduce charisma from you for 2d4 damage. The Giant tse-tse fl|y|y|ies| (Purple 'I') === Num:1095 Lev:10 Rar:5 Spd:+10 Hp:15 Ac:15 Exp:30 It spreads malaria across the dungeon. This insect is normally found on dungeon level 10 and moves extremely erratically and quickly. A kill of this creature is worth 54.55 points for a 1st level character. It is deadly at its native depth. It must fly and cannot move underwater or through webs. It is rarely detected by telepathy. It breeds explosively. It cannot be charmed or slept. It is fairly observant of intruders, which it may notice from 100 feet. It can sting to infect you with disease for 1d2 damage. [U] Hama, Doorwarden of the Golden Hall (Light Yellow 't') === Num:1310 Lev:10 Rar:3 Spd:+0 Hp:343 Ac:10 Exp:80 A majordomo of Theoden and captain of the guard, he requests you put aside your weapons before entering the Golden Hall. This man is normally found on dungeon level 10 and moves at normal speed. Killing this creature is worth 145.45 points for a 1st level character. He is dangerous at his native depth. He can open doors and bash down doors. He always carries a lite to see you. He is very observant of intruders, which he may notice from 400 feet. He may carry a good weapon, garment, tool, lite, adornment, musical item, potion or edible item. He can hit to hurt you for 2d3 damage and hit to wound you for 1d3 damage. It is a dungeon guardian, impeding your progress further. [U] Lagduf, the Snaga of Cirith Ungol (Light Yellow 'k') === Num:112 Lev:10 Rar:4 Spd:+0 Hp:178 Ac:32 Exp:150 A captain of a regiment of weaker orcs, Lagduf keeps his troop in order with displays of excessive violence. This evil orc is normally found on dungeon level 10 and moves at normal speed. Killing this creature is worth 272.73 points for a 1st level character. He is dangerous at his native depth. He can open doors, bash down doors and track you over land, but not through water . He takes quite a while to see intruders, which he may notice from 200 feet. He usually appears with escorts. He may carry one or two good weapons, missile weapons, armours, garments, tools, edible items or junk items. He can hit to hurt you for 1d10 damage, hit to hurt you for 1d10 damage, hit to hurt you for 1d9 damage and hit to hurt you for 1d9 damage. [U] Muzgash, the Snaga of Cirith Ungol (Light Dark 'k') === Num:623 Lev:10 Rar:5 Spd:+0 Hp:225 Ac:32 Exp:150 A friend of Lagduf's, he is no less evil but larger and more cunning. This evil orc is normally found on dungeon level 10 and moves at normal speed. Killing this creature is worth 272.73 points for a 1st level character. He is deadly at his native depth. He can open doors, bash down doors and track you over land, but not through water. He takes quite a while to see intruders, which he may notice from 200 feet. He usually appears with escorts. He may carry one or two good weapons, missile weapons, armours, garments, tools, edible items or junk items. He can hit to hurt you for 2d10 damage, hit to hurt you for 2d10 damage, hit to hurt you for 2d9 damage and hit to hurt you for 2d9 damage. The Light hound (Light Yellow 'Z') === Num:193 Lev:11 Rar:1 Spd:+0 Hp:20 Ac:30 Exp:3 A brilliant canine form whose light hurts your eyes, even at this distance. This animal is normally found on dungeon level 11 and moves at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 5.73 points for a 1st level character. It is threatening at its native depth. It may breathe light; 1 time in 5. It can bash down doors and track you unerringly over land, but not through water. It lights up the surroundings. It resists lite. It is ever vigilant for intruders, which it may notice from 300 feet. It usually appears in groups. It can bite to hurt you for 1d6 damage. The Dark hound (Light Dark 'Z') === Num:194 Lev:11 Rar:1 Spd:+0 Hp:20 Ac:30 Exp:3 A hole in the air in the shape of a huge hound. No light falls upon its form. This animal is normally found on dungeon level 11 and moves at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 5.73 points for a 1st level character. It is threatening at its native depth. It may breathe darkness; 1 time in 5. It can bash down doors and track you unerringly over land, but not through water. It resists darkness. It is ever vigilant for intruders, which it may notice from 300 feet. It usually appears in groups. It can bite to hurt you for 1d6 damage. The Giant pink |mouse|mouse|mice| (Magenta-Pink 'r') === Num:1038 Lev:11 Rar:2 Spd:+0 Hp:4 Ac:4 Exp:6 It is about three feet long with large teeth. This animal is normally found on dungeon level 11 and moves somewhat erratically at normal speed. A kill of this creature is worth 11.45 points for a 1st level character. It is threatening at its native depth. It breeds explosively. It takes a while to see intruders, which it may notice from 80 feet. It can bite to reduce strength and size from you for 1d2 damage. The Copper dragon bat (Umber 'b') === Num:726 Lev:11 Rar:3 Spd:+20 Hp:13 Ac:28 Exp:11 It is a sharp-tailed bat, crackling with electricity. This mix of animal and dragon is normally found on dungeon level 11 and moves somewhat erratically and very quickly, but is larger deeper in the dungeon. A kill of this creature is worth 21.00 points for a 1st level character. It is challenging at its native depth. It may breathe lightning or nexus; 1 time in 4. It can bash down doors, can eat bodies to regain strength and fly over obstacles. It is immune to lightning. It resists nexus. It tends to overlook intruders, which it may notice from 120 feet. It usually appears in groups. It can bite to electrify you for 1d3 damage. The Pink mushroom patch|||es| (Magenta-Pink ',') === Num:646 Lev:11 Rar:3 Spd:+0 Hp:7 Ac:1 Exp:12 Yum! It looks quite tasty. This plant is normally found on dungeon level 11 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 22.91 points for a 1st level character. It is dangerous at its native depth. It may release spores to reduce strength and size from you for 1d4 damage and may grow ammunition; 1 time in 9. It is not detected by telepathy. It breeds explosively. It is immune to poison. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 20 feet. It may carry one or two mushrooms. It can release spores to reduce strength and size from you for 1d4 damage. The Giant pink centipede (Magenta-Pink 'c') === Num:740 Lev:11 Rar:1 Spd:+0 Hp:22 Ac:10 Exp:13 It is about four feet long and carnivorous. This insect is normally found on dungeon level 11 and moves a bit erratically at normal speed. A kill of this creature is worth 24.82 points for a 1st level character. It is threatening at its native depth. It can bash down doors. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 70 feet. It usually appears with a friend. It can bite to hurt you for 2d3 damage and sting to reduce strength and size from you for 2d4 damage. The Gremlin (Umber 'u') === Num:1330 Lev:11 Rar:5 Spd:+0 Hp:15 Ac:30 Exp:25 Don't feed them after midnight! This evil demon is normally found on dungeon level 11 and moves at normal speed. Destruction of this creature is worth 47.73 points for a 1st level character. It is deadly at its native depth. It can open doors, pick up objects and swim under water. It breeds explosively. It is hurt by bright light. It is immune to poison. It resists magical spells and the effects of rods, staffs and wands. It takes a while to see intruders, which it may notice from 300 feet. It can claw to eat your food for 1d2 damage, claw to eat your food for 1d2 damage and bite to eat your food for 1d3 damage. The Owlbear (Blue Slate 'H') === Num:1336 Lev:11 Rar:1 Spd:+0 Hp:75 Ac:20 Exp:27 A bizarre bear-creature with the claws and the face of an owl. This animal is normally found on dungeon level 11 and moves at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 51.55 points for a 1st level character. It is threatening at its native depth. It can open doors , bash down doors and track you over land, but not through water. It takes a while to see intruders, which it may notice from 200 feet. It may carry a treasure. It can claw to hurt you for 1d3 damage, claw to hurt you for 1d3 damage and peck to hurt you for 1d10 damage. The Giant green locust (Light Green 'I') === Num:903 Lev:11 Rar:4 Spd:+5 Hp:15 Ac:7 Exp:28 It voraciously eats and breeds leaving nothing in its wake. This insect is normally found on dungeon level 11 and moves somewhat erratically and quickly. A kill of this creature is worth 53.45 points for a 1st level character. It is dangerous at its native depth. It can fly over obstacles. It is rarely detected by telepathy. It breeds explosively. It is immune to poison. It is fairly observant of intruders, which it may notice from 60 feet. It can bite to hurt and poison you for 1d2 damage and bite to eat your food. The Door mimic (Light Umber '+') === Num:1356 Lev:11 Rar:1 Spd:+0 Hp:52 Ac:30 Exp:28 A strange creature that disguises itself as a door to lure unsuspecting adventurers within reach of its venomous claws. This creature is normally found on dungeon level 11 and moves at normal speed, but is faster or more powerful deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 53.45 points for a 1st level character. It is threatening at its native depth. It is magical, casting spells which produce acid bolts, produce fire bolts, cause wounds, terrify, blind or confuse; 1 time in 5. It is cold blooded. It is not detected by telepathy. It resists blunt weapons. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 250 feet. It can bite to hurt and poison you for 3d4 damage, bite to confuse you for 2d3 damage and bite to paralyze you for 2d3 damage. The Illusionist (Blue 'q') === Num:176 Lev:11 Rar:2 Spd:+0 Hp:106 Ac:10 Exp:29 A deceptive spell caster. This evil woman mage is normally found on dungeon level 11 and moves at normal speed, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 55.36 points for a 1st level character. She is threatening at her native depth. She is magical, casting spells intelligently which haste-self, recover mana, blink-self, teleport-self , give invisibility, create darkness, cause hallucinations, blind, confuse, slow or paralyze; 1 time in 2. She can carry a lite to see you and open doors . She needs lite to see you. She is fairly observant of intruders, which she may notice from 200 feet. She may carry one or two weapons, garments, lites, adornments, magical devices, written items, potions, edible items or treasures . She can hit to hurt you for 2d3 damage. The Giant gold ant (Yellow 'a') === Num:684 Lev:11 Rar:3 Spd:+0 Hp:51 Ac:34 Exp:29 It is large and has a dangerous sting. This insect is normally found on dungeon level 11 and moves at normal speed. A kill of this creature is worth 55.36 points for a 1st level character. It is challenging at its native depth. It can bash down doors. It is rarely detected by telepathy. It is immune to poison. It tends to overlook intruders, which it may notice from 120 feet. It usually appears with a friend. It may carry a precious metal. It can bite to hurt you for 1d5 damage and sting to hurt you for 6d2 damage. The Grey naga (Slate 'n') === Num:985 Lev:11 Rar:2 Spd:+0 Hp:42 Ac:40 Exp:29 A large grey serpent with a female's torso. Her grey skin glistens with poison. This evil creature is normally found on dungeon level 11 and moves a bit erratically at normal speed, but is larger or older deeper in the dungeon. A kill of this creature is worth 55.36 points for a 1st level character. She is threatening at her native depth. She may spit to poison you for 2d8 damage; 1 time in 9 and is also magical, casting spells which create darkness; 1 time in 9. She can bash down doors, pick up objects and swim under water. She is immune to poison. She pays very little attention to intruders, which she may notice from 190 feet. She may carry a written item, potion or treasure. She can crush to hurt you for 1d8 damage and spit to poison you for 2d8 damage. The Ghostly bat (Light Yellow 'b') === Num:1116 Lev:11 Rar:4 Spd:+10 Hp:10 Ac:10 Exp:29 Ghostly, shimmering apparitions materializing out of solid wall. This animal is normally found on dungeon level 11 and moves quickly, but is larger deeper in the dungeon. A kill of this creature is worth 55.36 points for a 1st level character. It is dangerous at its native depth. It can pass through walls and fly over obstacles. It is cold blooded. It is rarely detected by telepathy. It is immune to poison and blunt weapons. It is ever vigilant for intruders, which it may notice from 140 feet. It usually appears in groups. It can bite to hurt you for 1d5 damage. The Hairy mold (Orange 'm') === Num:142 Lev:11 Rar:2 Spd:+0 Hp:65 Ac:15 Exp:30 It is a strange hairy growth on the dungeon floor. This plant is normally found on dungeon level 11 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 57.27 points for a 1st level character. It is threatening at its native depth. ; 1 time in 4. It can communicate telepathically with its own kind. It is not detected by telepathy. It is immune to poison. It resists blindness. It cannot be stunned, frightened, confused, charmed, slept or cut. It tends to overlook intruders, which it may notice from 20 feet. It has no physical attacks. The White wol|f|f|ves| (White 'C') === Num:156 Lev:11 Rar:4 Spd:+10 Hp:27 Ac:30 Exp:30 A large and muscled wolf from the northern wastes. Its breath is cold and icy and its fur coated in frost. This animal is normally found on dungeon level 11 and moves a bit erratically and quickly, but is larger or older deeper in the dungeon. A kill of this creature is worth 57.27 points for a 1st level character. It is dangerous at its native depth. It can bash down doors, can eat bodies to regain strength and track you unerringly over land, but not through water. It is immune to cold. It takes a while to see intruders, which it may notice from 300 feet. It usually appears in groups. It can bite to hurt you for 1d6 damage and bite to freeze you for 1d6 damage. The Giant emerald dragonfl|y|y|ies| (Green 'I') === Num:914 Lev:11 Rar:2 Spd:+10 Hp:39 Ac:20 Exp:30 This glistening emerald dragonfly has wings which beat with powerful force. This mix of dragon and insect is normally found on dungeon level 11 and moves extremely erratically and quickly, but is faster deeper in the dungeon. A kill of this creature is worth 57.27 points for a 1st level character. It is threatening at its native depth. It may breathe force; 1 time in 7. It can bash down doors. It must fly and cannot move underwater or through webs. It is rarely detected by telepathy. It is immune to poison. It tends to overlook intruders, which it may notice from 120 feet. It may carry a gem stone. It can bite to hurt you for 1d3 damage. The Bright blue jell|y|y|ies| (Light Blue 'j') === Num:922 Lev:11 Rar:2 Spd:+0 Hp:184 Ac:1 Exp:30 It is smarter than your average jelly. This creature is normally found on dungeon level 11 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 57.27 points for a 1st level character. It is threatening at its native depth. It is magical, casting spells which blink-self, drain mana or summon similar monsters; 1 time in 9. It can communicate telepathically with its own kind. It is not detected by telepathy. It is hurt by bright light. It resists blindness. It cannot be frightened, confused, charmed or slept. It pays very little attention to intruders, which it may notice from 20 feet. It can touch to freeze you for 1d6 damage. The Eagle (Umber 'B') === Num:1314 Lev:11 Rar:2 Spd:+10 Hp:43 Ac:25 Exp:30 A magnificent huge predatory bird. This animal is normally found on dungeon level 11 and moves quickly. A kill of this creature is worth 57.27 points for a 1st level character. It is threatening at its native depth. It can fly over obstacles. It is fairly observant of intruders, which it may notice from 300 feet. It can claw to hurt you for 1d3 damage, claw to hurt you for 1d3 damage and bite to hurt you for 1d6 damage. The Green naga (Green 'n') === Num:78 Lev:11 Rar:2 Spd:+0 Hp:37 Ac:40 Exp:31 A large green serpent with a female's torso. Her green skin glistens with acid. This evil creature is normally found on dungeon level 11 and moves a bit erratically at normal speed, but is larger or older deeper in the dungeon. A kill of this creature is worth 59.18 points for a 1st level character. She is threatening at her native depth. She may spit to dissolve you for 2d6 damage; 1 time in 9. She can bash down doors, pick up objects and swim under water. She is immune to acid. She pays very little attention to intruders, which she may notice from 180 feet. She may carry a written item, potion or treasure. She can crush to hurt you for 1d8 damage and spit to dissolve you for 2d6 damage. The Bright blue icky thing (Light Blue 'i') === Num:183 Lev:11 Rar:5 Spd:-5 Hp:34 Ac:20 Exp:31 It is a strange, slimy, icky creature, with rudimentary intelligence, but evil cunning. It hungers for food, and you look tasty. This evil creature is normally found on dungeon level 11 and moves somewhat erratically and slowly. A kill of this creature is worth 59.18 points for a 1st level character. It is deadly at its native depth. It is magical, casting spells intelligently which terrify, blind or confuse; 1 time in 6. It can open doors. It breeds explosively. It is immune to poison. It takes a while to see intruders, which it may notice from 150 feet. It can crawl to poison you for 1d4 damage, crawl to eat your food, hit to hurt you for 1d4 damage and hit to hurt you for 1d4 damage. The Mummified human (Light Slate 'z') === Num:271 Lev:11 Rar:2 Spd:+0 Hp:80 Ac:34 Exp:31 It is a human form encased in mouldy wrappings. This evil undead man is normally found on dungeon level 11 and moves at normal speed, but is larger, faster, more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 59.18 points for a 1st level character. It is threatening at its native depth. It is magical, casting spells which create darkness, curse you, cause wounds or slow; 1 time in 5. It can open doors and bash down doors. It is cold blooded. It is not detected by telepathy. It is immune to cold and poison. It cannot be frightened, confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry a weapon, armour, adornment or magical device. It can hit to hurt you for 2d4 damage and hit to hurt you for 2d4 damage. The Wood elf hunter (Light Yellow 'l') === Num:958 Lev:11 Rar:2 Spd:+5 Hp:54 Ac:16 Exp:32 An elven figure, with sword and bow quick to hand. This elf warrior mage is normally found on dungeon level 11 and moves quickly, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 61.09 points for a 1st level character. She is threatening at her native depth. She may create an arrow to hurt you for 3d6 damage; 1 time in 5 and is also magical, casting spells which produce mana bolts, cure-self or blind; 1 time in 5. She can open doors, bash down doors and pick up objects. She lights up the surroundings. She is immune to poison. She takes a while to see intruders, which she may notice from 200 feet. She may carry one or two weapons, missile weapons, garments, lites, adornments, written items, musical items, potions or edible items. She can hit to hurt you for 1d7 damage and hit to hurt you for 1d7 damage. The Skeleton orc (Mustard 's') === Num:117 Lev:11 Rar:2 Spd:+0 Hp:42 Ac:36 Exp:33 It is an animated orc skeleton. This evil undead orc is normally found on dungeon level 11 and moves at normal speed, but is larger, faster, more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 63.00 points for a 1st level character. It is threatening at its native depth. It can bash down doors. It is cold blooded. It is not detected by telepathy. It is immune to lightning, cold and poison. It resists blindness, darkness and edged weapons. It cannot be frightened, confused, charmed or slept. It takes quite a while to see intruders, which it may notice from 200 feet. It can hit to hurt you for 2d5 damage. The Giant grey termite (Slate 'a') === Num:283 Lev:11 Rar:3 Spd:+0 Hp:79 Ac:40 Exp:33 It looks like an ant, but with shorter legs and bigger fangs. It has a grey glistening exoskeleton. This insect is normally found on dungeon level 11 and moves a bit erratically at normal speed. A kill of this creature is worth 63.00 points for a 1st level character. It is dangerous at its native depth. It can bash down doors. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 100 feet. It usually appears with a friend. It can bite to hurt you for 2d12 damage. The Killer black beetle (Light Dark 'K') === Num:956 Lev:11 Rar:2 Spd:+0 Hp:74 Ac:46 Exp:33 It is looking for prey. This insect is normally found on dungeon level 11 and moves a bit erratically at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 63.00 points for a 1st level character. It is challenging at its native depth. It can bash down doors and fly over obstacles. It is rarely detected by telepathy. It is immune to acid. It takes quite a while to see intruders, which it may notice from 120 feet. It can bite to hurt you for 4d5 damage. The Yellow naga (Yellow 'n') === Num:986 Lev:11 Rar:2 Spd:+0 Hp:54 Ac:40 Exp:33 A large yellow snake with a woman's torso. This evil creature is normally found on dungeon level 11 and moves a bit erratically at normal speed, but is larger or older deeper in the dungeon. A kill of this creature is worth 63.00 points for a 1st level character. She is threatening at her native depth. She is magical, casting spells which slow; 1 time in 10. She can bash down doors, pick up objects and swim under water. She pays very little attention to intruders, which she may notice from 210 feet. She may carry a written item , potion or treasure. She can crush to hurt you for 1d10 damage and bite to reduce dexterity and agility from you for 1d6 damage. The Orangutan (Orange 'Y') === Num:1078 Lev:11 Rar:2 Spd:+5 Hp:51 Ac:15 Exp:33 A humanoid covered with orange fur. Her arms are twice as long as her legs. This creature is normally found on dungeon level 11 and moves quickly, but is larger or older deeper in the dungeon. A kill of this creature is worth 63.00 points for a 1st level character. She is threatening at her native depth. She may create a shot to hurt you for 1d5 damage; 1 time in 7. She can bash down doors, pick up objects and track you over land, but not through water. She is fairly observant of intruders, which she may notice from 200 feet. She can hit to hurt you for 1d10 damage and hit to hurt you for 1d10 damage. The Giant marksman ant (Teal 'a') === Num:1170 Lev:11 Rar:3 Spd:+0 Hp:51 Ac:40 Exp:33 A large, slimy ant spitting acid. This insect is normally found on dungeon level 11 and moves a bit erratically at normal speed. A kill of this creature is worth 63.00 points for a 1st level character. It is dangerous at its native depth. It may spit to dissolve you for 2d9 damage; 1 time in 3. It can bash down doors. It is rarely detected by telepathy. It is fairly observant of intruders, which it may notice from 160 feet. It usually appears with a friend. It can spit to dissolve you for 2d9 damage. The Rock worm mass|||es| (Slate 'w') === Num:1191 Lev:11 Rar:4 Spd:-10 Hp:17 Ac:28 Exp:33 A disgusting mass of worms, indistinguishable from the stone around them until they move. Acid drips from the worms and eats through the floor. This insect is normally found on dungeon level 11 and moves extremely erratically and slowly, but is larger deeper in the dungeon. A kill of this creature is worth 63.00 points for a 1st level character. It is dangerous at its native depth. It can bash down doors and bore through walls. It is rarely detected by telepathy. It breeds explosively. It is hurt by rock remover. It is immune to acid and poison. It resists blindness and edged weapons. It cannot be frightened. It takes a while to see intruders, which it may notice from 100 feet. It can crawl to dissolve you for 1d7 damage. The Swords|man|wyf|| (Light Umber 't') === Num:168 Lev:11 Rar:2 Spd:+0 Hp:51 Ac:34 Exp:34 A warrior of considerable skill. This woman warrior is normally found on dungeon level 11 and moves at normal speed, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 64.91 points for a 1st level character. She is challenging at her native depth. She can carry a lite to see you, open doors and bash down doors. She needs lite to see you. She takes a while to see intruders, which she may notice from 200 feet. She may carry one or two weapons, garments, tools, lites, adornments, musical items , potions, edible items or treasures. She can hit to wound you for 3d5 damage and hit to wound you for 3d5 damage. The Killer white beetle (White 'K') === Num:265 Lev:11 Rar:2 Spd:+0 Hp:73 Ac:55 Exp:34 It is looking for prey. This insect is normally found on dungeon level 11 and moves a bit erratically at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 64.91 points for a 1st level character. It is challenging at its native depth. It can bash down doors and fly over obstacles. It is rarely detected by telepathy. It is immune to cold. It takes quite a while to see intruders, which it may notice from 140 feet. It can bite to hurt you for 4d5 damage. The Machievallian moss|||es| (Umber ';') === Num:671 Lev:11 Rar:2 Spd:+10 Hp:15 Ac:1 Exp:34 A mass of brown vegetation. Its fronds move cloyingly towards you, then dart away. This plant is normally found on dungeon level 11 and moves quickly, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 64.91 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which heal-self, give invisibility, teleport-self to or create traps; 1 time in 2. It is cold blooded. It is not detected by telepathy. It resists blindness and blunt weapons. It cannot be stunned, frightened, confused, charmed, slept or cut. It is observant of intruders, which it may notice from 300 feet. It can hit to reduce intelligence from you for 1d4 damage and hit to reduce intelligence from you for 1d4 damage. The Grey wol|f|f|ves| (Slate 'C') === Num:751 Lev:11 Rar:4 Spd:+10 Hp:43 Ac:30 Exp:34 A huge and sineous wolf from the fecund swamps. Its breath is rank withpoison. This animal is normally found on dungeon level 11 and moves a bit erratically and quickly, but is larger or older deeper in the dungeon. A kill of this creature is worth 64.91 points for a 1st level character. It is dangerous at its native depth. It can bash down doors, can eat bodies to regain strength and track you unerringly over land, but not through water. It is immune to poison. It takes a while to see intruders, which it may notice from 300 feet. It usually appears in groups. It can bite to hurt you for 1d5 damage and bite to hurt and poison you for 1d5 damage. The Giant brass dragonfl|y|y|ies| (Orange 'I') === Num:911 Lev:11 Rar:2 Spd:+10 Hp:35 Ac:20 Exp:34 This gleaming brass dragonfly has wings which leave a static feeling in the air. This mix of dragon and insect is normally found on dungeon level 11 and moves extremely erratically and quickly, but is faster deeper in the dungeon. A kill of this creature is worth 64.91 points for a 1st level character. It is challenging at its native depth. It may breathe disenchantment; 1 time in 7. It can bash down doors. It must fly and cannot move underwater or through webs. It is rarely detected by telepathy. It is immune to acid. It resists disenchantment. It tends to overlook intruders, which it may notice from 120 feet. It may carry a precious metal. It can bite to hurt you for 1d3 damage. The Killer blue beetle (Blue 'K') === Num:955 Lev:11 Rar:2 Spd:+0 Hp:74 Ac:48 Exp:34 It is looking for prey. This insect is normally found on dungeon level 11 and moves a bit erratically at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 64.91 points for a 1st level character. It is challenging at its native depth. It can bash down doors and fly over obstacles. It is rarely detected by telepathy. It is immune to lightning. It takes quite a while to see intruders, which it may notice from 120 feet. It can bite to hurt you for 4d5 damage. The Slimy mold (Mustard 'm') === Num:978 Lev:11 Rar:2 Spd:+0 Hp:65 Ac:15 Exp:34 It is a strange slimy growth on the dungeon floor. This plant is normally found on dungeon level 11 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 64.91 points for a 1st level character. It is challenging at its native depth. ; 1 time in 4. It can communicate telepathically with its own kind. It is not detected by telepathy. It is immune to acid and poison. It resists blindness. It cannot be stunned, frightened, confused, charmed, slept or cut. It tends to overlook intruders, which it may notice from 20 feet. It has no physical attacks. The Giant rotting toad (Light Red 'F') === Num:1287 Lev:11 Rar:2 Spd:+0 Hp:43 Ac:32 Exp:34 It is ugly and covered in rotting warts. This evil undead animal is normally found on dungeon level 11 and moves a bit erratically at normal speed. Destruction of this creature is worth 64.91 points for a 1st level character. It is challenging at its native depth. It may spit to drain life from you for 2d4 damage; 1 time in 5 and is also magical, casting spells which haste-self, curse you, summon an undead, terrify or blind; 1 time in 5. It can bash down doors and swim under water. It is cold blooded. It is not detected by telepathy. It is immune to poison. It cannot be frightened, confused, charmed or slept. It tends to overlook intruders, which it may notice from 120 feet. It can bite to hurt you for 4d4 damage and spit to drain life from you for 2d4 damage. The Baby blue dragon (Light Blue 'd') === Num:127 Lev:11 Rar:2 Spd:+0 Hp:94 Ac:30 Exp:35 This hatchling dragon is still soft, its eyes unaccustomed to light and its scales a pale blue. This evil dragon is normally found on dungeon level 11 and moves at normal speed. A kill of this creature is worth 66.82 points for a 1st level character. It is challenging at its native depth. It may breathe lightning powerfully; 1 time in 12. It can bash down doors and track you over land, but not through water. It is immune to lightning. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 treasures. It can claw to hurt you for 1d3 damage, claw to hurt you for 1d3 damage and bite to hurt you for 1d5 damage. The Baby white dragon (Light Slate 'd') === Num:128 Lev:11 Rar:2 Spd:+0 Hp:94 Ac:30 Exp:35 This hatchling dragon is still soft, its eyes unaccustomed to light and its scales a pale white. This evil dragon is normally found on dungeon level 11 and moves at normal speed. A kill of this creature is worth 66.82 points for a 1st level character. It is challenging at its native depth. It may breathe frost powerfully; 1 time in 12. It can bash down doors and track you over land, but not through water. It is cold blooded. It is immune to cold. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 treasures. It can claw to hurt you for 1d3 damage, claw to hurt you for 1d3 damage and bite to hurt you for 1d5 damage. The Giant sapphire dragonfl|y|y|ies| (Blue 'I') === Num:915 Lev:11 Rar:2 Spd:+10 Hp:39 Ac:20 Exp:35 This glistening sapphire dragonfly has wings that ride on gravity. This mix of dragon and insect is normally found on dungeon level 11 and moves extremely erratically and quickly, but is faster deeper in the dungeon. A kill of this creature is worth 66.82 points for a 1st level character. It is challenging at its native depth. It may breathe gravity; 1 time in 7. It can bash down doors. It must fly and cannot move underwater or through webs. It is rarely detected by telepathy. It is immune to cold. It cannot be frightened. It tends to overlook intruders, which it may notice from 120 feet. It may carry a gem stone. It can bite to hurt you for 1d3 damage. The Giant ruby dragonfl|y|y|ies| (Red 'I') === Num:916 Lev:11 Rar:2 Spd:+10 Hp:39 Ac:20 Exp:35 This glistening ruby dragonfly doesn't seem to move at all. This mix of dragon and insect is normally found on dungeon level 11 and moves extremely erratically and quickly, but is faster deeper in the dungeon. A kill of this creature is worth 66.82 points for a 1st level character. It is challenging at its native depth. It may breathe inertia; 1 time in 7. It can bash down doors. It must fly and cannot move underwater or through webs. It is rarely detected by telepathy. It is immune to cold. It cannot be frightened. It tends to overlook intruders, which it may notice from 120 feet. It may carry a gem stone. It can bite to hurt you for 1d3 damage. The Nruling (Light Red 'u') === Num:1179 Lev:11 Rar:4 Spd:+5 Hp:59 Ac:16 Exp:35 Little sparks of flame that dance around you, lashing whips and cursing horribly. This evil demon is normally found on dungeon level 11 and moves somewhat erratically and quickly, but is more powerful deeper in the dungeon. Destruction of this creature is worth 66.82 points for a 1st level character. It is dangerous at its native depth. It may lash to burn you for 2d8 damage; 1 time in 4 and is also magical, casting spells which blink-self, teleport-self to, cause wounds or slow; 1 time in 4. It can open doors. It is immune to fire and poison. It resists magical spells and the effects of rods, staffs and wands. It cannot be frightened. It is fairly observant of intruders, which it may notice from 200 feet. It usually appears in groups. It may carry a weapon, armour, written item or treasure. It can lash to burn you for 2d8 damage. The War bear (Umber 'Q') === Num:1333 Lev:11 Rar:3 Spd:+0 Hp:52 Ac:35 Exp:36 A bear, scarred and half-hairless from repeated pit-fighting and baiting, trained to kill. This animal is normally found on dungeon level 11 and moves at normal speed, but is larger or older deeper in the dungeon. A kill of this creature is worth 68.73 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells which incur beserk rage; 1 time in 6. It can bash down doors and track you over land, but not through water. It is fairly observant of intruders, which it may notice from 100 feet. It usually appears with a friend. It can claw to hurt you for 2d4 damage, claw to hurt you for 2d4 damage and bite to wound you for 1d6 damage. [U] Brodda, the Easterling (Light Pink 't') === Num:133 Lev:11 Rar:4 Spd:+0 Hp:200 Ac:25 Exp:190 A nasty piece of work, Brodda picks on defenseless women and children. This man is normally found on dungeon level 11 and moves at normal speed. Killing this creature is worth 362.73 points for a 1st level character. He is dangerous at his native depth. He can carry a lite to see you, open doors and bash down doors. He needs lite to see you. He takes a while to see intruders, which he may notice from 200 feet. He may carry one or two good weapons, garments, tools, lites, adornments, musical items, potions or edible items. He can hit to hurt you for 1d12 damage, hit to hurt you for 1d12 damage, hit to hurt you for 1d12 damage and hit to hurt you for 1d12 damage. [U] Gorgol the Butcher (Light Red 'o') === Num:140 Lev:11 Rar:4 Spd:+0 Hp:221 Ac:20 Exp:200 He is a cunning and devious orc. This evil orc is normally found on dungeon level 11 and moves at normal speed. Killing this creature is worth 381.82 points for a 1st level character. He is dangerous at his native depth. He can open doors, bash down doors and track you over land, but not through water . He is immune to poison. He resists darkness. He takes a while to see intruders, which he may notice from 200 feet. He usually appears with escorts. He may carry one or two good weapons, missile weapons, armours, garments, tools, edible items or junk items. He can hit to hurt you for 1d12 damage, hit to hurt you for 1d10 damage, hit to hurt you for 1d12 damage and hit to hurt you for 1d10 damage. It is a dungeon guardian, impeding your progress further. [U] Old Man Willow (Slate ':') === Num:622 Lev:11 Rar:3 Spd:+0 Hp:314 Ac:10 Exp:250 A huge willow-tree, old and hoary. It looks enormous, its sprawling branches going up like reaching arms with many long-fingered hands, its knotted and twisted trunk gaping in wide fissures that creak faintly as the bough moves. Old Man Willow is the mightiest tree of his kind ever recorded, for he is black-hearted, limb-lithe, and filled with a great enchanting power of song. This plant is normally found on dungeon level 11 and moves at normal speed, but does not deign to chase intruders. Killing this creature is worth 477.27 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells which teleport to, create darkness, drain mana, terrify, blind or paralyze; 1 time in 6. It is cold blooded. It is not detected by telepathy. It is immune to acid and poison. It resists blindness and blunt weapons. It takes a while to see intruders, which it may notice from 200 feet. It may carry a good special object. It can touch to send you to sleep, touch to send you to sleep and crush to hurt you for 2d12 damage. It is a dungeon guardian, impeding your progress further. The Poison ivy (Violet ';') === Num:1351 Lev:12 Rar:2 Spd:-10 Hp:15 Ac:5 Exp:3 A mass of vegetation. It seems to be growing... This plant is normally found on dungeon level 12 and moves slowly, but does not deign to chase intruders. A kill of this creature is worth 6.00 points for a 1st level character. It is challenging at its native depth. It is not detected by telepathy. It breeds explosively. It resists blunt weapons. It cannot be frightened, confused, charmed, slept or cut. It is observant of intruders, which it may notice from 50 feet. It usually appears in groups. It may carry a special object or treasure. It can hit to hurt and poison you for 2d2 damage and hit to hurt and poison you for 2d2 damage. The Rotting mushroom patch|||es| (Orange ',') === Num:657 Lev:12 Rar:1 Spd:+0 Hp:20 Ac:1 Exp:6 Yum! It looks quite tasty. This plant is normally found on dungeon level 12 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 12.00 points for a 1st level character. It is not threatening at its native depth. It may release spores to drain experience (by 20d6+) from you for 2d3 damage and may grow ammunition; 1 time in 9. It is not detected by telepathy. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 20 feet. It may carry one or two mushrooms. It can release spores to drain experience (by 20d6+) from you for 2d3 damage. The Green slime (Green ',') === Num:660 Lev:12 Rar:5 Spd:+5 Hp:7 Ac:1 Exp:8 Ugh! It quickly creeps along the dungeon floor. This plant is normally found on dungeon level 12 and moves extremely erratically and quickly, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 16.00 points for a 1st level character. It is dangerous at its native depth. It is cold blooded. It is not detected by telepathy. It breeds explosively. It is immune to acid and poison. It resists blindness. It cannot be stunned, frightened, confused, charmed, slept or cut. It is ever vigilant for intruders, which it may notice from 40 feet. It usually appears in groups. It can touch to poison you for 1d4 damage. The Yellow slime (Yellow ',') === Num:661 Lev:12 Rar:5 Spd:+5 Hp:10 Ac:1 Exp:10 Ugh! It quickly creeps along the dungeon floor. This plant is normally found on dungeon level 12 and moves extremely erratically and quickly, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 20.00 points for a 1st level character. It is deadly at its native depth. It is cold blooded. It is not detected by telepathy. It breeds explosively. It is immune to acid and poison. It resists blindness. It cannot be stunned, frightened, confused, charmed, slept or cut. It is ever vigilant for intruders, which it may notice from 40 feet. It usually appears in groups. It can touch to eat your food for 1d4 damage. The Bronze dragon bat (Light Umber 'b') === Num:730 Lev:12 Rar:2 Spd:+20 Hp:13 Ac:28 Exp:10 It is a sharp-tailed bat, wreathed in fire. This mix of animal and dragon is normally found on dungeon level 12 and moves somewhat erratically and very quickly, but is larger deeper in the dungeon. A kill of this creature is worth 20.00 points for a 1st level character. It is challenging at its native depth. It may breathe fire or confusion; 1 time in 4. It can bash down doors , can eat bodies to regain strength and fly over obstacles. It is immune to lightning. It cannot be confused. It is observant of intruders, which it may notice from 120 feet. It usually appears in groups. It can bite to burn you for 1d3 damage. The Silver slime (Light Slate ',') === Num:662 Lev:12 Rar:5 Spd:+5 Hp:12 Ac:1 Exp:11 Ugh! It quickly creeps along the dungeon floor. This plant is normally found on dungeon level 12 and moves extremely erratically and quickly, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 22.00 points for a 1st level character. It is deadly at its native depth. It is cold blooded. It is not detected by telepathy. It breeds explosively. It is immune to acid and poison. It resists blindness. It cannot be stunned, frightened, confused, charmed, slept or cut. It is ever vigilant for intruders, which it may notice from 40 feet. It usually appears in groups. It can touch to absorb light from you for 1d4 damage. The Giant silver ant (Light Slate 'a') === Num:551 Lev:12 Rar:3 Spd:+0 Hp:24 Ac:38 Exp:16 It is a small silvery ant, skittering about in unnatural darkness. Its abdomen bears a two-inch sting. This insect is normally found on dungeon level 12 and moves a bit erratically at normal speed. A kill of this creature is worth 32.00 points for a 1st level character. It is dangerous at its native depth. ; 1 time in 7 and is also magical, casting spells which create darkness; 1 time in 14. It can bash down doors. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 100 feet. It usually appears in groups. It can bite to absorb light from you for 1d3 damage and sting to hurt and poison you for 3d4 damage. The Crypt creep (Light Dark 's') === Num:1168 Lev:12 Rar:2 Spd:+0 Hp:47 Ac:30 Exp:20 It is a frightening skeletal figures in black robes. This evil undead creature is normally found on dungeon level 12 and moves a bit erratically at normal speed, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 40.00 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which cause wounds, animate monsters from dead bodies or summon an undead; 1 time in 7. It can open doors. It is cold blooded. It is hurt by bright light. It is immune to lightning, cold and poison. It resists blindness and edged weapons. It cannot be stunned, confused, charmed or slept. It takes a while to see intruders, which it may notice from 200 feet. It usually appears with a friend. It can claw to hurt you for 1d5 damage and bite to hurt and poison you for 1d3 damage. The Gold dragon bat (Yellow 'b') === Num:729 Lev:12 Rar:3 Spd:+20 Hp:17 Ac:28 Exp:21 It is a sharp-tailed bat, fuming with poison. This mix of animal and dragon is normally found on dungeon level 12 and moves somewhat erratically and very quickly, but is larger deeper in the dungeon. A kill of this creature is worth 42.00 points for a 1st level character. It is dangerous at its native depth. It may breathe poison or sound; 1 time in 4. It can bash down doors, can eat bodies to regain strength and fly over obstacles. It is immune to poison. It cannot be stunned. It tends to overlook intruders, which it may notice from 120 feet. It usually appears in groups. It can bite to dissolve you for 1d3 damage. The Cave crawler (Blue Slate 'c') === Num:744 Lev:12 Rar:3 Spd:+0 Hp:34 Ac:40 Exp:25 An ugly centipede damp with moisture and with wriggling tentacles around its head. This insect is normally found on dungeon level 12 and moves a bit erratically at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 50.00 points for a 1st level character. It is dangerous at its native depth. It can bash down doors, climb on walls and ceilings and dig through earth and rubble. It is rarely detected by telepathy. It is immune to poison. It is fairly observant of intruders, which it may notice from 150 feet. It usually appears in groups. It can sting to blind you for 2d9 damage, doubled against eye monsters. The Black orc (Light Dark 'o') === Num:178 Lev:12 Rar:4 Spd:+0 Hp:62 Ac:36 Exp:28 She is a large orc with powerful arms and deep black skin. This evil orc is normally found on dungeon level 12 and moves at normal speed, but is older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 56.00 points for a 1st level character. She is dangerous at her native depth. She may create an arrow to hurt you for 4d6 damage; 1 time in 8 . She can open doors, bash down doors, pick up objects and track you over land, but not through water. She is hurt by bright light. She resists darkness. She takes a while to see intruders, which she may notice from 200 feet. She usually appears in groups. She may carry a weapon, missile weapon, armour, garment, tool, edible item, junk item or treasure. She can hit to hurt you for 3d4 damage and hit to hurt you for 3d4 damage. The Shiver (White 'G') === Num:835 Lev:12 Rar:2 Spd:+10 Hp:12 Ac:17 Exp:34 It is a transparent, ghostly form. This evil undead creature is normally found on dungeon level 12 and moves extremely erratically and quickly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 68.00 points for a 1st level character. It is threatening at its native depth. It is magical, casting spells which terrify; 1 time in 12. It can pass through walls and fly over obstacles. It is invisible. It is cold blooded. It is hurt by bright light. It is immune to cold, poison and blunt weapons. It cannot be stunned, confused, charmed, slept or cut. It is fairly observant of intruders, which it may notice from 100 feet. It can touch to terrify you for 1d5 damage. The Hellcat (Light Red 'f') === Num:1340 Lev:12 Rar:3 Spd:+10 Hp:38 Ac:30 Exp:34 It is as large as a tiger, and its yellow eyes are pupilless. This evil mix of animal and demon is normally found on dungeon level 12 and moves a bit erratically and quickly, but is larger deeper in the dungeon. Destruction of this creature is worth 68.00 points for a 1st level character. It is dangerous at its native depth. It can track you over land, but not through water. It lights up the surroundings. It is immune to acid and fire. It resists magical spells and the effects of rods, staffs and wands. It takes quite a while to see intruders, which it may notice from 200 feet. It usually appears with a friend. It can claw to hurt you for 1d5 damage, claw to hurt you for 1d5 damage and bite to hurt you for 1d8 damage. The Zombified human (White 'z') === Num:165 Lev:12 Rar:2 Spd:+0 Hp:52 Ac:24 Exp:35 It is a shambling human corpse dropping chunks of flesh behind it. This evil undead man is normally found on dungeon level 12 and moves at normal speed, but is larger, faster, more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 70.00 points for a 1st level character. It is threatening at its native depth. It can bash down doors. It is cold blooded. It is not detected by telepathy. It is immune to cold and poison. It resists blindness. It cannot be frightened, confused, charmed or slept. It takes a while to see intruders, which it may notice from 200 feet. It can hit to hurt and poison you for 2d6 damage and hit to hurt you for 2d6 damage. The Giant shimmering ant (Light Yellow 'a') === Num:689 Lev:12 Rar:3 Spd:+0 Hp:42 Ac:40 Exp:35 It is large and has shocking mandibles. This insect is normally found on dungeon level 12 and moves a bit erratically at normal speed. A kill of this creature is worth 70.00 points for a 1st level character. It is dangerous at its native depth. It can bash down doors. It is rarely detected by telepathy. It is immune to lightning. It resists lite and darkness. It tends to overlook intruders, which it may notice from 100 feet. It usually appears with a friend. It can bite to electrify you for 5d5 damage. The Killer grey beetle (Slate 'K') === Num:948 Lev:12 Rar:2 Spd:+0 Hp:81 Ac:55 Exp:35 It is looking for prey. This insect is normally found on dungeon level 12 and moves a bit erratically at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 70.00 points for a 1st level character. It is threatening at its native depth. It can bash down doors and fly over obstacles. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 140 feet. It can bite to hurt you for 4d6 damage. The Crimson mold (Light Red 'm') === Num:981 Lev:12 Rar:2 Spd:+0 Hp:70 Ac:18 Exp:35 It is a strange crimson growth on the dungeon floor. This plant is normally found on dungeon level 12 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 70.00 points for a 1st level character. It is threatening at its native depth. ; 1 time in 4. It can communicate telepathically with its own kind. It is not detected by telepathy. It is immune to acid and poison. It resists blindness. It cannot be stunned, frightened, confused, charmed, slept or cut. It tends to overlook intruders, which it may notice from 20 feet. It can touch to hurt you for 2d6 damage and touch to terrify you. The Panther (Umber 'f') === Num:149 Lev:12 Rar:2 Spd:+10 Hp:43 Ac:30 Exp:36 A large black cat, stalking you with intent. It thinks you're its next meal. This animal is normally found on dungeon level 12 and moves quickly, but is faster deeper in the dungeon. A kill of this creature is worth 72.00 points for a 1st level character. It is threatening at its native depth. It can bash down doors, can eat bodies to regain strength and track you over land, but not through water. It is ever vigilant for intruders, which it may notice from 400 feet. It can claw to wound you for 1d8 damage and claw to wound you for 1d8 damage. The Giant hunter ant (Light Umber 'a') === Num:688 Lev:12 Rar:3 Spd:+0 Hp:50 Ac:40 Exp:36 A large ant with powerful mandibles. This insect is normally found on dungeon level 12 and moves at normal speed. A kill of this creature is worth 72.00 points for a 1st level character. It is dangerous at its native depth. It can bash down doors and track you unerringly over land, but not through water. It is rarely detected by telepathy. It is fairly observant of intruders, which it may notice from 160 feet. It usually appears with a friend. It can bite to hurt you for 4d8 damage. The Eye of the hurricane (Light Slate 'e') === Num:795 Lev:12 Rar:2 Spd:+0 Hp:111 Ac:6 Exp:36 A disembodied eye, surrounded by furiously blasting winds. You have difficulty walking upright. This creature is normally found on dungeon level 12 and moves at normal speed, but is larger or older deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 72.00 points for a 1st level character. It is threatening at its native depth. It may gaze to hurt you for 2d6 damage, gaze to hurt you for 2d6 damage or gaze to hurt you for 2d6 damage; 1 time in 3 and is also magical, casting spells which produce lightning bolts or drain mana; 1 time in 3. It can communicate telepathically with its own kind. It must fly and cannot move underwater or through webs. It is hurt by bright light. It cannot be frightened. It is fairly observant of intruders, which it may notice from 20 feet. It can gaze to hurt you for 2d6 damage, gaze to hurt you for 2d6 damage and gaze to hurt you for 2d6 damage. The Baby black dragon (Light Dark 'd') === Num:130 Lev:12 Rar:2 Spd:+0 Hp:94 Ac:30 Exp:37 This hatchling dragon is still soft, its eyes unaccustomed to light and its scales a dull black. This evil dragon is normally found on dungeon level 12 and moves at normal speed. A kill of this creature is worth 74.00 points for a 1st level character. It is challenging at its native depth. It may breathe acid powerfully; 1 time in 12. It can bash down doors and track you over land, but not through water. It is immune to acid. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 treasures. It can claw to hurt you for 1d3 damage, claw to hurt you for 1d3 damage and bite to hurt you for 1d5 damage. The Giant bronze ant (Light Umber 'a') === Num:685 Lev:12 Rar:3 Spd:+0 Hp:42 Ac:34 Exp:37 It is large and has a dangerous sting. This insect is normally found on dungeon level 12 and moves at normal speed. A kill of this creature is worth 74.00 points for a 1st level character. It is dangerous at its native depth. It can bash down doors. It is rarely detected by telepathy. It is immune to fire. It tends to overlook intruders, which it may notice from 120 feet. It usually appears with a friend. It may carry a precious metal. It can bite to hurt you for 1d8 damage and sting to confuse you for 1d8 damage. The Green orc (Green 'o') === Num:1000 Lev:12 Rar:4 Spd:+0 Hp:72 Ac:36 Exp:38 She is a large orc with powerful arms and oily green skin. This evil orc archer is normally found on dungeon level 12 and moves at normal speed, but is older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 76.00 points for a 1st level character. She is dangerous at her native depth. She may create an arrow to hurt you for 3d6 damage; 1 time in 5. She can open doors, bash down doors, pick up objects and track you over land, but not through water. She resists darkness. She takes a while to see intruders, which she may notice from 200 feet. She usually appears in groups. She may carry a weapon, missile weapon, armour, garment, tool, edible item, junk item or treasure. She can hit to hurt you for 3d4 damage and hit to hurt you for 3d4 damage. The Lemure (Light Umber 'u') === Num:119 Lev:12 Rar:4 Spd:+0 Hp:61 Ac:32 Exp:39 It is the larval form of a major demon. This evil demon is normally found on dungeon level 12 and moves at normal speed, but is more powerful deeper in the dungeon. Destruction of this creature is worth 78.00 points for a 1st level character. It is dangerous at its native depth. It may spit to burn you for 2d4 damage; 1 time in 4. It can bash down doors. It is immune to fire and poison. It resists magical spells and the effects of rods, staffs and wands. It cannot be frightened. It takes quite a while to see intruders, which it may notice from 200 feet. It usually appears in groups. It can bite to hurt you for 1d6 damage and spit to burn you for 2d4 damage. The Orc sergeant (Yellow 'o') === Num:995 Lev:12 Rar:2 Spd:+0 Hp:75 Ac:46 Exp:39 A large orc who barks commands to her fellows. This evil orc is normally found on dungeon level 12 and moves at normal speed, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 78.00 points for a 1st level character. She is challenging at her native depth. She can open doors, bash down doors and track you over land, but not through water. She resists darkness. She takes quite a while to see intruders, which she may notice from 200 feet. She may carry a weapon, missile weapon, armour, garment , tool, edible item, junk item or treasure. She can hit to hurt you for 3d4 damage and hit to hurt you for 3d4 damage. The Hippocampus (Teal 'H') === Num:1338 Lev:12 Rar:3 Spd:+0 Hp:98 Ac:14 Exp:39 A strangely beautiful hybrid of a horse and a fish. This animal is normally found on dungeon level 12 and moves at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 78.00 points for a 1st level character. It is dangerous at its native depth. It can track you over land, but not through water. It must swim and cannot move out of water. It is fairly observant of intruders, which it may notice from 120 feet. It usually appears with a friend. It may carry a treasure. It can bite to hurt you for 2d5 damage and bite to hurt you for 2d5 damage. The Forest troll (Green 'T') === Num:214 Lev:12 Rar:3 Spd:+0 Hp:99 Ac:50 Exp:40 She is green skinned and ugly. This evil troll is normally found on dungeon level 12 and moves at normal speed, but is larger, older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 80.00 points for a 1st level character. She is dangerous at her native depth. She can open doors, bash down doors, can eat bodies to regain strength and track you over land, but not through water. She is hurt by bright light. She takes quite a while to see intruders, which she may notice from 200 feet. She usually appears with a friend. She may carry a chest, weapon, garment, edible item, junk item or treasure. She can hit to hurt you for 2d8 damage and bite to hurt you for 1d6 damage. The Killer yellow beetle (Yellow 'K') === Num:949 Lev:12 Rar:2 Spd:+0 Hp:81 Ac:55 Exp:40 It is looking for prey. This insect is normally found on dungeon level 12 and moves a bit erratically at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 80.00 points for a 1st level character. It is challenging at its native depth. It can bash down doors and fly over obstacles. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 140 feet. It can bite to hurt you for 4d7 damage. The Disenchanter bat (Light Purple 'b') === Num:553 Lev:12 Rar:4 Spd:+20 Hp:26 Ac:28 Exp:41 A giant bat which feeds on raw magical energy. This animal is normally found on dungeon level 12 and moves somewhat erratically and very quickly, but is larger deeper in the dungeon. A kill of this creature is worth 82.00 points for a 1st level character. It is dangerous at its native depth. It must fly and cannot move underwater or through webs. It resists disenchantment, magical spells and the effects of rods, staffs and wands. It tends to overlook intruders, which it may notice from 120 feet. It usually appears in groups. It can bite to disenchant your armour and weapons and bite to drain mana from you. The Black jell|y|y|ies| (Light Dark 'j') === Num:924 Lev:12 Rar:2 Spd:+0 Hp:225 Ac:1 Exp:41 It is a pulsing mound of black flesh. This creature is normally found on dungeon level 12 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 82.00 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which drain mana; 1 time in 11. It can communicate telepathically with its own kind. It is not detected by telepathy. It is hurt by bright light. It is immune to poison. It resists blindness. It cannot be frightened, confused, charmed or slept. It pays very little attention to intruders, which it may notice from 20 feet. It can touch to reduce all stats from you. The Black mold (Light Dark 'm') === Num:982 Lev:12 Rar:2 Spd:+0 Hp:65 Ac:18 Exp:41 It is a strange black growth on the dungeon floor. This plant is normally found on dungeon level 12 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 82.00 points for a 1st level character. It is challenging at its native depth. ; 1 time in 4. It can communicate telepathically with its own kind. It is not detected by telepathy. It is immune to acid and poison. It resists blindness. It cannot be stunned, frightened, confused, charmed, slept or cut. It tends to overlook intruders, which it may notice from 20 feet. It can touch to hurt you for 4d3 damage. The Zombified dwar|f|f|ves| (Red 'z') === Num:1248 Lev:12 Rar:2 Spd:+0 Hp:60 Ac:24 Exp:41 It is a shambling dwarven corpse, with a burnt beard and skin peeling and red, armed with rusted grenades. This evil undead dwarf is normally found on dungeon level 12 and moves at normal speed, but is larger, faster, more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 82.00 points for a 1st level character. It is challenging at its native depth. It may create a ball to explode you for 6d6 damage; 1 time in 6 . It can bash down doors. It lights up the surroundings. It is cold blooded. It is not detected by telepathy. It is immune to fire, cold and poison. It resists blindness. It cannot be frightened, confused, charmed or slept. It takes a while to see intruders, which it may notice from 200 feet. It can hit to hurt you for 2d6 damage and hit to hurt you for 2d6 damage. The Weir (Light Yellow 'C') === Num:1362 Lev:12 Rar:4 Spd:+10 Hp:62 Ac:30 Exp:41 It is a tracker; half human, half beast. This evil mix of man and animal is normally found on dungeon level 12 and moves a bit erratically and quickly, but is larger, faster or older deeper in the dungeon. A kill of this creature is worth 82.00 points for a 1st level character. It is dangerous at its native depth. It can open doors, bash down doors and track you unerringly over land, but not through water. It takes quite a while to see intruders, which it may notice from 150 feet. It usually appears in groups. It can bite to hurt you for 1d8 damage and bite to hurt you for 1d8 damage. The Baby green dragon (Light Green 'd') === Num:129 Lev:12 Rar:2 Spd:+0 Hp:94 Ac:30 Exp:42 This hatchling dragon is still soft, its eyes unaccustomed to light and its scales a sickly green. This evil dragon is normally found on dungeon level 12 and moves at normal speed. A kill of this creature is worth 84.00 points for a 1st level character. It is challenging at its native depth. It may breathe poison powerfully; 1 time in 12. It can bash down doors and track you over land, but not through water. It is immune to poison. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 treasures. It can claw to hurt you for 1d3 damage, claw to hurt you for 1d3 damage and bite to hurt you for 1d5 damage. The Half-orc (Light Umber 'o') === Num:195 Lev:12 Rar:4 Spd:+0 Hp:81 Ac:40 Exp:42 She is a hideous deformed cross-breed with man and orc, combining woman's strength and cunning with orcish evil. The traitorous wizard Saruman is generally believed to be responsible for this abomination. This evil mix of woman and orc is normally found on dungeon level 12 and moves at normal speed, but is older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 84.00 points for a 1st level character. She is dangerous at her native depth. She can carry a lite to see you, open doors, bash down doors and track you over land, but not through water. She needs lite to see you. She resists darkness. She takes a while to see intruders, which she may notice from 200 feet. She usually appears in groups. She may carry a weapon, missile weapon, armour, garment, tool, edible item, junk item or treasure. She can hit to hurt you for 3d4 damage and hit to hurt you for 3d4 damage. The Water naga (Light Teal 'n') === Num:988 Lev:12 Rar:2 Spd:+0 Hp:74 Ac:45 Exp:42 A large snake with a woman's torso and fins. This evil creature is normally found on dungeon level 12 and moves a bit erratically at normal speed, but is larger or older deeper in the dungeon. A kill of this creature is worth 84.00 points for a 1st level character. She is challenging at her native depth. She may spit to poison you for 1d10 damage; 1 time in 4 and is also magical, casting spells which produce water bolts or slow; 1 time in 4. She can bash down doors, pick up objects and swim under water. She is immune to poison. She resists water. She pays very little attention to intruders, which she may notice from 230 feet. She may carry a written item, potion or treasure. She can crush to batter you for 1d12 damage and spit to poison you for 1d10 damage . The Baby grey dragon (Blue Slate 'd') === Num:1121 Lev:12 Rar:2 Spd:+0 Hp:94 Ac:30 Exp:42 This hatchling dragon is still soft, its eyes unaccustomed to light and its scales a dull grey. This evil dragon is normally found on dungeon level 12 and moves at normal speed. A kill of this creature is worth 84.00 points for a 1st level character. It is challenging at its native depth. It may breathe acid or frost powerfully; 1 time in 12. It can bash down doors and track you over land, but not through water. It is cold blooded. It is immune to acid and cold. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 treasures. It can claw to hurt you for 1d3 damage, claw to hurt you for 1d3 damage and bite to hurt you for 1d5 damage. The Explodestool (Light Purple ',') === Num:653 Lev:13 Rar:1 Spd:+0 Hp:13 Ac:1 Exp:1 Yum! It looks quite tasty. This plant is normally found on dungeon level 13 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 2.09 points for a 1st level character. It is not threatening at its native depth. It may hurts you for 5d5 damage; 1 time in 3. It is not detected by telepathy. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 20 feet. It usually appears in groups. It can hurts you for 5d5 damage. The Clear jell|y|y|ies| (White 'j') === Num:919 Lev:13 Rar:1 Spd:+0 Hp:108 Ac:1 Exp:8 It is a large pulsating mound of clear flesh. This creature is normally found on dungeon level 13 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 16.73 points for a 1st level character. It is not threatening at its native depth. It is magical, casting spells which drain mana; 1 time in 11. It can communicate telepathically with its own kind. It is invisible. It is not detected by telepathy. It is hurt by bright light. It resists blindness. It cannot be frightened, confused, charmed or slept. It pays very little attention to intruders, which it may notice from 20 feet. It can touch to poison you for 1d4 damage. The Neekerbreeker (Light Teal 'I') === Num:592 Lev:13 Rar:4 Spd:+10 Hp:4 Ac:18 Exp:24 Believed to be an evil relative of the cricket, this creature gets its name from its incessant squeaking, which can best be described as "neek-breek, neek-breek". The noise can drive people frantic, and worse still, can be heard for quite some distance, alerting other monsters to your presence. This evil insect is normally found on dungeon level 13 and moves extremely erratically and quickly. A kill of this creature is worth 50.18 points for a 1st level character. It is dangerous at its native depth. It may shriek to do you no effect; 1 time in 6. It can fly over obstacles. It is rarely detected by telepathy. It breeds explosively. It is fairly observant of intruders, which it may notice from 80 feet. It can bite to hurt and poison you for 3d3 damage and shriek to do you no effect. The Giant yellow jellyfish (Yellow 'j') === Num:1257 Lev:13 Rar:3 Spd:+10 Hp:45 Ac:1 Exp:26 It is a giant jellyfish glowing with pulsing yellow lights. This creature is normally found on dungeon level 13 and moves quickly. A kill of this creature is worth 54.36 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells which drain mana; 1 time in 16. It can communicate telepathically with its own kind. It must swim and cannot move out of water. It lights up the surroundings. It is not detected by telepathy. It is immune to poison. It resists blindness. It cannot be frightened, confused, charmed or slept. It pays very little attention to intruders, which it may notice from 20 feet. It usually appears in groups. It can touch to poison you for 1d6 damage. The Giant fire bat (Light Red 'b') === Num:712 Lev:13 Rar:3 Spd:+10 Hp:21 Ac:30 Exp:27 It screeches as it attacks. This animal is normally found on dungeon level 13 and moves somewhat erratically and quickly. A kill of this creature is worth 56.45 points for a 1st level character. It is dangerous at its native depth. It can can eat bodies to regain strength. It must fly and cannot move underwater or through webs. It is immune to fire. It takes quite a while to see intruders, which it may notice from 140 feet. It usually appears in groups. It can bite to burn you for 3d8 damage, claw to hurt you for 1d4 damage and claw to hurt you for 1d4 damage. The Lizard |man|woman|folk| (Light Green 'R') === Num:1353 Lev:13 Rar:3 Spd:+0 Hp:81 Ac:40 Exp:28 Intelligent lizard beings from the depths. This evil mix of woman and animal is normally found on dungeon level 13 and moves at normal speed, but is larger , more powerful or specialised deeper in the dungeon. A kill of this creature is worth 58.55 points for a 1st level character. She is dangerous at her native depth. She may create a dagger to slow you for 4d4 damage; 1 time in 6 . She can carry a lite to see you, open doors, bash down doors, swim under water and track you over land, but not through water. She needs lite to see you. She is immune to acid. She takes a while to see intruders, which she may notice from 200 feet. She usually appears in groups. She may carry a garment, junk item or treasure. She can hit to hurt you for 4d4 damage. The Cold hound (White 'Z') === Num:222 Lev:13 Rar:4 Spd:+0 Hp:33 Ac:30 Exp:34 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 animal is normally found on dungeon level 13 and moves at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 71.09 points for a 1st level character. It is dangerous at its native depth. It may breathe frost; 1 time in 10. It can bash down doors and track you unerringly over land, but not through water. It is cold blooded. It is immune to cold. It is ever vigilant for intruders, which it may notice from 300 feet. It usually appears in groups. It can bite to freeze you for 2d6 damage and claw to freeze you for 3d3 damage. The Energy hound (Blue 'Z') === Num:223 Lev:13 Rar:4 Spd:+0 Hp:33 Ac:30 Exp:34 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 animal is normally found on dungeon level 13 and moves at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 71.09 points for a 1st level character. It is dangerous at its native depth. It may breathe lightning; 1 time in 10. It can bash down doors and track you unerringly over land, but not through water. It lights up the surroundings. It is immune to lightning. It is ever vigilant for intruders, which it may notice from 300 feet. It usually appears in groups. It can bite to electrify you for 2d6 damage and claw to electrify you for 3d3 damage. The Fire hound (Red 'Z') === Num:221 Lev:13 Rar:4 Spd:+0 Hp:33 Ac:30 Exp:35 Flames lick at its feet and its tongue is a blade of fire. You can feel a furnace heat radiating from the creature. This animal is normally found on dungeon level 13 and moves at normal speed, but is larger deeper in the dungeon . A kill of this creature is worth 73.18 points for a 1st level character. It is dangerous at its native depth. It may breathe fire; 1 time in 10. It can bash down doors and track you unerringly over land, but not through water. It lights up the surroundings. It is immune to fire. It resists lava. It is ever vigilant for intruders, which it may notice from 300 feet. It usually appears in groups. It can bite to burn you for 2d6 damage and claw to burn you for 3d3 damage. The Giant garnet frog (Magenta-Pink 'F') === Num:811 Lev:13 Rar:5 Spd:+0 Hp:22 Ac:16 Exp:35 It looks poisonous. This animal is normally found on dungeon level 13 and moves somewhat erratically at normal speed. A kill of this creature is worth 73.18 points for a 1st level character. It is deadly at its native depth. It can bash down doors, can eat bodies to regain strength and swim under water. It breeds explosively. It tends to overlook intruders, which it may notice from 120 feet. It can bite to reduce strength and size from you for 2d4 damage. The Giant brass frog (Orange 'F') === Num:819 Lev:13 Rar:5 Spd:+0 Hp:22 Ac:16 Exp:37 It looks poisonous. This animal is normally found on dungeon level 13 and moves a bit erratically at normal speed. A kill of this creature is worth 77.36 points for a 1st level character. It is deadly at its native depth. It can bash down doors, can eat bodies to regain strength and swim under water. It breeds explosively. It is immune to poison. It tends to overlook intruders, which it may notice from 120 feet. It can bite to reduce dexterity and agility from you for 2d4 damage. The Baby purple dragon (Light Purple 'd') === Num:1134 Lev:13 Rar:2 Spd:+0 Hp:104 Ac:30 Exp:40 This hatchling dragon is still soft, its eyes unaccustomed to light and its scales a dull purple. This evil dragon is normally found on dungeon level 13 and moves at normal speed. A kill of this creature is worth 83.64 points for a 1st level character. It is threatening at its native depth. It may breathe lightning or fire powerfully; 1 time in 12. It can bash down doors and track you over land, but not through water. It is immune to lightning and fire. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 treasures. It can claw to hurt you for 1d3 damage, claw to hurt you for 1d3 damage and bite to hurt you for 1d5 damage. The Baby red dragon (Light Red 'd') === Num:131 Lev:13 Rar:2 Spd:+0 Hp:113 Ac:30 Exp:41 This hatchling dragon is still soft, its eyes unaccustomed to light and its scales a pale red. This evil dragon is normally found on dungeon level 13 and moves at normal speed. A kill of this creature is worth 85.73 points for a 1st level character. It is threatening at its native depth. It may breathe fire powerfully; 1 time in 12. It can bash down doors and track you over land, but not through water. It is immune to fire. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 treasures. It can claw to hurt you for 1d3 damage, claw to hurt you for 1d3 damage and bite to hurt you for 1d5 damage. The Wood elf warrior (Umber 'l') === Num:138 Lev:13 Rar:2 Spd:+0 Hp:59 Ac:16 Exp:41 A elven figure in armour and ready with his sword. This elf warrior is normally found on dungeon level 13 and moves at normal speed, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 85.73 points for a 1st level character. She is threatening at her native depth. She may create a crossbow bolt to hurt you for 2d7 damage; 1 time in 5. She can open doors and bash down doors. She lights up the surroundings. She resists lite. She takes a while to see intruders, which she may notice from 200 feet. She may carry one or two weapons, missile weapons, garments, lites, adornments, written items, musical items, potions, edible items or treasures. She can hit to wound you for 2d9 damage and hit to wound you for 2d9 damage. The Air spirit (Teal 'E') === Num:163 Lev:13 Rar:2 Spd:+20 Hp:34 Ac:40 Exp:42 A whirlwind of sentient air. This creature is normally found on dungeon level 13 and moves extremely erratically and very quickly, but is larger, faster or more powerful deeper in the dungeon. Destruction of this creature is worth 87.82 points for a 1st level character. It is threatening at its native depth. It can bash down doors, fly over obstacles and easily evade blows and missiles. It is invisible. It is cold blooded. It is not detected by telepathy. It is immune to lightning, poison and blunt weapons. It resists blindness. It cannot be frightened, confused, charmed, slept, slowed or paralyzed. It takes a while to see intruders, which it may notice from 120 feet. It may carry a junk item or treasure. It can hit to hurt you for 1d3 damage. The Dungeon crawler (Light Slate 'c') === Num:745 Lev:13 Rar:4 Spd:+0 Hp:61 Ac:40 Exp:42 A deformed centipede wet with secretions and with barbed tentacles around its head. This insect is normally found on dungeon level 13 and moves a bit erratically at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 87.82 points for a 1st level character. It is dangerous at its native depth. It can bash down doors, climb on walls and ceilings and dig through earth and rubble. It is rarely detected by telepathy. It is immune to poison. It is fairly observant of intruders, which it may notice from 150 feet. It usually appears in groups. It can sting to reduce dexterity and agility from you for 2d9 damage. The Gorilla (Slate 'Y') === Num:1077 Lev:13 Rar:3 Spd:+0 Hp:68 Ac:15 Exp:42 A huge, lumbering humanoid covered with thick black fur. This creature is normally found on dungeon level 13 and moves at normal speed, but is larger or older deeper in the dungeon. A kill of this creature is worth 87.82 points for a 1st level character. She is dangerous at her native depth. She may create a shot to hurt you for 1d5 damage; 1 time in 7. She can bash down doors , pick up objects and track you over land, but not through water. She is fairly observant of intruders, which she may notice from 200 feet. She usually appears with a friend. She can hit to hurt you for 4d8 damage. The Giant wolf tick (Mud 'S') === Num:1098 Lev:13 Rar:2 Spd:+0 Hp:61 Ac:50 Exp:42 It is moving slowly and intently towards you. This insect is normally found on dungeon level 13 and moves a bit erratically at normal speed. A kill of this creature is worth 87.82 points for a 1st level character. It is threatening at its native depth. It can bash down doors and can eat bodies to regain strength. It is rarely detected by telepathy. It takes a while to see intruders, which it may notice from 140 feet. It can bite to infect you with disease for 3d4 damage and sting to hurt you for 3d4 damage. The Hippogriff (Light Umber 'H') === Num:152 Lev:13 Rar:2 Spd:+0 Hp:98 Ac:14 Exp:43 A majestic hybrid of eagle and horse. This animal is normally found on dungeon level 13 and moves at normal speed, but is larger or faster deeper in the dungeon. A kill of this creature is worth 89.91 points for a 1st level character. It is threatening at its native depth. It can bash down doors, can eat bodies to regain strength, fly over obstacles and track you over land, but not through water. It is fairly observant of intruders, which it may notice from 120 feet. It can claw to wound you for 2d5 damage and peck to hurt you for 2d5 damage. The Dark elven cultist (Teal 'l') === Num:162 Lev:13 Rar:2 Spd:+5 Hp:78 Ac:30 Exp:43 A elven figure, dressed all in black, chanting curses and waiting to deliver your soul to hell. This evil elf is normally found on dungeon level 13 and moves quickly, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 89.91 points for a 1st level character. She is threatening at her native depth. She is magical, casting spells intelligently which invoke darkness storms, recover mana, heal-self, cure-self, create darkness, curse you, cause wounds, blind or confuse; 1 time in 4. She can open doors and bash down doors. She lights up the surroundings. She is hurt by bright light. She takes quite a while to see intruders, which she may notice from 200 feet. She may carry one or two weapons, missile weapons, garments, lites, adornments, written items, musical items, potions or edible items. She can hit to hurt you for 2d4 damage and hit to hurt you for 2d4 damage. The Mummified orc (Light Yellow 'z') === Num:256 Lev:13 Rar:2 Spd:+0 Hp:64 Ac:28 Exp:43 It is an orcish figure covered in wrappings. This evil undead orc is normally found on dungeon level 13 and moves at normal speed, but is larger, faster, more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 89.91 points for a 1st level character. It is threatening at its native depth. It can open doors and bash down doors. It is cold blooded. It is not detected by telepathy. It is immune to cold and poison. It resists darkness. It cannot be frightened, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry a weapon, armour, adornment, magical device or treasure. It can hit to hurt you for 2d8 damage and hit to hurt you for 2d8 damage. The Giant fire tick (Light Red 'S') === Num:286 Lev:13 Rar:2 Spd:+0 Hp:65 Ac:54 Exp:43 It is smoking and burning with great heat. This insect is normally found on dungeon level 13 and moves a bit erratically at normal speed. A kill of this creature is worth 89.91 points for a 1st level character. It is threatening at its native depth. It can bash down doors. It is rarely detected by telepathy. It is immune to fire. It takes a while to see intruders, which it may notice from 140 feet. It can bite to burn you for 3d6 damage. The Mage (Light Red 'q') === Num:305 Lev:13 Rar:2 Spd:+0 Hp:62 Ac:40 Exp:43 A mage of some power - you can tell by the size of her hat. This evil woman mage is normally found on dungeon level 13 and moves at normal speed, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 89.91 points for a 1st level character. She is threatening at her native depth. She is magical, casting spells intelligently which produce lightning bolts, produce fire bolts, produce frost bolts, produce mana bolts, haste-self, recover mana, blink-self, create a shield, blind or confuse; 1 time in 2. She can carry a lite to see you, open doors and bash down doors. She needs lite to see you. She is fairly observant of intruders, which she may notice from 200 feet. She may carry one or two weapons, garments, lites, adornments, magical devices, written items, potions or edible items. She can hit to hurt you for 2d5 damage and hit to hurt you for 2d5 damage. The Gnome wizard (Violet 'h') === Num:880 Lev:13 Rar:2 Spd:+0 Hp:104 Ac:40 Exp:43 A wizard of short stature. This evil dwarf mage is normally found on dungeon level 13 and moves at normal speed, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 89.91 points for a 1st level character. It is threatening at its native depth. It is magical, casting spells intelligently which produce frost balls, produce fire bolts, heal-self, create traps, summon a monster, terrify or paralyze; 1 time in 4. It can open doors. It cannot be slowed or paralyzed. It takes quite a while to see intruders, which it may notice from 200 feet. It may carry one or two weapons , missile weapons, armours, garments, tools, lites, written items, potions, edible items or treasures. It can hit to hurt you for 3d6 damage. The Baby cyan dragon (Light Teal 'd') === Num:1130 Lev:13 Rar:2 Spd:+0 Hp:94 Ac:30 Exp:43 This hatchling dragon is still soft, its eyes unaccustomed to light and its scales either green or blue. This evil dragon is normally found on dungeon level 13 and moves at normal speed. A kill of this creature is worth 89.91 points for a 1st level character. It is threatening at its native depth. It may breathe lightning or poison powerfully; 1 time in 12. It can bash down doors and track you over land, but not through water. It is immune to lightning and poison. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 treasures. It can claw to hurt you for 1d3 damage, claw to hurt you for 1d3 damage and bite to hurt you for 1d5 damage. The Black ogre (Light Dark 'O') === Num:190 Lev:13 Rar:4 Spd:+0 Hp:94 Ac:33 Exp:44 A massive orc-like figure with black skin and powerful arms. This evil mix of orc and giant is normally found on dungeon level 13 and moves a bit erratically at normal speed, but is larger, older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 92.00 points for a 1st level character. It is dangerous at its native depth. It can open doors, bash down doors and track you over land, but not through water . It takes quite a while to see intruders, which it may notice from 200 feet. It usually appears in groups. It may carry a chest, weapon, armour, garment, tool, edible item, junk item or treasure. It can hit to batter you for 2d8 damage and hit to batter you for 2d8 damage. The Giant lightning bat (Light Blue 'b') === Num:711 Lev:13 Rar:4 Spd:+10 Hp:34 Ac:34 Exp:44 It screeches as it attacks. This animal is normally found on dungeon level 13 and moves somewhat erratically and quickly. A kill of this creature is worth 92.00 points for a 1st level character. It is dangerous at its native depth. It can can eat bodies to regain strength. It must fly and cannot move underwater or through webs. It is immune to lightning. It takes quite a while to see intruders, which it may notice from 150 feet. It usually appears in groups. It can bite to electrify you for 3d8 damage, claw to hurt you for 1d5 damage and claw to hurt you for 1d5 damage. The Zombified ape (Mustard 'Y') === Num:1294 Lev:13 Rar:3 Spd:+0 Hp:68 Ac:15 Exp:44 It is an animated simian corpse. Flesh falls off in large chunks as it shambles forward. This evil undead creature is normally found on dungeon level 13 and moves at normal speed, but is larger, faster, older or more powerful deeper in the dungeon. Destruction of this creature is worth 92.00 points for a 1st level character. It is dangerous at its native depth. It may create a shot to hurt you for 1d5 damage; 1 time in 7. It can bash down doors, pick up objects and track you over land, but not through water. It is cold blooded. It is not detected by telepathy. It is immune to cold and poison. It cannot be frightened, confused, charmed or slept. It is fairly observant of intruders, which it may notice from 200 feet. It usually appears with a friend. It can hit to hurt you for 4d8 damage. The Skeleton human (White 's') === Num:164 Lev:13 Rar:2 Spd:+0 Hp:43 Ac:30 Exp:45 It is an animated human skeleton. This evil undead man is normally found on dungeon level 13 and moves at normal speed, but is larger, faster, more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 94.09 points for a 1st level character. It is threatening at its native depth. It can bash down doors. It is cold blooded. It is not detected by telepathy. It is immune to lightning, cold and poison. It resists blindness and edged weapons. It cannot be stunned, frightened, confused, charmed, slept or cut. It takes quite a while to see intruders, which it may notice from 200 feet. It can hit to hurt you for 1d8 damage and hit to hurt you for 1d8 damage. The Drider (Blue 'S') === Num:171 Lev:13 Rar:2 Spd:+0 Hp:66 Ac:30 Exp:45 A dark elven torso merged with the bloated form of a giant spider. This evil mix of elf and insect is normally found on dungeon level 13 and moves at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 94.09 points for a 1st level character. It is threatening at its native depth. It is magical, casting spells which create darkness, cause wounds or confuse; 1 time in 6. It can bash down doors and climb on walls and ceilings. It appears in a giant web. It is immune to poison. It pays little attention to intruders, which it may notice from 80 feet. It can hit to hurt you for 1d12 damage, hit to hurt you for 1d12 damage and bite to hurt and poison you for 1d6 damage. The Giant brass ant (Orange 'a') === Num:686 Lev:13 Rar:3 Spd:+0 Hp:42 Ac:34 Exp:45 It is large and has a dangerous sting. This insect is normally found on dungeon level 13 and moves at normal speed. A kill of this creature is worth 94.09 points for a 1st level character. It is dangerous at its native depth. It can bash down doors. It is rarely detected by telepathy. It is immune to lightning. It tends to overlook intruders, which it may notice from 120 feet. It usually appears with a friend. It may carry a precious metal. It can bite to hurt you for 1d8 damage and sting to disenchant your armour and weapons for 1d8 damage. The Stegocentipede (Light Violet 'c') === Num:169 Lev:13 Rar:3 Spd:+10 Hp:55 Ac:30 Exp:46 It is a vast armoured centipede with massive mandibles and a spiked tail. This insect is normally found on dungeon level 13 and moves a bit erratically and quickly, but is larger deeper in the dungeon. A kill of this creature is worth 96.18 points for a 1st level character. It is dangerous at its native depth. It can bash down doors. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 120 feet. It usually appears with a friend. It can bite to hurt you for 2d5 damage and sting to hurt you for 2d5 damage. The Giant yellow scorpion (Yellow 'S') === Num:259 Lev:13 Rar:2 Spd:+5 Hp:50 Ac:38 Exp:46 It is a giant scorpion with a sharp stinger. This insect is normally found on dungeon level 13 and moves quickly. A kill of this creature is worth 96.18 points for a 1st level character. It is challenging at its native depth. It can bash down doors and track you unerringly over land, but not through water. It is rarely detected by telepathy. It resists blindness. It takes a while to see intruders, which it may notice from 120 feet. It can bite to hurt you for 1d8 damage and sting to hurt and poison you for 2d5 damage. The Muck crawler (Mud 'c') === Num:746 Lev:13 Rar:4 Spd:+0 Hp:76 Ac:40 Exp:46 A monstrous centipede slick with filth and with ropy tentacles around its head. This insect is normally found on dungeon level 13 and moves a bit erratically at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 96.18 points for a 1st level character. It is dangerous at its native depth. It can bash down doors, climb on walls and ceilings and dig through earth and rubble. It is rarely detected by telepathy. It is immune to poison. It is fairly observant of intruders, which it may notice from 150 feet. It usually appears in groups. It can sting to infect you with disease for 2d11 damage. The Blue naga (Blue 'n') === Num:987 Lev:13 Rar:2 Spd:+0 Hp:62 Ac:40 Exp:46 A large blue snake with a woman's torso. This evil creature is normally found on dungeon level 13 and moves a bit erratically at normal speed, but is larger or older deeper in the dungeon. A kill of this creature is worth 96.18 points for a 1st level character. She is challenging at her native depth. She may spit to poison you for 1d8 damage; 1 time in 9 and is also magical, casting spells which blink-self; 1 time in 9. She can bash down doors, pick up objects and swim under water. She is immune to cold and poison. She pays very little attention to intruders, which she may notice from 220 feet. She may carry a written item, potion or treasure. She can crush to freeze you for 1d12 damage and spit to poison you for 1d8 damage. The Creeping gold coins|||| (Yellow '$') === Num:146 Lev:13 Rar:2 Spd:-10 Hp:76 Ac:36 Exp:47 It appears to be a pile of gold coins, until it starts crawling towards you on tiny legs. This creature is normally found on dungeon level 13 and moves slowly. A kill of this creature is worth 98.27 points for a 1st level character. It is challenging at its native depth. It can bash down doors. It is cold blooded. It is immune to acid, fire, cold and poison. It resists blindness. It cannot be confused, charmed, slept or cut. It is fairly observant of intruders, which it may notice from 50 feet. It may carry up to 3 precious metals. It can hit to batter you for 3d6 damage and touch to remove enchantments from you. The Shambling mound (Green ';') === Num:229 Lev:13 Rar:2 Spd:+0 Hp:68 Ac:16 Exp:47 A pile of rotting vegetation that slides towards you with a disgusting stench, waking all it nears. This evil plant is normally found on dungeon level 13 and moves at normal speed, but is larger, faster, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 98.27 points for a 1st level character. It is challenging at its native depth. It may shriek to do you no effect; 1 time in 4. It can bash down doors. It is not detected by telepathy. It cannot be frightened, confused, charmed or slept. It takes quite a while to see intruders, which it may notice from 200 feet. It may carry a treasure. It can hit to hurt you for 1d8 damage, hit to hurt you for 1d8 damage and shriek to do you no effect. The Shimmering mold (Light Yellow 'm') === Num:554 Lev:13 Rar:2 Spd:+0 Hp:138 Ac:24 Exp:47 It is a strange growth on the dungeon floor, glowing and crackling with sparks. This plant is normally found on dungeon level 13 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 98.27 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which produce lightening beams; 1 time in 5. It can communicate telepathically with its own kind. It lights up the surroundings. It is not detected by telepathy. It is immune to lightning and poison. It resists lite and darkness. It cannot be frightened, confused, charmed or slept. It tends to overlook intruders, which it may notice from 20 feet. It can touch to electrify you for 5d4 damage and touch to electrify you for 5d4 damage. The Giant brown jellyfish (Umber 'j') === Num:1266 Lev:13 Rar:4 Spd:+0 Hp:139 Ac:1 Exp:47 It is a giant jellyfish glowing with pulsing brown lights. This creature is normally found on dungeon level 13 and moves at normal speed. A kill of this creature is worth 98.27 points for a 1st level character. It is dangerous at its native depth. It can communicate telepathically with its own kind. It must swim and cannot move out of water. It lights up the surroundings. It is not detected by telepathy. It resists blindness. It cannot be frightened, confused, charmed or slept. It pays very little attention to intruders, which it may notice from 20 feet. It usually appears in groups. It can touch to reduce charisma from you for 1d4 damage and touch to reduce charisma from you for 1d4 damage. The Venus flytrap (White ';') === Num:1357 Lev:13 Rar:2 Spd:+10 Hp:55 Ac:5 Exp:47 A carnivorous plant that is difficult to detect, until it suddenly snaps shut around its prey and releases paralysing enzymes to stop its struggles. This plant is normally found on dungeon level 13 and moves quickly, but does not deign to chase intruders. A kill of this creature is worth 98.27 points for a 1st level character. It is challenging at its native depth. It is invisible. It is not detected by telepathy. It cannot be cut. It is ever vigilant for intruders, which it may notice from 200 feet. It can hit to paralyze you for 3d3 damage, hit to paralyze you for 3d3 damage and hit to paralyze you for 3d3 damage. The Sea serpent (Teal 'J') === Num:941 Lev:13 Rar:2 Spd:+0 Hp:61 Ac:45 Exp:48 It is about thirty six feet long. This animal is normally found on dungeon level 13 and moves a bit erratically at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 100.36 points for a 1st level character. It is challenging at its native depth. It can bash down doors, can eat bodies to regain strength and swim under water. It is immune to poison. It takes quite a while to see intruders, which it may notice from 50 feet. It can bite to hurt and poison you for 2d4 damage and crush to hurt you for 4d6 damage. The Rat-thing (Light Red 'r') === Num:1324 Lev:13 Rar:2 Spd:+10 Hp:44 Ac:20 Exp:48 A ratlike creature with a humanlike face. This evil animal is normally found on dungeon level 13 and moves quickly, but is larger, faster, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 100.36 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which terrify or confuse; 1 time in 8. It takes a while to see intruders, which it may notice from 120 feet. It can bite to hurt you for 3d2 damage, bite to hurt you for 3d1 damage and bite to hurt you for 3d2 damage. The Disenchanter mold (Light Purple 'm') === Num:143 Lev:13 Rar:2 Spd:+0 Hp:70 Ac:20 Exp:49 It is a strange glowing growth on the dungeon floor. This plant is normally found on dungeon level 13 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 102.45 points for a 1st level character. It is challenging at its native depth. ; 1 time in 4 and is also magical, casting spells which drain mana; 1 time in 5. It can communicate telepathically with its own kind. It is not detected by telepathy. It is immune to poison. It resists disenchantment, magical spells and the effects of rods, staffs and wands. It cannot be frightened, confused, charmed or slept. It tends to overlook intruders, which it may notice from 20 feet. It can touch to disenchant your armour and weapons for 1d6 damage. The Blink spider (Light Blue 'S') === Num:236 Lev:13 Rar:4 Spd:+10 Hp:26 Ac:25 Exp:49 A spider that never seems quite there. Everywhere you look it is just half-seen in the corner of one eye. This insect is normally found on dungeon level 13 and moves quickly, but is larger deeper in the dungeon. A kill of this creature is worth 102.45 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells which blink-self , teleport-self to or teleport to; 1 time in 5. It can bash down doors and climb on walls and ceilings. It is rarely detected by telepathy. It appears in a giant web. It is immune to poison. It pays little attention to intruders, which it may notice from 150 feet. It usually appears in groups. It can bite to hurt you for 1d8 damage, bite to hurt and poison you for 1d6 damage and bite to hurt and poison you for 1d6 damage. The Killer stag beetle (Teal 'K') === Num:257 Lev:13 Rar:2 Spd:+0 Hp:60 Ac:55 Exp:49 It is a giant beetle with vicious claws. This insect is normally found on dungeon level 13 and moves at normal speed, but is larger deeper in the dungeon . A kill of this creature is worth 102.45 points for a 1st level character. It is challenging at its native depth. It can bash down doors and fly over obstacles. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 120 feet. It can claw to wound you for 3d6 damage and claw to wound you for 3d6 damage. The Killer pink beetle (Magenta-Pink 'K') === Num:282 Lev:13 Rar:2 Spd:+0 Hp:81 Ac:50 Exp:49 It is a giant beetle with poisonous mandibles. This insect is normally found on dungeon level 13 and moves a bit erratically at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 102.45 points for a 1st level character. It is challenging at its native depth. It can bash down doors and fly over obstacles. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 140 feet. It can bite to reduce strength and size from you for 4d4 damage. The Evil eye (Green 'e') === Num:796 Lev:13 Rar:2 Spd:+0 Hp:125 Ac:6 Exp:49 A disembodied eye, gazing at you with malice. This evil creature is normally found on dungeon level 13 and moves at normal speed, but is larger or older deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 102.45 points for a 1st level character. It is challenging at its native depth. It may gaze to reduce wisdom from you for 8d6 damage; 1 time in 3 and is also magical, casting spells which heal-self, create darkness , cause wounds, blind or confuse; 1 time in 3. It can communicate telepathically with its own kind. It must fly and cannot move underwater or through webs. It is hurt by bright light. It cannot be frightened. It is fairly observant of intruders, which it may notice from 20 feet. It can gaze to reduce wisdom from you for 8d6 damage. The Orc mage (Red 'o') === Num:999 Lev:13 Rar:2 Spd:+0 Hp:112 Ac:36 Exp:49 An orc who is so bright she knows how to cast spells. This evil orc mage is normally found on dungeon level 13 and moves at normal speed, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 102.45 points for a 1st level character. She is challenging at her native depth. She is magical, casting spells which produce mana bolts, blink-self, blind or confuse; 1 time in 5. She can open doors, bash down doors and track you over land, but not through water. She is hurt by bright light. She resists darkness. She cannot be confused, charmed or slept. She takes quite a while to see intruders, which she may notice from 200 feet. She may carry a weapon, missile weapon, armour, garment, tool, edible item, junk item or treasure. She can hit to hurt you for 3d4 damage and hit to hurt you for 3d4 damage. The Shaman (Light Violet 'p') === Num:177 Lev:13 Rar:2 Spd:+0 Hp:77 Ac:10 Exp:50 A shaman devoted to Nature. This evil woman shaman is normally found on dungeon level 13 and moves at normal speed, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 104.55 points for a 1st level character. She is challenging at her native depth. She is magical, casting spells intelligently which produce wind balls, produce lightning bolts , produce fire bolts, haste-self, recover mana, cure-self, blink-self, incur heroism, summon insects, summon animals, blind, slow or paralyze; 1 time in 2. She can carry a lite to see you and open doors. She needs lite to see you. She is fairly observant of intruders, which she may notice from 200 feet. She may carry one or two weapons, armours, garments, lites, adornments, written items, potions, edible items or treasures. She can hit to hurt you for 2d4 damage and hit to hurt you for 2d4 damage. The Baby yellow dragon (Light Yellow 'd') === Num:1126 Lev:13 Rar:2 Spd:+0 Hp:104 Ac:30 Exp:50 This hatchling dragon is still soft, its eyes unaccustomed to light and its scales a dull yellow. This evil dragon is normally found on dungeon level 13 and moves at normal speed. A kill of this creature is worth 104.55 points for a 1st level character. It is challenging at its native depth. It may breathe fire or poison powerfully; 1 time in 12. It can bash down doors and track you over land, but not through water. It is immune to fire and poison. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 treasures. It can claw to hurt you for 1d3 damage, claw to hurt you for 1d3 damage and bite to hurt you for 1d5 damage. [U] the Great Goblin of the Misty Mountains (Violet 'k') === Num:173 Lev:13 Rar:4 Spd:+10 Hp:172 Ac:24 Exp:300 A great goblin, powerful in magic and sorcery. This evil mix of dwarf and orc is normally found on dungeon level 13 and moves quickly. Killing this creature is worth 627.27 points for a 1st level character. He is dangerous at his native depth. He is magical, casting spells intelligently which recover mana, heal-self, blink-self, teleport-self, summon similar monsters, summon a monster , blind or slow; 1 time in 2. He can open doors, bash down doors and track you over land, but not through water. He is hurt by bright light. He is immune to poison. He is fairly observant of intruders, which he may notice from 180 feet. He usually appears with escorts. He may carry up to 3 good weapons, missile weapons, armours, garments, tools, edible items or junk items . He can hit to hurt you for 1d9 damage, hit to hurt you for 1d9 damage and hit to hurt you for 1d8 damage. It is a dungeon guardian, impeding your progress further. [U] Ufthak of Cirith Ungol (Mustard 'o') === Num:181 Lev:13 Rar:5 Spd:+0 Hp:288 Ac:50 Exp:390 A strong orc guarding the pass of Cirith Ungol. He is mortally afraid of spiders. This evil orc is normally found on dungeon level 13 and moves at normal speed. Killing this creature is worth 815.45 points for a 1st level character. He is dangerous at his native depth. He can open doors, bash down doors and track you over land, but not through water. He is immune to cold and poison. He resists darkness. He takes a while to see intruders, which he may notice from 200 feet. He usually appears with escorts. He may carry one or two good weapons, missile weapons, armours, garments, tools, edible items or junk items. He can hit to hurt you for 3d4 damage, hit to hurt you for 3d4 damage, hit to hurt you for 3d4 damage and hit to hurt you for 3d4 damage. The Gibbering mouther (Orange 'j') === Num:1347 Lev:14 Rar:2 Spd:+0 Hp:27 Ac:20 Exp:16 A chaotic mass of pulsating flesh, mouths and eyes. This evil creature is normally found on dungeon level 14 and moves at normal speed, but does not deign to chase intruders. A kill of this creature is worth 34.91 points for a 1st level character. It is challenging at its native depth. It may breathe sound; 1 time in 12 and is also magical, casting spells which terrify or confuse; 1 time in 12. It can swim under water and communicate telepathically with its own kind. It is not detected by telepathy. It breeds explosively. It is immune to poison. It cannot be stunned or frightened. It takes a while to see intruders, which it may notice from 150 feet. It can crawl to hurt and poison you for 1d4 damage. The Red mold (Red 'm') === Num:233 Lev:14 Rar:2 Spd:+0 Hp:74 Ac:16 Exp:48 It is a strange red growth on the dungeon floor; it seems to burn with flame. This plant is normally found on dungeon level 14 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 104.73 points for a 1st level character. It is threatening at its native depth. ; 1 time in 4. It can communicate telepathically with its own kind. It is not detected by telepathy. It is immune to fire and poison. It cannot be frightened, confused, charmed or slept. It tends to overlook intruders, which it may notice from 20 feet. It can touch to burn you for 4d4 damage. The Rabid wol|f|f|ves| (Green 'C') === Num:1096 Lev:14 Rar:2 Spd:+10 Hp:32 Ac:30 Exp:48 A large wolf, foam spraying from its mouth, and its coming right at you. This animal is normally found on dungeon level 14 and moves quickly, but is larger or older deeper in the dungeon. A kill of this creature is worth 104.73 points for a 1st level character. It is threatening at its native depth. It can bash down doors, can eat bodies to regain strength and track you unerringly over land, but not through water. It is rarely detected by telepathy. It cannot be frightened. It takes a while to see intruders, which it may notice from 300 feet. It can bite to infect you with disease for 2d4 damage and bite to infect you with disease for 2d4 damage. The Hungry soul (Light Red 'G') === Num:849 Lev:14 Rar:2 Spd:+0 Hp:16 Ac:10 Exp:49 It is thin and insubstantial. This evil undead creature is normally found on dungeon level 14 and moves somewhat erratically at normal speed. Destruction of this creature is worth 106.91 points for a 1st level character. It is threatening at its native depth. It is magical, casting spells which teleport-self, drain mana or cause hunger; 1 time in 12. It can pass through walls, pick up objects and fly over obstacles. It is cold blooded. It is immune to cold and blunt weapons. It cannot be stunned, confused, charmed, slept or cut. It takes a while to see intruders, which it may notice from 120 feet. It may carry one or two garments, tools, musical items, junk items or treasures. It can hit to starve you for 2d2 damage and touch to eat your food . The Giant red jellyfish (Red 'j') === Num:1267 Lev:14 Rar:4 Spd:+0 Hp:162 Ac:1 Exp:49 It is a giant jellyfish glowing with pulsing red lights. This creature is normally found on dungeon level 14 and moves at normal speed. A kill of this creature is worth 106.91 points for a 1st level character. It is dangerous at its native depth. It can communicate telepathically with its own kind. It must swim and cannot move out of water. It lights up the surroundings. It is not detected by telepathy. It resists blindness. It cannot be frightened, confused, charmed or slept. It pays very little attention to intruders, which it may notice from 20 feet. It usually appears in groups. It can touch to burn you for 1d8 damage. The Giant spider (Purple 'S') === Num:135 Lev:14 Rar:2 Spd:+0 Hp:54 Ac:16 Exp:50 It is a vast black spider whose bulbous body is bloated with poison. This insect is normally found on dungeon level 14 and moves at normal speed. A kill of this creature is worth 109.09 points for a 1st level character. It is threatening at its native depth. It can bash down doors and climb on walls and ceilings. It is rarely detected by telepathy. It appears in a giant web. It is immune to poison. It pays little attention to intruders, which it may notice from 80 feet. It can bite to hurt you for 1d10 damage, bite to hurt and poison you for 1d6 damage, bite to hurt and poison you for 1d6 damage and bite to hurt you for 1d10 damage. The Forgotten soul (Mud 'G') === Num:848 Lev:14 Rar:2 Spd:+0 Hp:10 Ac:10 Exp:50 It is almost insubstantial. This evil undead creature is normally found on dungeon level 14 and moves somewhat erratically at normal speed. Destruction of this creature is worth 109.09 points for a 1st level character. It is threatening at its native depth. It is magical, casting spells which teleport-self, drain mana or blind; 1 time in 16. It can pass through walls, pick up objects and fly over obstacles. It is cold blooded. It is immune to cold and blunt weapons. It cannot be stunned, confused, charmed, slept or cut . It takes a while to see intruders, which it may notice from 120 feet. It may carry one or two garments, tools, musical items, junk items or treasures. It can hit to hurt you for 2d3 damage and touch to reduce intelligence from you. The Giant yellow locust (Yellow 'I') === Num:904 Lev:14 Rar:4 Spd:+5 Hp:24 Ac:7 Exp:50 It voraciously eats and breeds leaving nothing in its wake. This insect is normally found on dungeon level 14 and moves somewhat erratically and quickly. A kill of this creature is worth 109.09 points for a 1st level character. It is dangerous at its native depth. It can fly over obstacles. It is rarely detected by telepathy. It breeds explosively. It is immune to fire and poison. It is fairly observant of intruders, which it may notice from 60 feet. It can bite to poison you for 1d3 damage and bite to eat your food. The Giant pink jellyfish (Light Red 'j') === Num:1260 Lev:14 Rar:4 Spd:+0 Hp:117 Ac:1 Exp:50 It is a giant jellyfish glowing with pulsing pink lights. This creature is normally found on dungeon level 14 and moves at normal speed. A kill of this creature is worth 109.09 points for a 1st level character. It is dangerous at its native depth. It can communicate telepathically with its own kind. It must swim and cannot move out of water. It lights up the surroundings. It is not detected by telepathy. It resists blindness. It cannot be frightened, confused, charmed or slept. It pays very little attention to intruders, which it may notice from 20 feet. It usually appears in groups. It can touch to reduce strength and size from you for 1d5 damage. The Giant tarantula (Orange 'S') === Num:196 Lev:14 Rar:2 Spd:+10 Hp:75 Ac:32 Exp:51 A giant spider with hairy black and red legs. This insect is normally found on dungeon level 14 and moves quickly. A kill of this creature is worth 111.27 points for a 1st level character. It is threatening at its native depth. It can bash down doors and climb on walls and ceilings. It is rarely detected by telepathy. It appears in a giant web. It is immune to poison. It pays little attention to intruders, which it may notice from 80 feet. It can bite to enrage you for 1d13 power. The Giant slug (Light Umber 'w') === Num:1325 Lev:14 Rar:2 Spd:-10 Hp:57 Ac:25 Exp:51 It is slowly making its way towards you, eating everything in its path... This mix of animal and insect is normally found on dungeon level 14 and moves slowly. A kill of this creature is worth 111.27 points for a 1st level character. It is threatening at its native depth. It may spit to dissolve you for 2d6 damage or spray to dissolve you for 2d6 damage and may breathe acid; 1 time in 10. It can can eat bodies to regain strength. It is rarely detected by telepathy. It takes a while to see intruders, which it may notice from 100 feet. It can bite to dissolve you for 4d4 damage, spit to dissolve you for 2d6 damage and spray to dissolve you for 2d6 damage. The Swamp thing (Light Teal 'H') === Num:1355 Lev:14 Rar:2 Spd:+0 Hp:46 Ac:60 Exp:51 A creature that was once human, but is now as green as moss. This mix of man and plant is normally found on dungeon level 14 and moves at normal speed. A kill of this creature is worth 111.27 points for a 1st level character. It is threatening at its native depth. It can open doors, bash down doors, swim under water and track you over land, but not through water. It resists blindness and blunt weapons. It takes quite a while to see intruders, which it may notice from 200 feet. It can claw to terrify you for 2d5 damage and claw to terrify you for 5d2 damage. The Magic mushroom patch|||es| (Light Blue ',') === Num:191 Lev:14 Rar:2 Spd:+30 Hp:3 Ac:10 Exp:52 Yum! It looks quite tasty. It seems to glow with an unusual light. This plant is normally found on dungeon level 14 and moves incredibly quickly, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 113.45 points for a 1st level character. It is threatening at its native depth. It may release spores to confuse you, release spores to confuse you, release spores to space out you or release spores to space out you and may grow ammunition; 1 time in 1 and is also magical, casting spells which blink-self, create darkness, terrify or slow; 1 time in 1. It is not detected by telepathy. It resists magical spells and the effects of rods, staffs and wands. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 400 feet. It may carry one or two mushrooms. It can release spores to confuse you, release spores to confuse you, release spores to space out you and release spores to space out you. The Mandrake (Umber ':') === Num:675 Lev:14 Rar:2 Spd:+0 Hp:192 Ac:20 Exp:52 It is a tree twisted into the shape of a man. This evil plant is normally found on dungeon level 14 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 113.45 points for a 1st level character. It is threatening at its native depth. It may wail to remove enchantments from you or shriek to reduce intelligence from you; 1 time in 10 and is also magical, casting spells which create darkness or drain mana; 1 time in 4. It is not detected by telepathy. It is immune to poison. It resists blindness and blunt weapons. It cannot be frightened, confused, charmed or slept. It is fairly observant of intruders, which it may notice from 60 feet. It may carry a special object or treasure. It can wail to remove enchantments from you and shriek to reduce intelligence from you. The Wooden mold (Light Umber 'm') === Num:980 Lev:14 Rar:2 Spd:+0 Hp:101 Ac:50 Exp:52 It is a strange wooden growth on the dungeon floor. This plant is normally found on dungeon level 14 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 113.45 points for a 1st level character. It is threatening at its native depth. ; 1 time in 4. It can communicate telepathically with its own kind. It is not detected by telepathy. It is immune to acid and poison. It resists blindness. It cannot be stunned, frightened, confused, charmed, slept or cut. It tends to overlook intruders, which it may notice from 20 feet. It can touch to poison you for 2d6 damage. The Wood elf priest||ess|s| (White 'l') === Num:1174 Lev:14 Rar:2 Spd:+5 Hp:78 Ac:30 Exp:52 A elven figure, dressed all in white. This elf priest is normally found on dungeon level 14 and moves quickly, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 113.45 points for a 1st level character. She is threatening at her native depth. She is magical, casting spells intelligently which produce balls of light, produce holy orbs, recover mana, heal-self, cure-self, incur heroism, terrify or blind; 1 time in 4. She can open doors and bash down doors. She lights up the surroundings. She resists lite. She takes quite a while to see intruders, which she may notice from 200 feet. She may carry one or two weapons, missile weapons, garments, lites, adornments, written items, musical items, potions or edible items. She can hit to hurt you for 2d4 damage and hit to hurt you for 2d4 damage. The Goblin sapper (Light Purple 'k') === Num:1346 Lev:14 Rar:2 Spd:+1 Hp:34 Ac:32 Exp:52 She is equipped with a pick axe and an explosive charge, neither of which she looks entirely capable of using. This evil mix of dwarf and orc is normally found on dungeon level 14 and moves quickly. A kill of this creature is worth 113.45 points for a 1st level character. She is threatening at her native depth. She may hurts you for 20d2 damage. She can carry a lite to see you, open doors, bash down doors and track you over land, but not through water. She needs lite to see you. She is immune to poison. She takes quite a while to see intruders, which she may notice from 200 feet. She can hit to hurt you for 1d8 damage and hurts you for 20d2 damage. The Grape jell|y|y|ies| (Light Purple 'j') === Num:157 Lev:14 Rar:2 Spd:+0 Hp:234 Ac:1 Exp:53 Yum! It looks quite tasty. It is a pulsing mound of glowing flesh. This creature is normally found on dungeon level 14 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 115.64 points for a 1st level character. It is threatening at its native depth. It is magical, casting spells which drain mana; 1 time in 11. It can communicate telepathically with its own kind. It is not detected by telepathy. It is hurt by bright light. It is immune to poison. It resists blindness. It cannot be frightened, confused, charmed or slept. It pays very little attention to intruders, which it may notice from 20 feet. It can touch to drain experience (by 10d6+) from you. The Baby silver dragon (Light Yellow 'd') === Num:756 Lev:14 Rar:2 Spd:+0 Hp:94 Ac:30 Exp:53 This hatchling dragon is still soft, its eyes unaccustomed to light and its scales a pale silver. This evil dragon is normally found on dungeon level 14 and moves at normal speed. A kill of this creature is worth 115.64 points for a 1st level character. It is threatening at its native depth. It may breathe frost or fear powerfully; 1 time in 12. It can bash down doors and track you over land, but not through water. It is cold blooded. It is immune to cold. It cannot be frightened. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 precious metals. It can claw to hurt you for 1d3 damage, claw to hurt you for 1d3 damage and bite to hurt you for 1d5 damage. The Grey ogre (Slate 'O') === Num:1010 Lev:14 Rar:4 Spd:+0 Hp:103 Ac:33 Exp:53 A massive orc-like figure with pale grey face and powerful arms. This evil mix of orc and giant is normally found on dungeon level 14 and moves a bit erratically at normal speed, but is larger, older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 115.64 points for a 1st level character. It is dangerous at its native depth. It can open doors, bash down doors and track you over land, but not through water . It takes quite a while to see intruders, which it may notice from 200 feet. It usually appears in groups. It may carry a chest, weapon, armour, garment, tool, edible item, junk item or treasure. It can hit to batter you for 2d9 damage and hit to batter you for 2d9 damage. The Creeping garnet gems (Light Red '$') === Num:1236 Lev:14 Rar:2 Spd:+0 Hp:50 Ac:50 Exp:53 It appears to be a pile of garnets, slithering toward you on lots of tiny legs. This creature is normally found on dungeon level 14 and moves at normal speed. A kill of this creature is worth 115.64 points for a 1st level character. It is threatening at its native depth. It can bash down doors. It is cold blooded. It is not detected by telepathy. It is immune to acid, lightning and poison. It resists blindness. It cannot be confused, charmed or slept. It is fairly observant of intruders, which it may notice from 50 feet. It may carry up to 3 gem stones. It can bite to hurt and poison you for 2d4 damage and touch to poison you for 2d5 damage. The Goblin grenadier (Red 'k') === Num:1250 Lev:14 Rar:2 Spd:+0 Hp:36 Ac:13 Exp:53 A slightly-singed ugly humanoid liable to blow himself up as much as anyone else. This evil mix of dwarf and orc is normally found on dungeon level 14 and moves at normal speed, but is larger or more powerful deeper in the dungeon . A kill of this creature is worth 115.64 points for a 1st level character. It is threatening at its native depth. It may create a ball to explode you for 6d5 damage or explodes you; 1 time in 5. It can open doors, bash down doors and track you over land, but not through water. It is immune to poison. It takes a while to see intruders, which it may notice from 240 feet. It may carry a weapon, missile weapon, armour, garment, tool, edible item, junk item or treasure. It can hit to hurt you for 1d8 damage and explodes you. The Giant silver jellyfish (Light Slate 'j') === Num:1256 Lev:14 Rar:4 Spd:+10 Hp:45 Ac:1 Exp:53 It is a giant silver jellyfish that sucks all light from its surroundings. This creature is normally found on dungeon level 14 and moves quickly. A kill of this creature is worth 115.64 points for a 1st level character. It is dangerous at its native depth. ; 1 time in 16 and is also magical, casting spells which drain mana; 1 time in 16. It can communicate telepathically with its own kind. It must swim and cannot move out of water. It is not detected by telepathy. It is immune to poison. It resists blindness. It cannot be frightened, confused, charmed or slept. It pays very little attention to intruders, which it may notice from 20 feet. It usually appears in groups. It can touch to absorb light from you for 1d3 damage and touch to absorb light from you for 1d3 damage. The Mummified servant (Teal 'z') === Num:1097 Lev:14 Rar:2 Spd:+0 Hp:64 Ac:28 Exp:54 This lesser mummy was created to do menial tasks after death. This evil undead creature is normally found on dungeon level 14 and moves at normal speed, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 117.82 points for a 1st level character. It is threatening at its native depth. It can open doors and bash down doors. It is cold blooded. It is not detected by telepathy. It is immune to cold and poison. It cannot be frightened, confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry a weapon, armour, adornment, magical device or treasure. It can hit to infect you with disease for 2d6 damage and touch to poison you for 2d6 damage. The Rock mole (Light Purple 'r') === Num:1331 Lev:14 Rar:2 Spd:+0 Hp:52 Ac:30 Exp:55 This large, mole-like creature has fangs powerful enough to bore through solid rock. This animal is normally found on dungeon level 14 and moves at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 120.00 points for a 1st level character. It is threatening at its native depth. It can bash down doors and bore through walls. It tends to overlook intruders, which it may notice from 200 feet. It can bite to hurt you for 1d10 damage and bite to hurt you for 1d10 damage. The Giant army ant (Deep Light Blue 'a') === Num:323 Lev:14 Rar:4 Spd:+10 Hp:61 Ac:40 Exp:56 An armoured form moving with purpose. Powerful on its own, flee when hordes of them march. This insect is normally found on dungeon level 14 and moves a bit erratically and quickly. A kill of this creature is worth 122.18 points for a 1st level character. It is dangerous at its native depth. It can bash down doors. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 100 feet. It usually appears in groups. It can bite to hurt you for 2d12 damage. The Grizzly bear (Light Umber 'Q') === Num:564 Lev:14 Rar:2 Spd:+0 Hp:73 Ac:35 Exp:56 A huge, beastly bear, more savage than most of its kind. This animal is normally found on dungeon level 14 and moves at normal speed, but is larger or older deeper in the dungeon. A kill of this creature is worth 122.18 points for a 1st level character. It is challenging at its native depth. It can bash down doors and track you over land, but not through water. It is fairly observant of intruders, which it may notice from 100 feet. It can claw to hurt you for 1d8 damage, claw to hurt you for 1d8 damage, bite to hurt you for 1d12 damage and crush to hurt you for 1d10 damage. The Baby gold dragon (Mustard 'd') === Num:575 Lev:14 Rar:2 Spd:+0 Hp:94 Ac:30 Exp:57 This hatchling dragon is still soft, its eyes unaccustomed to light and its scales a pale gold. This evil dragon is normally found on dungeon level 14 and moves at normal speed. A kill of this creature is worth 124.36 points for a 1st level character. It is challenging at its native depth. It may breathe poison or sound powerfully; 1 time in 12. It can bash down doors and track you over land, but not through water. It cannot be stunned. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 precious metals. It can claw to hurt you for 1d3 damage, claw to hurt you for 1d3 damage and bite to hurt you for 1d5 damage. The Baby copper dragon (Mud 'd') === Num:755 Lev:14 Rar:2 Spd:+0 Hp:94 Ac:30 Exp:57 This hatchling dragon is still soft, its eyes unaccustomed to light and its scales a pale copper. This evil dragon is normally found on dungeon level 14 and moves at normal speed. A kill of this creature is worth 124.36 points for a 1st level character. It is challenging at its native depth. It may breathe lightning or nexus powerfully; 1 time in 12. It can bash down doors and track you over land, but not through water. It is immune to lightning. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 precious metals. It can claw to hurt you for 1d3 damage, claw to hurt you for 1d3 damage and bite to hurt you for 1d5 damage. The Sea naga (Teal 'n') === Num:989 Lev:14 Rar:2 Spd:+0 Hp:81 Ac:50 Exp:57 A large snake with a woman's torso and fins. This evil creature is normally found on dungeon level 14 and moves a bit erratically at normal speed, but is larger or older deeper in the dungeon. A kill of this creature is worth 124.36 points for a 1st level character. She is challenging at her native depth. She can bash down doors, pick up objects and swim under water. She is immune to cold and poison. She pays very little attention to intruders, which she may notice from 230 feet. She may carry a written item, potion or treasure. She can crush to hurt you for 1d12 damage, bite to hurt you for 1d6 damage and sting to poison you for 1d10 damage. The Night orc (Deep Light Blue 'o') === Num:1001 Lev:14 Rar:4 Spd:+0 Hp:72 Ac:36 Exp:58 She is a large orc with powerful arms and night blue skin. This evil orc archer is normally found on dungeon level 14 and moves at normal speed, but is older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 126.55 points for a 1st level character. She is dangerous at her native depth. She may create a dart to blind you for 3d5 damage, doubled against eye monsters; 1 time in 9 and is also magical, casting spells which create darkness; 1 time in 9. She can open doors, bash down doors, pick up objects and track you over land, but not through water. She is hurt by bright light. She resists darkness. She takes a while to see intruders, which she may notice from 200 feet. She usually appears in groups. She may carry a weapon, missile weapon, armour, garment, tool, edible item, junk item or treasure. She can hit to hurt you for 3d4 damage and hit to blind you for 3d6 damage, doubled against eye monsters. The Water spirit (Violet 'E') === Num:217 Lev:14 Rar:2 Spd:+10 Hp:38 Ac:28 Exp:59 A whirlpool of sentient liquid. This creature is normally found on dungeon level 14 and moves a bit erratically and quickly, but is larger, faster or more powerful deeper in the dungeon. Destruction of this creature is worth 128.73 points for a 1st level character. It is challenging at its native depth. It can bash down doors and swim under water. It is cold blooded. It is not detected by telepathy. It is hurt by water remover. It is immune to acid and poison. It resists water, blindness and blunt weapons. It cannot be frightened, confused, charmed, slept, slowed or paralyzed. It takes quite a while to see intruders, which it may notice from 120 feet. It can hit to hurt you for 4d2 damage and hit to hurt you for 4d2 damage. The Mirkwood orc (Light Teal 'o') === Num:1002 Lev:14 Rar:4 Spd:+0 Hp:81 Ac:40 Exp:59 She is a large orc with powerful arms and brown barklike skin. This evil orc archer is normally found on dungeon level 14 and moves at normal speed, but is older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 128.73 points for a 1st level character. She is dangerous at her native depth. She may create an arrow to hurt you for 3d6 damage; 1 time in 4. She can open doors, bash down doors, pick up objects, climb on walls and ceilings and track you over land, but not through water. She resists darkness. She takes a while to see intruders, which she may notice from 200 feet. She usually appears in groups. She may carry a weapon, missile weapon, armour, garment, tool, edible item, junk item or treasure. She can hit to wound you for 3d6 damage and hit to hurt and poison you for 3d4 damage. The Demolitions expert (Light Purple 't') === Num:1251 Lev:14 Rar:2 Spd:+0 Hp:61 Ac:40 Exp:59 An expert with traps and explosives, she is missing only a couple of fingers. This woman is normally found on dungeon level 14 and moves at normal speed, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 128.73 points for a 1st level character. She is challenging at her native depth. She may create a ball to explode you; 1 time in 5 and is also magical, casting spells intelligently which create traps; 1 time in 5. She can carry a lite to see you, open doors, bash down doors and pick up objects. She needs lite to see you. She takes quite a while to see intruders, which she may notice from 200 feet. She may carry one or two weapons, garments, tools, lites, adornments, musical items, potions, edible items or treasures. She can hit to hurt you for 3d5 damage and hit to hurt you for 3d5 damage. [U] Boldog, the Orc Captain (Yellow 'o') === Num:159 Lev:14 Rar:4 Spd:+0 Hp:212 Ac:60 Exp:390 A leader of a band of raiding orcs. Morgoth has charged him with the task of abducting Luthien from Doriath. This evil orc is normally found on dungeon level 14 and moves at normal speed. Killing this creature is worth 850.91 points for a 1st level character. He is dangerous at his native depth. He may create an arrow to hurt you for 3d10 damage; 1 time in 5. He can open doors, bash down doors and track you over land, but not through water. He is immune to lightning, fire, cold and poison. He resists darkness. He takes a while to see intruders, which he may notice from 200 feet. He usually appears with escorts. He may carry up to 3 good weapons, missile weapons, armours, garments, tools, edible items or junk items. He can hit to hurt you for 2d12 damage and hit to hurt you for 2d10 damage. The Clear hound (White 'Z') === Num:203 Lev:15 Rar:1 Spd:+0 Hp:20 Ac:30 Exp:6 A completely translucent hound. This animal is normally found on dungeon level 15 and moves at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 13.64 points for a 1st level character. It is threatening at its native depth. It can bash down doors and track you unerringly over land, but not through water. It is invisible. It is ever vigilant for intruders, which it may notice from 300 feet. It usually appears in groups. It can bite to hurt you for 1d9 damage and claw to hurt you for 2d3 damage. The Air hound (Green 'Z') === Num:239 Lev:15 Rar:4 Spd:+0 Hp:63 Ac:30 Exp:42 Swirling vapours surround this beast as it floats towards you, seemingly walking on air. Noxious gases sting your throat. This animal is normally found on dungeon level 15 and moves at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 95.45 points for a 1st level character. It is dangerous at its native depth. It may breathe poison; 1 time in 10. It can bash down doors, fly over obstacles and track you unerringly over land, but not through water. It is immune to poison. It resists blunt weapons. It is ever vigilant for intruders, which it may notice from 300 feet. It usually appears in groups. It can bite to hurt you for 1d12 damage and claw to hurt you for 3d3 damage. The Giant yellow |mouse|mouse|mice| (Yellow 'r') === Num:1039 Lev:15 Rar:4 Spd:+10 Hp:7 Ac:12 Exp:43 It is about four feet long with large teeth. This animal is normally found on dungeon level 15 and moves quickly. A kill of this creature is worth 97.73 points for a 1st level character. It is dangerous at its native depth. It breeds explosively. It takes quite a while to see intruders, which it may notice from 80 feet. It can bite to hurt you for 1d6 damage, bite to hurt and poison you for 1d6 damage and bite to eat your food. The Green ogre (Green 'O') === Num:1007 Lev:15 Rar:4 Spd:+0 Hp:94 Ac:33 Exp:44 A massive orc-like figure with green skin and powerful arms. This evil mix of orc and giant is normally found on dungeon level 15 and moves a bit erratically at normal speed, but is larger, older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 100.00 points for a 1st level character. It is dangerous at its native depth. It may create an arrow to hurt and poison you for 4d6 damage; 1 time in 4 and is also magical, casting spells which produce poison balls; 1 time in 5. It can open doors, bash down doors, pick up objects and track you over land, but not through water. It takes quite a while to see intruders, which it may notice from 200 feet. It usually appears in groups. It may carry a chest, weapon, missile weapon, armour, garment, tool, edible item, junk item or treasure. It can hit to batter you for 2d8 damage and hit to batter you for 2d8 damage. The Water vort|ex|ex|ices| (Light Teal 'v') === Num:253 Lev:15 Rar:2 Spd:+0 Hp:43 Ac:30 Exp:56 A spinning whirlpool of water. This creature is normally found on dungeon level 15 and moves somewhat erratically at normal speed, but is larger or faster deeper in the dungeon. Destruction of this creature is worth 127.27 points for a 1st level character. It is threatening at its native depth. ; 1 time in 5 and is also magical, casting spells which produce water balls; 1 time in 5. It can bash down doors, swim under water and communicate telepathically with its own kind. It is not detected by telepathy. It is hurt by water remover. It is immune to acid and blunt weapons. It resists water and blindness. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 1000 feet. It can envelope to blast you with water for 3d3 damage. The Baby bronze dragon (Light Umber 'd') === Num:574 Lev:15 Rar:2 Spd:+0 Hp:94 Ac:30 Exp:56 This hatchling dragon is still soft, its eyes unaccustomed to light and its scales a dull bronze. This evil dragon is normally found on dungeon level 15 and moves at normal speed. A kill of this creature is worth 127.27 points for a 1st level character. It is threatening at its native depth. It may breathe fire or confusion powerfully; 1 time in 12. It can bash down doors and track you over land, but not through water. It is immune to fire. It cannot be confused. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 precious metals. It can claw to hurt you for 1d3 damage, claw to hurt you for 1d3 damage and bite to hurt you for 1d5 damage. The Mirkwood wol|f|f|ves| (Light Teal 'C') === Num:754 Lev:15 Rar:4 Spd:+5 Hp:128 Ac:30 Exp:56 It is a huge wolf hailing from Mirkwood with eyes that glow with evil intelligence. This animal is normally found on dungeon level 15 and moves a bit erratically and quickly, but is larger or older deeper in the dungeon. A kill of this creature is worth 127.27 points for a 1st level character. It is dangerous at its native depth. It can bash down doors, can eat bodies to regain strength, climb on walls and ceilings and track you unerringly over land, but not through water. It tends to overlook intruders, which it may notice from 200 feet. It usually appears in groups. It can bite to hurt you for 1d6 damage, bite to hurt you for 1d6 damage and bite to hurt you for 1d6 damage. The Flayed skull (Light Red 's') === Num:1352 Lev:15 Rar:4 Spd:+0 Hp:51 Ac:30 Exp:56 A pack of skulls with the flesh torn from their bones, animated by necromantic spirits. This evil undead creature is normally found on dungeon level 15 and moves at normal speed, but is larger or faster deeper in the dungeon. Destruction of this creature is worth 127.27 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells intelligently which recover mana, blink-self or cause wounds; 1 time in 3. It can bash down doors and fly over obstacles. It is cold blooded. It is immune to cold and poison. It resists blindness and edged weapons. It cannot be frightened, confused, charmed or slept. It takes a while to see intruders, which it may notice from 300 feet. It usually appears in groups. It may carry a weapon, armour, adornment or treasure. It can bite to wound you for 2d3 damage and trample to reduce intelligence from you for 2d4 damage. The Forest wight (Green 'W') === Num:267 Lev:15 Rar:2 Spd:+0 Hp:51 Ac:30 Exp:57 It is a ghostly apparition with a humanoid form. This evil undead creature is normally found on dungeon level 15 and moves a bit erratically at normal speed , but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 129.55 points for a 1st level character. It is threatening at its native depth. It is magical, casting spells which drain mana or terrify; 1 time in 10. It can open doors and bash down doors. It is cold blooded. It is hurt by bright light. It is immune to cold and poison. It resists darkness. It cannot be confused, charmed or slept. It takes quite a while to see intruders, which it may notice from 200 feet. It may carry one or two weapons, armours, garments, adornments, magical devices, potions or treasures. It can hit to hurt you for 1d9 damage and touch to drain experience (by 20d6+) from you. The Giant gold frog (Yellow 'F') === Num:821 Lev:15 Rar:6 Spd:+0 Hp:30 Ac:24 Exp:57 It looks poisonous. This animal is normally found on dungeon level 15 and moves a bit erratically at normal speed. A kill of this creature is worth 129.55 points for a 1st level character. It is deadly at its native depth. It can bash down doors, can eat bodies to regain strength and swim under water . It breeds explosively. It is immune to poison. It tends to overlook intruders, which it may notice from 120 feet. It can bite to hurt and poison you for 5d4 damage. The Orc priest||ess|s| (Blue 'o') === Num:998 Lev:15 Rar:2 Spd:+0 Hp:112 Ac:36 Exp:58 An orc who is so bright she knows how to cast spells. This evil orc priest is normally found on dungeon level 15 and moves at normal speed, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 131.82 points for a 1st level character. She is threatening at her native depth. She is magical, casting spells which cure-self, blink-self, cause wounds, incur heroism or terrify; 1 time in 5. She can open doors, bash down doors and track you over land, but not through water. She resists darkness. She cannot be confused, charmed or slept. She takes quite a while to see intruders, which she may notice from 200 feet. She may carry a weapon, missile weapon, armour, garment, tool, edible item, junk item or treasure. She can hit to hurt you for 3d4 damage and hit to hurt you for 3d4 damage. The Knobble-stick (Magenta-Pink '~') === Num:1190 Lev:15 Rar:2 Spd:+10 Hp:25 Ac:15 Exp:58 A animated human femur painted bright florescent pink. It dances about you and hits you every time you make a mistake. This creature is normally found on dungeon level 15 and moves quickly, but is faster deeper in the dungeon. Destruction of this creature is worth 131.82 points for a 1st level character. It is threatening at its native depth. It is magical, casting spells intelligently which blink-self or teleport-self to; 1 time in 3. It can communicate telepathically with its own kind and easily evade blows and missiles. It must fly and cannot move underwater or through webs. It is cold blooded. It is not detected by telepathy. It is immune to lightning, cold and poison. It resists water, nether, blindness, teleportation and edged weapons. It cannot be stunned, frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 250 feet. It may carry a special object or treasure. It can hit to batter you for 1d7 damage. The Clay golem (Mud 'g') === Num:204 Lev:15 Rar:2 Spd:-10 Hp:60 Ac:30 Exp:59 It is a massive animated statue made out of hardened clay. This creature is normally found on dungeon level 15 and moves slowly, but is larger, faster or more powerful deeper in the dungeon. Destruction of this creature is worth 134.09 points for a 1st level character. It is threatening at its native depth. It is magical, casting spells which haste-self; 1 time in 7. It can bash down doors. It is cold blooded. It is not detected by telepathy. It is hurt by rock remover. It is immune to lightning, fire, cold and poison. It resists edged weapons. It cannot be frightened, confused, charmed, slept or cut. It is fairly observant of intruders, which it may notice from 120 feet. It can hit to hurt you for 1d8 damage and hit to hurt you for 1d8 damage. The Inquisitor (Red 'p') === Num:1254 Lev:15 Rar:3 Spd:+0 Hp:83 Ac:40 Exp:59 A priest in a blood-red robe with blade heated red-hot. This evil woman priest is normally found on dungeon level 15 and moves at normal speed, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 134.09 points for a 1st level character. She is dangerous at her native depth. She is magical, casting spells intelligently which produce acid bolts, produce fire bolts, produce frost bolts, recover mana, heal-self, cure-self, curse you, cause wounds, incur heroism, give resistance to the elements, probe your weaknesses or blind; 1 time in 2. She can carry a lite to see you, open doors and bash down doors. She needs lite to see you. She is fairly observant of intruders, which she may notice from 200 feet. She usually appears with a friend. She may carry one or two weapons, armours, garments, lites, adornments, written items, potions or edible items. She can hit to wound you for 5d5 damage. The Dweller on the threshold (Light Violet 'u') === Num:1350 Lev:15 Rar:2 Spd:+0 Hp:127 Ac:30 Exp:59 An arcane guardian with an appetite for mages. This evil demon is normally found on dungeon level 15 and moves at normal speed, but does not deign to chase intruders. Destruction of this creature is worth 134.09 points for a 1st level character. It is threatening at its native depth. It may gaze to petrify you for 4d4 damage, gaze to terrify you for 3d3 damage or gaze to confuse you for 3d3 damage and is also magical, casting spells which produce acid bolts, drain mana, summon a monster or terrify; 1 time in 4. It is immune to fire, cold and poison. It resists magical spells and the effects of rods, staffs and wands. It cannot be frightened, confused, charmed or slept. It takes a while to see intruders, which it may notice from 300 feet. It may carry a weapon, armour, written item or treasure. It can gaze to petrify you for 4d4 damage, gaze to terrify you for 3d3 damage and gaze to confuse you for 3d3 damage. The Mirkwood spider (Light Teal 'S') === Num:198 Lev:15 Rar:4 Spd:+10 Hp:38 Ac:25 Exp:60 A strong and powerful spider from Mirkwood forest. Cunning and evil, it seeks to taste your juicy insides. This evil insect is normally found on dungeon level 15 and moves quickly, but is larger deeper in the dungeon. A kill of this creature is worth 136.36 points for a 1st level character. It is dangerous at its native depth. It can bash down doors and climb on walls and ceilings. It is rarely detected by telepathy. It appears in a giant web. It is immune to poison. It pays little attention to intruders, which it may notice from 150 feet. It usually appears in groups. It can bite to hurt you for 1d8 damage, bite to hurt and poison you for 1d6 damage and bite to hurt and poison you for 1d6 damage. The Stone troll (Slate 'T') === Num:278 Lev:15 Rar:3 Spd:+0 Hp:116 Ac:40 Exp:60 She is a giant troll with scabrous black skin. This evil troll is normally found on dungeon level 15 and moves at normal speed, but is larger, older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 136.36 points for a 1st level character. She is dangerous at her native depth. She may throw a boulder at to hurt you for 2d10 damage; 1 time in 6. She can open doors, bash down doors, can eat bodies to regain strength and track you over land, but not through water. She is hurt by rock remover and bright light. She tends to overlook intruders, which she may notice from 200 feet. She usually appears with a friend. She may carry a chest, weapon, garment, edible item, junk item or treasure. She can hit to batter you for 3d7 damage and bite to hurt you for 1d10 damage. The Lost soul (Light Blue 'G') === Num:107 Lev:15 Rar:2 Spd:+0 Hp:9 Ac:10 Exp:61 It is almost insubstantial. This evil undead creature is normally found on dungeon level 15 and moves somewhat erratically at normal speed. Destruction of this creature is worth 138.64 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which teleport-self or drain mana; 1 time in 16. It can pass through walls, pick up objects and fly over obstacles. It is cold blooded. It is immune to cold and blunt weapons. It cannot be stunned, confused, charmed, slept or cut. It is fairly observant of intruders, which it may notice from 120 feet. It may carry one or two garments, tools, musical items, junk items or treasures. It can hit to hurt you for 2d9 damage and touch to reduce wisdom from you. The Night ogre (Deep Light Blue 'O') === Num:1008 Lev:15 Rar:4 Spd:+0 Hp:99 Ac:33 Exp:61 A massive orc-like figure with night blue skin and powerful arms. This evil mix of orc and giant is normally found on dungeon level 15 and moves a bit erratically at normal speed, but is larger, older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 138.64 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells which create darkness; 1 time in 5. It can open doors , bash down doors and track you over land, but not through water. It resists darkness. It takes quite a while to see intruders, which it may notice from 200 feet. It usually appears in groups. It may carry a chest, weapon, armour , garment, tool, edible item, junk item or treasure. It can hit to batter you for 2d8 damage and hit to hurt and poison you for 2d10 damage. The Zombified lion (Yellow 'z') === Num:1171 Lev:15 Rar:2 Spd:+10 Hp:67 Ac:24 Exp:61 How difficult is it to stop a lion that hunts beyond the grave? This evil undead animal is normally found on dungeon level 15 and moves quickly, but is larger, faster or more powerful deeper in the dungeon. Destruction of this creature is worth 138.64 points for a 1st level character. It is challenging at its native depth. It can bash down doors and can eat bodies to regain strength. It is cold blooded. It is rarely detected by telepathy. It is immune to poison. It cannot be frightened, charmed or slept. It takes a while to see intruders, which it may notice from 150 feet. It can bite to hurt and poison you for 1d9 damage and claw to wound you for 1d5 damage. The Skeleton naga (Green 's') === Num:1289 Lev:15 Rar:2 Spd:+0 Hp:37 Ac:40 Exp:61 A large skeleton serpent with the remainder of a female's torso. This evil undead creature is normally found on dungeon level 15 and moves a bit erratically at normal speed, but is larger deeper in the dungeon. Destruction of this creature is worth 138.64 points for a 1st level character. It is challenging at its native depth. It may spit to freeze you for 2d6 damage; 1 time in 9. It can bash down doors, pick up objects and swim under water. It is cold blooded. It is not detected by telepathy. It is immune to lightning, cold and poison. It resists blindness and edged weapons. It cannot be stunned, frightened, confused, charmed, slept or cut. It pays very little attention to intruders, which it may notice from 180 feet. It may carry a weapon, armour, adornment or treasure. It can crush to wound you for 1d8 damage and spit to freeze you for 2d6 damage. The Baby diamond dragon (Blue Slate 'd') === Num:759 Lev:15 Rar:2 Spd:+0 Hp:123 Ac:30 Exp:63 This hatchling dragon is still soft, its eyes unaccustomed to light and its scales a clear hue. This evil dragon is normally found on dungeon level 15 and moves at normal speed. A kill of this creature is worth 143.18 points for a 1st level character. It is challenging at its native depth. It may breathe frost or mana powerfully; 1 time in 10. It can bash down doors and track you over land, but not through water. It is cold blooded. It is immune to cold. It resists magical spells and the effects of rods, staffs and wands. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 gem stones. It can claw to hurt you for 1d4 damage, claw to hurt you for 1d4 damage and bite to hurt you for 1d6 damage. The Baby chromatic dragon (Violet 'd') === Num:1117 Lev:15 Rar:2 Spd:+0 Hp:113 Ac:30 Exp:63 This hatchling dragon is still soft, its eyes unaccustomed to light and its scales shimmering with hints of many different colours. This evil dragon is normally found on dungeon level 15 and moves at normal speed. A kill of this creature is worth 143.18 points for a 1st level character. It is challenging at its native depth. It may breathe lightning, fire or poison powerfully; 1 time in 12. It can bash down doors and track you over land, but not through water. It is immune to lightning, fire and poison. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 treasures. It can claw to hurt you for 1d4 damage, claw to hurt you for 1d4 damage and bite to hurt you for 1d6 damage. The Haunted helmet (Slate ']') === Num:1199 Lev:15 Rar:2 Spd:+10 Hp:84 Ac:25 Exp:63 A helmet filled with undead druj, glowing with magic and floating in thin air. This evil undead creature is normally found on dungeon level 15 and moves quickly, but is faster deeper in the dungeon and does not deign to chase intruders. Destruction of this creature is worth 143.18 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells intelligently which produce mana bolts, recover mana, create darkness, curse you, cause wounds, summon an undead or slow; 1 time in 1. It can communicate telepathically with its own kind. It is cold blooded. It is immune to fire, cold and poison. It resists blindness. It cannot be frightened, confused, charmed or slept. It is fairly observant of intruders, which it may notice from 200 feet. It may carry a special object or treasure. It can touch to confuse you for 3d3 damage. The Tiger (Orange 'f') === Num:166 Lev:15 Rar:2 Spd:+10 Hp:61 Ac:40 Exp:64 One of the largest of its species, a sleek orange and black shape creeps towards you, ready to pounce. This animal is normally found on dungeon level 15 and moves quickly, but is faster deeper in the dungeon. A kill of this creature is worth 145.45 points for a 1st level character. It is challenging at its native depth. It can bash down doors, can eat bodies to regain strength and track you over land, but not through water. It is ever vigilant for intruders, which it may notice from 400 feet. It can claw to wound you for 1d6 damage, claw to wound you for 1d6 damage and bite to wound you for 1d10 damage. The Griffon (Umber 'H') === Num:200 Lev:15 Rar:2 Spd:+0 Hp:131 Ac:15 Exp:65 A creature bearing the wings and head of an eagle on the body of a great lion. It builds its nests of gold, and guards them jealously. This animal is normally found on dungeon level 15 and moves at normal speed, but is larger or faster deeper in the dungeon. A kill of this creature is worth 147.73 points for a 1st level character. It is challenging at its native depth. It can bash down doors, can eat bodies to regain strength, fly over obstacles and track you over land, but not through water. It is fairly observant of intruders, which it may notice from 120 feet. It may carry up to 3 treasures. It can claw to wound you for 3d4 damage and peck to wound you for 2d6 damage. The Mirkwood ogre (Light Teal 'O') === Num:1009 Lev:15 Rar:2 Spd:+0 Hp:108 Ac:33 Exp:67 A massive orc-like figure with green skin and powerful arms. This evil mix of orc and giant is normally found on dungeon level 15 and moves a bit erratically at normal speed, but is larger, older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 152.27 points for a 1st level character. It is challenging at its native depth. It may create an arrow to hurt and poison you for 4d6 damage; 1 time in 5 and is also magical, casting spells which produce poison balls, create darkness or summon spiders; 1 time in 5. It can open doors, bash down doors, pick up objects, climb on walls and ceilings and track you over land, but not through water. It takes quite a while to see intruders, which it may notice from 200 feet. It may carry a chest, weapon, missile weapon, armour, garment, tool, edible item, junk item or treasure. It can hit to batter you for 2d8 damage and hit to hurt and poison you for 2d10 damage. The Giant glowing rat (Orange 'r') === Num:1043 Lev:16 Rar:2 Spd:+0 Hp:6 Ac:24 Exp:18 It is a rodent of unusual size. This animal is normally found on dungeon level 16 and moves a bit erratically at normal speed. A kill of this creature is worth 42.55 points for a 1st level character. It is challenging at its native depth. It may spit to electrify you for 2d6 damage; 1 time in 6. It can can eat bodies to regain strength. It lights up the surroundings. It breeds explosively. It is immune to lightning. It takes a while to see intruders, which it may notice from 80 feet. It can bite to electrify you for 2d6 damage and spit to electrify you for 2d6 damage. The Giant amethyst dragonfl|y|y|ies| (Violet 'I') === Num:912 Lev:16 Rar:2 Spd:+10 Hp:44 Ac:20 Exp:57 This glistening amethyst dragonfly seems to dart back and forth in time. This mix of dragon and insect is normally found on dungeon level 16 and moves extremely erratically and quickly, but is faster deeper in the dungeon. A kill of this creature is worth 134.73 points for a 1st level character. It is threatening at its native depth. It may breathe time; 1 time in 7. It can bash down doors. It must fly and cannot move underwater or through webs. It is rarely detected by telepathy. It is immune to acid. It tends to overlook intruders, which it may notice from 120 feet. It may carry a gem stone. It can bite to hurt you for 1d3 damage. The Half-ogre (Light Umber 'O') === Num:1013 Lev:16 Rar:4 Spd:+0 Hp:165 Ac:33 Exp:67 A giant half-human orc-like figure. This evil mix of man, orc and giant is normally found on dungeon level 16 and moves at normal speed, but is larger, older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 158.36 points for a 1st level character. It is dangerous at its native depth. It can carry a lite to see you, open doors, bash down doors and track you over land, but not through water. It needs lite to see you. It takes quite a while to see intruders, which it may notice from 200 feet. It usually appears in groups. It may carry a chest, weapon, armour, garment, tool, edible item, junk item or treasure. It can hit to batter you for 1d8 damage, hit to batter you for 1d8 damage and hit to batter you for 1d8 damage. The Giant brown tick (Umber 'S') === Num:552 Lev:16 Rar:2 Spd:+0 Hp:73 Ac:50 Exp:70 It is moving slowly towards you. This insect is normally found on dungeon level 16 and moves at normal speed. A kill of this creature is worth 165.45 points for a 1st level character. It is challenging at its native depth. It can bash down doors. It is rarely detected by telepathy. It is immune to poison. It takes a while to see intruders, which it may notice from 120 feet. It can bite to hurt and poison you for 2d6 damage and sting to blind you for 1d1 damage, doubled against eye monsters. The Black mamba (Light Dark 'J') === Num:155 Lev:16 Rar:2 Spd:+10 Hp:43 Ac:32 Exp:71 It has glistening black skin, a sleek body and highly venomous fangs. This animal is normally found on dungeon level 16 and moves somewhat erratically and quickly, but is larger deeper in the dungeon. A kill of this creature is worth 167.82 points for a 1st level character. It is challenging at its native depth. It may spit to hurt and poison you for 4d4 damage; 1 time in 4. It can bash down doors and can eat bodies to regain strength. It is immune to poison. It is vigilant for intruders, which it may notice from 100 feet. It can bite to hurt and poison you for 4d4 damage and spit to hurt and poison you for 4d4 damage. The Bright green jell|y|y|ies| (Light Green 'j') === Num:923 Lev:16 Rar:2 Spd:+10 Hp:207 Ac:1 Exp:71 It is smarter than your average jelly. This creature is normally found on dungeon level 16 and moves quickly, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 167.82 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which teleport-self, drain mana or summon a monster ; 1 time in 9. It can communicate telepathically with its own kind. It is not detected by telepathy. It is hurt by bright light. It resists blindness. It cannot be frightened, confused, charmed or slept. It pays very little attention to intruders, which it may notice from 20 feet. It can touch to dissolve you for 1d2 damage. The Killer bronze beetle (Light Umber 'K') === Num:951 Lev:16 Rar:2 Spd:+0 Hp:82 Ac:45 Exp:72 It is a giant beetle of scintillating appearance. This insect is normally found on dungeon level 16 and moves at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 170.18 points for a 1st level character. It is challenging at its native depth. It can bash down doors and fly over obstacles. It lights up the surroundings. It is rarely detected by telepathy. It is immune to fire. It cannot be confused. It takes quite a while to see intruders, which it may notice from 140 feet. It may carry one or two precious metals. It can bite to confuse you for 4d5 damage. The Giant pink scorpion (Magenta-Pink 'S') === Num:218 Lev:16 Rar:2 Spd:+5 Hp:45 Ac:44 Exp:73 It is fast and poisonous. This insect is normally found on dungeon level 16 and moves quickly. A kill of this creature is worth 172.55 points for a 1st level character. It is challenging at its native depth. It can bash down doors, climb on walls and ceilings and track you unerringly over land, but not through water. It is rarely detected by telepathy. It resists blindness. It takes a while to see intruders, which it may notice from 120 feet. It can bite to hurt you for 2d8 damage and sting to reduce strength and size from you for 2d8 damage. The Paladin (Slate 'p') === Num:581 Lev:16 Rar:2 Spd:+0 Hp:83 Ac:40 Exp:73 A warrior for a holy cause. Unfortunately, her godesssheshe This woman warrior priest is normally found on dungeon level 16 and moves at normal speed , but is older or more powerful deeper in the dungeon. A kill of this creature is worth 172.55 points for a 1st level character. She is challenging at her native depth. She is magical, casting spells which heal-self, cure-self, incur heroism, terrify, blind or slow; 1 time in 4. She can carry a lite to see you, open doors, bash down doors and pick up objects. She needs lite to see you. She takes quite a while to see intruders, which she may notice from 200 feet. She may carry one or two weapons, armours, garments, lites, adornments, written items, potions, edible items or treasures. She can hit to hurt you for 4d5 damage and hit to hurt you for 4d5 damage. The Killer brass beetle (Orange 'K') === Num:950 Lev:16 Rar:2 Spd:+0 Hp:81 Ac:55 Exp:73 It is a giant beetle with a shiny brass carapace. This insect is normally found on dungeon level 16 and moves a bit erratically at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 172.55 points for a 1st level character. It is challenging at its native depth. It may spit to dissolve you for 4d4 damage; 1 time in 9. It can bash down doors and fly over obstacles. It is rarely detected by telepathy. It is immune to acid . It takes quite a while to see intruders, which it may notice from 140 feet. It may carry one or two precious metals. It can bite to hurt you for 3d4 damage and spit to dissolve you for 4d4 damage. The Slinger (Deep Light Blue 't') === Num:1195 Lev:16 Rar:3 Spd:+0 Hp:123 Ac:15 Exp:73 A skilled and experienced slinger whipping missiles at you with deadly accuracy. This woman archer is normally found on dungeon level 16 and moves at normal speed, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 172.55 points for a 1st level character. She is dangerous at her native depth. She may create a shot to hurt you; 1 time in 1. She can open doors, bash down doors and pick up objects. She takes a while to see intruders, which she may notice from 200 feet. She usually appears with a friend. She may carry a weapon, missile weapon, garment, tool, lite, adornment, musical item, potion, edible item or treasure. She can hit to hurt you for 1d9 damage and hit to hurt you for 1d9 damage. The Sphinx (Mustard 'H') === Num:1354 Lev:16 Rar:2 Spd:+0 Hp:159 Ac:60 Exp:74 It will eat you if you cannot answer its riddle. This mix of man and animal is normally found on dungeon level 16 and moves at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 174.91 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells intelligently which recover mana, terrify or confuse; 1 time in 4. It can open doors, bash down doors, fly over obstacles and track you over land, but not through water. It takes a while to see intruders, which it may notice from 200 feet. It may carry one or two treasures. It can claw to hurt you for 2d6 damage and claw to hurt you for 2d6 damage. The Wererat (Deep Light Blue 'r') === Num:189 Lev:16 Rar:2 Spd:+5 Hp:89 Ac:10 Exp:75 A large rat with glowing red eyes. The wererat is a disgusting creature, relishing in filth and disease. This evil animal is normally found on dungeon level 16 and moves quickly, but is larger, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 177.27 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells intelligently which produce poison balls, produce frost bolts, blink-self or cause wounds; 1 time in 8. It can open doors and can eat bodies to regain strength. It is fairly observant of intruders, which it may notice from 100 feet. It may carry a treasure. It can bite to infect you with disease for 2d9 damage. The Acid hound (Slate 'Z') === Num:241 Lev:16 Rar:4 Spd:+0 Hp:63 Ac:30 Exp:75 Liquid footprints follow this hound as it pads around the dungeon. An acrid smell of acid rises from the dog's pelt. This animal is normally found on dungeon level 16 and moves at normal speed, but is larger deeper in the dungeon . A kill of this creature is worth 177.27 points for a 1st level character. It is dangerous at its native depth. It may breathe acid; 1 time in 10. It can bash down doors and track you unerringly over land, but not through water. It is immune to acid. It is ever vigilant for intruders, which it may notice from 300 feet. It usually appears in groups. It can bite to dissolve you for 2d8 damage, claw to hurt you for 3d3 damage and claw to hurt you for 3d3 damage. The Black eye (Light Dark 'e') === Num:588 Lev:16 Rar:2 Spd:+10 Hp:67 Ac:6 Exp:76 A huge disembodied eye. As you stare into the black nothingness of its pupil, you feel your will and vitality draining away, and are unable to do anything except approach it in horrified fascination. This evil creature is normally found on dungeon level 16 and moves quickly, but is larger or older deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 179.64 points for a 1st level character. It is challenging at its native depth. It may gaze to drain experience (by 10d6+) from you or gaze to drain experience (by 10d6+) from you; 1 time in 6 and is also magical, casting spells which teleport to or paralyze; 1 time in 6. It can communicate telepathically with its own kind. It must fly and cannot move underwater or through webs. It is hurt by bright light. It cannot be frightened. It is fairly observant of intruders, which it may notice from 20 feet. It can gaze to drain experience (by 10d6+) from you and gaze to drain experience (by 10d6+) from you. The Giant mottled termite (Orange 'a') === Num:692 Lev:16 Rar:3 Spd:+10 Hp:98 Ac:50 Exp:76 It looks like an ant, but with shorter legs and bigger fangs. It has a mottled well-camouflagued exoskeleton. This insect is normally found on dungeon level 16 and moves a bit erratically and quickly. A kill of this creature is worth 179.64 points for a 1st level character. It is dangerous at its native depth. It can bash down doors. It is invisible. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 140 feet. It usually appears with a friend. It can bite to hurt you for 2d10 damage. The Wrinkled mold (Light Slate 'm') === Num:977 Lev:16 Rar:2 Spd:+0 Hp:138 Ac:24 Exp:78 It is a strange wrinkled growth on the dungeon floor. This plant is normally found on dungeon level 16 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 184.36 points for a 1st level character. It is challenging at its native depth. It can communicate telepathically with its own kind. It is not detected by telepathy. It is immune to poison. It resists blindness. It cannot be stunned, frightened, confused, charmed, slept or cut. It tends to overlook intruders, which it may notice from 20 feet. It can touch to take you back in time for 3d4 damage and touch to take you back in time for 3d4 damage. [U] Ulfast, Son of Ulfang (Magenta-Pink 't') === Num:211 Lev:16 Rar:4 Spd:+0 Hp:313 Ac:40 Exp:430 A short and swarthy Easterling. This evil man warrior is normally found on dungeon level 16 and moves at normal speed. Killing this creature is worth 1016.36 points for a 1st level character. He is dangerous at his native depth. He can carry a lite to see you, open doors, bash down doors and pick up objects. He needs lite to see you. He takes quite a while to see intruders, which he may notice from 200 feet. He may carry a good weapon, garment, tool, lite, adornment, musical item, potion or edible item. He can hit to wound you for 3d5 damage, hit to wound you for 3d5 damage, hit to wound you for 3d5 damage and hit to wound you for 3d5 damage. The Wrinkled mushroom patch|||es| (Light Slate ',') === Num:656 Lev:17 Rar:1 Spd:+0 Hp:28 Ac:1 Exp:12 Yum! It looks quite tasty. This plant is normally found on dungeon level 17 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 29.45 points for a 1st level character. It is not threatening at its native depth. It may release spores to take you back in time for 3d9 damage and may grow ammunition ; 1 time in 9. It is not detected by telepathy. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 20 feet. It can release spores to take you back in time for 3d9 damage. The Brass dragon bat (Orange 'b') === Num:727 Lev:17 Rar:2 Spd:+20 Hp:13 Ac:28 Exp:16 It is a sharp-tailed bat, dripping in acid. This mix of animal and dragon is normally found on dungeon level 17 and moves somewhat erratically and very quickly, but is larger deeper in the dungeon. A kill of this creature is worth 39.27 points for a 1st level character. It is challenging at its native depth. It may breathe acid or disenchantment; 1 time in 4. It can bash down doors, can eat bodies to regain strength and fly over obstacles. It is immune to acid. It resists disenchantment. It tends to overlook intruders, which it may notice from 120 feet. It usually appears in groups. It can bite to dissolve you for 1d3 damage. The Homuncul|us|us|i| (Yellow 'u') === Num:201 Lev:17 Rar:2 Spd:+0 Hp:34 Ac:32 Exp:19 It is a small demonic spirit full of malevolence. This evil demon is normally found on dungeon level 17 and moves at normal speed, but is more powerful deeper in the dungeon. Destruction of this creature is worth 46.64 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which drain mana or curse you; 1 time in 4. It can open doors and bash down doors. It is immune to fire, cold and poison. It resists magical spells and the effects of rods, staffs and wands. It cannot be frightened. It takes quite a while to see intruders, which it may notice from 200 feet. It usually appears in groups. It can hit to remove enchantments from you for 1d2 damage and hit to hurt you for 1d10 damage. The Diseased mass (Teal 'w') === Num:1107 Lev:17 Rar:3 Spd:+0 Hp:36 Ac:12 Exp:47 A sickening mound of decaying flesh, bones, hands and so on. It seems to be growing. This evil undead creature is normally found on dungeon level 17 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. Destruction of this creature is worth 115.36 points for a 1st level character. It is dangerous at its native depth. It is cold blooded. It is not detected by telepathy. It breeds explosively. It is hurt by bright light. It is immune to cold and poison. It cannot be frightened, confused, charmed or slept. It is observant of intruders, which it may notice from 700 feet. It can touch to infect you with disease for 1d6 damage and touch to reduce constitution from you for 1d6 damage. The Undead mass (Mustard 'w') === Num:1337 Lev:17 Rar:3 Spd:+0 Hp:36 Ac:12 Exp:47 A sickening mound of decaying flesh, bones, hands and so on. It seems to be growing. This evil undead creature is normally found on dungeon level 17 and moves at normal speed, but is larger or more powerful deeper in the dungeon and does not deign to chase intruders. Destruction of this creature is worth 115.36 points for a 1st level character. It is dangerous at its native depth. It is cold blooded. It is not detected by telepathy. It breeds explosively. It is hurt by bright light. It is immune to cold and poison. It cannot be frightened, confused, charmed, slept or cut. It is observant of intruders, which it may notice from 700 feet. It can touch to infect you with disease for 1d6 damage and touch to reduce constitution from you for 1d6 damage. The Nether eye (Light Green 'e') === Num:794 Lev:17 Rar:1 Spd:+0 Hp:89 Ac:6 Exp:53 A disembodied eye, sucking life from the world. This creature is normally found on dungeon level 17 and moves at normal speed, but is larger or older deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 130.09 points for a 1st level character. It is threatening at its native depth. It may gaze to blast you with nether for 6d6 damage; 1 time in 7 and is also magical, casting spells which drain mana; 1 time in 7. It can communicate telepathically with its own kind. It must fly and cannot move underwater or through webs. It is hurt by bright light. It resists nether. It cannot be frightened. It is fairly observant of intruders, which it may notice from 20 feet. It can gaze to blast you with nether for 6d6 damage. The Giant ruby frog (Red 'F') === Num:815 Lev:17 Rar:5 Spd:+0 Hp:26 Ac:20 Exp:57 It looks poisonous. This animal is normally found on dungeon level 17 and moves a bit erratically at normal speed. A kill of this creature is worth 139.91 points for a 1st level character. It is deadly at its native depth. It may spit to reduce strength and size from you for 1d4 damage; 1 time in 7. It can bash down doors, can eat bodies to regain strength and swim under water . It breeds explosively. It tends to overlook intruders, which it may notice from 120 feet. It can bite to hurt and poison you for 3d4 damage and spit to reduce strength and size from you for 1d4 damage. The Baby brass dragon (Umber 'd') === Num:757 Lev:17 Rar:2 Spd:+0 Hp:94 Ac:30 Exp:61 This hatchling dragon is still soft, its eyes unaccustomed to light and its scales a pale brass. This evil dragon is normally found on dungeon level 17 and moves at normal speed. A kill of this creature is worth 149.73 points for a 1st level character. It is threatening at its native depth. It may breathe acid or disenchantment powerfully; 1 time in 12. It can bash down doors and track you over land, but not through water. It is immune to acid. It resists disenchantment. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 precious metals. It can claw to hurt you for 1d3 damage, claw to hurt you for 1d3 damage and bite to hurt you for 1d5 damage. The Uruk (Light Blue 'o') === Num:226 Lev:17 Rar:4 Spd:+0 Hp:144 Ac:50 Exp:75 A cunning orc of power, as tall as a man, and stronger. She fears little. This evil orc is normally found on dungeon level 17 and moves at normal speed, but is older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 184.09 points for a 1st level character. She is dangerous at her native depth. She may create an arrow to hurt you for 3d6 damage; 1 time in 8. She can open doors, bash down doors, pick up objects and track you over land, but not through water. She resists darkness. She takes a while to see intruders, which she may notice from 200 feet. She usually appears in groups. She may carry a weapon, missile weapon, armour, garment, tool, edible item, junk item or treasure. She can hit to hurt you for 3d5 damage and hit to hurt you for 3d5 damage. The Orc captain (Light Yellow 'o') === Num:206 Lev:17 Rar:2 Spd:+0 Hp:98 Ac:59 Exp:77 An armoured orc with an air of authority. This evil orc warrior is normally found on dungeon level 17 and moves at normal speed, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 189.00 points for a 1st level character. She is challenging at her native depth. She may create a crossbow bolt to hurt you for 3d7 damage; 1 time in 8. She can open doors, bash down doors and track you over land, but not through water. She resists darkness. She takes a while to see intruders, which she may notice from 200 feet. She usually appears with escorts. She may carry a weapon, missile weapon, armour, garment, tool, edible item, junk item or treasure. She can hit to hurt you for 3d5 damage, hit to hurt you for 3d5 damage and hit to hurt you for 3d5 damage. The Disenchanter worm mass|||es| (Light Purple 'w') === Num:430 Lev:17 Rar:6 Spd:+0 Hp:45 Ac:5 Exp:77 It is a strange mass of squirming worms. Magical energy crackles around its disgusting form. This insect is normally found on dungeon level 17 and moves somewhat erratically at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 189.00 points for a 1st level character. It is deadly at its native depth. It can bash down doors. It is rarely detected by telepathy. It breeds explosively. It is hurt by bright light. It is immune to lightning. It resists disenchantment, blindness, magical spells and the effects of rods, staffs and wands. It cannot be frightened. It is fairly observant of intruders, which it may notice from 70 feet. It can crawl to disenchant your armour and weapons for 1d8 damage. The Undead eye (Light Teal 'e') === Num:798 Lev:17 Rar:2 Spd:+0 Hp:147 Ac:6 Exp:77 A disembodied eye, with a dead stare. This evil undead creature is normally found on dungeon level 17 and moves at normal speed, but is larger or older deeper in the dungeon and does not deign to chase intruders. Destruction of this creature is worth 189.00 points for a 1st level character. It is challenging at its native depth. It may gaze to drain experience (by 20d6+) from you for 10d6 damage; 1 time in 7 and is also magical, casting spells which produce nether beams, drain mana or summon an undead; 1 time in 7. It can communicate telepathically with its own kind. It must fly and cannot move underwater or through webs. It is cold blooded. It is hurt by bright light. It is immune to cold and poison. It resists nether. It cannot be frightened. It is fairly observant of intruders, which it may notice from 20 feet. It can gaze to drain experience (by 20d6+) from you for 10d6 damage. The 2-headed hydra (Umber 'y') === Num:216 Lev:17 Rar:2 Spd:+0 Hp:176 Ac:60 Exp:79 A strange reptilian hybrid with two heads. This mix of animal and dragon is normally found on dungeon level 17 and moves at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 193.91 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which terrify; 1 time in 11. It can bash down doors, can eat bodies to regain strength and track you over land, but not through water. It resists blindness. It takes a while to see intruders, which it may notice from 200 feet. It may carry one or two treasures. It can bite to hurt you for 2d6 damage and bite to hurt you for 2d6 damage. The Baby emerald dragon (Light Green 'd') === Num:760 Lev:17 Rar:2 Spd:+0 Hp:123 Ac:30 Exp:79 This hatchling dragon is still soft, its eyes unaccustomed to light and its scales a clear emerald. This evil dragon is normally found on dungeon level 17 and moves at normal speed. A kill of this creature is worth 193.91 points for a 1st level character. It is challenging at its native depth. It may breathe poison or force powerfully; 1 time in 10. It can bash down doors and track you over land, but not through water. It is immune to poison. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 gem stones. It can claw to hurt you for 1d4 damage, claw to hurt you for 1d4 damage and bite to hurt you for 1d6 damage. The Screaming skull (Light Green 's') === Num:1110 Lev:17 Rar:3 Spd:+5 Hp:76 Ac:30 Exp:79 A flying skull possessed by a terrible spirit. This evil undead creature is normally found on dungeon level 17 and moves quickly, but is larger or faster deeper in the dungeon. Destruction of this creature is worth 193.91 points for a 1st level character. It is dangerous at its native depth. It may shriek to terrify you; 1 time in 3 and is also magical, casting spells intelligently which recover mana, blink-self or teleport to; 1 time in 3. It is cold blooded. It is immune to cold and poison. It resists blindness and edged weapons. It cannot be frightened, confused, charmed or slept. It takes quite a while to see intruders, which it may notice from 150 feet. It usually appears with a friend. It can bite to hurt and poison you for 1d6 damage and shriek to terrify you. The Lurker (White '^') === Num:188 Lev:17 Rar:2 Spd:+0 Hp:285 Ac:25 Exp:81 A strange creature that merges with the dungeon floor, trapping its victims by enveloping them within its perfectly disguised form. This creature is normally found on dungeon level 17 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 198.82 points for a 1st level character. It is challenging at its native depth. It is invisible. It is cold blooded. It is not detected by telepathy. It cannot be frightened, confused, charmed or slept. It is fairly observant of intruders, which it may notice from 300 feet. It can envelope to hurt you for 4d8 damage and envelope to hurt you for 4d8 damage. The Cold vort|ex|ex|ices| (White 'v') === Num:254 Lev:17 Rar:2 Spd:+0 Hp:43 Ac:30 Exp:81 A twisting whirlpool of frost. This creature is normally found on dungeon level 17 and moves somewhat erratically at normal speed, but is larger or faster deeper in the dungeon. Destruction of this creature is worth 198.82 points for a 1st level character. It is challenging at its native depth. and may breathe frost powerfully; 1 time in 5. It can bash down doors and communicate telepathically with its own kind. It is cold blooded. It is not detected by telepathy. It is immune to cold and blunt weapons. It resists blindness. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 1000 feet. It can envelope to freeze you for 3d3 damage. The Energy vort|ex|ex|ices| (Blue 'v') === Num:255 Lev:17 Rar:2 Spd:+0 Hp:43 Ac:30 Exp:81 A shimmering tornado of energy, sparks crackle along its length. This creature is normally found on dungeon level 17 and moves somewhat erratically at normal speed, but is larger or faster deeper in the dungeon. Destruction of this creature is worth 198.82 points for a 1st level character. It is challenging at its native depth. and may breathe lightning powerfully; 1 time in 2 and is also magical, casting spells which produce lightening beams; 1 time in 2. It can bash down doors, fly over obstacles and communicate telepathically with its own kind. It lights up the surroundings. It is not detected by telepathy. It is immune to lightning and blunt weapons. It resists plasma and blindness. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 1000 feet. It can envelope to electrify you for 3d3 damage. The Quasit (Orange 'u') === Num:212 Lev:17 Rar:2 Spd:+10 Hp:26 Ac:30 Exp:83 The chaotic evil master's favourite pet. This evil demon is normally found on dungeon level 17 and moves a bit erratically and quickly, but is more powerful deeper in the dungeon. Destruction of this creature is worth 203.73 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells intelligently which blink-self, teleport-self, give invisibility, teleport-self to, teleport to, push through floor or ceiling, terrify, blind or confuse; 1 time in 10. It can open doors and fly over obstacles. It is immune to lightning, fire, cold and poison. It resists magical spells and the effects of rods, staffs and wands. It takes a while to see intruders, which it may notice from 200 feet. It may carry one or two weapons, armours or written items. It can bite to reduce dexterity and agility from you for 1d6 damage, claw to hurt you for 1d3 damage and claw to hurt you for 1d3 damage. The Werebat (Deep Light Blue 'b') === Num:732 Lev:17 Rar:4 Spd:+20 Hp:88 Ac:15 Exp:83 It is a huge black bat with eyes that glow with intelligence. This evil animal is normally found on dungeon level 17 and moves somewhat erratically and very quickly, but is larger, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 203.73 points for a 1st level character. It is dangerous at its native depth. It can open doors, can eat bodies to regain strength, pick up objects and fly over obstacles. It pays very little attention to intruders, which it may notice from 50 feet. It usually appears in groups. It can bite to hurt you for 1d6 damage, bite to hurt you for 1d6 damage and bite to hurt you for 1d10 damage. The Fire vort|ex|ex|ices| (Red 'v') === Num:252 Lev:17 Rar:2 Spd:+0 Hp:43 Ac:30 Exp:85 A whirling maelstrom of fire. This creature is normally found on dungeon level 17 and moves somewhat erratically at normal speed, but is larger or faster deeper in the dungeon. Destruction of this creature is worth 208.64 points for a 1st level character. It is challenging at its native depth. and may breathe fire powerfully; 1 time in 5. It can bash down doors and communicate telepathically with its own kind. It lights up the surroundings. It is not detected by telepathy. It is immune to fire and blunt weapons. It resists lava, plasma and blindness. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 1000 feet. It can envelope to burn you for 3d3 damage. The Black wol|f|f|ves| (Light Dark 'C') === Num:752 Lev:17 Rar:4 Spd:+10 Hp:74 Ac:30 Exp:85 A large and muscled wolf from the eastern wastes. Its saliva dripscaustically and its fur is bileous with acid. This animal is normally found on dungeon level 17 and moves a bit erratically and quickly, but is larger or older deeper in the dungeon. A kill of this creature is worth 208.64 points for a 1st level character. It is dangerous at its native depth. It can bash down doors, can eat bodies to regain strength and track you unerringly over land, but not through water. It is immune to acid. It takes a while to see intruders, which it may notice from 300 feet. It usually appears in groups. It can bite to hurt you for 1d6 damage and bite to dissolve you for 1d6 damage . The White wraith (White 'W') === Num:288 Lev:17 Rar:2 Spd:+0 Hp:62 Ac:40 Exp:86 It is a tangible but ghostly form made of white fog. This evil undead creature is normally found on dungeon level 17 and moves at normal speed, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 211.09 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which incur wraithform, create darkness or terrify; 1 time in 6. It can open doors and bash down doors. It is cold blooded. It is hurt by bright light. It is immune to cold and poison . It cannot be confused, charmed or slept. It is fairly observant of intruders, which it may notice from 200 feet. It may carry one or two weapons , armours, garments, adornments, magical devices, potions or treasures. It can hit to hurt you for 1d12 damage and touch to drain experience (by 20d6+) from you. The Giant horned toad (Light Umber 'F') === Num:826 Lev:17 Rar:2 Spd:+0 Hp:43 Ac:32 Exp:86 It is ugly and covered in horned warts. This animal is normally found on dungeon level 17 and moves a bit erratically at normal speed. A kill of this creature is worth 211.09 points for a 1st level character. It is challenging at its native depth. It may spit to paralyze you for 2d4 damage; 1 time in 5 and is also magical, casting spells which haste-self, heal-self, cause mind blasting, summon monsters, terrify or blind; 1 time in 5. It can bash down doors and swim under water. It is immune to poison. It tends to overlook intruders, which it may notice from 120 feet. It can bite to hurt you for 4d4 damage and spit to paralyze you for 2d4 damage. The Carnivorous flying monkey (Light Red 'Y') === Num:1327 Lev:17 Rar:4 Spd:+0 Hp:87 Ac:20 Exp:86 It looks fantastic, yet frightening. This animal is normally found on dungeon level 17 and moves at normal speed. A kill of this creature is worth 211.09 points for a 1st level character. It is dangerous at its native depth. It may create a shot to hurt you for 2d5 damage; 1 time in 6. It can open doors, pick up objects, fly over obstacles, easily evade blows and missiles and track you over land, but not through water. It takes a while to see intruders, which it may notice from 300 feet. It usually appears in groups. It can claw to hurt you for 1d8 damage, claw to hurt you for 1d8 damage and bite to hurt you for 5d1 damage. The Nether worm mass|||es| (Light Green 'w') === Num:158 Lev:17 Rar:6 Spd:-5 Hp:57 Ac:15 Exp:87 It is a disgusting mass of dark worms, eating each other, the floor, the air, you.... This insect is normally found on dungeon level 17 and moves extremely erratically and slowly, but is larger deeper in the dungeon. A kill of this creature is worth 213.55 points for a 1st level character. It is deadly at its native depth. It can bash down doors. It is rarely detected by telepathy. It breeds explosively. It is hurt by bright light. It is immune to cold. It resists nether and blindness. It cannot be frightened. It is very observant of intruders, which it may notice from 100 feet. It can touch to drain experience (by 10d6+) from you. The Cloak mimic (Green '(') === Num:1343 Lev:17 Rar:2 Spd:+20 Hp:26 Ac:40 Exp:87 It resembles a normal cloak until some poor fool ventures too close! This creature is normally found on dungeon level 17 and moves very quickly, but is more powerful deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 213.55 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which teleport-self; 1 time in 10. It is cold blooded. It is not detected by telepathy. It is immune to lightning, cold and poison. It resists darkness. It cannot be frightened, confused, charmed, slept or cut. It is ever vigilant for intruders, which it may notice from 200 feet. It may carry a special object or treasure. It can hit to paralyze you for 5d5 damage and hit to terrify you for 5d5 damage. The Crying spirit (Violet 'G') === Num:858 Lev:17 Rar:2 Spd:+10 Hp:22 Ac:20 Exp:88 A ghostly apparition that cries horribly. This evil undead creature is normally found on dungeon level 17 and moves a bit erratically and quickly. Destruction of this creature is worth 216.00 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which teleport-self or terrify; 1 time in 12. It can pass through walls and fly over obstacles. It is invisible. It is cold blooded. It is immune to cold and blunt weapons. It cannot be stunned, confused, charmed, slept or cut. It is fairly observant of intruders, which it may notice from 140 feet. It may carry a garment, tool, musical item, junk item or treasure. It can touch to terrify you. The Killer gold beetle (Yellow 'K') === Num:952 Lev:17 Rar:2 Spd:+0 Hp:82 Ac:45 Exp:88 It is a giant beetle humming with noise. This insect is normally found on dungeon level 17 and moves at normal speed, but is larger deeper in the dungeon . A kill of this creature is worth 216.00 points for a 1st level character. It is challenging at its native depth. It can bash down doors and fly over obstacles. It lights up the surroundings. It is rarely detected by telepathy. It is immune to poison. It takes quite a while to see intruders, which it may notice from 140 feet. It may carry one or two precious metals. It can bite to batter you for 3d4 damage and crush to deafen you for 4d4 damage. The Skeletal lizard (Light Yellow 'R') === Num:1292 Lev:17 Rar:2 Spd:+10 Hp:32 Ac:65 Exp:89 It is a large animated lizard skeleton. This evil undead animal is normally found on dungeon level 17 and moves quickly, but is larger deeper in the dungeon. Destruction of this creature is worth 218.45 points for a 1st level character. It is challenging at its native depth. It can bash down doors and track you over land, but not through water. It is cold blooded. It is not detected by telepathy. It is immune to lightning, cold and poison. It resists blindness and edged weapons. It cannot be stunned, confused, charmed, slept or cut. It takes quite a while to see intruders, which it may notice from 150 feet. It can bite to wound you for 2d8 damage. [U] the Barrow-wight of Cardolan (Light Purple 'W') === Num:431 Lev:17 Rar:3 Spd:+0 Hp:76 Ac:40 Exp:110 Sent by the Witch-King of Angmar, this wight guards the tomb of the last prince of Cardolan. This evil undead creature is normally found on dungeon level 17 and moves at normal speed. Destroying this creature is worth 270.00 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells which create darkness, cause wounds, terrify or paralyze; 1 time in 6. It can open doors and bash down doors. It is cold blooded. It is hurt by bright light. It is immune to cold and poison. It resists darkness. It cannot be confused, charmed or slept. It is fairly observant of intruders, which it may notice from 200 feet. It may carry a good weapon, armour, garment, adornment, magical device, potion or treasure. It can hit to hurt you for 1d17 damage and touch to drain experience (by 40d6+) from you. It is a dungeon guardian, impeding your progress further. [U] the Great Grey Wolf (Slate 'C') === Num:1366 Lev:17 Rar:4 Spd:+10 Hp:214 Ac:60 Exp:490 Among all the wolves you have fought so far, this one stands head and shoulders above its kin. Its fetid breath cloys the air, choking you in terror, and your spells seem to slide off its coat as if it was somehow magically protected. This animal is normally found on dungeon level 17 and moves a bit erratically and quickly. Killing this creature is worth 1202.73 points for a 1st level character. It is dangerous at its native depth. It may howl to terrify you; 1 time in 6. It can bash down doors, can eat bodies to regain strength and track you unerringly over land, but not through water. It is immune to acid, cold and poison. It resists magical spells and the effects of rods, staffs and wands. It takes quite a while to see intruders, which it may notice from 600 feet. It usually appears with escorts. It can bite to hurt you for 2d5 damage, bite to hurt and poison you for 2d5 damage and howl to terrify you. It is a dungeon guardian, impeding your progress further. The Giant rotting jellyfish (Mustard 'j') === Num:1264 Lev:18 Rar:4 Spd:+10 Hp:85 Ac:30 Exp:84 It is a giant rotting jellyfish. This undead creature is normally found on dungeon level 18 and moves quickly. Destruction of this creature is worth 213.82 points for a 1st level character. It is dangerous at its native depth. It can communicate telepathically with its own kind. It must swim and cannot move out of water. It is not detected by telepathy. It is immune to cold and poison. It resists blindness. It cannot be frightened, confused, charmed or slept. It pays very little attention to intruders, which it may notice from 20 feet. It usually appears in groups. It can touch to eat your food for 2d3 damage and touch to reduce charisma from you for 2d3 damage. The |M|Wom||an-at-arms|||| (Blue Slate 't') === Num:261 Lev:18 Rar:2 Spd:+0 Hp:83 Ac:40 Exp:85 A well-armed warrior who moves with confidence. This woman warrior is normally found on dungeon level 18 and moves at normal speed, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 216.36 points for a 1st level character. She is challenging at her native depth. She may create a crossbow bolt to hurt you for 10d7 damage; 1 time in 5. She can carry a lite to see you, open doors, bash down doors and pick up objects. She needs lite to see you. She takes quite a while to see intruders, which she may notice from 200 feet. She may carry one or two weapons, missile weapons, garments, tools, lites, adornments, musical items, potions, edible items or treasures. She can hit to wound you for 6d5 damage and hit to wound you for 6d5 damage. The Haradrim warrior (Light Violet 't') === Num:1193 Lev:18 Rar:3 Spd:+0 Hp:83 Ac:40 Exp:85 A scarred warrior who moves with confidence. This evil woman warrior is normally found on dungeon level 18 and moves at normal speed, but is larger or older deeper in the dungeon. A kill of this creature is worth 216.36 points for a 1st level character. She is dangerous at her native depth. She may create a crossbow bolt to hurt you for 10d7 damage; 1 time in 5. She can carry a lite to see you, open doors, bash down doors and pick up objects. She needs lite to see you. She cannot be frightened. She takes quite a while to see intruders, which she may notice from 200 feet. She usually appears with a friend. She may carry one or two weapons, missile weapons, garments, tools, lites, adornments, musical items, potions, edible items or treasures. She can hit to wound you for 6d5 damage and hit to wound you for 6d5 damage. The Phase cat (Light Green 'f') === Num:809 Lev:18 Rar:2 Spd:+10 Hp:43 Ac:30 Exp:86 The cat who could walk through walls. This animal is normally found on dungeon level 18 and moves quickly, but is larger or older deeper in the dungeon. A kill of this creature is worth 218.91 points for a 1st level character. It is challenging at its native depth. It can bash down doors, pass through walls, can eat bodies to regain strength and track you over land, but not through water. It is ever vigilant for intruders, which it may notice from 400 feet. It can claw to wound you for 1d8 damage and claw to wound you for 1d8 damage. The Baby garnet dragon (Magenta-Pink 'd') === Num:1230 Lev:18 Rar:2 Spd:+0 Hp:123 Ac:30 Exp:86 This hatchling dragon is still soft, its eyes unaccustomed to light and its scales a pink hue. This evil dragon is normally found on dungeon level 18 and moves at normal speed. A kill of this creature is worth 218.91 points for a 1st level character. It is challenging at its native depth. It may breathe disease powerfully; 1 time in 10. It can bash down doors and track you over land, but not through water. It is cold blooded. It resists teleportation. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 gem stones. It can claw to hurt you for 1d4 damage, claw to hurt you for 1d4 damage and bite to hurt you for 1d6 damage. The Tengu (Light Pink 'u') === Num:145 Lev:18 Rar:2 Spd:+10 Hp:47 Ac:32 Exp:87 It is a fast-moving demon that blinks quickly in and out of existence; no other demon matches its teleporting mastery. This evil demon is normally found on dungeon level 18 and moves quickly, but is more powerful deeper in the dungeon . Destruction of this creature is worth 221.45 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which blink-self, teleport-self to or teleport to; 1 time in 3. It can bash down doors, fly over obstacles and easily evade blows and missiles. It is immune to acid and fire. It resists teleportation, magical spells and the effects of rods, staffs and wands. It cannot be frightened. It takes quite a while to see intruders, which it may notice from 200 feet. It can hit to hurt you for 1d8 damage. The Ice spirit (Deep Light Blue 'E') === Num:807 Lev:18 Rar:2 Spd:+10 Hp:71 Ac:42 Exp:88 A whirlpool of sentient ice. This evil creature is normally found on dungeon level 18 and moves quickly, but is larger or faster deeper in the dungeon. Destruction of this creature is worth 224.00 points for a 1st level character. It is challenging at its native depth. It can bash down doors. It is cold blooded. It is not detected by telepathy. It is immune to lightning, cold and poison. It resists blindness. It cannot be frightened, confused, charmed or slept. It tends to overlook intruders, which it may notice from 100 feet. It can hit to cover you with ice for 3d4 damage. The Sharpshooter (Mustard 't') === Num:1201 Lev:18 Rar:2 Spd:+0 Hp:181 Ac:18 Exp:89 A dangerous archer with a longbow and a quiver full of arrows. This woman archer is normally found on dungeon level 18 and moves at normal speed, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 226.55 points for a 1st level character. She is challenging at her native depth. She may create an arrow to hurt you; 1 time in 1. She can open doors, bash down doors and pick up objects. She takes a while to see intruders, which she may notice from 200 feet. She may carry one or two weapons, missile weapons, armours, garments, lites, adornments, written items, potions, edible items or treasures. She can hit to hurt you for 1d8 damage and hit to hurt you for 1d8 damage. The Ring mimic (White '=') === Num:313 Lev:18 Rar:2 Spd:+10 Hp:159 Ac:60 Exp:91 A strange creature that disguises itself as a discarded ring to lure unsuspecting adventurers within reach of its venomous claws. This creature is normally found on dungeon level 18 and moves quickly, but is faster or more powerful deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 231.64 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which produce acid bolts, produce lightning bolts, produce fire bolts, produce frost bolts, cause wounds, summon a monster, cause amnesia, terrify, blind or confuse; 1 time in 4. It is cold blooded. It is not detected by telepathy. It cannot be frightened, confused, charmed or slept. It pays very little attention to intruders, which it may notice from 300 feet. It may carry a special object or treasure. It can hit to poison you for 3d9 damage and hit to poison you for 3d9 damage. The Harpy (Light Dark 'H') === Num:886 Lev:18 Rar:4 Spd:+30 Hp:28 Ac:11 Exp:91 A brazen-clawed bird with a woman's face, fast as the wind, capable of turning banquets into foul-smelling scraps in the twinkling of an eye. This creature is normally found on dungeon level 18 and moves incredibly quickly, but is larger or faster deeper in the dungeon. A kill of this creature is worth 231.64 points for a 1st level character. She is dangerous at her native depth. She is magical, casting spells intelligently which teleport-self to; 1 time in 12. She can fly over obstacles, easily evade blows and missiles and track you over land, but not through water. She is ever vigilant for intruders, which she may notice from 300 feet. She usually appears in groups. She can claw to eat your food for 1d1 damage and claw to eat your food for 1d1 damage. The Grave wight (Blue 'W') === Num:324 Lev:18 Rar:2 Spd:+5 Hp:60 Ac:50 Exp:92 It is a ghostly form with eyes that haunt you. This evil undead creature is normally found on dungeon level 18 and moves a bit erratically and quickly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 234.18 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which create darkness, cause wounds or terrify; 1 time in 6. It can open doors and bash down doors. It is cold blooded. It is hurt by bright light. It is immune to cold and poison. It resists darkness. It cannot be confused, charmed or slept. It takes quite a while to see intruders, which it may notice from 200 feet. It may carry one or two weapons, armours, garments, adornments, magical devices or potions. It can hit to hurt you for 1d7 damage, hit to hurt you for 1d7 damage and touch to drain experience (by 20d6+) from you. The Giant green jellyfish (Green 'j') === Num:1259 Lev:18 Rar:4 Spd:+10 Hp:99 Ac:1 Exp:92 It is a giant jellyfish glowing with pulsing green lights. This creature is normally found on dungeon level 18 and moves quickly. A kill of this creature is worth 234.18 points for a 1st level character. It is dangerous at its native depth. It can communicate telepathically with its own kind. It must swim and cannot move out of water. It lights up the surroundings. It is not detected by telepathy. It is immune to acid. It resists blindness. It cannot be frightened, confused, charmed or slept. It pays very little attention to intruders, which it may notice from 20 feet. It usually appears in groups. It can touch to dissolve you for 1d5 damage. The Forest ogre (Light Green 'O') === Num:1012 Lev:18 Rar:4 Spd:+0 Hp:141 Ac:33 Exp:93 A giant, primative orc-like figure with an awesomely muscled frame. This evil mix of orc and giant is normally found on dungeon level 18 and moves at normal speed, but is larger, older, more powerful or specialised deeper in the dungeon . A kill of this creature is worth 236.73 points for a 1st level character. It is dangerous at its native depth. It can open doors, bash down doors and track you over land, but not through water. It is immune to poison. It takes quite a while to see intruders, which it may notice from 200 feet. It usually appears in groups. It may carry a chest, weapon, armour, garment, tool, edible item, junk item or treasure. It can hit to batter you for 3d8 damage and bite to wound you for 2d8 damage. The Magpie (Light Slate 'B') === Num:1345 Lev:18 Rar:3 Spd:+10 Hp:41 Ac:20 Exp:94 This piebald bird has evil-looking eyes and a sharp beak, which it aims at your eyes as it flies at you! This evil animal is normally found on dungeon level 18 and moves quickly, but is larger or older deeper in the dungeon. A kill of this creature is worth 239.27 points for a 1st level character. It is dangerous at its native depth. It can bash down doors, pick up objects and fly over obstacles. It takes a while to see intruders, which it may notice from 120 feet. It usually appears with a friend. It can peck to blind you for 1d10 damage, doubled against eye monsters and peck to blind you for 1d10 damage, doubled against eye monsters. The Chill (Light Blue 'G') === Num:836 Lev:18 Rar:2 Spd:+10 Hp:21 Ac:19 Exp:95 It is a chilling, ghostly form. This evil undead creature is normally found on dungeon level 18 and moves somewhat erratically and quickly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 241.82 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which produce frost bolts; 1 time in 12. It can pass through walls and fly over obstacles. It is cold blooded. It is hurt by bright light. It is immune to cold, poison and blunt weapons. It cannot be stunned, confused, charmed, slept or cut. It is fairly observant of intruders, which it may notice from 120 feet. It may carry a garment, tool , musical item, junk item or treasure. It can touch to terrify you and claw to freeze you for 1d4 damage. The Ghostly wol|f|f|ves| (White 'C') === Num:1284 Lev:18 Rar:4 Spd:+10 Hp:27 Ac:30 Exp:95 The outline of a wolf, howling and snapping at unseen horrors. This undead animal is normally found on dungeon level 18 and moves a bit erratically and quickly, but is larger deeper in the dungeon. Destruction of this creature is worth 241.82 points for a 1st level character. It is dangerous at its native depth. It can bash down doors, can eat bodies to regain strength and track you unerringly over land, but not through water. It is cold blooded. It is rarely detected by telepathy. It is immune to cold, poison and blunt weapons. It takes a while to see intruders, which it may notice from 300 feet. It usually appears in groups. It can bite to hurt you for 1d6 damage and bite to freeze you for 1d6 damage. The Moaning spirit (Umber 'G') === Num:167 Lev:18 Rar:2 Spd:+10 Hp:22 Ac:20 Exp:96 A ghostly apparition that shrieks horribly. This evil undead creature is normally found on dungeon level 18 and moves a bit erratically and quickly. Destruction of this creature is worth 244.36 points for a 1st level character. It is challenging at its native depth. It may wail to terrify you; 1 time in 16 and is also magical, casting spells which teleport-self or terrify; 1 time in 16. It can pass through walls and fly over obstacles. It is invisible. It is cold blooded. It is immune to cold. It cannot be stunned, confused, charmed, slept or cut. It is fairly observant of intruders, which it may notice from 140 feet. It may carry one or two garments, tools, musical items, junk items or treasures. It can wail to terrify you and touch to reduce dexterity and agility from you for 1d8 damage. The Guardian naga (Light Violet 'n') === Num:192 Lev:18 Rar:2 Spd:+0 Hp:126 Ac:65 Exp:96 A armed and armoured woman of remarkable beauty, with the lower body of a great steel-clad serpent. Her four arms bear weapons of ancient make, and from ancient days has she guarded her trove. This evil warrior is normally found on dungeon level 18 and moves a bit erratically at normal speed, but is larger or older deeper in the dungeon. A kill of this creature is worth 244.36 points for a 1st level character. She is challenging at her native depth. She may create a spike to hurt you for 10d5 damage; 1 time in 7 and is also magical, casting spells which terrify or slow; 1 time in 7. She can open doors, bash down doors and swim under water. She resists nexus. She pays very little attention to intruders, which she may notice from 200 feet. She may carry up to 3 written items, potions or treasures. She can hit to wound you for 3d10 damage and crush to batter you for 3d10 damage. The Mummified soldier (Light Umber 'z') === Num:1101 Lev:18 Rar:2 Spd:+5 Hp:77 Ac:35 Exp:96 It is a human figure clothed in wrappings. A malevolent light glows from where its eyes should be. This evil undead warrior is normally found on dungeon level 18 and moves quickly, but is larger or more powerful deeper in the dungeon. Destruction of this creature is worth 244.36 points for a 1st level character. It is challenging at its native depth. It can open doors and bash down doors. It is cold blooded. It is not detected by telepathy. It is immune to cold and poison. It cannot be frightened, confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry a weapon, armour, adornment or magical device. It can hit to infect you with disease for 2d4 damage, hit to infect you with disease for 2d4 damage and touch to poison you for 1d4 damage. The Imp (Green 'u') === Num:213 Lev:18 Rar:2 Spd:+10 Hp:26 Ac:30 Exp:97 The lawful evil master's favourite pet. This evil demon is normally found on dungeon level 18 and moves a bit erratically and quickly, but is more powerful deeper in the dungeon. Destruction of this creature is worth 246.91 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells intelligently which blink-self, teleport-self, give invisibility, teleport-self to, teleport to, push through floor or ceiling, terrify, blind or confuse; 1 time in 10. It can open doors and fly over obstacles. It is cold blooded. It is immune to acid, lightning, fire and cold. It resists magical spells and the effects of rods, staffs and wands. It takes a while to see intruders, which it may notice from 200 feet. It may carry one or two weapons, armours or written items. It can hit to hurt and poison you for 3d4 damage and hit to hurt and poison you for 3d4 damage. The Creeping mithril coins|||| (Light Blue '$') === Num:175 Lev:18 Rar:2 Spd:+0 Hp:81 Ac:50 Exp:98 It appears to be a pile of sentient mithril coins that doesn't like being picked up. This creature is normally found on dungeon level 18 and moves at normal speed. A kill of this creature is worth 249.45 points for a 1st level character. It is challenging at its native depth. It can bash down doors. It is cold blooded. It is immune to acid, fire, cold and poison. It resists blindness. It cannot be confused, charmed or slept. It is fairly observant of intruders, which it may notice from 50 feet. It may carry up to 5 precious metals. It can hit to batter you for 4d5 damage and touch to remove enchantments from you. The Hummerhorn (Light Yellow 'I') === Num:210 Lev:18 Rar:5 Spd:+5 Hp:25 Ac:14 Exp:98 A giant buzzing wasp, its stinger drips venom. This insect is normally found on dungeon level 18 and moves extremely erratically and quickly, but is larger deeper in the dungeon. A kill of this creature is worth 249.45 points for a 1st level character. It is deadly at its native depth. It can fly over obstacles. It is rarely detected by telepathy. It breeds explosively. It is fairly observant of intruders, which it may notice from 80 feet. It can sting to hurt and poison you for 2d2 damage and bite to confuse you for 2d2 damage. The Cadaver (Orange 'z') === Num:1100 Lev:18 Rar:2 Spd:+0 Hp:92 Ac:20 Exp:98 A walking corpse, it bears the marks of many horrific experiments conducted upon it by nameless necromancers. This evil undead creature is normally found on dungeon level 18 and moves at normal speed, but is larger deeper in the dungeon. Destruction of this creature is worth 249.45 points for a 1st level character. It is challenging at its native depth. It can bash down doors and can eat bodies to regain strength. It is cold blooded. It is not detected by telepathy. It is hurt by bright light. It is immune to cold and poison. It cannot be frightened, confused, charmed or slept. It takes a while to see intruders, which it may notice from 350 feet. It may carry a weapon, armour, adornment, magical device or treasure. It can bite to infect you with disease for 6d2 damage, hit to infect you with disease for 3d3 damage and hit to infect you with disease for 3d3 damage. The Dwarf high priest||ess|s| (White 'h') === Num:1194 Lev:18 Rar:3 Spd:+0 Hp:171 Ac:28 Exp:98 A stocky, white-bearded dwarf with a pious but haughty expression. Stauch is she to defend the temples of her people; to her, all intruders are enemies. This evil priest is normally found on dungeon level 18 and moves at normal speed, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 249.45 points for a 1st level character. She is dangerous at her native depth. She is magical, casting spells intelligently which produce balls of light, heal-self, cure-self, incur heroism, terrify, blind or paralyze; 1 time in 3. She can open doors, bash down doors and pick up objects . She resists blindness. She takes quite a while to see intruders, which she may notice from 200 feet. She usually appears with a friend. She may carry one or two weapons, missile weapons, armours, garments, tools, lites, written items, potions, edible items or treasures. She can hit to hurt you for 3d5 damage and hit to hurt you for 3d5 damage. [U] Nar, the Dwarf (Yellow 'h') === Num:215 Lev:18 Rar:5 Spd:+0 Hp:387 Ac:70 Exp:710 The friend and companion of the dwarven king Thror, he went mad with grief after Thror's death at the hands of Azog the Orc. With torn beard and ragged clothes, he seems to have fixed on you as a convenient target to vent his anger. This dwarf is normally found on dungeon level 18 and moves at normal speed. Killing this creature is worth 1807.27 points for a 1st level character. He is dangerous at his native depth. He is magical, casting spells which heal-self, cause mind blasting, blind or confuse; 1 time in 5. He can open doors and bash down doors. He is immune to fire, cold and poison. He resists blindness. He cannot be confused, charmed or slept. He takes a while to see intruders, which he may notice from 250 feet. He may carry one or two good weapons, missile weapons, armours, garments, tools, lites, written items, potions or edible items. He can hit to hurt you for 3d5 damage, hit to hurt you for 3d5 damage, hit to hurt you for 3d5 damage and hit to hurt you for 3d5 damage. It is a dungeon guardian, impeding your progress further. The Baby sapphire dragon (Light Blue 'd') === Num:761 Lev:19 Rar:2 Spd:+0 Hp:123 Ac:30 Exp:85 This hatchling dragon is still soft, its eyes unaccustomed to light and its scales a clear sapphire. This evil dragon is normally found on dungeon level 19 and moves at normal speed. A kill of this creature is worth 224.09 points for a 1st level character. It is challenging at its native depth. It may breathe lightning or gravity powerfully; 1 time in 10. It can bash down doors and track you over land, but not through water. It is immune to lightning. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 gem stones. It can claw to hurt you for 1d4 damage, claw to hurt you for 1d4 damage and bite to hurt you for 1d6 damage. The Baby ruby dragon (Purple 'd') === Num:762 Lev:19 Rar:2 Spd:+0 Hp:123 Ac:30 Exp:85 This hatchling dragon is still soft, its eyes unaccustomed to light and its scales a clear ruby. This evil dragon is normally found on dungeon level 19 and moves at normal speed. A kill of this creature is worth 224.09 points for a 1st level character. It is challenging at its native depth. It may breathe fire or inertia powerfully; 1 time in 10. It can bash down doors and track you over land, but not through water. It is immune to fire. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 gem stones. It can claw to hurt you for 1d4 damage, claw to hurt you for 1d4 damage and bite to hurt you for 1d6 damage. The Ghoulish soul (Green 'G') === Num:852 Lev:19 Rar:2 Spd:+5 Hp:49 Ac:10 Exp:95 It is almost insubstantial. This evil undead creature is normally found on dungeon level 19 and moves somewhat erratically and quickly. Destruction of this creature is worth 250.45 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which teleport-self or drain mana; 1 time in 7. It can pass through walls, pick up objects and fly over obstacles. It is cold blooded. It is immune to cold and blunt weapons. It cannot be stunned, confused, charmed, slept or cut. It takes a while to see intruders, which it may notice from 120 feet. It may carry one or two garments, tools, musical items, junk items or treasures. It can hit to hurt you for 2d3 damage and touch to infect you with disease. The Carrion crawler (Orange 'c') === Num:281 Lev:19 Rar:4 Spd:+0 Hp:120 Ac:40 Exp:96 A hideous centipede covered in slime and with glowing tentacles around its head. This undead insect is normally found on dungeon level 19 and moves a bit erratically at normal speed, but is larger deeper in the dungeon. Destruction of this creature is worth 253.09 points for a 1st level character. It is dangerous at its native depth. It can bash down doors, climb on walls and ceilings and dig through earth and rubble. It is rarely detected by telepathy. It is immune to poison. It is fairly observant of intruders, which it may notice from 150 feet. It usually appears in groups. It can sting to paralyze you for 2d13 damage. The Eye of chaos (Light Purple 'e') === Num:799 Lev:19 Rar:2 Spd:+0 Hp:156 Ac:6 Exp:96 A disembodied eye, surrounded by chaotic energies. This evil creature is normally found on dungeon level 19 and moves at normal speed, but is larger, faster or older deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 253.09 points for a 1st level character. It is challenging at its native depth. It may gaze to blast you with chaos for 11d6 damage; 1 time in 3 and is also magical, casting spells which produce chaos balls or drain mana; 1 time in 3. It can communicate telepathically with its own kind. It must fly and cannot move underwater or through webs. It is hurt by bright light. It cannot be frightened. It is fairly observant of intruders, which it may notice from 20 feet. It can gaze to blast you with chaos for 11d6 damage. The Wood elf enchant|er|ress|ers| (Blue 'l') === Num:1275 Lev:19 Rar:2 Spd:+5 Hp:106 Ac:10 Exp:97 A elven spell caster of some power, weaving illusions and enchantments to beguile and frustrate you. This evil elf mage is normally found on dungeon level 19 and moves quickly, but is older or more powerful deeper in the dungeon . A kill of this creature is worth 255.73 points for a 1st level character. She is challenging at her native depth. She is magical, casting spells intelligently which haste-self, recover mana, blink-self, teleport-self, give invisibility, create darkness, cause hallucinations, blind, confuse, slow or paralyze; 1 time in 2. She can carry a lite to see you and open doors. She needs lite to see you. She resists lite. She is fairly observant of intruders, which she may notice from 200 feet. She may carry one or two weapons, missile weapons, garments, lites, adornments, written items, musical items, potions, edible items or treasures. She can hit to hurt you for 5d4 damage. The Cave ogre (Blue Slate 'O') === Num:287 Lev:19 Rar:3 Spd:+0 Hp:141 Ac:33 Exp:100 A giant orc-like figure with an awesomely muscled frame. This evil mix of orc and giant is normally found on dungeon level 19 and moves at normal speed, but is larger, older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 263.64 points for a 1st level character. It is dangerous at its native depth. It can open doors, bash down doors and track you over land, but not through water. It takes quite a while to see intruders, which it may notice from 200 feet. It usually appears with a friend. It may carry a chest, weapon, armour, garment, tool, edible item, junk item or treasure. It can hit to batter you for 3d8 damage and hit to batter you for 3d8 damage. The Giant firefly (Light Red 'I') === Num:593 Lev:19 Rar:5 Spd:+10 Hp:27 Ac:18 Exp:100 Clouds of these monsters light up the dungeon - so brightly that you can barely see through them. This insect is normally found on dungeon level 19 and moves extremely erratically and quickly. A kill of this creature is worth 263.64 points for a 1st level character. It is deadly at its native depth. It must fly and cannot move underwater or through webs. It lights up the surroundings. It is rarely detected by telepathy. It breeds explosively. It is fairly observant of intruders, which it may notice from 80 feet. It can bite to blind you for 1d2 damage, doubled against eye monsters. The Hidden tracker (Yellow 'E') === Num:802 Lev:19 Rar:2 Spd:+10 Hp:72 Ac:37 Exp:100 It is impossible to define its form but it hunts you fearlessly. This evil creature is normally found on dungeon level 19 and moves somewhat erratically and quickly, but is faster or more powerful deeper in the dungeon. Destruction of this creature is worth 263.64 points for a 1st level character. It is challenging at its native depth. It can open doors and bash down doors. It is invisible. It is cold blooded. It is not detected by telepathy. It is immune to acid, lightning and poison. It cannot be frightened, confused, charmed or slept. It takes quite a while to see intruders, which it may notice from 160 feet. It can hit to hurt you for 2d6 damage, hit to hurt you for 2d6 damage and hit to hurt you for 2d6 damage. The Brigand (Light Red 't') === Num:150 Lev:19 Rar:2 Spd:+5 Hp:103 Ac:32 Exp:110 She is eyeing your backpack. This evil woman thief is normally found on dungeon level 19 and moves quickly, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 290.00 points for a 1st level character. She is challenging at her native depth. She may create a shot to hurt you for 4d5 damage; 1 time in 5 and is also magical, casting spells intelligently which teleport-self or create darkness; 1 time in 5. She can carry a lite to see you, open doors, bash down doors, pick up objects and hide in unusual places. She needs lite to see you. She is fairly observant of intruders, which she may notice from 200 feet. She may carry one or two weapons, missile weapons, garments, tools, lites, adornments, musical items, potions, edible items or treasures. She can hit to hurt you for 2d8 damage, hit to hurt you for 2d8 damage and touch to steal items from you. The Baby multi-hued dragon (Violet 'd') === Num:151 Lev:19 Rar:2 Spd:+0 Hp:123 Ac:30 Exp:110 This hatchling dragon is still soft, its eyes unaccustomed to light and its scales shimmering with hints of many different colours and shades. This evil dragon is normally found on dungeon level 19 and moves at normal speed. A kill of this creature is worth 290.00 points for a 1st level character. It is challenging at its native depth. It may breathe acid, lightning, fire, frost or poison powerfully; 1 time in 12. It can bash down doors and track you over land, but not through water. It is immune to acid, lightning, fire, cold and poison. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 treasures. It can claw to hurt you for 1d4 damage, claw to hurt you for 1d4 damage and bite to hurt you for 1d6 damage. The Giant grey scorpion (Slate 'S') === Num:358 Lev:19 Rar:2 Spd:+10 Hp:171 Ac:50 Exp:110 It is a giant grey scorpion. It looks poisonous. This insect is normally found on dungeon level 19 and moves quickly. A kill of this creature is worth 290.00 points for a 1st level character. It is challenging at its native depth. It can bash down doors and track you unerringly over land, but not through water. It is rarely detected by telepathy. It resists blindness. It takes quite a while to see intruders, which it may notice from 120 feet. It can bite to hurt you for 1d6 damage and sting to hurt and poison you for 1d4 damage. The Ranger (Green 'q') === Num:580 Lev:19 Rar:2 Spd:+0 Hp:83 Ac:40 Exp:110 A warrior who is at one with nature. A master of both bow and sword, with minor spellcasting skills, and animals come to do her bidding. This woman warrior mage is normally found on dungeon level 19 and moves at normal speed, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 290.00 points for a 1st level character. She is challenging at her native depth. She may create an arrow to hurt you for 5d6 damage; 1 time in 1 and is also magical, casting spells which produce lightning bolts, produce frost bolts, cure-self or blink-self; 1 time in 4. She can carry a lite to see you, open doors, bash down doors and pick up objects. She needs lite to see you. She takes quite a while to see intruders, which she may notice from 200 feet. She may carry one or two weapons, missile weapons, garments, lites, adornments, magical devices, written items, potions, edible items or treasures . She can hit to hurt you for 5d4 damage and hit to hurt you for 5d4 damage. The Bitter soul (Blue 'G') === Num:850 Lev:19 Rar:2 Spd:+0 Hp:33 Ac:10 Exp:110 It chills you bitter cold. This evil undead creature is normally found on dungeon level 19 and moves somewhat erratically at normal speed. Destruction of this creature is worth 290.00 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which teleport-self or drain mana; 1 time in 10. It can pass through walls, pick up objects and fly over obstacles. It is cold blooded. It is immune to cold and blunt weapons. It cannot be stunned, confused, charmed, slept or cut. It takes a while to see intruders, which it may notice from 120 feet. It may carry one or two garments, tools, musical items, junk items or treasures. It can hit to hurt you for 2d4 damage and touch to freeze you for 2d4 damage. The Giant ebony scorpion (Light Dark 'S') === Num:1052 Lev:19 Rar:2 Spd:+10 Hp:67 Ac:25 Exp:110 A gleaming black scorpion as large as a lion, with a pulsating stinger and two great deadly claws. This insect is normally found on dungeon level 19 and moves quickly. A kill of this creature is worth 290.00 points for a 1st level character. It is challenging at its native depth. It can bash down doors and track you unerringly over land, but not through water. It is rarely detected by telepathy. It resists blindness. It takes quite a while to see intruders, which it may notice from 200 feet. It can claw to hurt you for 1d11 damage, claw to hurt you for 1d11 damage and sting to hurt and poison you for 3d4 damage. The Dzoo-noo-qua (Teal 'T') === Num:1099 Lev:19 Rar:2 Spd:+0 Hp:94 Ac:50 Exp:110 Once a normal troll, he has become even more horridly deformed by a magical disease. This evil troll is normally found on dungeon level 19 and moves at normal speed, but is larger, older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 290.00 points for a 1st level character. He is challenging at his native depth. He can open doors, bash down doors and track you over land, but not through water. He is rarely detected by telepathy. He regenerates quickly. He is hurt by bright light. He is immune to poison. He takes quite a while to see intruders, which he may notice from 200 feet. He may carry a chest, weapon, garment, edible item, junk item or treasure. He can bite to infect you with disease for 2d7 damage, bite to infect you with disease for 2d7 damage, hit to batter you for 2d4 damage and hit to batter you for 2d4 damage. The Creeping opal gems (Light Slate '$') === Num:1112 Lev:19 Rar:2 Spd:+0 Hp:99 Ac:50 Exp:110 It appears to be a pile of opals, slithering toward you on lots of tiny legs. This creature is normally found on dungeon level 19 and moves at normal speed. A kill of this creature is worth 290.00 points for a 1st level character. It is challenging at its native depth. It can bash down doors. It is cold blooded. It is not detected by telepathy. It is immune to acid, lightning and poison. It resists blindness. It cannot be confused, charmed or slept. It is fairly observant of intruders, which it may notice from 50 feet. It may carry up to 3 gem stones. It can bite to hurt and poison you for 3d4 damage and touch to poison you for 3d5 damage. The Animat|or|rix|ors| (Blue Slate 'q') === Num:1280 Lev:19 Rar:2 Spd:+0 Hp:106 Ac:10 Exp:110 A spell caster surrounded by flying daggers. This evil woman mage is normally found on dungeon level 19 and moves at normal speed, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 290.00 points for a 1st level character. She is challenging at her native depth. She may create a dagger to hurt you for 4d3 damage and may grow ammunition; 1 time in 2 and is also magical, casting spells intelligently which recover mana, blink-self, give invisibility or animate monsters from objects; 1 time in 2. She can carry a lite to see you, open doors and pick up objects. She needs lite to see you. She is fairly observant of intruders, which she may notice from 200 feet. She may carry one or two weapons, garments, lites, adornments, magical devices, written items, potions, edible items or treasures. She can hit to hurt you for 2d3 damage. [U] Shagrat, the Orc Captain (Light Yellow 'o') === Num:227 Lev:19 Rar:4 Spd:+0 Hp:352 Ac:60 Exp:540 He is an orc of power and great cunning, leader of a garrison at Cirith Ungol. This evil orc is normally found on dungeon level 19 and moves at normal speed. Killing this creature is worth 1423.64 points for a 1st level character. He is dangerous at his native depth. He can open doors, bash down doors and track you over land, but not through water. He is immune to poison. He resists darkness. He takes a while to see intruders, which he may notice from 200 feet. He usually appears with escorts. He may carry one or two good weapons, missile weapons, armours, garments, tools, edible items or junk items. He can hit to hurt you for 3d8 damage, hit to hurt you for 3d8 damage, hit to hurt you for 3d5 damage and hit to hurt you for 3d5 damage. [U] Gorbag, the Orc Captain (Light Yellow 'o') === Num:228 Lev:19 Rar:4 Spd:+0 Hp:352 Ac:60 Exp:540 He is an orc of power and great cunning, leader of a garrison at Cirith Ungol. This evil orc is normally found on dungeon level 19 and moves at normal speed. Killing this creature is worth 1423.64 points for a 1st level character. He is dangerous at his native depth. He can open doors, bash down doors and track you over land, but not through water. He is immune to poison. He resists darkness. He takes a while to see intruders, which he may notice from 200 feet. He usually appears with escorts. He may carry one or two good weapons, missile weapons, armours, garments, tools, edible items or junk items. He can hit to hurt you for 3d8 damage, hit to hurt you for 3d8 damage, hit to hurt you for 3d5 damage and hit to hurt you for 3d5 damage. The Earth hound (Umber 'Z') === Num:238 Lev:20 Rar:2 Spd:+0 Hp:63 Ac:30 Exp:27 A beautiful crystalline shape does not disguise the danger this hound clearly presents. Your flesh tingles as it approaches. This animal is normally found on dungeon level 20 and moves at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 73.64 points for a 1st level character. It is challenging at its native depth. It may breathe shards; 1 time in 10. It can bash down doors, dig through earth and rubble and track you unerringly over land, but not through water. It resists edged weapons. It cannot be cut. It is ever vigilant for intruders, which it may notice from 300 feet. It usually appears in groups. It can bite to hurt you for 1d12 damage and claw to hurt you for 3d3 damage. The Algroth (Orange 'T') === Num:293 Lev:20 Rar:4 Spd:+0 Hp:120 Ac:60 Exp:84 A powerful troll form. Venom drips from its needlelike claws. This evil troll is normally found on dungeon level 20 and moves at normal speed, but is larger , older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 229.09 points for a 1st level character. It is dangerous at its native depth. It may throw a boulder at to hurt you for 11d5 damage; 1 time in 20. It can open doors, bash down doors, can eat bodies to regain strength and track you over land, but not through water. It takes quite a while to see intruders, which it may notice from 200 feet. It usually appears in groups. It may carry a chest, weapon, garment, edible item, junk item or treasure. It can claw to hurt and poison you for 2d10 damage, bite to hurt you for 1d10 damage and bite to hurt you for 1d6 damage. The Vampire bat (Light Violet 'b') === Num:272 Lev:20 Rar:4 Spd:+10 Hp:46 Ac:40 Exp:110 A blood-sucking bat that flies at your neck hungrily. This evil undead animal is normally found on dungeon level 20 and moves somewhat erratically and quickly. Destruction of this creature is worth 300.00 points for a 1st level character. It is dangerous at its native depth. It must fly and cannot move underwater or through webs. It is cold blooded. It regenerates quickly. It is immune to cold and poison. It cannot be frightened, confused, charmed or slept. It tends to overlook intruders, which it may notice from 120 feet. It usually appears in groups. It can bite to drain experience (by 40d6+) from you for 1d4 damage. The Troll priest||ess|s| (Light Blue 'T') === Num:279 Lev:20 Rar:2 Spd:+0 Hp:270 Ac:50 Exp:110 A troll who is so bright she knows how to read. This evil troll priest is normally found on dungeon level 20 and moves at normal speed, but is larger, older or more powerful deeper in the dungeon. A kill of this creature is worth 300.00 points for a 1st level character. She is challenging at her native depth. She is magical, casting spells which cure-self, blink-self, create darkness, cause wounds, incur heroism or terrify; 1 time in 5. She can open doors, bash down doors, can eat bodies to regain strength and track you over land, but not through water. She is hurt by bright light. She cannot be confused, charmed or slept. She takes quite a while to see intruders, which she may notice from 200 feet. She may carry a chest, weapon, garment, edible item, junk item or treasure. She can hit to hurt you for 1d8 damage, hit to hurt you for 1d8 damage and bite to hurt you for 3d4 damage. The Smoke spirit (Light Red 'E') === Num:805 Lev:20 Rar:2 Spd:+20 Hp:30 Ac:60 Exp:110 A whirlwind of sentient smoke. This evil creature is normally found on dungeon level 20 and moves very quickly, but is larger or faster deeper in the dungeon . Destruction of this creature is worth 300.00 points for a 1st level character. It is challenging at its native depth. It can bash down doors and fly over obstacles. It is not detected by telepathy. It is immune to lightning, fire, cold and poison. It resists blindness. It cannot be frightened, confused, charmed or slept. It takes quite a while to see intruders, which it may notice from 100 feet. It can hit to burn you for 2d5 damage. The Brass monkey (Orange 'Y') === Num:833 Lev:20 Rar:4 Spd:+0 Hp:60 Ac:30 Exp:110 It is a large brass statue cast in the shape of a monkey. This creature is normally found on dungeon level 20 and moves at normal speed, but is larger, faster or more powerful deeper in the dungeon. Destruction of this creature is worth 300.00 points for a 1st level character. It is dangerous at its native depth. It may shriek to do you no effect; 1 time in 7. It can bash down doors and climb on walls and ceilings. It is cold blooded. It is not detected by telepathy. It is immune to acid, lightning, fire, cold and poison . It resists disenchantment. It cannot be frightened, confused, charmed or slept. It is fairly observant of intruders, which it may notice from 120 feet. It usually appears in groups. It may carry a precious metal. It can hit to hurt you for 1d8 damage, hit to dissolve you for 2d4 damage and shriek to do you no effect. The Killer borer beetle (Light Slate 'K') === Num:954 Lev:20 Rar:2 Spd:+0 Hp:114 Ac:70 Exp:110 It is a beetle with sharp mandibles and an explosive attack. This insect is normally found on dungeon level 20 and moves at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 300.00 points for a 1st level character. It is challenging at its native depth. It may breathe acid; 1 time in 7. It can bash down doors. It is rarely detected by telepathy. It is immune to acid. It takes quite a while to see intruders, which it may notice from 140 feet. It can bite to hurt you for 4d6 damage and bite to hurt you for 4d6 damage. The Ogre sergeant (Orange 'O') === Num:1014 Lev:20 Rar:2 Spd:+0 Hp:134 Ac:56 Exp:110 A massive armoured figure who barks out commands. This evil mix of orc and giant is normally found on dungeon level 20 and moves at normal speed, but is larger, older or more powerful deeper in the dungeon. A kill of this creature is worth 300.00 points for a 1st level character. She is challenging at her native depth. She can open doors, bash down doors and track you over land, but not through water. She takes a while to see intruders, which she may notice from 200 feet. She usually appears with escorts. She may carry a chest, weapon, armour, garment, tool, edible item, junk item or treasure. She can hit to batter you for 2d10 damage, hit to batter you for 2d10 damage and hit to batter you for 2d10 damage. The Swamp ogre (Light Blue 'O') === Num:1032 Lev:20 Rar:4 Spd:+0 Hp:141 Ac:33 Exp:110 A giant orc-like figure with an awesomely muscled frame and slimey skin. This evil mix of orc and giant is normally found on dungeon level 20 and moves at normal speed, but is larger, older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 300.00 points for a 1st level character. It is dangerous at its native depth. It can open doors, bash down doors, swim under water and track you over land, but not through water. It is immune to acid and poison. It takes quite a while to see intruders, which it may notice from 200 feet. It usually appears in groups. It may carry a chest , weapon, armour, garment, tool, edible item, junk item or treasure. It can hit to batter you for 3d8 damage and bite to infect you with disease for 2d8 damage. The Phase spider (Light Purple 'S') === Num:1050 Lev:20 Rar:4 Spd:+10 Hp:26 Ac:25 Exp:110 A spider that never seems quite there. Everywhere you look it is just half-seen in the corner of one eye. This insect is normally found on dungeon level 20 and moves quickly, but is larger deeper in the dungeon. A kill of this creature is worth 300.00 points for a 1st level character. It is dangerous at its native depth. It can bash down doors, pass through walls and climb on walls and ceilings. It is rarely detected by telepathy. It appears in a giant web. It is immune to poison. It resists nexus. It pays little attention to intruders, which it may notice from 150 feet. It usually appears in groups. It can bite to hurt you for 1d8 damage, bite to hurt and poison you for 1d6 damage and bite to hurt and poison you for 1d6 damage. The Flaming skull (Red 's') === Num:1109 Lev:20 Rar:3 Spd:+10 Hp:61 Ac:30 Exp:110 A fiery-wreathed skull possessed by an infernal spirit. This evil undead creature is normally found on dungeon level 20 and moves quickly, but is larger or faster deeper in the dungeon. Destruction of this creature is worth 300.00 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells intelligently which produce fire bolts, recover mana, blink-self, teleport to or terrify; 1 time in 3. It is cold blooded. It is immune to fire and poison. It resists blindness and edged weapons. It cannot be frightened, confused, charmed or slept. It takes quite a while to see intruders, which it may notice from 150 feet. It usually appears with a friend. It can bite to burn you for 2d4 damage and trample to batter you for 2d6 damage. The Wand mimic (White '-') === Num:1149 Lev:20 Rar:2 Spd:+0 Hp:286 Ac:40 Exp:110 A strange creature that disguises itself as a wand to lure unsuspecting adventurers within reach of its venomous teeth. This creature is normally found on dungeon level 20 and moves at normal speed, but is faster or more powerful deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 300.00 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which produce shard balls, produce poison bolts, produce mana bolts, produce lightening beams , summon a monster, terrify, blind or confuse; 1 time in 3. It is cold blooded. It is not detected by telepathy. It cannot be stunned, frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It may carry up to 3 special objects or treasures. It can bite to hurt and poison you for 4d4 damage, bite to hurt and poison you for 4d4 damage, trample to confuse you for 4d4 damage and claw to confuse you for 4d4 damage. The Hashishin (Light Pink 't') === Num:1175 Lev:20 Rar:2 Spd:+10 Hp:96 Ac:22 Exp:110 A grey-clad figure, knives in hand, moving with speed. She has you in her sights. This evil woman is normally found on dungeon level 20 and moves quickly, but is older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 300.00 points for a 1st level character. She is challenging at her native depth. She may create a dart to poison you for 10d5 damage; 1 time in 3 and is also magical, casting spells intelligently which create darkness or blind; 1 time in 3. She can open doors, bash down doors and pick up objects. She cannot be charmed or slept. She is fairly observant of intruders, which she may notice from 200 feet. She may carry one or two weapons, garments, tools, lites, adornments, musical items, potions, edible items or treasures. She can hit to hurt and poison you for 2d6 damage and hit to wound you for 2d6 damage. The Runestone mimic (Green '?') === Num:1303 Lev:20 Rar:2 Spd:+0 Hp:286 Ac:40 Exp:110 A strange creature that disguises itself as a runestone to lure unsuspecting adventurers within reach of its venomous teeth. This creature is normally found on dungeon level 20 and moves at normal speed, but is faster or more powerful deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 300.00 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which produce shard balls, produce poison bolts, produce mana bolts, produce lightening beams , summon a monster, terrify, blind or confuse; 1 time in 3. It is cold blooded. It is not detected by telepathy. It cannot be stunned, frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It may carry up to 3 special objects or treasures. It can bite to hurt and poison you for 4d4 damage, bite to hurt and poison you for 4d4 damage, trample to confuse you for 4d4 damage and claw to confuse you for 4d4 damage. The Huorn (Teal ':') === Num:1359 Lev:20 Rar:2 Spd:+0 Hp:251 Ac:45 Exp:110 A very strong near-sentient tree, which has become hostile to other living things. This plant is normally found on dungeon level 20 and moves at normal speed, but is larger or faster deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 300.00 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which blink-self or teleport to; 1 time in 9. It is rarely detected by telepathy. It is immune to cold. It resists water and blunt weapons. It cannot be confused, charmed, slept or cut. It takes a while to see intruders, which it may notice from 400 feet. It may carry a special object or treasure. It can crush to hurt you for 3d6 damage, crush to hurt you for 3d6 damage, crush to hurt you for 3d6 damage and crush to hurt you for 3d6 damage. The Fire spirit (Magenta-Pink 'E') === Num:220 Lev:20 Rar:2 Spd:+10 Hp:47 Ac:30 Exp:120 A whirlwind of sentient flame. This creature is normally found on dungeon level 20 and moves a bit erratically and quickly, but is larger, faster or more powerful deeper in the dungeon. Destruction of this creature is worth 327.27 points for a 1st level character. It is challenging at its native depth. It can bash down doors. It lights up the surroundings. It is not detected by telepathy. It is immune to fire and poison. It resists lava, plasma, blindness and blunt weapons. It cannot be frightened, confused, charmed, slept, slowed or paralyzed. It takes a while to see intruders, which it may notice from 160 feet. It can hit to burn you for 2d6 damage and hit to burn you for 2d6 damage. The Killer fire beetle (Light Red 'K') === Num:291 Lev:20 Rar:2 Spd:+0 Hp:91 Ac:45 Exp:120 It is a giant beetle wreathed in flames. This insect is normally found on dungeon level 20 and moves at normal speed, but is larger deeper in the dungeon . A kill of this creature is worth 327.27 points for a 1st level character. It is challenging at its native depth. It may spit to burn you for 4d5 damage ; 1 time in 9. It can bash down doors and fly over obstacles. It is rarely detected by telepathy. It is immune to fire. It takes quite a while to see intruders, which it may notice from 140 feet. It can bite to hurt you for 3d4 damage, bite to burn you for 4d5 damage and spit to burn you for 4d5 damage. The Ogre mage (Red 'O') === Num:296 Lev:20 Rar:2 Spd:+0 Hp:150 Ac:40 Exp:120 A hideous ogre wrapped in black sorcerous robes. This evil mix of orc and giant is normally found on dungeon level 20 and moves at normal speed, but is larger, older or more powerful deeper in the dungeon. A kill of this creature is worth 327.27 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which produce frost balls, heal-self, create traps, summon a monster or paralyze; 1 time in 4. It can open doors, bash down doors and track you over land, but not through water. It takes quite a while to see intruders, which it may notice from 200 feet. It may carry one or two chests, weapons, armours, garments, tools, edible items , junk items or treasures. It can hit to batter you for 3d8 damage and hit to batter you for 3d8 damage. The Young blue dragon (Blue 'd') === Num:314 Lev:20 Rar:2 Spd:+0 Hp:243 Ac:50 Exp:120 It has a form that legends are made of. Its still-tender scales are a deep blue in hue. Sparks crackle along its length. This evil dragon is normally found on dungeon level 20 and moves at normal speed. A kill of this creature is worth 327.27 points for a 1st level character. It is challenging at its native depth. It may breathe lightning powerfully; 1 time in 10 and is also magical, casting spells which terrify powerfully enough to overcome your resistance; 1 time in 10. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to lightning. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 adornments or treasures. It can claw to hurt you for 2d4 damage, claw to hurt you for 2d4 damage and bite to hurt you for 2d6 damage. The Young white dragon (White 'd') === Num:315 Lev:20 Rar:2 Spd:+0 Hp:243 Ac:50 Exp:120 It has a form that legends are made of. Its still-tender scales are a frosty white in hue. Icy blasts of cold air come from it as it breathes. This evil dragon is normally found on dungeon level 20 and moves at normal speed. A kill of this creature is worth 327.27 points for a 1st level character. It is challenging at its native depth. It may breathe frost powerfully; 1 time in 10 and is also magical, casting spells which terrify powerfully enough to overcome your resistance; 1 time in 10. It can bash down doors, fly over obstacles and track you over land, but not through water. It is cold blooded. It is immune to cold. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 adornments or treasures. It can claw to hurt you for 2d4 damage, claw to hurt you for 2d4 damage and bite to hurt you for 2d6 damage. The Penitent (Slate 's') === Num:525 Lev:20 Rar:2 Spd:+0 Hp:128 Ac:35 Exp:120 A skeletal form, which brings back the dead from beyond the grave... This evil undead creature is normally found on dungeon level 20 and moves at normal speed , but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 327.27 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells intelligently which recover mana, curse you, cause wounds or animate monsters from dead bodies; 1 time in 4. It can open doors, bash down doors and pick up objects. It is immune to lightning, cold and poison. It resists blindness and edged weapons. It cannot be cut. It takes quite a while to see intruders, which it may notice from 300 feet. It may carry one or two weapons, armours, adornments or treasures. It can hit to hurt you for 4d5 damage and touch to drain mana from you for 1d5 damage, plus spell points. The Killer scarab beetle (Light Blue 'K') === Num:953 Lev:20 Rar:2 Spd:+0 Hp:105 Ac:85 Exp:120 It is a beetle with sharp mandibles and a steely carapace. This insect is normally found on dungeon level 20 and moves at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 327.27 points for a 1st level character. It is challenging at its native depth. It can bash down doors. It is rarely detected by telepathy. It is immune to lightning, fire and poison. It takes quite a while to see intruders, which it may notice from 140 feet. It can bite to hurt you for 4d6 damage and bite to hurt you for 4d6 damage. The Giant spotted jellyfish (Blue Slate 'j') === Num:1262 Lev:20 Rar:4 Spd:+10 Hp:56 Ac:18 Exp:120 It is a giant jellyfish covered in discoloured blotches. This creature is normally found on dungeon level 20 and moves quickly. A kill of this creature is worth 327.27 points for a 1st level character. It is dangerous at its native depth. It can communicate telepathically with its own kind. It must swim and cannot move out of water. It is cold blooded. It is not detected by telepathy. It is immune to acid and poison. It resists blindness. It cannot be frightened, confused, charmed or slept. It is vigilant for intruders, which it may notice from 120 feet. It usually appears in groups. It can touch to dissolve you for 6d6 damage. The Globefish (Violet 'F') === Num:1363 Lev:20 Rar:2 Spd:+0 Hp:52 Ac:30 Exp:120 This fish is among the most poisonous creatures there are. This animal is normally found on dungeon level 20 and moves at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 327.27 points for a 1st level character. It is challenging at its native depth. It may breathe poison powerfully; 1 time in 8. It can bash down doors. It must swim and cannot move out of water. It is not detected by telepathy. It is immune to poison. It cannot be stunned. It takes quite a while to see intruders, which it may notice from 200 feet. It can bite to hurt and poison you for 10d5 damage and bite to hurt and poison you for 10d5 damage. [U] the First Black Cat of Queen Beruthiel (Light Dark 'f') === Num:624 Lev:20 Rar:3 Spd:+10 Hp:200 Ac:100 Exp:440 It is a huge cat, black as night. This animal is normally found on dungeon level 20 and moves quickly. Killing this creature is worth 1200.00 points for a 1st level character. It is dangerous at its native depth. It can bash down doors, can eat bodies to regain strength and track you over land, but not through water. It is invisible. It resists darkness. It takes a while to see intruders, which it may notice from 350 feet. It usually appears in groups. It can bite to hurt you for 2d8 damage, claw to wound you for 1d10 damage and claw to wound you for 1d10 damage. [U] the Second Black Cat of Queen Beruthiel (Light Dark 'f') === Num:625 Lev:20 Rar:3 Spd:+10 Hp:208 Ac:100 Exp:480 It is a huge cat, black as night. This animal is normally found on dungeon level 20 and moves quickly. Killing this creature is worth 1309.09 points for a 1st level character. It is dangerous at its native depth. It can bash down doors, can eat bodies to regain strength and track you over land, but not through water. It is invisible. It resists darkness. It takes a while to see intruders, which it may notice from 350 feet. It usually appears in groups. It can bite to hurt you for 2d8 damage, claw to wound you for 1d11 damage and claw to wound you for 1d11 damage. [U] the Third Black Cat of Queen Beruthiel (Light Dark 'f') === Num:626 Lev:20 Rar:4 Spd:+10 Hp:216 Ac:100 Exp:560 It is a huge cat, black as night. This animal is normally found on dungeon level 20 and moves quickly. Killing this creature is worth 1527.27 points for a 1st level character. It is dangerous at its native depth. It can bash down doors, can eat bodies to regain strength and track you over land, but not through water. It is invisible. It resists darkness. It takes a while to see intruders, which it may notice from 350 feet. It usually appears in groups. It can bite to hurt you for 2d9 damage, claw to wound you for 1d12 damage and claw to wound you for 1d12 damage. [U] the Fourth Black Cat of Queen Beruthiel (Light Dark 'f') === Num:627 Lev:20 Rar:4 Spd:+10 Hp:224 Ac:100 Exp:600 It is a huge cat, black as night. This animal is normally found on dungeon level 20 and moves quickly. Killing this creature is worth 1636.36 points for a 1st level character. It is dangerous at its native depth. It can bash down doors, can eat bodies to regain strength and track you over land, but not through water. It is invisible. It resists darkness. It takes a while to see intruders, which it may notice from 350 feet. It usually appears in groups. It can bite to hurt you for 2d9 damage, claw to wound you for 1d13 damage and claw to wound you for 1d13 damage. [U] the Fifth Black Cat of Queen Beruthiel (Light Dark 'f') === Num:628 Lev:20 Rar:4 Spd:+10 Hp:232 Ac:100 Exp:670 It is a huge cat, black as night. This animal is normally found on dungeon level 20 and moves quickly. Killing this creature is worth 1827.27 points for a 1st level character. It is dangerous at its native depth. It can bash down doors, can eat bodies to regain strength and track you over land, but not through water. It is invisible. It resists darkness. It takes a while to see intruders, which it may notice from 350 feet. It usually appears in groups. It can bite to hurt you for 2d10 damage, claw to wound you for 1d14 damage and claw to wound you for 1d14 damage. [U] the Sixth Black Cat of Queen Beruthiel (Light Dark 'f') === Num:629 Lev:20 Rar:4 Spd:+10 Hp:240 Ac:100 Exp:720 It is a huge cat, black as night. This animal is normally found on dungeon level 20 and moves quickly. Killing this creature is worth 1963.64 points for a 1st level character. It is dangerous at its native depth. It can bash down doors, can eat bodies to regain strength and track you over land, but not through water. It is invisible. It resists darkness. It takes a while to see intruders, which it may notice from 350 feet. It usually appears in groups. It can bite to hurt you for 2d10 damage, claw to wound you for 1d15 damage and claw to wound you for 1d15 damage. [U] the Seventh Black Cat of Queen Beruthiel (Light Dark 'f') === Num:630 Lev:20 Rar:4 Spd:+10 Hp:248 Ac:100 Exp:790 It is a huge cat, black as night. This animal is normally found on dungeon level 20 and moves quickly. Killing this creature is worth 2154.55 points for a 1st level character. It is dangerous at its native depth. It can bash down doors, can eat bodies to regain strength and track you over land, but not through water. It is invisible. It resists darkness. It takes a while to see intruders, which it may notice from 350 feet. It usually appears in groups. It can bite to hurt you for 2d11 damage, claw to wound you for 1d16 damage and claw to wound you for 1d16 damage. [U] the Eighth Black Cat of Queen Beruthiel (Light Dark 'f') === Num:631 Lev:20 Rar:4 Spd:+10 Hp:256 Ac:100 Exp:860 It is a huge cat, black as night. This animal is normally found on dungeon level 20 and moves quickly. Killing this creature is worth 2345.45 points for a 1st level character. It is dangerous at its native depth. It can bash down doors, can eat bodies to regain strength and track you over land, but not through water. It is invisible. It resists darkness. It takes a while to see intruders, which it may notice from 350 feet. It usually appears in groups. It can bite to hurt you for 2d11 damage, claw to wound you for 1d17 damage and claw to wound you for 1d17 damage. [U] the Ninth Black Cat of Queen Beruthiel (Light Dark 'f') === Num:632 Lev:20 Rar:4 Spd:+10 Hp:264 Ac:100 Exp:940 It is a huge cat, black as night. This animal is normally found on dungeon level 20 and moves quickly. Killing this creature is worth 2563.64 points for a 1st level character. It is dangerous at its native depth. It can bash down doors, can eat bodies to regain strength and track you over land, but not through water. It is invisible. It resists darkness. It takes a while to see intruders, which it may notice from 350 feet. It usually appears in groups. It can bite to hurt you for 2d12 damage, claw to wound you for 1d18 damage and claw to wound you for 1d18 damage. The Baby amethyst dragon (Light Violet 'd') === Num:758 Lev:21 Rar:2 Spd:+0 Hp:123 Ac:30 Exp:99 This hatchling dragon is still soft, its eyes unaccustomed to light and its scales a clear amethyst. This evil dragon is normally found on dungeon level 21 and moves at normal speed. A kill of this creature is worth 279.00 points for a 1st level character. It is challenging at its native depth. It may breathe acid or time powerfully; 1 time in 10. It can bash down doors and track you over land, but not through water. It is immune to acid. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 gem stones. It can claw to hurt you for 1d4 damage, claw to hurt you for 1d4 damage and bite to hurt you for 1d6 damage. The Sabre-tooth tiger (Yellow 'f') === Num:240 Lev:21 Rar:2 Spd:+10 Hp:135 Ac:50 Exp:120 A fierce and dangerous cat, its huge tusks and sharp claws would lacerate even the strongest armour. This animal is normally found on dungeon level 21 and moves quickly, but is faster deeper in the dungeon. A kill of this creature is worth 338.18 points for a 1st level character. It is challenging at its native depth. It can bash down doors, can eat bodies to regain strength and track you over land, but not through water. It is ever vigilant for intruders, which it may notice from 400 feet. It can claw to wound you for 1d10 damage and bite to wound you for 1d16 damage. The Barrow wight (Light Purple 'W') === Num:337 Lev:21 Rar:4 Spd:+0 Hp:76 Ac:40 Exp:120 It is a ghostly nightmare of a entity. This evil undead creature is normally found on dungeon level 21 and moves at normal speed, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 338.18 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells which create darkness, cause wounds, terrify or paralyze; 1 time in 6. It can open doors and bash down doors. It is cold blooded. It is hurt by bright light. It is immune to cold and poison. It resists darkness. It cannot be confused, charmed or slept. It is fairly observant of intruders, which it may notice from 200 feet. It usually appears in groups. It may carry a weapon, armour, garment, adornment, magical device, potion or treasure. It can hit to hurt you for 1d17 damage and touch to drain experience (by 40d6+) from you. The Hairy horror (Mud 'H') === Num:887 Lev:21 Rar:2 Spd:+5 Hp:201 Ac:45 Exp:120 A ghastly hybrid of all things that walk, crawl and swim, but mostly those with fur and hair. This animal is normally found on dungeon level 21 and moves quickly, but is larger, faster or more powerful deeper in the dungeon. A kill of this creature is worth 338.18 points for a 1st level character. It is challenging at its native depth. It can bash down doors, can eat bodies to regain strength, swim under water and track you over land, but not through water. It is fairly observant of intruders, which it may notice from 120 feet. It can claw to hurt you for 1d7 damage, bite to hurt you for 1d5 damage , sting to hurt you for 1d5 damage and crush to hurt you for 2d3 damage. The Empress naga (Light Umber 'n') === Num:990 Lev:21 Rar:2 Spd:+0 Hp:165 Ac:65 Exp:120 A lordly snake-like figure with a woman's torso. This evil creature is normally found on dungeon level 21 and moves a bit erratically at normal speed , but is larger or older deeper in the dungeon. A kill of this creature is worth 338.18 points for a 1st level character. She is challenging at her native depth. She may spit to poison you for 2d8 damage; 1 time in 7 and is also magical, casting spells which heal-self or summon similar monsters; 1 time in 7. She can open doors and bash down doors. She resists disenchantment. She pays very little attention to intruders, which she may notice from 200 feet. She may carry up to 3 written items, potions or treasures. She can crush to hurt you for 2d8 damage, bite to hurt you for 1d8 damage, bite to hurt you for 1d8 damage and spit to poison you for 2d8 damage. The Staff mimic (White '_') === Num:1146 Lev:21 Rar:2 Spd:+0 Hp:321 Ac:40 Exp:120 A strange creature that disguises itself as a staff to lure unsuspecting adventurers within reach of its venomous claws. This creature is normally found on dungeon level 21 and moves at normal speed, but is faster or more powerful deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 338.18 points for a 1st level character. It is challenging at its native depth. It may shriek to blind you for 4d4 damage, doubled against eye monsters; 1 time in 3 and is also magical, casting spells which create darkness, create traps, drain mana, summon a monster, cause amnesia, terrify, blind, confuse or slow; 1 time in 3. It is cold blooded. It is not detected by telepathy. It cannot be stunned, frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It may carry up to 3 special objects or treasures. It can bite to hurt and poison you for 4d4 damage, bite to hurt and poison you for 4d4 damage , trample to confuse you for 4d4 damage and shriek to blind you for 4d4 damage, doubled against eye monsters. The Skeletal spider (Light Yellow 'S') === Num:1293 Lev:21 Rar:2 Spd:+10 Hp:54 Ac:16 Exp:120 It is a fast-moving skeletal spider. This evil undead insect is normally found on dungeon level 21 and moves quickly, but is larger deeper in the dungeon. Destruction of this creature is worth 338.18 points for a 1st level character. It is challenging at its native depth. It can bash down doors and climb on walls and ceilings. It is cold blooded. It is not detected by telepathy. It is rarely detected by telepathy. It is immune to lightning, cold and poison. It resists blindness and edged weapons. It cannot be stunned, confused, charmed, slept or cut. It pays little attention to intruders, which it may notice from 80 feet. It can bite to hurt you for 1d10 damage and bite to wound you for 1d10 damage. The Song book mimic (Yellow '?') === Num:1301 Lev:21 Rar:2 Spd:+0 Hp:566 Ac:40 Exp:120 A strange creature that disguises itself as a song book to lure unsuspecting adventurers within reach of its insidious music. This creature is normally found on dungeon level 21 and moves at normal speed, but is larger, faster or more powerful deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 338.18 points for a 1st level character. It is challenging at its native depth. It may spit to drain life from you for 4d4 damage; 1 time in 5 and is also magical, casting spells which produce sound balls, summon a demon or cause hallucinations; 1 time in 5. It is cold blooded. It is not detected by telepathy. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It may carry up to 3 special objects or treasures. It can bite to wound you for 4d4 damage, bite to batter you for 4d4 damage, trample to curse you for 4d4 damage and spit to drain life from you for 4d4 damage. The Map mimic (Light Umber '?') === Num:1302 Lev:21 Rar:2 Spd:+0 Hp:321 Ac:40 Exp:120 A strange creature that disguises itself as a map to lure unsuspecting adventurers within reach of its venomous claws. This creature is normally found on dungeon level 21 and moves at normal speed, but is faster or more powerful deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 338.18 points for a 1st level character. It is challenging at its native depth. It may shriek to blind you for 4d4 damage, doubled against eye monsters; 1 time in 3 and is also magical, casting spells which create darkness, create traps, drain mana, summon a monster, cause amnesia, terrify, blind, confuse or slow; 1 time in 3. It is cold blooded. It is not detected by telepathy. It cannot be stunned, frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It may carry up to 3 special objects or treasures. It can bite to hurt and poison you for 4d4 damage, bite to hurt and poison you for 4d4 damage , trample to confuse you for 4d4 damage and shriek to blind you for 4d4 damage, doubled against eye monsters. The Young green dragon (Green 'd') === Num:316 Lev:21 Rar:2 Spd:+0 Hp:243 Ac:50 Exp:130 It has a form that legends are made of. Its still-tender scales are a deep green in hue. Foul gas seeps through its scales. This evil dragon is normally found on dungeon level 21 and moves at normal speed. A kill of this creature is worth 366.36 points for a 1st level character. It is challenging at its native depth. It may breathe poison powerfully; 1 time in 10 and is also magical, casting spells which terrify powerfully enough to overcome your resistance; 1 time in 10. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to poison. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 adornments or treasures. It can claw to hurt you for 2d4 damage, claw to hurt you for 2d4 damage and bite to hurt you for 2d6 damage. The Spook (Light Green 'G') === Num:837 Lev:21 Rar:2 Spd:+10 Hp:27 Ac:21 Exp:130 It is a spooky, ghostly form. This evil undead creature is normally found on dungeon level 21 and moves somewhat erratically and quickly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 366.36 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which drain mana or terrify; 1 time in 12. It can pass through walls and fly over obstacles. It is cold blooded. It is hurt by bright light. It is immune to cold, poison and blunt weapons. It cannot be stunned, confused, charmed, slept or cut. It is fairly observant of intruders, which it may notice from 140 feet. It may carry one or two garments, tools, musical items, junk items or treasures. It can touch to terrify you for 1d6 damage and touch to terrify you for 1d6 damage. The Gnomish wizard (Red 'h') === Num:1207 Lev:21 Rar:2 Spd:+5 Hp:193 Ac:15 Exp:130 A wielder of strange magics and arcane forces. This evil creature is normally found on dungeon level 21 and moves quickly, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 366.36 points for a 1st level character. She is challenging at her native depth. She is magical, casting spells intelligently which produce balls of light, invoke darkness storms, produce confusion balls, produce chaos balls, haste-self, recover mana , blink-self, confuse or slow; 1 time in 2. She can open doors. She is fairly observant of intruders, which she may notice from 200 feet. She may carry up to 3 weapons, missile weapons, armours, garments, tools, lites, written items, potions, edible items or treasures. She can hit to hurt you for 2d5 damage. The Giant purple jellyfish (Purple 'j') === Num:1261 Lev:21 Rar:4 Spd:+0 Hp:234 Ac:1 Exp:130 It is a giant jellyfish glowing with pulsing purple lights. This creature is normally found on dungeon level 21 and moves at normal speed. A kill of this creature is worth 366.36 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells which drain mana; 1 time in 11 . It can communicate telepathically with its own kind. It must swim and cannot move out of water. It lights up the surroundings. It is not detected by telepathy. It is immune to poison. It resists blindness. It cannot be frightened, confused, charmed or slept. It pays very little attention to intruders, which it may notice from 20 feet. It usually appears in groups. It can touch to drain experience (by 10d6+) from you. The Skeletal mount (Light Yellow 'Q') === Num:1290 Lev:21 Rar:2 Spd:+0 Hp:73 Ac:35 Exp:130 The four-legged skeleton of some ancient beast. This evil undead animal is normally found on dungeon level 21 and moves at normal speed, but is larger deeper in the dungeon. Destruction of this creature is worth 366.36 points for a 1st level character. It is challenging at its native depth. It can bash down doors and track you over land, but not through water. It is cold blooded. It is not detected by telepathy. It is immune to lightning, cold and poison. It resists blindness and edged weapons. It cannot be stunned, confused, charmed, slept or cut. It is fairly observant of intruders, which it may notice from 100 feet. It can claw to hurt you for 1d8 damage, claw to hurt you for 1d8 damage, bite to hurt you for 1d12 damage and crush to hurt you for 1d10 damage. The Death watch beetle (Deep Light Blue 'K') === Num:327 Lev:21 Rar:2 Spd:+0 Hp:143 Ac:60 Exp:140 It is a giant beetle that produces a chilling sound. This undead insect is normally found on dungeon level 21 and moves at normal speed, but is larger deeper in the dungeon. Destruction of this creature is worth 394.55 points for a 1st level character. It is challenging at its native depth. It may wail to terrify you for 5d6 damage; 1 time in 4. It can bash down doors and fly over obstacles. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 160 feet. It can bite to hurt you for 5d4 damage and wail to terrify you for 5d6 damage. The Ogre shaman (Purple 'O') === Num:328 Lev:21 Rar:2 Spd:+0 Hp:145 Ac:55 Exp:140 It is an ogre wrapped in furs and covered in grotesque body paints. This evil giant shaman is normally found on dungeon level 21 and moves at normal speed, but is larger, older or more powerful deeper in the dungeon. A kill of this creature is worth 394.55 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which produce fire bolts, cure-self, teleport-self, create traps, cause wounds, incur heroism, summon a monster, terrify or paralyze; 1 time in 5. It can open doors, bash down doors and track you over land, but not through water. It takes quite a while to see intruders, which it may notice from 200 feet. It may carry a chest, weapon, armour, garment, tool, edible item or junk item. It can hit to batter you for 3d6 damage, hit to batter you for 3d6 damage and hit to batter you for 3d6 damage. The Chaos beastman (Light Purple 'H') === Num:1358 Lev:21 Rar:2 Spd:+0 Hp:81 Ac:50 Exp:140 A truly loathsome thing, twisted by chaos, it is a mixture of several different kinds of creature. This evil mix of man, animal and insect is normally found on dungeon level 21 and moves at normal speed, but is more powerful or specialised deeper in the dungeon. A kill of this creature is worth 394.55 points for a 1st level character. It is challenging at its native depth. It may create an arrow to hurt you for 3d5 damage; 1 time in 8 and is also magical, casting spells which produce chaos balls, produce fire bolts, teleport-self or confuse; 1 time in 8. It can open doors, bash down doors and track you over land, but not through water. It is immune to fire and poison. It resists chaos. It cannot be confused, charmed or slept. It takes quite a while to see intruders, which it may notice from 200 feet. It may carry one or two missile weapons, garments, adornments, edible items, junk items or treasures. It can hit to confuse you for 3d5 damage and hit to drain experience (by 20d6+) from you for 3d5 damage. [U] Lugdush, the Uruk (Blue 'o') === Num:248 Lev:21 Rar:4 Spd:+0 Hp:525 Ac:90 Exp:790 A large and powerful orc, captain of one of Saruman's orcish regiments. This evil orc is normally found on dungeon level 21 and moves at normal speed. Killing this creature is worth 2226.36 points for a 1st level character. He is dangerous at his native depth. He can open doors, bash down doors and track you over land, but not through water. He is immune to poison. He resists darkness. He takes a while to see intruders, which he may notice from 200 feet. He usually appears with escorts. He may carry one or two good weapons, missile weapons, armours, garments, tools, edible items or junk items . He can hit to hurt you for 3d7 damage, hit to hurt you for 3d7 damage, hit to hurt you for 3d5 damage and hit to hurt you for 3d5 damage. The Smoke hound (Deep Light Blue 'Z') === Num:1252 Lev:22 Rar:4 Spd:+0 Hp:78 Ac:30 Exp:84 A dark and furious shifting cloud that gathers for a moment in the shape of a hound. This animal is normally found on dungeon level 22 and moves at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 244.36 points for a 1st level character. It is dangerous at its native depth. It may breathe fire or darkness; 1 time in 5. It can bash down doors, fly over obstacles and track you unerringly over land, but not through water. It is immune to fire. It resists darkness and blunt weapons. It cannot be confused , charmed or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It usually appears in groups. It can bite to blast you with powerful darkness for 2d8 damage and bite to burn you for 2d8 damage. The Pseudo-dragon (Orange 'd') === Num:144 Lev:22 Rar:2 Spd:+0 Hp:188 Ac:30 Exp:130 A small relative of the dragon that inhabits dark caves. This dragon is normally found on dungeon level 22 and moves at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 378.18 points for a 1st level character. It is challenging at its native depth. It may breathe light or darkness powerfully; 1 time in 9 and is also magical, casting spells which terrify or confuse powerfully enough to overcome your resistance; 1 time in 9. It can bash down doors and track you over land, but not through water. It resists lite and darkness. It tends to overlook intruders, which it may notice from 200 feet. It may carry an adornment or treasure. It can claw to hurt you for 1d3 damage, claw to hurt you for 1d3 damage and bite to hurt you for 1d5 damage. The Werewol|f|f|ves| (Deep Light Blue 'C') === Num:245 Lev:22 Rar:3 Spd:+10 Hp:217 Ac:30 Exp:130 It is a huge wolf with eyes that glow with mannish intelligence. This evil animal is normally found on dungeon level 22 and moves a bit erratically and quickly, but is larger, older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 378.18 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells intelligently which produce fire bolts, blink-self, cause wounds or paralyze; 1 time in 9. It can open doors, bash down doors, can eat bodies to regain strength, pick up objects and track you unerringly over land, but not through water. It takes a while to see intruders, which it may notice from 300 feet. It usually appears with a friend. It can claw to hurt you for 1d8 damage and bite to wound you for 1d16 damage. The Cave troll (Blue Slate 'T') === Num:334 Lev:22 Rar:4 Spd:+0 Hp:141 Ac:50 Exp:130 She is a vicious monster, feared for his ferocity. She can lash you with a chain hanging around her neck. This evil troll is normally found on dungeon level 22 and moves at normal speed, but is larger, older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 378.18 points for a 1st level character. She is dangerous at her native depth. She may lash to batter you for 4d8 damage; 1 time in 6. She can open doors, bash down doors, can eat bodies to regain strength and track you over land, but not through water. She is hurt by bright light. She tends to overlook intruders, which she may notice from 200 feet. She usually appears in groups. She may carry a chest, weapon, garment, edible item, junk item or treasure. She can hit to batter you for 2d8 damage, hit to batter you for 2d8 damage, bite to hurt you for 1d13 damage and lash to batter you for 4d8 damage. The Giant driver ant (Light Blue 'a') === Num:687 Lev:22 Rar:13 Spd:+10 Hp:46 Ac:40 Exp:130 An armoured form moving with purpose. Powerful on its own, flee when hordes of them march. This insect is normally found on dungeon level 22 and moves a bit erratically and quickly. A kill of this creature is worth 378.18 points for a 1st level character. It is over powered at its native depth. It can bash down doors. It is rarely detected by telepathy. It breeds explosively. It takes quite a while to see intruders, which it may notice from 100 feet. It usually appears in groups. It can bite to hurt you for 2d8 damage. The Ochre jell|y|y|ies| (Light Umber 'j') === Num:179 Lev:22 Rar:2 Spd:+10 Hp:56 Ac:18 Exp:140 A fast moving highly acidic jelly thing, that is eating away the floor it rests on. This creature is normally found on dungeon level 22 and moves quickly, but is larger deeper in the dungeon. A kill of this creature is worth 407.27 points for a 1st level character. It is challenging at its native depth. It may spray to dissolve you; 1 time in 5. It can bash down doors, can eat bodies to regain strength, pick up objects, leave a trail behind it and communicate telepathically with its own kind. It is cold blooded. It is not detected by telepathy. It is immune to acid and poison. It resists blindness . It cannot be frightened, confused, charmed or slept. It is vigilant for intruders, which it may notice from 120 feet. It can touch to dissolve you for 2d10 damage and spray to dissolve you. The Scaly horror (Light Green 'H') === Num:888 Lev:22 Rar:2 Spd:+5 Hp:205 Ac:75 Exp:140 A ghastly hybrid of all things that walk, crawl and swim, but mostly those with scales and fins. This animal is normally found on dungeon level 22 and moves quickly, but is larger, faster or more powerful deeper in the dungeon. A kill of this creature is worth 407.27 points for a 1st level character. It is challenging at its native depth. It can bash down doors, can eat bodies to regain strength, swim under water and track you over land, but not through water. It is fairly observant of intruders, which it may notice from 120 feet. It can claw to hurt you for 1d8 damage, bite to hurt you for 1d6 damage , sting to hurt you for 1d6 damage and crush to hurt you for 2d4 damage. The Orc chieftain||ess|s| (Light Pink 'o') === Num:996 Lev:22 Rar:2 Spd:+0 Hp:142 Ac:72 Exp:140 A heavily armoured orc with the mantle of leadership. This evil orc warrior is normally found on dungeon level 22 and moves at normal speed, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 407.27 points for a 1st level character. She is challenging at her native depth. She is magical, casting spells intelligently which summon orcs; 1 time in 5. She can open doors, bash down doors and track you over land, but not through water. She resists darkness. She takes a while to see intruders, which she may notice from 200 feet. She usually appears with escorts. She may carry one or two weapons, missile weapons, armours, garments, tools, edible items, junk items or treasures. She can hit to hurt you for 3d6 damage, hit to hurt you for 3d6 damage, hit to hurt you for 3d6 damage and hit to hurt you for 3d6 damage. The Drowned dead (Blue 'z') === Num:1249 Lev:22 Rar:3 Spd:+0 Hp:94 Ac:34 Exp:140 It is a bloated human form decomposing and leaking foul water. This evil undead creature is normally found on dungeon level 22 and moves at normal speed , but is larger, faster, more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 407.27 points for a 1st level character. It is dangerous at its native depth. It may spit to poison you for 3d6 damage; 1 time in 5. It can bash down doors and swim under water. It is cold blooded. It is not detected by telepathy. It is immune to fire and poison. It resists water. It cannot be frightened, confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It usually appears with a friend. It may carry a weapon, armour, adornment or magical device. It can hit to hurt you for 3d4 damage, hit to hurt you for 3d4 damage , vomit to blast you with water for 4d6 damage and spit to poison you for 3d6 damage. The Wood elf ranger (Light Green 'l') === Num:1274 Lev:22 Rar:2 Spd:+5 Hp:83 Ac:40 Exp:140 An elven master of both bow and sword, with minor spellcasting skills, and spiders come to do her bidding. This elf warrior mage is normally found on dungeon level 22 and moves quickly, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 407.27 points for a 1st level character. She is challenging at her native depth. She may create an arrow to hurt you for 5d6 damage; 1 time in 1 and is also magical, casting spells which produce lightning bolts, produce frost bolts, cure-self, blink-self or summon spiders; 1 time in 4. She can carry a lite to see you, open doors, bash down doors and pick up objects. She needs lite to see you. She resists lite. She takes quite a while to see intruders, which she may notice from 200 feet. She may carry one or two weapons, missile weapons, garments, lites, adornments, written items, musical items, potions, edible items or treasures. She can hit to hurt you for 5d4 damage and hit to hurt you for 5d4 damage. The Umber hulk (Light Umber 'X') === Num:205 Lev:22 Rar:2 Spd:+0 Hp:99 Ac:50 Exp:150 This bizarre creature has glaring eyes and large mandibles capable of slicing through rock. This evil animal is normally found on dungeon level 22 and moves at normal speed, but is larger, faster or more powerful deeper in the dungeon. A kill of this creature is worth 436.36 points for a 1st level character. It is challenging at its native depth. It may gaze to confuse you ; 1 time in 7. It can bash down doors, bore through walls and can eat bodies to regain strength. It is cold blooded. It is not detected by telepathy. It is immune to poison. It cannot be confused, charmed or slept. It is fairly observant of intruders, which it may notice from 200 feet. It can gaze to confuse you, bite to wound you for 1d9 damage and bite to wound you for 1d9 damage. The Magma spirit (Orange 'E') === Num:804 Lev:22 Rar:2 Spd:+10 Hp:65 Ac:40 Exp:150 A whirlwind of sentient magma. This evil creature is normally found on dungeon level 22 and moves a bit erratically and quickly, but is larger or faster deeper in the dungeon. Destruction of this creature is worth 436.36 points for a 1st level character. It is challenging at its native depth. It can bash down doors. It is not detected by telepathy. It is immune to lightning, fire and poison. It resists lava and blindness. It cannot be frightened, confused, charmed or slept. It takes quite a while to see intruders, which it may notice from 150 feet. It can hit to burn you for 2d6 damage, hit to hurt you for 3d5 damage and hit to burn you for 2d6 damage. The Mountain ogre (Violet 'O') === Num:1011 Lev:22 Rar:5 Spd:+0 Hp:170 Ac:18 Exp:150 A massive grey ogre garbed in black and wielding an enormous mallet. This evil mix of orc and giant is normally found on dungeon level 22 and moves at normal speed, but is larger, older, more powerful or specialised deeper in the dungeon . A kill of this creature is worth 436.36 points for a 1st level character. It is dangerous at its native depth. It can open doors, bash down doors, climb on walls and ceilings and track you over land, but not through water. It takes quite a while to see intruders, which it may notice from 200 feet. It usually appears in groups. It may carry a chest, weapon, armour, garment, tool, edible item, junk item or treasure. It can hit to batter you for 2d18 damage and hit to batter you for 2d18 damage. The Imperial cobra (Green 'J') === Num:1173 Lev:22 Rar:2 Spd:+10 Hp:65 Ac:40 Exp:150 Twelve feet long and emerald green, famed for sudden ambush and sudden death. This animal is normally found on dungeon level 22 and moves a bit erratically and quickly, but is larger or faster deeper in the dungeon. A kill of this creature is worth 436.36 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which teleport-self to; 1 time in 10. It can bash down doors and can eat bodies to regain strength. It is rarely detected by telepathy. It is immune to poison. It is fairly observant of intruders, which it may notice from 60 feet. It can bite to hurt and poison you for 6d9 damage. The Giant ochre jellyfish (Light Umber 'j') === Num:1263 Lev:22 Rar:5 Spd:+10 Hp:56 Ac:18 Exp:150 It is a fast moving highly acidic giant jellyfish. This creature is normally found on dungeon level 22 and moves quickly. A kill of this creature is worth 436.36 points for a 1st level character. It is dangerous at its native depth. It may spit to dissolve you for 2d10 damage; 1 time in 5. It can bash down doors, pick up objects and communicate telepathically with its own kind. It must swim and cannot move out of water. It is cold blooded. It is not detected by telepathy. It is immune to acid and poison. It resists blindness . It cannot be frightened, confused, charmed or slept. It is vigilant for intruders, which it may notice from 120 feet. It usually appears in groups. It can touch to dissolve you for 2d10 damage and spit to dissolve you for 2d10 damage. The Devil-bat (Light Purple 'b') === Num:1342 Lev:22 Rar:5 Spd:+10 Hp:47 Ac:80 Exp:150 Devil-bats are notoriously difficult to kill. This evil mix of animal and demon is normally found on dungeon level 22 and moves a bit erratically and quickly, but is larger deeper in the dungeon. Destruction of this creature is worth 436.36 points for a 1st level character. It is dangerous at its native depth. It can easily evade blows and missiles. It must fly and cannot move underwater or through webs. It regenerates quickly. It is immune to acid, lightning, fire, cold and poison. It resists magical spells and the effects of rods, staffs and wands. It is fairly observant of intruders, which it may notice from 200 feet. It usually appears in groups. It can claw to hurt you for 1d4 damage, claw to hurt you for 1d4 damage and bite to hurt and poison you for 1d8 damage. The Chimaera (Red 'H') === Num:242 Lev:23 Rar:2 Spd:+5 Hp:156 Ac:15 Exp:150 It is a strange concoction of goat, lion and dragon, with the heads of all three beasts. This mix of animal and dragon is normally found on dungeon level 23 and moves quickly, but is larger or faster deeper in the dungeon. A kill of this creature is worth 450.00 points for a 1st level character. It is challenging at its native depth. It may breathe fire; 1 time in 6. It can bash down doors, can eat bodies to regain strength, fly over obstacles and track you over land, but not through water. It is immune to fire. It is fairly observant of intruders, which it may notice from 120 feet. It may carry one or two treasures. It can trample to batter you for 2d6 damage, bite to wound you for 2d8 damage and bite to burn you for 2d4 damage. The Whirling hatchet (Light Dark '/') === Num:1169 Lev:23 Rar:2 Spd:+20 Hp:29 Ac:32 Exp:150 A small war-axe filled with vitality and malevolence. It whirs about your head, gashing you faster than you can react. This creature is normally found on dungeon level 23 and moves very quickly, but is faster deeper in the dungeon . Destruction of this creature is worth 450.00 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which blink-self, teleport-self to or cause wounds; 1 time in 9. It can fly over obstacles, communicate telepathically with its own kind and easily evade blows and missiles. It is not detected by telepathy. It is immune to lightning, cold and poison. It resists water, nether, nexus, blindness and chaos. It cannot be stunned, frightened, confused, charmed or slept. It is fairly observant of intruders, which it may notice from 140 feet. It can hit to wound you for 2d5 damage. The Kobold (Mud 'E') === Num:1241 Lev:23 Rar:2 Spd:+0 Hp:81 Ac:12 Exp:150 A malicious spirit of the deep mines, set in stone and casting spells ponderously. This creature is normally found on dungeon level 23 and moves at normal speed, but is faster or more powerful deeper in the dungeon. Destruction of this creature is worth 450.00 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which produce acid bolts, recover mana, blink-self, blind or slow; 1 time in 4. It can open doors and bash down doors. It is immune to acid and edged weapons. It resists blunt weapons. It is fairly observant of intruders, which it may notice from 180 feet. It may carry one or two junk items or treasures. It can hit to hurt you for 3d6 damage and hit to hurt you for 3d6 damage. The Young black dragon (Light Dark 'd') === Num:372 Lev:23 Rar:3 Spd:+0 Hp:264 Ac:60 Exp:160 It has a form that legends are made of. Its still-tender scales are a darkest black hue. Acid drips from its body. This evil dragon is normally found on dungeon level 23 and moves at normal speed. A kill of this creature is worth 480.00 points for a 1st level character. It is challenging at its native depth. It may breathe acid powerfully; 1 time in 10 and is also magical, casting spells which terrify powerfully enough to overcome your resistance; 1 time in 10. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to acid. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 adornments or treasures. It can claw to hurt you for 2d6 damage, claw to hurt you for 2d6 damage and bite to hurt you for 2d8 damage. The Young red dragon (Red 'd') === Num:387 Lev:23 Rar:3 Spd:+0 Hp:264 Ac:60 Exp:160 It has a form that legends are made of. Its still-tender scales are a deepest red hue. Heat radiates from its form. This evil dragon is normally found on dungeon level 23 and moves at normal speed. A kill of this creature is worth 480.00 points for a 1st level character. It is challenging at its native depth. It may breathe fire powerfully; 1 time in 10 and is also magical, casting spells which terrify powerfully enough to overcome your resistance; 1 time in 10. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to fire. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 adornments or treasures. It can claw to hurt you for 2d6 damage, claw to hurt you for 2d6 damage and bite to hurt you for 2d8 damage. The Clear horror (White 'H') === Num:889 Lev:23 Rar:3 Spd:+5 Hp:234 Ac:55 Exp:160 You can't quite see what hybrid of creatures make up this horrific thing and you don't think you want to. This animal is normally found on dungeon level 23 and moves quickly, but is larger, faster or more powerful deeper in the dungeon . A kill of this creature is worth 480.00 points for a 1st level character. It is challenging at its native depth. It can bash down doors, can eat bodies to regain strength, swim under water and track you over land, but not through water. It is invisible. It is fairly observant of intruders, which it may notice from 120 feet. It can claw to hurt you for 1d8 damage, bite to hurt you for 1d6 damage, sting to hurt you for 1d6 damage and crush to hurt you for 2d4 damage. [U] Ulwarth, Son of Ulfang (Magenta-Pink 't') === Num:284 Lev:23 Rar:5 Spd:+0 Hp:782 Ac:40 Exp:910 A short and swarthy Easterling. This evil man is normally found on dungeon level 23 and moves at normal speed. Killing this creature is worth 2730.00 points for a 1st level character. He is dangerous at his native depth. He can carry a lite to see you, open doors, bash down doors and pick up objects. He needs lite to see you. He takes quite a while to see intruders, which he may notice from 200 feet. He may carry a good weapon, garment, tool, lite, adornment, musical item, potion or edible item. He can hit to wound you for 4d6 damage, hit to wound you for 4d6 damage and hit to wound you for 4d6 damage. The Clear slime (White ',') === Num:663 Lev:24 Rar:3 Spd:+5 Hp:15 Ac:1 Exp:6 Ugh! It quickly creeps along the dungeon floor. This plant is normally found on dungeon level 24 and moves a bit erratically and quickly, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 18.55 points for a 1st level character. It is dangerous at its native depth. It is invisible. It is cold blooded. It is not detected by telepathy. It breeds explosively. It resists blindness. It cannot be stunned, frightened, confused, charmed, slept or cut. It is ever vigilant for intruders, which it may notice from 40 feet. It usually appears in groups. It can touch to hurt you for 1d4 damage and touch to hurt you for 1d4 damage. The Crystal ooze (Light Pink 'j') === Num:930 Lev:24 Rar:7 Spd:+5 Hp:51 Ac:30 Exp:120 It's cystalline and it's oozing. This creature is normally found on dungeon level 24 and moves a bit erratically and quickly, but is larger deeper in the dungeon. A kill of this creature is worth 370.91 points for a 1st level character. It is over powered at its native depth. It may create a spike to wound you for 4d4 damage and may grow ammunition; 1 time in 5. It can open doors, can eat bodies to regain strength, pick up objects, ooze through tiny cracks and communicate telepathically with its own kind. It is invisible. It is cold blooded. It is not detected by telepathy. It breeds explosively. It is immune to cold and poison. It resists blindness. It cannot be frightened, confused, charmed or slept. It is very observant of intruders, which it may notice from 100 feet. It may carry an adornment, potion, junk item or treasure. It can touch to wound you for 4d4 damage. The Sasquatch|||es| (Green 'Y') === Num:244 Lev:24 Rar:3 Spd:+5 Hp:184 Ac:40 Exp:160 A tall shaggy, furry humanoid, it could call the yeti brother. This animal is normally found on dungeon level 24 and moves quickly, but is larger or older deeper in the dungeon. A kill of this creature is worth 494.55 points for a 1st level character. It is challenging at its native depth. It can bash down doors and track you over land, but not through water. It is immune to cold. It is fairly observant of intruders, which it may notice from 150 feet. It can claw to hurt you for 1d10 damage, claw to hurt you for 1d10 damage and bite to hurt you for 2d8 damage. The Spectator (Deep Light Blue 'e') === Num:589 Lev:24 Rar:3 Spd:+0 Hp:195 Ac:1 Exp:160 A lesser relative of the beholder: a globular body with a large toothy mouth, a large central eye, and four smaller eyes on stalks protruding from the top of its body. This creature is normally found on dungeon level 24 and moves at normal speed, but is older, more powerful or specialised deeper in the dungeon . A kill of this creature is worth 494.55 points for a 1st level character. It is challenging at its native depth. It may gaze to paralyze you for 1d4 damage or gaze to confuse you for 1d4 damage; 1 time in 5 and is also magical, casting spells which cause wounds, probe your weaknesses, cause amnesia, slow or paralyze; 1 time in 5. It can communicate telepathically with its own kind . It must fly and cannot move underwater or through webs. It cannot be frightened, confused, charmed or slept. It is observant of intruders, which it may notice from 300 feet. It can gaze to paralyze you for 1d4 damage, gaze to confuse you for 1d4 damage and bite to hurt you for 1d8 damage. The Young grey dragon (Slate 'd') === Num:1122 Lev:24 Rar:3 Spd:+0 Hp:264 Ac:60 Exp:160 It has a form that legends are made of. Its still-tender scales are a light to deep grey hue. This evil dragon is normally found on dungeon level 24 and moves at normal speed. A kill of this creature is worth 494.55 points for a 1st level character. It is challenging at its native depth. It may breathe acid or frost powerfully; 1 time in 10 and is also magical, casting spells which terrify powerfully enough to overcome your resistance; 1 time in 10. It can bash down doors, fly over obstacles and track you over land, but not through water. It is cold blooded. It is immune to acid and cold. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 adornments or treasures. It can claw to hurt you for 2d6 damage, claw to hurt you for 2d6 damage and bite to hurt you for 2d8 damage. The Young yellow dragon (Yellow 'd') === Num:1127 Lev:24 Rar:3 Spd:+0 Hp:264 Ac:60 Exp:160 It has a form that legends are made of. Its still-tender scales are a dirty yellow hue. This evil dragon is normally found on dungeon level 24 and moves at normal speed. A kill of this creature is worth 494.55 points for a 1st level character. It is challenging at its native depth. It may breathe fire or poison powerfully; 1 time in 10 and is also magical, casting spells which terrify powerfully enough to overcome your resistance; 1 time in 10. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to fire and poison. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 adornments or treasures. It can claw to hurt you for 2d6 damage, claw to hurt you for 2d6 damage and bite to hurt you for 2d8 damage. The Young cyan dragon (Teal 'd') === Num:1131 Lev:24 Rar:3 Spd:+0 Hp:264 Ac:60 Exp:160 It has a form that legends are made of. Its still-tender scales are a mix of green and blue. This evil dragon is normally found on dungeon level 24 and moves at normal speed. A kill of this creature is worth 494.55 points for a 1st level character. It is challenging at its native depth. It may breathe lightning or poison powerfully; 1 time in 10 and is also magical, casting spells which terrify powerfully enough to overcome your resistance; 1 time in 10. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to lightning and poison. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 adornments or treasures. It can claw to hurt you for 2d6 damage, claw to hurt you for 2d6 damage and bite to hurt you for 2d8 damage. The Young purple dragon (Purple 'd') === Num:1135 Lev:24 Rar:3 Spd:+0 Hp:264 Ac:60 Exp:160 It has a form that legends are made of. Its still-tender scales are a lilac hue. This evil dragon is normally found on dungeon level 24 and moves at normal speed. A kill of this creature is worth 494.55 points for a 1st level character. It is challenging at its native depth. It may breathe lightning or fire powerfully; 1 time in 10 and is also magical, casting spells which terrify powerfully enough to overcome your resistance; 1 time in 10. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to lightning and fire. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 adornments or treasures. It can claw to hurt you for 2d6 damage, claw to hurt you for 2d6 damage and bite to hurt you for 2d8 damage. The Hill giant (Light Umber 'P') === Num:184 Lev:24 Rar:3 Spd:+0 Hp:219 Ac:45 Exp:170 A ten foot tall humanoid with powerful muscles. This evil giant is normally found on dungeon level 24 and moves at normal speed, but is older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 525.45 points for a 1st level character. It is challenging at its native depth. It may throw a boulder at to hurt you for 2d10 damage; 1 time in 10. It can carry a lite to see you, open doors and bash down doors. It needs lite to see you. It tends to overlook intruders, which it may notice from 200 feet. It may carry a chest, musical item, potion, edible item or treasure. It can hit to batter you for 4d8 damage and hit to batter you for 4d8 damage. The Ninja (Yellow 't') === Num:331 Lev:24 Rar:3 Spd:+10 Hp:74 Ac:60 Exp:170 A humanoid clothed in black who moves with blinding speed. This evil woman thief is normally found on dungeon level 24 and moves quickly, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 525.45 points for a 1st level character. She is challenging at her native depth. She may create a spike to hurt and poison you; 1 time in 5. She can open doors , bash down doors and hide in unusual places. She cannot be confused, charmed or slept. She is fairly observant of intruders, which she may notice from 200 feet. She may carry one or two weapons, garments, tools, lites, adornments, musical items, potions, edible items or treasures. She can punch to hurt and poison you for 3d4 damage, punch to reduce strength and size from you for 3d4 damage and kick to batter you for 3d4 damage. The Prayer book mimic (Blue '?') === Num:1300 Lev:24 Rar:3 Spd:+0 Hp:566 Ac:40 Exp:170 A strange creature that disguises itself as a prayer book to lure unsuspecting adventurers within reach of its thumping pronouncements. This creature is normally found on dungeon level 24 and moves at normal speed, but is larger, faster or more powerful deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 525.45 points for a 1st level character. It is challenging at its native depth. It may spit to curse you for 4d4 damage; 1 time in 5 and is also magical, casting spells which produce holy orbs, heal-self, cure-self or summon an undead; 1 time in 5. It is cold blooded. It is not detected by telepathy. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It may carry up to 3 special objects or treasures. It can bite to batter you for 4d4 damage, bite to batter you for 4d4 damage, trample to disenchant your armour and weapons for 4d4 damage and spit to curse you for 4d4 damage. The Ghoul (Magenta-Pink 'z') === Num:599 Lev:24 Rar:5 Spd:+5 Hp:78 Ac:30 Exp:180 A grave-robbing undead with a withering touch. This evil undead creature is normally found on dungeon level 24 and moves quickly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 556.36 points for a 1st level character. It is dangerous at its native depth. It can open doors, bash down doors and can eat bodies to regain strength. It is cold blooded. It is immune to poison. It cannot be frightened, charmed or slept. It takes a while to see intruders, which it may notice from 300 feet. It usually appears in groups. It may carry a weapon, armour, adornment, magical device or treasure. It can hit to hurt and poison you for 3d9 damage, touch to paralyze you for 1d4 damage and touch to reduce constitution from you for 1d4 damage. The Space bat (White 'b') === Num:733 Lev:24 Rar:5 Spd:+20 Hp:129 Ac:25 Exp:180 It is a huge ugly bat that strikes terror into your heart. This evil animal is normally found on dungeon level 24 and moves somewhat erratically and very quickly, but is larger deeper in the dungeon. A kill of this creature is worth 556.36 points for a 1st level character. It is dangerous at its native depth. It can open doors, can eat bodies to regain strength and fly over obstacles. It cannot be frightened, confused, charmed or slept. It tends to overlook intruders, which it may notice from 70 feet. It usually appears in groups. It can bite to hurt you for 2d6 damage, bite to hurt you for 2d6 damage and bite to hurt you for 2d10 damage. The Young silver dragon (Light Slate 'd') === Num:764 Lev:24 Rar:3 Spd:+0 Hp:220 Ac:60 Exp:180 It has a form that legends are made of. Its still-tender scales are a liquid silver hue. The air recoils from it fearfully. This evil dragon is normally found on dungeon level 24 and moves at normal speed. A kill of this creature is worth 556.36 points for a 1st level character. It is challenging at its native depth. It may breathe frost or fear powerfully; 1 time in 10 and is also magical, casting spells which terrify powerfully enough to overcome your resistance; 1 time in 10. It can bash down doors, fly over obstacles and track you over land, but not through water. It is cold blooded. It is immune to cold. It cannot be frightened. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 4 adornments or precious metals. It can claw to hurt you for 2d6 damage, claw to hurt you for 2d6 damage and bite to hurt you for 2d8 damage. The Ooze spirit (Light Teal 'E') === Num:806 Lev:24 Rar:3 Spd:+20 Hp:28 Ac:55 Exp:180 A whirling form of sentient ooze. This evil creature is normally found on dungeon level 24 and moves a bit erratically and very quickly, but is larger or faster deeper in the dungeon. Destruction of this creature is worth 556.36 points for a 1st level character. It is challenging at its native depth. It can ooze through tiny cracks and dig through earth and rubble. It is cold blooded. It is not detected by telepathy. It is immune to lightning, fire, cold and poison. It resists blindness. It cannot be frightened, confused, charmed or slept. It tends to overlook intruders, which it may notice from 100 feet. It can touch to dissolve you for 1d6 damage and touch to dissolve you for 1d6 damage. The Creeping sapphire gems (Blue '$') === Num:1113 Lev:24 Rar:3 Spd:+5 Hp:126 Ac:50 Exp:180 It appears to be a pile of sapphires, slithering toward you on lots of tiny legs. This creature is normally found on dungeon level 24 and moves quickly. A kill of this creature is worth 556.36 points for a 1st level character. It is challenging at its native depth. It can bash down doors. It is cold blooded. It is not detected by telepathy. It is immune to acid, lightning and poison. It resists blindness. It cannot be confused, charmed or slept. It is fairly observant of intruders, which it may notice from 50 feet. It may carry up to 4 gem stones. It can bite to hurt and poison you for 3d4 damage and touch to poison you for 3d5 damage. The Giant bright blue jellyfish (Light Blue 'j') === Num:1268 Lev:25 Rar:3 Spd:+0 Hp:184 Ac:1 Exp:51 It is smarter than your average giant jellyfish. This creature is normally found on dungeon level 25 and moves at normal speed. A kill of this creature is worth 162.27 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells which blink-self, drain mana or summon similar monsters; 1 time in 9. It can communicate telepathically with its own kind. It must swim and cannot move out of water. It lights up the surroundings. It is not detected by telepathy. It resists blindness. It cannot be frightened, confused, charmed or slept. It pays very little attention to intruders, which it may notice from 20 feet. It usually appears in groups. It can touch to freeze you for 2d6 damage. The Bat of Gorgoroth (Light Green 'b') === Num:605 Lev:25 Rar:3 Spd:+10 Hp:104 Ac:30 Exp:65 Fed with horrid meats and grown to enormous size, this slavering creature seeks livelier prey. This animal is normally found on dungeon level 25 and moves a bit erratically and quickly, but is larger deeper in the dungeon. A kill of this creature is worth 206.82 points for a 1st level character. It is dangerous at its native depth. It may breathe poison or darkness; 1 time in 6 and is also magical, casting spells which terrify; 1 time in 6. It can bash down doors and can eat bodies to regain strength. It must fly and cannot move underwater or through webs. It is rarely detected by telepathy. It is immune to poison. It resists darkness. It takes quite a while to see intruders, which it may notice from 200 feet. It usually appears in groups. It may carry a garment, junk item or treasure. It can bite to hurt and poison you for 1d10 damage and claw to hurt you for 1d4 damage. The Blade naga (Blue Slate 'n') === Num:44 Lev:25 Rar:3 Spd:+5 Hp:152 Ac:40 Exp:180 A wild-eyed woman, fair and terrible, rising from the trunk of a great iron-hued serpent. Deadly are the blades she wields. This evil creature is normally found on dungeon level 25 and moves a bit erratically and quickly. A kill of this creature is worth 572.73 points for a 1st level character. She is dangerous at her native depth. She is magical, casting spells which terrify; 1 time in 12. She can open doors, bash down doors and pick up objects . She tends to overlook intruders, which she may notice from 200 feet. She usually appears with a friend. She may carry up to 3 special objects or treasures. She can hit to wound you for 3d10 damage, hit to wound you for 3d10 damage and hit to batter you for 3d8 damage. The Killer slicer beetle (Blue Slate 'K') === Num:325 Lev:25 Rar:3 Spd:+0 Hp:198 Ac:60 Exp:180 It is a beetle with deadly sharp cutting mandibles and a rock-hard carapace. This insect is normally found on dungeon level 25 and moves at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 572.73 points for a 1st level character. It is challenging at its native depth. It can bash down doors and fly over obstacles. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 140 feet. It can bite to wound you for 4d9 damage and bite to wound you for 4d9 damage. The Werebear (Deep Light Blue 'Q') === Num:565 Lev:25 Rar:3 Spd:+0 Hp:293 Ac:50 Exp:180 In the eyes of this bear, there glimmers the faintest light of intelligence. And then its form begins to change... The combination of animal cunning, human intelligence and the great physical strength of the bear makes for a dangerous enemy. This evil animal is normally found on dungeon level 25 and moves at normal speed, but is larger, older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 572.73 points for a 1st level character. It is challenging at its native depth. It can open doors, bash down doors and track you over land, but not through water. It takes a while to see intruders, which it may notice from 200 feet. It may carry one or two chests, garments or treasures. It can claw to hurt you for 1d10 damage, claw to hurt you for 1d10 damage, bite to hurt you for 2d8 damage and crush to hurt you for 2d6 damage. The Young copper dragon (Umber 'd') === Num:763 Lev:25 Rar:3 Spd:+0 Hp:220 Ac:60 Exp:180 It has a form that legends are made of. Its still-tender scales are a shiny copper hue. The air twists around it strangely. This evil dragon is normally found on dungeon level 25 and moves at normal speed. A kill of this creature is worth 572.73 points for a 1st level character. It is challenging at its native depth. It may breathe lightning or nexus powerfully; 1 time in 10 and is also magical, casting spells which terrify powerfully enough to overcome your resistance; 1 time in 10. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to lightning. It resists nexus. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 4 adornments or precious metals. It can claw to hurt you for 2d6 damage, claw to hurt you for 2d6 damage and bite to hurt you for 2d8 damage. The Sea drake (Teal 'D') === Num:775 Lev:25 Rar:3 Spd:+0 Hp:270 Ac:50 Exp:180 It is a sinous serpent-like dragon with flippers instead of legs. Acidic and poisonous fumes spill from its mouth. This evil dragon is normally found on dungeon level 25 and moves at normal speed, but is larger or more powerful deeper in the dungeon. A kill of this creature is worth 572.73 points for a 1st level character. It is challenging at its native depth. It may breathe acid or poison powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors, swim under water and track you over land, but not through water. It is immune to acid and poison. It resists water. It cannot be confused, charmed or slept. It takes quite a while to see intruders, which it may notice from 250 feet. It may carry up to 3 chests, armours or adornments. It can claw to hurt you for 2d4 damage, claw to hurt you for 2d4 damage and bite to hurt and poison you for 3d6 damage. The War drake (Light Umber 'D') === Num:776 Lev:25 Rar:3 Spd:+0 Hp:270 Ac:50 Exp:180 It is a bat-winged dragon saddled and ready to fight. Sparks and acidic fumes shoot from its mouth. This evil dragon is normally found on dungeon level 25 and moves at normal speed, but is larger or more powerful deeper in the dungeon . A kill of this creature is worth 572.73 points for a 1st level character. It is challenging at its native depth. It may breathe acid or lightning powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to acid and lightning. It cannot be confused, charmed or slept. It takes quite a while to see intruders, which it may notice from 250 feet. It may carry up to 3 chests, armours or adornments. It can claw to hurt you for 2d4 damage, claw to hurt you for 2d4 damage and bite to electrify you for 3d6 damage. The Bloodthirsty soul (Red 'G') === Num:851 Lev:25 Rar:3 Spd:+0 Hp:44 Ac:10 Exp:180 It drains your blood from you. This evil undead creature is normally found on dungeon level 25 and moves somewhat erratically at normal speed. Destruction of this creature is worth 572.73 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which teleport-self or drain mana; 1 time in 8. It can pass through walls, pick up objects and fly over obstacles. It is cold blooded. It is immune to cold and blunt weapons. It cannot be stunned, confused, charmed or slept. It takes a while to see intruders, which it may notice from 120 feet. It may carry one or two garments, tools, musical items, junk items or treasures. It can bite to wound you for 5d2 damage and bite to drain experience (by 10d6+) from you. The Ogre leader (Light Pink 'O') === Num:1015 Lev:25 Rar:3 Spd:+0 Hp:173 Ac:69 Exp:180 A massive, heavily armoured figure with the mantle of leadership. This evil mix of orc and giant is normally found on dungeon level 25 and moves at normal speed, but is larger, older or more powerful deeper in the dungeon. A kill of this creature is worth 572.73 points for a 1st level character. She is challenging at her native depth. She can open doors, bash down doors and track you over land, but not through water. She takes a while to see intruders, which she may notice from 200 feet. She usually appears with escorts. She may carry one or two chests, weapons, armours, garments, tools, edible items, junk items or treasures. She can hit to batter you for 2d12 damage, hit to batter you for 2d12 damage, hit to batter you for 2d12 damage and hit to batter you for 2d12 damage. The Forge giant (Light Yellow 'P') === Num:1197 Lev:25 Rar:3 Spd:+0 Hp:241 Ac:25 Exp:180 Teams of hammer-wielding giants forge the thunderbolts of the gods; when not watched, they use them as deadly weapons. This evil giant is normally found on dungeon level 25 and moves at normal speed, but is older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 572.73 points for a 1st level character. It is dangerous at its native depth. It may create a hammer to electrify you for 6d9 damage; 1 time in 4 and is also magical, casting spells intelligently which produce lightening beams; 1 time in 9. It can open doors, bash down doors and pick up objects. It is immune to lightning. It tends to overlook intruders, which it may notice from 200 feet. It usually appears with a friend. It may carry one or two chests, musical items, potions, edible items or treasures. It can hit to batter you for 6d9 damage. The Wood elf tracker (Slate 'l') === Num:1276 Lev:25 Rar:3 Spd:+5 Hp:111 Ac:40 Exp:180 A grey-garbed elven warrior who moves with confidence. This elf warrior is normally found on dungeon level 25 and moves quickly, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 572.73 points for a 1st level character. She is challenging at her native depth. She may create a crossbow bolt to hurt you for 12d7 damage; 1 time in 5. She can carry a lite to see you, open doors, bash down doors, pick up objects and track you unerringly over land, but not through water. She needs lite to see you. She resists lite. She takes quite a while to see intruders, which she may notice from 200 feet. She may carry one or two weapons, missile weapons, garments, lites, adornments, written items, musical items, potions, edible items or treasures. She can hit to wound you for 8d5 damage and hit to wound you for 8d5 damage. The Mind flayer (Purple 'X') === Num:306 Lev:25 Rar:3 Spd:+0 Hp:247 Ac:60 Exp:190 A humanoid form with a gruesome head, tentacular mouth, and piercing eyes. Claws reach out for you and you feel a presence invade your mind. This evil creature is normally found on dungeon level 25 and moves at normal speed, but is larger, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 604.55 points for a 1st level character. It is challenging at its native depth. It may gaze to reduce intelligence from you for 2d6 damage or gaze to reduce wisdom from you for 2d6 damage; 1 time in 2 and is also magical, casting spells which recover mana, cause mind blasting, animate monsters from objects, cause amnesia, terrify, blind or paralyze; 1 time in 2. It can open doors, bash down doors and communicate telepathically with its own kind. It cannot be confused, charmed or slept. It is fairly observant of intruders, which it may notice from 200 feet. It may carry up to 3 adornments . It can gaze to reduce intelligence from you for 2d6 damage and gaze to reduce wisdom from you for 2d6 damage. The Erinyes|||| (Umber 'U') === Num:418 Lev:25 Rar:3 Spd:+0 Hp:216 Ac:50 Exp:190 It is a lesser demon of female form; however, she takes little time to show her true colours. This evil demon is normally found on dungeon level 25 and moves at normal speed, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 604.55 points for a 1st level character. She is challenging at her native depth. She may lash to hurt you for 3d4 damage; 1 time in 6 and is also magical, casting spells which produce fire bolts, summon a demon, blind or confuse powerfully enough to overcome your resistance; 1 time in 6. She can open doors, bash down doors and fly over obstacles. She is immune to fire, cold and poison. She resists magical spells and the effects of rods, staffs and wands. She cannot be confused, charmed or slept. She pays little attention to intruders, which she may notice from 200 feet. She may carry a weapon, armour or written item. She can hit to hurt you for 3d4 damage, lash to hurt you for 3d4 damage and touch to reduce strength and size from you for 1d5 damage. The Cackling spirit (Purple 'G') === Num:860 Lev:25 Rar:3 Spd:+10 Hp:26 Ac:20 Exp:190 A ghostly apparition that cackles horribly. This evil undead creature is normally found on dungeon level 25 and moves a bit erratically and quickly. Destruction of this creature is worth 604.55 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which teleport-self or create traps; 1 time in 12. It can pass through walls and fly over obstacles. It is invisible. It is cold blooded. It is immune to cold and blunt weapons. It cannot be stunned, confused, charmed, slept or cut . It is fairly observant of intruders, which it may notice from 140 feet. It may carry one or two garments, tools, musical items, junk items or treasures. It can touch to reduce dexterity and agility from you for 1d8 damage. The Dwarven |lord|lady|lords| (Light Purple 'h') === Num:884 Lev:25 Rar:3 Spd:+10 Hp:171 Ac:50 Exp:190 A dwarven lady, with a four-foot beard, come to reclaim the halls of her elders. This dwarf is normally found on dungeon level 25 and moves quickly, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 604.55 points for a 1st level character. She is challenging at her native depth. She may create a crossbow bolt to hurt you for 13d6 damage; 1 time in 6. She can open doors and bash down doors. She resists blindness. She takes quite a while to see intruders, which she may notice from 200 feet. She may carry one or two weapons, missile weapons, armours, garments, tools, lites, written items, potions or edible items. She can hit to hurt you for 3d8 damage and hit to hurt you for 3d5 damage. The Cave giant (Blue Slate 'P') === Num:1031 Lev:25 Rar:3 Spd:+0 Hp:225 Ac:47 Exp:190 An eleven foot tall humanoid hunched over in the darkness. This evil giant is normally found on dungeon level 25 and moves at normal speed, but is older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 604.55 points for a 1st level character. It is challenging at its native depth. It may throw a boulder at to batter you for 2d10 damage; 1 time in 10. It can open doors, bash down doors and pick up objects. It is hurt by bright light. It tends to overlook intruders, which it may notice from 200 feet. It may carry a chest, musical item, potion, edible item or treasure. It can hit to batter you for 5d8 damage and hit to batter you for 5d8 damage. The Mummified guard (Umber 'z') === Num:1102 Lev:25 Rar:3 Spd:+5 Hp:154 Ac:50 Exp:190 An ancient human form encased in mouldy wrappings, forever guarding treasures long lost. This evil undead warrior is normally found on dungeon level 25 and moves quickly, but is larger or more powerful deeper in the dungeon. Destruction of this creature is worth 604.55 points for a 1st level character. It is challenging at its native depth. It can open doors and bash down doors. It is cold blooded. It is not detected by telepathy. It is immune to cold and poison. It cannot be frightened, confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry one or two weapons, armours, adornments, magical devices or treasures. It can hit to infect you with disease for 2d6 damage, hit to infect you with disease for 2d6 damage and touch to poison you for 2d4 damage. The Lamia (Slate 'u') === Num:1203 Lev:25 Rar:3 Spd:+0 Hp:133 Ac:15 Exp:190 A demonic woman-headed serpent, hungering for mortal flesh and souls. This evil demon is normally found on dungeon level 25 and moves at normal speed, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 604.55 points for a 1st level character. She is challenging at her native depth. She is magical, casting spells intelligently which invoke darkness storms, teleport-self to or curse you; 1 time in 5. She can open doors and bash down doors. She is immune to cold and poison. She resists magical spells and the effects of rods, staffs and wands. She cannot be frightened. She takes quite a while to see intruders, which she may notice from 200 feet. She may carry a weapon, armour, written item or treasure. She can bite to drain experience (by 20d6+) from you for 1d9 damage, crush to hurt you for 3d6 damage, touch to reduce constitution from you and touch to reduce dexterity and agility from you. The Giant bright green jellyfish (Light Green 'j') === Num:1269 Lev:25 Rar:5 Spd:+10 Hp:207 Ac:1 Exp:190 It is smarter than your average giant jellyfish. This creature is normally found on dungeon level 25 and moves quickly. A kill of this creature is worth 604.55 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells which teleport-self, drain mana or summon a monster; 1 time in 9. It can communicate telepathically with its own kind. It must swim and cannot move out of water. It lights up the surroundings. It is not detected by telepathy. It resists blindness. It cannot be frightened, confused, charmed or slept. It pays very little attention to intruders, which it may notice from 20 feet. It usually appears in groups. It can touch to dissolve you for 2d5 damage. The Catoblepas|||es| (Green 'Q') === Num:312 Lev:25 Rar:3 Spd:+0 Hp:147 Ac:55 Exp:200 A strange ox-like form with a huge head but a thin, weak neck, it looks likes the creation of some deranged alchemist. This animal is normally found on dungeon level 25 and moves at normal speed, but is larger or older deeper in the dungeon. A kill of this creature is worth 636.36 points for a 1st level character. It is challenging at its native depth. It may gaze to petrify you for 2d4 damage or gaze to blind you for 2d4 damage, doubled against eye monsters ; 1 time in 9. It can bash down doors and track you over land, but not through water. It is immune to poison. It takes quite a while to see intruders, which it may notice from 150 feet. It may carry up to 3 treasures. It can gaze to petrify you for 2d4 damage, gaze to blind you for 2d4 damage, doubled against eye monsters, trample to hurt you for 2d6 damage and bite to hurt you for 2d12 damage. The Ghastly soul (Light Green 'G') === Num:854 Lev:25 Rar:3 Spd:+5 Hp:49 Ac:10 Exp:200 It is ugly to behold. This evil undead creature is normally found on dungeon level 25 and moves somewhat erratically and quickly. Destruction of this creature is worth 636.36 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which teleport-self, drain mana, summon a monster or terrify; 1 time in 5. It can pass through walls, pick up objects and fly over obstacles. It is cold blooded. It is immune to cold and blunt weapons. It cannot be stunned, confused, charmed, slept or cut . It takes a while to see intruders, which it may notice from 120 feet. It may carry one or two garments, tools, musical items, junk items or treasures. It can hit to hurt you for 2d4 damage, hit to hurt you for 2d4 damage and touch to infect you with disease for 2d4 damage. [U] Ugluk, Half-Orc Captain of the White Hand (Light Umber 'o') === Num:249 Lev:25 Rar:4 Spd:+0 Hp:584 Ac:95 Exp:860 A strong and cunning orc warrior, the commander of Saruman's orcish horde. This evil mix of man and orc is normally found on dungeon level 25 and moves at normal speed. Killing this creature is worth 2736.36 points for a 1st level character. He is dangerous at his native depth. He can carry a lite to see you, open doors, bash down doors and track you over land, but not through water. He needs lite to see you. He is immune to fire, cold and poison. He resists darkness. He cannot be confused, charmed or slept. He takes a while to see intruders, which he may notice from 200 feet. He usually appears with escorts. He may carry one or two good weapons, missile weapons, armours, garments, tools, edible items or junk items. He can hit to hurt you for 3d8 damage, hit to hurt you for 3d8 damage, hit to hurt you for 3d5 damage and hit to hurt you for 3d5 damage. It is a dungeon guardian, impeding your progress further. [U] Mauhur, Half-Orc Captain of the White Hand (Light Umber 'o') === Num:633 Lev:25 Rar:4 Spd:+0 Hp:584 Ac:95 Exp:860 A strong and cunning orc warrior, a commander of Saruman's orcish horde. This evil mix of man and orc is normally found on dungeon level 25 and moves at normal speed. Killing this creature is worth 2736.36 points for a 1st level character. He is dangerous at his native depth. He can carry a lite to see you, open doors, bash down doors and track you over land, but not through water . He needs lite to see you. He is immune to fire, cold and poison. He resists darkness. He cannot be confused, charmed or slept. He takes a while to see intruders, which he may notice from 200 feet. He usually appears with escorts. He may carry one or two good weapons, missile weapons, armours, garments, tools, edible items or junk items. He can hit to hurt you for 3d8 damage, hit to hurt you for 3d8 damage, hit to hurt you for 3d5 damage and hit to hurt you for 3d5 damage. [U] Grishnakh, the Half Orc Captain of Barad-dur (Umber 'o') === Num:634 Lev:25 Rar:4 Spd:+0 Hp:584 Ac:95 Exp:860 A strong and cunning orc warrior, a commander of Sauron's orcish horde. This evil orc warrior is normally found on dungeon level 25 and moves at normal speed. Killing this creature is worth 2736.36 points for a 1st level character. He is dangerous at his native depth. He can open doors, bash down doors and track you over land, but not through water. He is immune to fire, cold and poison. He resists darkness. He cannot be confused, charmed or slept. He takes a while to see intruders, which he may notice from 200 feet. He usually appears with escorts. He may carry one or two good weapons, missile weapons, armours, garments, tools, edible items or junk items. He can hit to hurt you for 3d8 damage, hit to hurt you for 3d8 damage, hit to hurt you for 3d5 damage and hit to hurt you for 3d5 damage. [U] Lurtz, Uruk Captain of the White Hand (Light Blue 'o') === Num:644 Lev:25 Rar:4 Spd:+0 Hp:584 Ac:95 Exp:860 A strong and cunning orc warrior, a commander of Saruman's orcish horde. This evil orc is normally found on dungeon level 25 and moves at normal speed. Killing this creature is worth 2736.36 points for a 1st level character. He is dangerous at his native depth. He may create an arrow to hurt you for 10d5 damage; 1 time in 9. He can open doors, bash down doors, pick up objects and track you over land, but not through water. He is immune to fire, cold and poison. He resists darkness. He cannot be confused, charmed or slept. He takes a while to see intruders, which he may notice from 200 feet. He usually appears with escorts. He may carry one or two good weapons, missile weapons, armours, garments, tools, edible items or junk items. He can hit to hurt you for 3d8 damage, hit to hurt you for 3d8 damage and hit to hurt you for 6d5 damage. [U] Gilim, the Giant of Eruman (Umber 'P') === Num:640 Lev:25 Rar:4 Spd:+0 Hp:850 Ac:35 Exp:1200 A fifty foot tall humanoid that shakes the very ground you stand on. He looks down on your pathetic figure with hate and disdain. This evil giant is normally found on dungeon level 25 and moves at normal speed. Killing this creature is worth 3818.18 points for a 1st level character. He is dangerous at his native depth. He can carry a lite to see you, open doors, bash down doors and pick up objects. He needs lite to see you. He is immune to acid, cold and poison. He tends to overlook intruders, which he may notice from 200 feet. He usually appears with escorts. He may carry a good chest, musical item, potion or edible item. He can hit to batter you for 5d5 damage, bite to hurt you for 2d10 damage and hit to steal gold from you for 2d2 damage. The Giant clear jellyfish (White 'j') === Num:1265 Lev:26 Rar:1 Spd:+0 Hp:108 Ac:1 Exp:12 It is a giant almost transparent jellyfish glowing with pulsing lights. This creature is normally found on dungeon level 26 and moves at normal speed. A kill of this creature is worth 39.27 points for a 1st level character. It is threatening at its native depth. It is magical, casting spells which drain mana; 1 time in 11. It can communicate telepathically with its own kind. It must swim and cannot move out of water. It lights up the surroundings. It is invisible. It is not detected by telepathy. It resists blindness. It cannot be frightened, confused, charmed or slept. It pays very little attention to intruders, which it may notice from 20 feet. It usually appears in groups. It can touch to poison you for 1d4 damage. The Wizard eye (Light Blue 'e') === Num:797 Lev:26 Rar:1 Spd:+0 Hp:134 Ac:6 Exp:45 A disembodied and nearly invisible eye, crackling with magical energy. This creature is normally found on dungeon level 26 and moves at normal speed, but is larger or older deeper in the dungeon and does not deign to chase intruders . A kill of this creature is worth 147.27 points for a 1st level character. It is threatening at its native depth. It may gaze to reduce intelligence from you for 9d6 damage; 1 time in 3 and is also magical, casting spells intelligently which produce acid bolts, produce fire bolts, produce frost bolts , blink-self, create darkness, drain mana, cause wounds, blind or confuse; 1 time in 3. It can communicate telepathically with its own kind. It must fly and cannot move underwater or through webs. It is invisible. It is cold blooded. It is hurt by bright light. It cannot be frightened. It is fairly observant of intruders, which it may notice from 20 feet. It can gaze to reduce intelligence from you for 9d6 damage. The 3-headed hydra (Orange 'y') === Num:237 Lev:26 Rar:3 Spd:+5 Hp:261 Ac:65 Exp:190 A strange reptilian hybrid with three heads. This animal is normally found on dungeon level 26 and moves quickly, but is larger deeper in the dungeon. A kill of this creature is worth 621.82 points for a 1st level character. It is challenging at its native depth. It can bash down doors, can eat bodies to regain strength and track you over land, but not through water. It resists blindness. It takes a while to see intruders, which it may notice from 200 feet. It may carry up to 5 treasures. It can bite to hurt you for 2d6 damage , bite to hurt you for 2d6 damage and bite to hurt you for 2d6 damage. The Forgotten|||| (Orange 'M') === Num:289 Lev:26 Rar:3 Spd:+0 Hp:151 Ac:45 Exp:190 One of the Maia who never took up the original song and wanders, lonely and unknowing. He is disturbed by the harsh strains of reality around him and seeks to return it to its primal discordance. This mix of elf and demon is normally found on dungeon level 26 and moves at normal speed. Destruction of this creature is worth 621.82 points for a 1st level character. It is challenging at its native depth. It may gaze to terrify you for 1d4 damage; 1 time in 4 and is also magical, casting spells which cause amnesia, terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 4. It can open doors, bash down doors and pick up objects. It is immune to lightning and poison. It resists magical spells, the effects of rods, staffs and wands and blunt weapons. It cannot be confused, charmed or slept. It pays very little attention to intruders, which it may notice from 300 feet. It may carry up to 3 weapons, armours or written items. It can gaze to terrify you for 1d4 damage, hit to hurt you for 3d9 damage and hit to hurt you for 3d9 damage. The Ogre captain (Magenta-Pink 'O') === Num:1016 Lev:26 Rar:3 Spd:+0 Hp:168 Ac:82 Exp:190 A massive, heavily armoured figure who dominates her kind. This evil mix of orc and giant is normally found on dungeon level 26 and moves at normal speed, but is larger, older or more powerful deeper in the dungeon. A kill of this creature is worth 621.82 points for a 1st level character. She is challenging at her native depth. She may create a crossbow bolt to hurt you for 6d7 damage; 1 time in 5. She can open doors, bash down doors and track you over land, but not through water. She takes a while to see intruders, which she may notice from 200 feet. She usually appears with escorts. She may carry one or two chests, weapons, missile weapons, armours, garments, tools, edible items, junk items or treasures. She can hit to batter you for 3d12 damage, hit to batter you for 3d12 damage and hit to batter you for 3d12 damage. The Young brass dragon (Orange 'd') === Num:765 Lev:26 Rar:3 Spd:+0 Hp:220 Ac:60 Exp:200 It has a form that legends are made of. Its still-tender scales are a gleaming brass hue. The air feels drained of magic. This evil dragon is normally found on dungeon level 26 and moves at normal speed. A kill of this creature is worth 654.55 points for a 1st level character. It is challenging at its native depth. It may breathe acid or disenchantment powerfully; 1 time in 10 and is also magical, casting spells which terrify powerfully enough to overcome your resistance; 1 time in 10. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to acid. It resists disenchantment. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 4 adornments or precious metals. It can claw to hurt you for 2d6 damage, claw to hurt you for 2d6 damage and bite to hurt you for 2d8 damage. The Mummified noble (Violet 'z') === Num:1105 Lev:26 Rar:3 Spd:+10 Hp:51 Ac:75 Exp:200 A well-perserved undead creature, decorated with lavish jewelry. This evil undead warrior is normally found on dungeon level 26 and moves quickly, but is larger or more powerful deeper in the dungeon. Destruction of this creature is worth 654.55 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells intelligently which curse you or cause wounds; 1 time in 5. It can open doors and bash down doors. It is cold blooded. It is not detected by telepathy. It is immune to cold and poison. It cannot be frightened, confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It usually appears with escorts. It may carry up to 3 weapons, armours, adornments, magical devices or treasures. It can hit to infect you with disease for 3d8 damage, hit to infect you with disease for 3d8 damage and touch to poison you for 4d5 damage. The Skeleton serpent (Mustard 'J') === Num:1139 Lev:26 Rar:3 Spd:+5 Hp:48 Ac:25 Exp:200 The skeleton of a great snake, driven back to life by necromantic magics. Its bite is cold and deadly. This evil undead animal is normally found on dungeon level 26 and moves quickly, but is larger deeper in the dungeon. Destruction of this creature is worth 654.55 points for a 1st level character. It is challenging at its native depth. It may spit to drain experience (by 10d6+) from you for 1d1 damage; 1 time in 11. It can bash down doors and can eat bodies to regain strength. It is cold blooded. It is not detected by telepathy. It is immune to lightning, cold and poison. It resists blindness and edged weapons. It cannot be stunned, frightened, charmed, slept or cut. It takes quite a while to see intruders, which it may notice from 200 feet. It can bite to freeze you for 4d5 damage and spit to drain experience (by 10d6+) from you for 1d1 damage. The Magic book mimic (Red '?') === Num:1297 Lev:26 Rar:3 Spd:+0 Hp:566 Ac:40 Exp:200 A strange creature that disguises itself as a magic book to lure unsuspecting adventurers within reach of its razor sharp pages. This creature is normally found on dungeon level 26 and moves at normal speed, but is larger, faster or more powerful deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 654.55 points for a 1st level character. It is challenging at its native depth. It may spit to drain mana from you for 4d4 damage, plus spell points; 1 time in 5 and is also magical, casting spells which produce lightening beams, produce cone of force, recover mana, blink-self or summon monsters of the same group; 1 time in 5. It is cold blooded. It is not detected by telepathy. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It may carry up to 3 special objects or treasures. It can bite to wound you for 4d4 damage, bite to wound you for 4d4 damage, trample to drain charges from your wands and staffs for 4d4 damage and spit to drain mana from you for 4d4 damage, plus spell points. The Stone golem (Light Slate 'g') === Num:232 Lev:26 Rar:3 Spd:-10 Hp:108 Ac:75 Exp:210 It is a massive animated statue. This creature is normally found on dungeon level 26 and moves slowly, but is larger, faster or more powerful deeper in the dungeon. Destruction of this creature is worth 687.27 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which slow; 1 time in 7. It can bash down doors. It is cold blooded. It is not detected by telepathy. It is hurt by rock remover. It is immune to lightning, fire, cold, poison and edged weapons. It resists blunt weapons. It cannot be frightened, confused, charmed, slept, slowed or paralyzed. It is fairly observant of intruders, which it may notice from 120 feet. It can hit to batter you for 2d10 damage and hit to batter you for 2d10 damage. The Wood elf shaman (Purple 'l') === Num:277 Lev:26 Rar:3 Spd:+10 Hp:179 Ac:75 Exp:210 A powerful elf, with mighty nature-controlling enchantments. This evil elf shaman is normally found on dungeon level 26 and moves quickly, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 687.27 points for a 1st level character. She is challenging at her native depth. She is magical, casting spells which recover mana, heal-self, cure-self, create darkness, incur heroism, summon a monster, summon spiders or confuse; 1 time in 5. She can open doors and bash down doors. She lights up the surroundings. She is hurt by bright light. She is immune to poison. She resists lite. She cannot be confused, charmed or slept. She is fairly observant of intruders, which she may notice from 150 feet. She may carry one or two weapons, missile weapons, garments, lites, adornments, written items, musical items, potions or edible items. She can hit to hurt you for 1d7 damage, hit to hurt you for 1d7 damage and hit to hurt you for 3d8 damage. The Young bronze dragon (Light Umber 'd') === Num:317 Lev:26 Rar:3 Spd:+0 Hp:243 Ac:50 Exp:210 It has a form that legends are made of. Its still-tender scales are a rich bronze hue, and its shape glitters with strange colours that confuse you. This evil dragon is normally found on dungeon level 26 and moves at normal speed. A kill of this creature is worth 687.27 points for a 1st level character. It is challenging at its native depth. It may breathe fire or confusion powerfully; 1 time in 10 and is also magical, casting spells which terrify powerfully enough to overcome your resistance; 1 time in 10. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to fire. It cannot be confused. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 adornments or precious metals. It can claw to hurt you for 2d4 damage, claw to hurt you for 2d4 damage and bite to hurt you for 2d6 damage. The Mummified ogre (Purple 'z') === Num:394 Lev:26 Rar:3 Spd:+0 Hp:270 Ac:50 Exp:210 It is a massive figure clothed in wrappings. You are wary of its massive fists. This evil undead mix of orc and giant is normally found on dungeon level 26 and moves at normal speed, but is larger, faster, more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 687.27 points for a 1st level character. It is challenging at its native depth. It can open doors and bash down doors. It is cold blooded. It is not detected by telepathy. It is immune to cold and poison. It cannot be frightened, confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry a weapon, armour, adornment, magical device or treasure. It can hit to hurt you for 3d12 damage and hit to hurt you for 3d12 damage. The Young diamond dragon (White 'd') === Num:767 Lev:26 Rar:3 Spd:+0 Hp:282 Ac:60 Exp:210 It has a form that legends are made of. Beautiful scales of brilliant diamond cover it. This evil dragon is normally found on dungeon level 26 and moves at normal speed. A kill of this creature is worth 687.27 points for a 1st level character. It is challenging at its native depth. It may breathe frost or mana powerfully; 1 time in 6 and is also magical, casting spells which terrify powerfully enough to overcome your resistance; 1 time in 6. It can bash down doors, fly over obstacles and track you over land, but not through water. It is cold blooded. It is immune to cold. It resists magical spells and the effects of rods, staffs and wands. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 6 adornments or gem stones. It can claw to hurt you for 2d8 damage, claw to hurt you for 2d8 damage and bite to hurt you for 3d8 damage. The Haunt (Slate 'G') === Num:838 Lev:26 Rar:3 Spd:+10 Hp:35 Ac:24 Exp:210 It is a haunting, ghostly form. This evil undead creature is normally found on dungeon level 26 and moves somewhat erratically and quickly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 687.27 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which blind, confuse or paralyze; 1 time in 12. It can pass through walls and fly over obstacles. It is cold blooded. It is hurt by bright light. It is immune to cold, poison and blunt weapons. It cannot be stunned, confused, charmed, slept or cut. It is fairly observant of intruders, which it may notice from 160 feet. It may carry one or two garments, tools, musical items, junk items or treasures. It can touch to reduce intelligence from you for 1d6 damage and touch to reduce wisdom from you for 1d6 damage. The Pink Parasite (Magenta-Pink 'I') === Num:1271 Lev:26 Rar:5 Spd:+5 Hp:87 Ac:68 Exp:210 A spined and ferocious insect: its proboscis tastes the air and its head unerringly turns to you; leaping off walls and ceilings, it runs at you to implant its children in your still warm flesh. This insect is normally found on dungeon level 26 and moves quickly, but is larger deeper in the dungeon. A kill of this creature is worth 687.27 points for a 1st level character. It is dangerous at its native depth. It may create a spike to hurt you for 7d6 damage or release spores to reduce strength and size from you for 5d6 damage; 1 time in 4 and is also magical, casting spells intelligently which give invisibility, teleport-self to or incur beserk rage; 1 time in 4. It can bash down doors, climb on walls and ceilings and swim under water. It is immune to acid and poison. It cannot be confused, charmed or slept. It prefers to ignore intruders, which it may notice from 300 feet. It usually appears in groups. It can bite to hurt you for 3d6 damage, sting to hurt you for 3d6 damage and release spores to reduce strength and size from you for 5d6 damage. [U] Tom Bombadil (Magenta-Pink 'u') === Num:307 Lev:26 Rar:4 Spd:+10 Hp:468 Ac:50 Exp:960 He wears a blue coat, his eyes are blue, and his face is as a ripe as a red apple, but creased in laughter. This creature is normally found on dungeon level 26 and moves a bit erratically and quickly. Killing this creature is worth 3141.82 points for a 1st level character. It is dangerous at its native depth. It may sing to do you no effect; 1 time in 5 and is also magical, casting spells intelligently which blink-self, teleport-self, give invisibility , teleport-self to, teleport to, teleport away, push through floor or ceiling, terrify, blind or confuse; 1 time in 5. It can bash down doors. It resists blindness. It cannot be stunned, confused, charmed or slept. It takes a while to see intruders, which it may notice from 200 feet. It may carry up to 4 good weapons, armours or written items. It can hit to space out you for 3d4 damage, hit to space out you for 3d4 damage, hit to hurt you for 3d4 damage and sing to do you no effect. It is a dungeon guardian, impeding your progress further. The Ice troll (White 'T') === Num:309 Lev:27 Rar:3 Spd:+0 Hp:118 Ac:56 Exp:70 She is a white troll with powerfully clawed hands. This evil troll is normally found on dungeon level 27 and moves at normal speed, but is larger, older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 235.45 points for a 1st level character. She is dangerous at her native depth. She may throw a boulder at to cover you with ice for 12d6 damage; 1 time in 12. She can open doors, bash down doors, can eat bodies to regain strength and track you over land, but not through water. She is hurt by bright light. She is immune to cold. She tends to overlook intruders, which she may notice from 200 feet. She usually appears in groups. She may carry a chest, weapon, garment, edible item, junk item or treasure. She can claw to hurt you for 1d6 damage, hit to batter you for 3d6 damage and bite to freeze you for 3d6 damage. The Giant fire termite (Red 'a') === Num:374 Lev:27 Rar:5 Spd:+0 Hp:181 Ac:49 Exp:210 It looks like an ant, but with shorter legs and bigger fangs. It has a red exoskeleton alit with flame. This insect is normally found on dungeon level 27 and moves at normal speed. A kill of this creature is worth 706.36 points for a 1st level character. It is dangerous at its native depth. It can bash down doors. It lights up the surroundings. It is rarely detected by telepathy. It is immune to fire. It takes quite a while to see intruders, which it may notice from 140 feet. It usually appears in groups. It can bite to burn you for 3d12 damage and bite to burn you for 3d12 damage. The Grey wraith (Slate 'W') === Num:379 Lev:27 Rar:3 Spd:+0 Hp:171 Ac:50 Exp:210 A tangible but ghostly form, made of grey fog. The air around it feels deathly cold. This evil undead creature is normally found on dungeon level 27 and moves at normal speed, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 706.36 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which produce frost bolts, incur wraithform, create darkness, cause wounds, terrify or paralyze; 1 time in 6. It can open doors, bash down doors and fly over obstacles. It is cold blooded. It is hurt by bright light. It is immune to cold and poison. It cannot be confused, charmed or slept. It is fairly observant of intruders, which it may notice from 200 feet. It may carry one or two weapons, armours, garments, adornments, magical devices, potions or treasures. It can hit to hurt you for 1d10 damage, hit to hurt you for 1d10 damage and touch to drain experience (by 40d6+) from you. The Wailing spirit (Deep Light Blue 'G') === Num:859 Lev:27 Rar:3 Spd:+10 Hp:22 Ac:20 Exp:210 A ghostly apparition that wails horribly. This evil undead creature is normally found on dungeon level 27 and moves a bit erratically and quickly. Destruction of this creature is worth 706.36 points for a 1st level character. It is challenging at its native depth. It may wail to terrify you; 1 time in 12 and is also magical, casting spells which teleport-self; 1 time in 12. It can pass through walls and fly over obstacles. It is invisible. It is cold blooded. It is immune to cold and blunt weapons. It cannot be stunned, confused, charmed, slept or cut. It is fairly observant of intruders, which it may notice from 140 feet. It may carry one or two garments, tools, musical items, junk items or treasures. It can wail to terrify you and touch to reduce dexterity and agility from you for 1d8 damage. The Cursing spirit (Light Umber 'G') === Num:861 Lev:27 Rar:3 Spd:+10 Hp:30 Ac:20 Exp:210 A ghostly apparition that curses horribly. This evil undead creature is normally found on dungeon level 27 and moves a bit erratically and quickly. Destruction of this creature is worth 706.36 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which teleport-self, curse you or cause wounds; 1 time in 11. It can pass through walls and fly over obstacles. It is invisible. It is cold blooded. It is immune to cold and blunt weapons. It cannot be stunned, confused, charmed, slept or cut. It is fairly observant of intruders, which it may notice from 140 feet. It may carry one or two garments, tools, musical items, junk items or treasures. It can touch to reduce wisdom from you for 1d9 damage. The Death sword (Light Slate '|') === Num:1322 Lev:27 Rar:3 Spd:+20 Hp:34 Ac:40 Exp:210 A bloodthirsty blade lurking for prey. Beware! This evil creature is normally found on dungeon level 27 and moves very quickly, but is faster deeper in the dungeon and does not deign to chase intruders. Destruction of this creature is worth 706.36 points for a 1st level character. It is challenging at its native depth. It lights up the surroundings. It is cold blooded. It is not detected by telepathy. It is immune to lightning, fire, cold, poison and edged weapons. It cannot be frightened, confused, charmed, slept or cut. It is ever vigilant for intruders, which it may notice from 200 feet. It may carry a special object or treasure. It can hit to hurt you for 5d5 damage, hit to hurt you for 5d5 damage, hit to hurt you for 5d5 damage and hit to hurt you for 5d5 damage. The Gorgimaera (Orange 'H') === Num:299 Lev:27 Rar:3 Spd:+0 Hp:234 Ac:55 Exp:220 The result of evil experiments, this travesty of nature should never be alive. It has three heads - goat, dragon and gorgon - all attached to a lion's body. This mix of animal and dragon is normally found on dungeon level 27 and moves at normal speed, but is larger or faster deeper in the dungeon. A kill of this creature is worth 740.00 points for a 1st level character. It is challenging at its native depth. It may gaze to petrify you for 2d6 damage and may breathe fire; 1 time in 6. It can bash down doors, can eat bodies to regain strength, fly over obstacles and track you over land, but not through water. It is immune to fire. It is fairly observant of intruders, which it may notice from 120 feet. It may carry one or two treasures. It can trample to batter you for 2d10 damage, bite to burn you for 2d10 damage and gaze to petrify you for 2d6 damage. The Young gold dragon (Yellow 'd') === Num:382 Lev:27 Rar:3 Spd:+0 Hp:264 Ac:60 Exp:220 It has a form that legends are made of. Its still-tender scales are a tarnished gold hue, and light is reflected from its form. This evil dragon is normally found on dungeon level 27 and moves at normal speed. A kill of this creature is worth 740.00 points for a 1st level character. It is challenging at its native depth. It may breathe poison or sound powerfully; 1 time in 10 and is also magical, casting spells which terrify powerfully enough to overcome your resistance; 1 time in 10. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to poison. It cannot be stunned. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 adornments or precious metals. It can claw to batter you for 2d6 damage, claw to batter you for 2d6 damage and bite to batter you for 2d8 damage. The Wyvern (Deep Light Blue 'd') === Num:555 Lev:27 Rar:3 Spd:+10 Hp:176 Ac:66 Exp:220 A fast-moving and deadly draconian animal. Beware its poisonous sting! This evil mix of animal and dragon is normally found on dungeon level 27 and moves quickly, but is larger or more powerful deeper in the dungeon. A kill of this creature is worth 740.00 points for a 1st level character. It is challenging at its native depth. It can bash down doors, can eat bodies to regain strength and track you over land, but not through water. It is immune to poison. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 treasures. It can bite to hurt you for 2d6 damage, bite to hurt you for 2d6 damage and sting to hurt and poison you for 2d6 damage. The Spectral anaconda (Blue Slate 'J') === Num:1200 Lev:27 Rar:3 Spd:+5 Hp:146 Ac:26 Exp:220 An enormous serpent, floating in air and bounding off the dungeon walls. It kills by psychic suffocation, but it is its terrible eyes that the tales dwell on in horror. This evil undead animal is normally found on dungeon level 27 and moves a bit erratically and quickly, but is larger deeper in the dungeon. Destruction of this creature is worth 740.00 points for a 1st level character. It is challenging at its native depth. It may gaze to paralyze you, gaze to terrify you or gaze to drain experience (by 10d6+) from you; 1 time in 7 and is also magical, casting spells which blink-self or teleport-self to; 1 time in 7. It can bash down doors, can eat bodies to regain strength and fly over obstacles. It is rarely detected by telepathy. It is immune to cold and poison. It is observant of intruders, which it may notice from 100 feet. It can crush to hurt you for 4d6 damage, gaze to paralyze you, gaze to terrify you and gaze to drain experience (by 10d6+) from you. The Skeletal dragon (Mustard 'd') === Num:1285 Lev:27 Rar:3 Spd:+0 Hp:135 Ac:50 Exp:220 It has the form that legends are made of, but no flesh hangs from its polished bones. It raises its wings and launches itself at you. This evil undead dragon is normally found on dungeon level 27 and moves at normal speed, but is larger, faster or more powerful deeper in the dungeon. Destruction of this creature is worth 740.00 points for a 1st level character. It is challenging at its native depth. It can bash down doors, dig through earth and rubble and track you over land, but not through water. It is cold blooded. It is not detected by telepathy. It is immune to lightning, fire, cold and poison. It resists blindness and edged weapons. It cannot be stunned, frightened, confused, charmed, slept or cut. It takes quite a while to see intruders, which it may notice from 250 feet. It may carry up to 3 adornments. It can claw to batter you for 2d4 damage, claw to batter you for 2d4 damage and bite to wound you for 3d6 damage. The Vampire (Light Slate 'V') === Num:298 Lev:27 Rar:3 Spd:+0 Hp:148 Ac:45 Exp:230 It is a humanoid with an aura of power. You notice a sharp set of front teeth. This evil undead creature is normally found on dungeon level 27 and moves at normal speed, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 773.64 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which teleport-self to, teleport to, incur wraithform, create darkness, curse you, cause mind blasting, cause wounds, cause amnesia, terrify or paralyze; 1 time in 8. It can open doors, bash down doors and fly over obstacles. It is cold blooded. It regenerates quickly. It is hurt by bright light. It is immune to cold and poison. It cannot be confused, charmed or slept. It is fairly observant of intruders, which it may notice from 200 feet. It may carry up to 3 weapons, armours, garments, adornments, magical devices, written items or treasures. It can hit to hurt you for 2d6 damage, hit to hurt you for 2d6 damage, bite to drain experience (by 20d6+) from you for 1d4 damage and bite to drain experience (by 20d6+) from you for 1d4 damage. [U] Sangahyando of Umbar (Slate 'q') === Num:273 Lev:27 Rar:5 Spd:+0 Hp:672 Ac:80 Exp:1000 A Black Numenorean with a blacker heart. This evil man is normally found on dungeon level 27 and moves at normal speed. Killing this creature is worth 3363.64 points for a 1st level character. He is dangerous at his native depth. He is magical, casting spells which curse you, cause amnesia or slow; 1 time in 4. He can carry a lite to see you, open doors and bash down doors. He needs lite to see you. He is immune to lightning and fire. He cannot be confused, charmed or slept. He takes a while to see intruders, which he may notice from 250 feet. He usually appears in groups. He may carry up to 3 good weapons, garments, lites, adornments, magical devices, written items, potions or edible items. He can hit to hurt you for 4d6 damage, hit to hurt you for 4d6 damage, hit to hurt you for 4d6 damage and hit to hurt you for 4d6 damage. [U] Angamaite of Umbar (Slate 'q') === Num:274 Lev:27 Rar:5 Spd:+0 Hp:672 Ac:80 Exp:1000 A Black Numenorean who hates the men of the west. This evil man is normally found on dungeon level 27 and moves at normal speed. Killing this creature is worth 3363.64 points for a 1st level character. He is dangerous at his native depth. He is magical, casting spells which curse you, cause amnesia or slow; 1 time in 4. He can carry a lite to see you, open doors and bash down doors. He needs lite to see you. He is immune to lightning and fire. He cannot be confused, charmed or slept. He takes a while to see intruders, which he may notice from 250 feet. He usually appears in groups. He may carry up to 3 good weapons, garments, lites, adornments, magical devices, written items, potions or edible items. He can hit to hurt you for 4d6 damage, hit to hurt you for 4d6 damage, hit to hurt you for 4d6 damage and hit to hurt you for 4d6 damage. [U] the Great Spider of Mirkwood (Light Teal 'S') === Num:637 Lev:27 Rar:5 Spd:+0 Hp:1008 Ac:80 Exp:1800 The fattest and most bloated spider living in Mirkwood. This evil insect is normally found on dungeon level 27 and moves at normal speed. Killing this creature is worth 6054.55 points for a 1st level character. He is deadly at his native depth. He is magical, casting spells intelligently which heal-self , create traps, cause wounds, summon similar monsters, terrify, blind, confuse or slow; 1 time in 2. He can bash down doors and climb on walls and ceilings. He appears in a giant web. He is hurt by bright light. He cannot be confused, charmed or slept. He pays little attention to intruders, which he may notice from 80 feet. He usually appears with escorts. He may carry up to 5 good garments or junk items. He can claw to hurt and poison you for 2d5 damage, claw to hurt and poison you for 2d5 damage, bite to paralyze you for 2d10 damage and sting to reduce strength and size from you for 1d4 damage. It is a dungeon guardian, impeding your progress further. The Black slime (Light Dark ',') === Num:667 Lev:28 Rar:5 Spd:+5 Hp:30 Ac:1 Exp:46 Ugh! It quickly creeps along the dungeon floor. This plant is normally found on dungeon level 28 and moves extremely erratically and quickly, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 158.91 points for a 1st level character. It is deadly at its native depth. It is cold blooded. It is not detected by telepathy. It breeds explosively. It resists blindness. It cannot be stunned, frightened, confused, charmed, slept or cut. It is ever vigilant for intruders, which it may notice from 40 feet. It usually appears in groups. It can touch to reduce all stats from you for 1d4 damage. The Half-troll (Light Umber 'T') === Num:335 Lev:28 Rar:4 Spd:+0 Hp:169 Ac:50 Exp:120 A huge, ugly, half-human in search of plunder. This evil mix of woman and troll is normally found on dungeon level 28 and moves at normal speed, but is larger, older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 414.55 points for a 1st level character. She is dangerous at her native depth. She may throw a boulder at to hurt you; 1 time in 12. She can carry a lite to see you, open doors, bash down doors, can eat bodies to regain strength and track you over land, but not through water. She needs lite to see you. She is immune to poison. She tends to overlook intruders, which she may notice from 200 feet. She usually appears in groups. She may carry a chest, weapon, garment, edible item or junk item. She can hit to batter you for 2d11 damage, hit to batter you for 2d11 damage and bite to hurt you for 2d6 damage. The Giant purple worm (Purple 'w') === Num:310 Lev:28 Rar:3 Spd:+0 Hp:255 Ac:65 Exp:230 It is a massive worm form, many feet in length. Its vast maw drips acid and poison. This insect is normally found on dungeon level 28 and moves at normal speed. A kill of this creature is worth 794.55 points for a 1st level character. It is challenging at its native depth. It can bash down doors and dig through earth and rubble. It is immune to acid and poison. It takes quite a while to see intruders, which it may notice from 140 feet. It can hit to hurt you for 1d8 damage, bite to dissolve you for 2d8 damage and sting to hurt and poison you for 1d8 damage. The Skeleton ogre (Light Slate 's') === Num:320 Lev:28 Rar:3 Spd:+0 Hp:147 Ac:55 Exp:230 It is an ogre skeleton animated by dark dweomers. This evil undead mix of orc and giant is normally found on dungeon level 28 and moves at normal speed, but is larger, faster, more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 794.55 points for a 1st level character. It is challenging at its native depth. It can bash down doors. It is cold blooded. It is not detected by telepathy. It is immune to lightning, cold and poison. It resists blindness and edged weapons. It cannot be stunned, frightened, confused, charmed, slept or cut. It takes a while to see intruders, which it may notice from 200 feet. It can hit to hurt you for 2d10 damage, hit to hurt you for 2d10 damage and bite to wound you for 1d14 damage. The Demonologist (Light Violet 'q') === Num:393 Lev:28 Rar:3 Spd:+10 Hp:252 Ac:50 Exp:230 A figure twisted by evil standing in robes of deepest crimson. This evil woman mage is normally found on dungeon level 28 and moves quickly, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 794.55 points for a 1st level character. She is challenging at her native depth. She is magical, casting spells intelligently which invoke darkness storms, produce fire bolts, recover mana, blink-self, summon a demon or paralyze; 1 time in 1. She can carry a lite to see you, open doors and bash down doors. She needs lite to see you. She is fairly observant of intruders, which she may notice from 200 feet. She may carry one or two weapons, garments, lites, adornments, magical devices, written items, potions or edible items. She can hit to hurt you for 2d6 damage, hit to hurt you for 2d6 damage and hit to hurt you for 2d6 damage. The Glabrezu (Light Umber 'U') === Num:456 Lev:28 Rar:3 Spd:+0 Hp:644 Ac:40 Exp:230 It is demon with arms and pincers, its form a true mockery of life. This evil demon is normally found on dungeon level 28 and moves at normal speed, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 794.55 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which produce fire bolts, produce cone of hellfire, summon a demon, blind, confuse, slow or paralyze powerfully enough to overcome your resistance; 1 time in 8. It can open doors and bash down doors. It is immune to acid, lightning and fire. It resists magical spells and the effects of rods, staffs and wands. It cannot be frightened, confused, charmed or slept. It pays little attention to intruders, which it may notice from 200 feet. It may carry a weapon, armour or written item. It can hit to hurt you for 3d4 damage and hit to hurt you for 3d4 damage. The Hooked horror (Purple 'H') === Num:890 Lev:28 Rar:3 Spd:+5 Hp:250 Ac:60 Exp:230 A ghastly hybrid of all things that walk, crawl and swim, but mostly those with hooks and barbs. This animal is normally found on dungeon level 28 and moves quickly, but is larger, faster or more powerful deeper in the dungeon. A kill of this creature is worth 794.55 points for a 1st level character. It is challenging at its native depth. It can bash down doors, can eat bodies to regain strength, swim under water and track you over land, but not through water. It is fairly observant of intruders, which it may notice from 120 feet. It can claw to hurt you for 2d9 damage, bite to hurt you for 1d7 damage , sting to hurt and poison you for 1d7 damage and crush to hurt you for 2d5 damage. The Plague rat (Light Green 'r') === Num:1209 Lev:28 Rar:8 Spd:+5 Hp:98 Ac:8 Exp:230 A ravenous black rat with tusk-sized incisors, eating and infecting everything in its path. This animal is normally found on dungeon level 28 and moves somewhat erratically and quickly, but is larger deeper in the dungeon. A kill of this creature is worth 794.55 points for a 1st level character. It is over powered at its native depth. It can bash down doors and can eat bodies to regain strength. It is rarely detected by telepathy. It breeds explosively. It takes a while to see intruders, which it may notice from 100 feet. It can bite to infect you with disease for 2d12 damage. The Chest mimic (Light Umber '&') === Num:556 Lev:28 Rar:3 Spd:+0 Hp:849 Ac:40 Exp:240 A strange creature that disguises itself as a chest to lure unsuspecting adventurers within reach of its venomous claws. The first that most adventurers realise of the deception is when the seemingly invitingly open lid of the chest suddenly grows teeth and then slams shut on the adventurer's hand... This creature is normally found on dungeon level 28 and moves at normal speed, but is larger, faster or more powerful deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 829.09 points for a 1st level character. It is challenging at its native depth. It may spit to blind you for 4d4 damage, doubled against eye monsters; 1 time in 5 and is also magical, casting spells which produce poison balls, cause wounds, summon a monster, terrify, blind or confuse; 1 time in 5. It is cold blooded. It is not detected by telepathy. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It may carry up to 3 special objects or treasures. It can bite to hurt and poison you for 4d4 damage, bite to hurt and poison you for 4d4 damage, trample to confuse you for 4d4 damage and spit to blind you for 4d4 damage, doubled against eye monsters. The Green giant (Light Green 'P') === Num:1022 Lev:28 Rar:3 Spd:+0 Hp:247 Ac:60 Exp:240 A thirteen foot tall giant with smooth green skin. This evil giant is normally found on dungeon level 28 and moves at normal speed, but is older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 829.09 points for a 1st level character. It is challenging at its native depth. It may throw a boulder at to hurt you for 2d10 damage; 1 time in 10. It can carry a lite to see you, open doors and bash down doors. It needs lite to see you. It tends to overlook intruders, which it may notice from 200 feet. It may carry a chest, musical item, potion, edible item or treasure. It can hit to batter you for 6d8 damage and hit to batter you for 6d8 damage. The |Incubus|Succubus|Demon lovers| (Light Dark 'U') === Num:1066 Lev:28 Rar:3 Spd:+0 Hp:216 Ac:50 Exp:240 He is a handsome half-dressed humanoid with small horns and wings. This evil demon is normally found on dungeon level 28 and moves at normal speed, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 829.09 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which produce fire bolts, blind or confuse powerfully enough to overcome your resistance; 1 time in 7. It can open doors, bash down doors and fly over obstacles. It is immune to fire, cold and poison. It resists magical spells and the effects of rods, staffs and wands. It cannot be confused, charmed or slept. It pays little attention to intruders, which it may notice from 200 feet. It may carry a weapon, armour or written item. It can hit to reduce strength and size from you for 3d4 damage and touch to paralyze you for 1d5 damage. The Creeping ruby gems (Red '$') === Num:1114 Lev:28 Rar:3 Spd:+5 Hp:162 Ac:50 Exp:240 It appears to be a pile of rubies, slithering toward you on lots of tiny legs. This creature is normally found on dungeon level 28 and moves quickly. A kill of this creature is worth 829.09 points for a 1st level character. It is challenging at its native depth. It can bash down doors. It is cold blooded. It is not detected by telepathy. It is immune to acid, lightning and poison. It resists blindness. It cannot be confused, charmed or slept. It is fairly observant of intruders, which it may notice from 50 feet. It may carry up to 6 gem stones. It can bite to hurt and poison you for 3d5 damage, touch to poison you for 3d5 damage and hit to batter you for 1d8 damage. The Star drake (Light Yellow 'D') === Num:772 Lev:28 Rar:3 Spd:+0 Hp:270 Ac:50 Exp:250 It is a dragon-like form wrapped in starlight. Glowing blue eyes shine out in the dark, and it is surrounded by the cold of deep space. This evil dragon is normally found on dungeon level 28 and moves at normal speed, but is larger or more powerful deeper in the dungeon. A kill of this creature is worth 863.64 points for a 1st level character. It is challenging at its native depth. and may breathe lightning or darkness powerfully; 1 time in 5 and is also magical, casting spells intelligently which blink-self, create darkness, terrify or blind powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors, fly over obstacles and track you over land, but not through water. It lights up the surroundings. It is immune to lightning and cold. It resists darkness. It cannot be confused, charmed or slept. It takes quite a while to see intruders, which it may notice from 250 feet. It may carry up to 3 chests, armours or adornments. It can claw to hurt you for 2d4 damage, claw to hurt you for 2d4 damage and bite to blast you with powerful darkness for 3d6 damage. The Orc |king|queen|monarchs| (Magenta-Pink 'o') === Num:997 Lev:28 Rar:3 Spd:+0 Hp:183 Ac:85 Exp:250 A heavily armoured orc ruler who dominates her kin with his powerful blows. This evil orc warrior is normally found on dungeon level 28 and moves at normal speed, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 863.64 points for a 1st level character. She is challenging at her native depth. She is magical, casting spells intelligently which summon orcs; 1 time in 5. She can open doors, bash down doors and track you over land, but not through water. She is immune to poison. She resists darkness. She takes a while to see intruders, which she may notice from 200 feet. She usually appears with escorts. She may carry one or two weapons, missile weapons, armours, garments, tools, edible items, junk items or treasures. She can hit to hurt you for 4d6 damage, hit to hurt you for 4d6 damage, hit to hurt you for 4d6 damage and hit to hurt you for 4d6 damage. [U] Radagast the Brown (Umber 'M') === Num:1313 Lev:28 Rar:4 Spd:+0 Hp:689 Ac:80 Exp:800 Sometimes belittled as a bird-loving fool, he keeps crying about something terrible he's found in Fangorn, but he won't talk. He believes you to be a spy of Saruman's, sent here to confront him. The only way to convince him otherwise is to best him in battle. This elf mage is normally found on dungeon level 28 and moves at normal speed. Killing this creature is worth 2763.64 points for a 1st level character. He is dangerous at his native depth. He is magical, casting spells which produce fire bolts, heal-self, create traps, summon plants or slow; 1 time in 4. He can open doors and bash down doors. He is immune to fire and cold. He cannot be confused, charmed or slept. He is fairly observant of intruders, which he may notice from 200 feet. He may carry one or two good weapons, armours or written items. He can hit to hurt you for 3d6 damage, hit to hurt you for 3d6 damage and hit to drain charges from your wands and staffs. It is a dungeon guardian, impeding your progress further. [U] Ibun, Son of Mim (Orange 'h') === Num:268 Lev:28 Rar:4 Spd:+0 Hp:689 Ac:80 Exp:1000 One of the last of the Petty-Dwarves. Ibun is a tricky sorcerous little being, full of mischief. This dwarf is normally found on dungeon level 28 and moves at normal speed. Killing this creature is worth 3454.55 points for a 1st level character. He is dangerous at his native depth. He is magical, casting spells which produce fire bolts, heal-self or slow; 1 time in 6. He can open doors and bash down doors. He is immune to fire and cold. He resists blindness. He cannot be confused, charmed or slept. He is fairly observant of intruders, which he may notice from 200 feet. He usually appears in groups. He may carry one or two good weapons, missile weapons, armours, garments, tools, lites, written items, potions or edible items. He can hit to hurt you for 3d6 damage, hit to hurt you for 3d6 damage, hit to hurt you for 3d6 damage and hit to disenchant your armour and weapons. [U] Khim, Son of Mim (Orange 'h') === Num:269 Lev:28 Rar:4 Spd:+0 Hp:689 Ac:80 Exp:1000 One of the last of the Petty-Dwarves. Khim is a tricky sorcerous little being, full of mischief. This dwarf is normally found on dungeon level 28 and moves at normal speed. Killing this creature is worth 3454.55 points for a 1st level character. He is dangerous at his native depth. He is magical, casting spells which produce fire bolts, heal-self or slow; 1 time in 6. He can open doors and bash down doors. He is immune to fire and cold. He resists blindness. He cannot be confused, charmed or slept. He is fairly observant of intruders, which he may notice from 200 feet. He usually appears in groups. He may carry one or two good weapons, missile weapons, armours, garments, tools, lites, written items, potions or edible items. He can hit to hurt you for 3d6 damage, hit to hurt you for 3d6 damage, hit to hurt you for 3d6 damage and hit to disenchant your armour and weapons. [U] Orgof the Elf (Orange 'l') === Num:635 Lev:28 Rar:4 Spd:+0 Hp:689 Ac:80 Exp:1000 An insulting and bitter Elf, his pride often outruns his prowess in arms. His barbed wit and loose tongue have earned him more than his share of enemies. This elf is normally found on dungeon level 28 and moves at normal speed. Killing this creature is worth 3454.55 points for a 1st level character. He is dangerous at his native depth. He is magical, casting spells which produce fire bolts, heal-self or slow; 1 time in 6. He can open doors and bash down doors. He is immune to fire and cold. He cannot be confused, charmed or slept. He is fairly observant of intruders, which he may notice from 200 feet. He may carry one or two good weapons, missile weapons, garments, lites, adornments, written items, musical items, potions or edible items. He can hit to hurt you for 3d6 damage, hit to hurt you for 3d6 damage, hit to hurt you for 3d6 damage and hit to disenchant your armour and weapons. [U] Bolg, Son of Azog (Violet 'o') === Num:235 Lev:28 Rar:4 Spd:+10 Hp:450 Ac:50 Exp:1100 A large and powerful orc. He is tall and fast, but fortunately blessed with orcish brains. This evil orc is normally found on dungeon level 28 and moves quickly. Killing this creature is worth 3800.00 points for a 1st level character. He is dangerous at his native depth. He may create an arrow to hurt you for 6d6 damage; 1 time in 5. He can open doors, bash down doors, pick up objects and track you over land, but not through water. He is immune to poison. He resists darkness. He takes a while to see intruders, which he may notice from 200 feet. He usually appears with escorts. He may carry up to 3 good weapons, missile weapons, armours, garments, tools, edible items or junk items. He can hit to hurt you for 6d6 damage and hit to hurt you for 6d6 damage. It is a dungeon guardian, impeding your progress further. [U] Uldor the Accursed (Orange 't') === Num:304 Lev:28 Rar:4 Spd:+0 Hp:860 Ac:70 Exp:1200 An evil and cunning man from the East. Having once sworn allegiance to the sons of Feanor, it was Uldor's treachery that turned the tide of the Battle of Unnumbered Tears in Morgoth's favour. This evil man is normally found on dungeon level 28 and moves at normal speed. Killing this creature is worth 4145.45 points for a 1st level character. He is dangerous at his native depth. He can carry a lite to see you, open doors, bash down doors and pick up objects. He needs lite to see you. He takes quite a while to see intruders, which he may notice from 200 feet. He may carry one or two good weapons, garments, tools, lites, adornments, musical items, potions or edible items. He can hit to wound you for 4d6 damage, hit to wound you for 4d6 damage, hit to wound you for 4d6 damage and hit to wound you for 4d6 damage. The Nexus hound (Blue Slate 'Z') === Num:295 Lev:29 Rar:3 Spd:+0 Hp:129 Ac:30 Exp:74 A locus of conflicting points coalesce to form the vague shape of a huge hound. Or is it just your imagination? This animal is normally found on dungeon level 29 and moves at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 262.36 points for a 1st level character. It is dangerous at its native depth. It may breathe nexus; 1 time in 5. It can bash down doors and track you unerringly over land, but not through water. It resists nexus. It cannot be confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It usually appears in groups. It can bite to hurt you for 2d8 damage, bite to hurt you for 2d8 damage, claw to hurt you for 3d3 damage and claw to hurt you for 3d3 damage. The Clear ooze (White 'j') === Num:931 Lev:29 Rar:4 Spd:+5 Hp:34 Ac:30 Exp:84 It's clear and it's oozing. This creature is normally found on dungeon level 29 and moves somewhat erratically and quickly, but is larger deeper in the dungeon . A kill of this creature is worth 297.82 points for a 1st level character. It is dangerous at its native depth. It can can eat bodies to regain strength , pick up objects, ooze through tiny cracks and communicate telepathically with its own kind. It is invisible. It is cold blooded. It is not detected by telepathy. It breeds explosively. It is immune to poison. It resists blindness. It cannot be frightened, confused, charmed or slept. It is very observant of intruders, which it may notice from 100 feet. It may carry an adornment, potion, junk item or treasure. It can touch to confuse you for 1d8 damage. The Vibration hound (Yellow 'Z') === Num:294 Lev:29 Rar:3 Spd:+0 Hp:129 Ac:30 Exp:85 A blurry canine form which seems to be moving as fast as the eye can follow. You can feel the earth resonating beneath your feet. This animal is normally found on dungeon level 29 and moves at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 301.36 points for a 1st level character. It is dangerous at its native depth. It may breathe sound; 1 time in 5. It can bash down doors and track you unerringly over land, but not through water. It cannot be stunned, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It usually appears in groups. It can bite to batter you for 8d2 damage, bite to batter you for 8d2 damage, claw to batter you for 5d1 damage and claw to batter you for 5d1 damage. The Spirit naga (Deep Light Blue 'n') === Num:301 Lev:29 Rar:2 Spd:+0 Hp:204 Ac:75 Exp:150 A wraithly snake-like form with the torso of a beautiful woman, it is the most powerful of its kind. This evil creature is normally found on dungeon level 29 and moves at normal speed, but is larger or older deeper in the dungeon. A kill of this creature is worth 531.82 points for a 1st level character. She is challenging at her native depth. She is magical, casting spells which heal-self, incur wraithform, create darkness, cause mind blasting, summon similar monsters or blind; 1 time in 4. She can open doors, bash down doors and swim under water. She is invisible. She cannot be confused, charmed or slept. She pays very little attention to intruders, which she may notice from 200 feet. She may carry up to 4 written items or potions. She can crush to hurt you for 2d17 damage and bite to hurt you for 1d17 damage. The Water troll (Light Teal 'T') === Num:348 Lev:29 Rar:5 Spd:+0 Hp:324 Ac:50 Exp:240 She is a troll that reeks of brine. This evil troll is normally found on dungeon level 29 and moves at normal speed, but is larger, older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 850.91 points for a 1st level character. She is dangerous at her native depth. She can open doors, bash down doors, can eat bodies to regain strength, swim under water and track you over land, but not through water. She is hurt by bright light. She is immune to cold and poison. She resists water. She tends to overlook intruders, which she may notice from 200 feet. She usually appears in groups. She may carry a chest, weapon, garment, edible item, junk item or treasure. She can hit to batter you for 2d14 damage, hit to batter you for 2d14 damage and bite to hurt you for 1d14 damage. The Nexus vort|ex|ex|ices| (Blue Slate 'v') === Num:400 Lev:29 Rar:3 Spd:+10 Hp:162 Ac:40 Exp:240 A maelstrom of potent magical energy. This creature is normally found on dungeon level 29 and moves extremely erratically and quickly, but is larger or faster deeper in the dungeon. Destruction of this creature is worth 850.91 points for a 1st level character. It is challenging at its native depth. and may breathe nexus powerfully; 1 time in 5. It can bash down doors and communicate telepathically with its own kind. It is not detected by telepathy. It is immune to blunt weapons. It resists nexus and blindness. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 1000 feet. It can envelope to blast you with nexus for 5d5 damage. The Young emerald dragon (Green 'd') === Num:768 Lev:29 Rar:3 Spd:+0 Hp:282 Ac:60 Exp:240 It has a form that legends are made of. Beautiful scales of brilliant emerald cover it. This evil dragon is normally found on dungeon level 29 and moves at normal speed. A kill of this creature is worth 850.91 points for a 1st level character. It is challenging at its native depth. It may breathe poison or force powerfully; 1 time in 6 and is also magical, casting spells which terrify powerfully enough to overcome your resistance; 1 time in 6. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to poison. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 6 adornments or gem stones. It can claw to hurt you for 2d8 damage, claw to hurt you for 2d8 damage and bite to hurt you for 3d8 damage. The Zombified giant (Light Purple 'z') === Num:1299 Lev:29 Rar:3 Spd:+0 Hp:255 Ac:60 Exp:240 It is an animated giant corpse. Flesh falls off in large chunks as it shambles forward. This evil undead giant is normally found on dungeon level 29 and moves at normal speed, but is larger, faster, more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 850.91 points for a 1st level character. It is challenging at its native depth. It may throw a boulder at to hurt you for 2d10 damage; 1 time in 7. It can carry a lite to see you, open doors and bash down doors. It needs lite to see you. It is cold blooded. It is not detected by telepathy. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry one or two weapons, armours, adornments, magical devices or treasures. It can hit to batter you for 6d8 damage and hit to batter you for 6d8 damage. The Frost giant (White 'P') === Num:199 Lev:29 Rar:3 Spd:+0 Hp:231 Ac:50 Exp:250 A twelve foot tall giant covered in furs. This evil giant is normally found on dungeon level 29 and moves at normal speed, but is older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 886.36 points for a 1st level character. It is challenging at its native depth. It may throw a boulder at to hurt you for 2d10 damage; 1 time in 10. It can carry a lite to see you, open doors and bash down doors. It needs lite to see you. It is immune to cold. It tends to overlook intruders, which it may notice from 200 feet. It may carry one or two chests, musical items, potions, edible items or treasures. It can hit to batter you for 5d8 damage and hit to freeze you for 5d8 damage. The Bodak (Red 'u') === Num:389 Lev:29 Rar:3 Spd:+0 Hp:166 Ac:68 Exp:250 It is a humanoid form composed of flames and hatred. This evil demon is normally found on dungeon level 29 and moves at normal speed, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 886.36 points for a 1st level character. It is challenging at its native depth. It may gaze to drain experience (by 20d6+) from you; 1 time in 4 and is also magical, casting spells which produce fire balls, produce fire bolts or summon a demon; 1 time in 4. It can open doors, bash down doors and pick up objects. It is immune to fire, cold and poison. It resists magical spells and the effects of rods, staffs and wands. It cannot be confused, charmed or slept. It pays little attention to intruders, which it may notice from 100 feet. It can hit to burn you for 4d6 damage, hit to burn you for 4d6 damage and gaze to drain experience (by 20d6+) from you. The Mumbling spirit (Mustard 'G') === Num:863 Lev:29 Rar:3 Spd:+10 Hp:39 Ac:20 Exp:250 A ghostly apparition that mumbles horribly. This evil undead creature is normally found on dungeon level 29 and moves a bit erratically and quickly. Destruction of this creature is worth 886.36 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which teleport-self, terrify, blind or confuse; 1 time in 11. It can pass through walls and fly over obstacles. It is invisible. It is cold blooded. It is immune to cold and blunt weapons. It cannot be stunned, confused, charmed, slept or cut. It is fairly observant of intruders, which it may notice from 140 feet. It may carry one or two garments, tools, musical items, junk items or treasures. It can touch to reduce intelligence from you for 1d10 damage. The Silent watcher (Red 'g') === Num:597 Lev:29 Rar:3 Spd:+0 Hp:874 Ac:80 Exp:260 A figure carved from stone, with three vulture faces whose eyes glow with a malevolent light. This evil creature is normally found on dungeon level 29 and moves at normal speed, but is more powerful deeper in the dungeon and does not deign to chase intruders. Destruction of this creature is worth 921.82 points for a 1st level character. It is challenging at its native depth. It may gaze to petrify you, gaze to terrify you, gaze to space out you or shriek to reduce strength and size from you; 1 time in 5 and is also magical, casting spells which drain mana, cause mind blasting, probe your weaknesses, summon a monster, confuse or paralyze; 1 time in 5. It is cold blooded. It is not detected by telepathy. It is hurt by rock remover. It is immune to lightning , fire, cold and poison. It cannot be frightened, confused, charmed or slept. It is fairly observant of intruders, which it may notice from 420 feet. It can gaze to petrify you, gaze to terrify you, gaze to space out you and shriek to reduce strength and size from you. The Hell crawler (Light Red 'c') === Num:747 Lev:29 Rar:5 Spd:+0 Hp:203 Ac:40 Exp:260 A monstrous centipede coated with fire and with flaming tentacles around its head. This evil insect is normally found on dungeon level 29 and moves a bit erratically at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 921.82 points for a 1st level character. It is deadly at its native depth. It may breathe fire; 1 time in 3. It can bash down doors , climb on walls and ceilings and dig through earth and rubble. It is rarely detected by telepathy. It is immune to fire and poison. It is fairly observant of intruders, which it may notice from 150 feet. It usually appears in groups. It can sting to burn you for 3d12 damage, sting to burn you for 3d12 damage and sting to burn you for 3d12 damage. [U] the King of the Wood Elves (Light Teal 'l') === Num:1082 Lev:29 Rar:6 Spd:+10 Hp:378 Ac:80 Exp:1600 A strong and unforgiving wood elf, he holds court in the deepest bowels of Mirkwood, and acts without mercy against outsiders. This elf archer is normally found on dungeon level 29 and moves quickly. Killing this creature is worth 5672.73 points for a 1st level character. He is deadly at his native depth. He may create an arrow to hurt you for 20d6 damage; 1 time in 2 and is also magical, casting spells which produce fire bolts, produce frost bolts, haste-self, create darkness, summon a monster, summon spiders, blind or confuse; 1 time in 5. He can open doors, bash down doors and pick up objects. He lights up the surroundings. He is immune to fire, cold and poison. He resists lite. He cannot be confused, charmed or slept. He takes a while to see intruders, which he may notice from 200 feet. He usually appears with escorts. He may carry up to 3 good weapons, missile weapons, garments, lites, adornments, written items, musical items, potions or edible items. He can hit to hurt you for 3d12 damage and hit to hurt you for 3d12 damage. It is a dungeon guardian, impeding your progress further. The Pink slime (Magenta-Pink ',') === Num:665 Lev:30 Rar:4 Spd:+5 Hp:15 Ac:1 Exp:24 Ugh! It quickly creeps along the dungeon floor. This plant is normally found on dungeon level 30 and moves extremely erratically and quickly, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 87.27 points for a 1st level character. It is dangerous at its native depth. It is cold blooded. It is not detected by telepathy. It breeds explosively. It resists blindness. It cannot be stunned, frightened, confused, charmed, slept or cut. It is ever vigilant for intruders, which it may notice from 40 feet. It usually appears in groups. It can touch to reduce strength and size from you for 1d4 damage and touch to reduce strength and size from you for 1d4 damage. The Crystal hound (Light Pink 'Z') === Num:1079 Lev:30 Rar:4 Spd:+0 Hp:127 Ac:30 Exp:120 A jagged crystalline shape does not disguise the danger this hound clearly presents as it bores through the dungeon towards you. This animal is normally found on dungeon level 30 and moves at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 436.36 points for a 1st level character. It is dangerous at its native depth. It may breathe shards; 1 time in 6. It can bash down doors, bore through walls, dig through earth and rubble and track you unerringly over land, but not through water. It resists edged weapons. It cannot be cut. It is ever vigilant for intruders, which it may notice from 300 feet. It usually appears in groups. It can bite to batter you for 1d16 damage and claw to wound you for 4d3 damage. [U] the Cave troll at Balin's Tomb (Blue Slate 'T') === Num:1277 Lev:30 Rar:2 Spd:+0 Hp:260 Ac:50 Exp:220 He is a vicious monster, feared for his ferocity. He can lash you with a chain hanging around his neck. This evil troll is normally found on dungeon level 30 and moves at normal speed. Killing this creature is worth 800.00 points for a 1st level character. He is threatening at his native depth. He may lash to batter you for 2d8 damage; 1 time in 6 and is also magical, casting spells which summon orcs; 1 time in 6. He can open doors, bash down doors, can eat bodies to regain strength and track you over land, but not through water. He is hurt by bright light. He tends to overlook intruders, which he may notice from 200 feet. He may carry a chest, weapon, garment, edible item, junk item or treasure. He can hit to batter you for 2d8 damage, hit to batter you for 2d8 damage, bite to hurt you for 1d13 damage and lash to batter you for 2d8 damage. It is a dungeon guardian, impeding your progress further. The Black |knight|princess|knights| (Slate 't') === Num:303 Lev:30 Rar:3 Spd:+10 Hp:142 Ac:70 Exp:260 She is a figure fitted in a deep black dress; she looks at you menacingly. This evil woman warrior priest is normally found on dungeon level 30 and moves quickly, but is faster, older or more powerful deeper in the dungeon. A kill of this creature is worth 945.45 points for a 1st level character. She is challenging at her native depth. She is magical, casting spells which create darkness, cause wounds, incur heroism, summon monsters of the same class, terrify or blind; 1 time in 6. She can carry a lite to see you, open doors and bash down doors. She needs lite to see you. She resists darkness. She is fairly observant of intruders, which she may notice from 200 feet. She may carry one or two weapons, garments, tools, lites, adornments, musical items, potions, edible items or treasures. She can hit to wound you for 5d5 damage, hit to wound you for 5d5 damage and hit to wound you for 5d5 damage. The Invisible stalker (Light Yellow 'E') === Num:352 Lev:30 Rar:3 Spd:+20 Hp:112 Ac:46 Exp:260 It is impossible to define its form but its violence is legendary. This evil creature is normally found on dungeon level 30 and moves somewhat erratically and very quickly, but is faster or more powerful deeper in the dungeon. Destruction of this creature is worth 945.45 points for a 1st level character. It is challenging at its native depth. It can open doors and bash down doors. It is invisible. It is cold blooded. It is not detected by telepathy. It is immune to acid, lightning and poison. It cannot be frightened, confused, charmed or slept. It takes a while to see intruders, which it may notice from 200 feet. It can hit to hurt you for 3d6 damage, hit to hurt you for 3d6 damage and hit to hurt you for 3d6 damage. The Wormwood (Violet ':') === Num:676 Lev:30 Rar:5 Spd:-10 Hp:288 Ac:20 Exp:260 It is a disgusting mass of roots and branches. This evil plant is normally found on dungeon level 30 and moves a bit erratically and slowly, but is larger deeper in the dungeon. A kill of this creature is worth 945.45 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells which produce poison balls; 1 time in 9. It can bore through walls. It is not detected by telepathy. It breeds explosively. It is immune to poison. It resists blindness and blunt weapons. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 60 feet. It may carry a special object or treasure. It can crawl to poison you for 2d3 damage and crush to hurt you for 2d10 damage. The Witch (Mustard 'p') === Num:1212 Lev:30 Rar:3 Spd:+5 Hp:293 Ac:15 Exp:260 A wizened old crone with a malicious twinkle in her eye. This evil woman is normally found on dungeon level 30 and moves quickly, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 945.45 points for a 1st level character. She is dangerous at her native depth. She is magical, casting spells intelligently which cure-self, blink-self, create darkness, curse you, cause mind blasting, cause wounds or cause hallucinations ; 1 time in 2. She can open doors and fly over obstacles. She is fairly observant of intruders, which she may notice from 300 feet. She usually appears with a friend. She may carry a weapon, armour, garment, lite, adornment, written item, potion, edible item or treasure. She can hit to reduce charisma from you for 2d5 damage and hit to drain experience (by 10d6+) from you for 2d5 damage. The Banshee (Blue 'G') === Num:275 Lev:30 Rar:3 Spd:+10 Hp:26 Ac:24 Exp:270 It is a ghostly woman's form that wails mournfully. This evil undead creature is normally found on dungeon level 30 and moves somewhat erratically and quickly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 981.82 points for a 1st level character. She is challenging at her native depth. She may wail to terrify you; 1 time in 16 and is also magical, casting spells which teleport-self or drain mana; 1 time in 16. She can pass through walls, pick up objects and fly over obstacles . She is cold blooded. She is immune to cold, poison and blunt weapons. She cannot be stunned, confused, charmed, slept or cut. She is fairly observant of intruders, which she may notice from 200 feet. She may carry one or two garments, tools, musical items, junk items or treasures. She can wail to terrify you and touch to drain experience (by 20d6+) from you. The Black oak (Light Dark ':') === Num:677 Lev:30 Rar:3 Spd:+0 Hp:480 Ac:20 Exp:270 It is a twisted black-barked tree. This evil undead plant is normally found on dungeon level 30 and moves at normal speed, but is larger deeper in the dungeon and does not deign to chase intruders. Destruction of this creature is worth 981.82 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which teleport to, create darkness, drain mana, summon an undead, terrify, blind or paralyze; 1 time in 3. It is not detected by telepathy. It resists blindness and blunt weapons. It cannot be frightened, confused, charmed or slept. It is fairly observant of intruders, which it may notice from 60 feet. It may carry a special object or treasure. It can touch to paralyze you, touch to paralyze you and crush to hurt you for 2d12 damage. The Thunder drake (Light Blue 'D') === Num:1147 Lev:30 Rar:3 Spd:+0 Hp:320 Ac:100 Exp:270 A blurry dragon-like form which seems to be moving as fast as the eye can follow. This evil dragon is normally found on dungeon level 30 and moves at normal speed, but is larger or more powerful deeper in the dungeon. A kill of this creature is worth 981.82 points for a 1st level character. It is challenging at its native depth. It may breathe sound powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 5. It can fly over obstacles and track you over land, but not through water. It cannot be stunned, confused, charmed or slept. It tends to overlook intruders, which it may notice from 300 feet. It may carry up to 5 chests, armours or adornments. It can claw to hurt you for 3d5 damage, claw to hurt you for 3d5 damage and bite to hurt you for 3d8 damage. The Young garnet dragon (Light Red 'd') === Num:1231 Lev:30 Rar:3 Spd:+0 Hp:282 Ac:60 Exp:270 It has a form that legends are made of. Beautiful scales of bright garnet cover it. This evil dragon is normally found on dungeon level 30 and moves at normal speed. A kill of this creature is worth 981.82 points for a 1st level character. It is challenging at its native depth. It may breathe disease powerfully; 1 time in 6 and is also magical, casting spells which terrify powerfully enough to overcome your resistance; 1 time in 6. It can bash down doors, fly over obstacles and track you over land, but not through water. It is cold blooded. It resists teleportation. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 6 adornments or gem stones. It can claw to hurt you for 2d8 damage, claw to hurt you for 2d8 damage and bite to hurt you for 3d8 damage. The Sprite (Purple 'E') === Num:1242 Lev:30 Rar:3 Spd:+10 Hp:65 Ac:12 Exp:270 A viscious spirit of hot flames, burning brightly and casting spells furiously. This creature is normally found on dungeon level 30 and moves quickly, but is faster or more powerful deeper in the dungeon. Destruction of this creature is worth 981.82 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which produce fire bolts, recover mana, blink-self, terrify or blind; 1 time in 4. It can bash down doors and easily evade blows and missiles. It is immune to fire. It resists edged and blunt weapons. It is fairly observant of intruders, which it may notice from 180 feet. It may carry one or two junk items or treasures. It can touch to burn you for 2d6 damage. The Footpad (Light Teal 't') === Num:263 Lev:30 Rar:3 Spd:+10 Hp:193 Ac:18 Exp:280 A cunning-eyed thief of wiley artifice and shifty speed. This evil woman thief is normally found on dungeon level 30 and moves quickly, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 1018.18 points for a 1st level character. She is challenging at her native depth. She may create a shot to hurt you for 15d5 damage or create a dart to poison you with delayed effect for 20d4 damage; 1 time in 4 and is also magical, casting spells intelligently which teleport-self to, create darkness or create traps; 1 time in 4. She can carry a lite to see you, open doors, bash down doors, pick up objects and hide in unusual places. She needs lite to see you. She is fairly observant of intruders, which she may notice from 250 feet. She may carry up to 3 weapons, missile weapons, garments, tools, lites, adornments , musical items, potions, edible items or treasures. She can hit to steal items from you for 3d8 damage and hit to steal gold from you for 3d8 damage. The Shrieking spirit (White 'G') === Num:862 Lev:30 Rar:3 Spd:+10 Hp:35 Ac:20 Exp:280 A ghostly apparition that shrieks horribly. This evil undead creature is normally found on dungeon level 30 and moves a bit erratically and quickly. Destruction of this creature is worth 1018.18 points for a 1st level character. It is challenging at its native depth. It may shriek to do you no effect; 1 time in 11 and is also magical, casting spells which teleport-self; 1 time in 11. It can pass through walls and fly over obstacles. It is invisible. It is cold blooded. It is immune to cold and blunt weapons. It cannot be stunned, confused, charmed, slept or cut. It is fairly observant of intruders, which it may notice from 140 feet. It may carry one or two garments, tools, musical items, junk items or treasures. It can touch to reduce constitution from you for 1d9 damage and shriek to do you no effect. The Giant black jellyfish (Light Dark 'j') === Num:1270 Lev:30 Rar:5 Spd:+10 Hp:225 Ac:1 Exp:280 It is a giant jellyfish glowing with pulsing black lights. This creature is normally found on dungeon level 30 and moves quickly. A kill of this creature is worth 1018.18 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells which drain mana; 1 time in 11. It can communicate telepathically with its own kind. It must swim and cannot move out of water. It lights up the surroundings. It is not detected by telepathy. It is immune to poison. It resists blindness. It cannot be frightened, confused, charmed or slept. It pays very little attention to intruders, which it may notice from 20 feet. It usually appears in groups. It can touch to reduce all stats from you for 2d8 damage. The Variag raider (Orange 't') === Num:364 Lev:30 Rar:3 Spd:+10 Hp:146 Ac:70 Exp:290 A human warrior from Khand, moving with lightning speed. This evil woman warrior is normally found on dungeon level 30 and moves quickly, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 1054.55 points for a 1st level character. She is challenging at her native depth. She may create a dart to poison you; 1 time in 5. She can carry a lite to see you, open doors, bash down doors and pick up objects. She needs lite to see you. She cannot be confused, charmed or slept. She is fairly observant of intruders, which she may notice from 200 feet. She may carry one or two weapons, garments, tools, lites, adornments, musical items, potions, edible items or treasures. She can punch to hurt and poison you for 6d4 damage and punch to reduce strength and size from you for 6d4 damage. The Mature white dragon (White 'D') === Num:375 Lev:30 Rar:3 Spd:+0 Hp:344 Ac:70 Exp:290 A large dragon, scales gleaming bright white. This evil dragon is normally found on dungeon level 30 and moves at normal speed. A kill of this creature is worth 1054.55 points for a 1st level character. It is challenging at its native depth. It may breathe frost powerfully; 1 time in 8 and is also magical, casting spells intelligently which terrify powerfully enough to overcome your resistance; 1 time in 8. It can bash down doors, fly over obstacles and track you over land, but not through water. It is cold blooded. It is immune to cold. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 4 chests, armours, adornments or treasures. It can claw to hurt you for 2d8 damage, claw to hurt you for 2d8 damage and bite to hurt you for 4d8 damage. The Mature blue dragon (Blue 'D') === Num:384 Lev:30 Rar:3 Spd:+0 Hp:344 Ac:70 Exp:290 A large dragon, scales tinted deep blue. This evil dragon is normally found on dungeon level 30 and moves at normal speed. A kill of this creature is worth 1054.55 points for a 1st level character. It is challenging at its native depth. It may breathe lightning powerfully; 1 time in 8 and is also magical, casting spells intelligently which terrify powerfully enough to overcome your resistance; 1 time in 8. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to lightning. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 4 chests, armours, adornments or treasures. It can claw to hurt you for 2d8 damage, claw to hurt you for 2d8 damage and bite to hurt you for 4d8 damage. The Mature green dragon (Green 'D') === Num:385 Lev:30 Rar:3 Spd:+0 Hp:344 Ac:70 Exp:290 A large dragon, scales tinted deep green. This evil dragon is normally found on dungeon level 30 and moves at normal speed. A kill of this creature is worth 1054.55 points for a 1st level character. It is challenging at its native depth. It may breathe poison powerfully; 1 time in 10 and is also magical, casting spells intelligently which terrify powerfully enough to overcome your resistance; 1 time in 10. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to poison. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 4 chests, armours, adornments or treasures. It can claw to hurt you for 2d8 damage, claw to hurt you for 2d8 damage and bite to hurt you for 4d8 damage. The Young sapphire dragon (Blue 'd') === Num:769 Lev:30 Rar:3 Spd:+0 Hp:282 Ac:60 Exp:290 It has a form that legends are made of. Beautiful scales of brilliant sapphire cover it. This evil dragon is normally found on dungeon level 30 and moves at normal speed. A kill of this creature is worth 1054.55 points for a 1st level character. It is challenging at its native depth. It may breathe lightning or gravity powerfully; 1 time in 6 and is also magical, casting spells which terrify powerfully enough to overcome your resistance; 1 time in 6 . It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to lightning. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 6 adornments or gem stones. It can claw to hurt you for 2d8 damage, claw to hurt you for 2d8 damage and bite to hurt you for 3d8 damage. The Young ruby dragon (Red 'd') === Num:770 Lev:30 Rar:3 Spd:+0 Hp:282 Ac:60 Exp:290 It has a form that legends are made of. Beautiful scales of brilliant ruby cover it. This evil dragon is normally found on dungeon level 30 and moves at normal speed. A kill of this creature is worth 1054.55 points for a 1st level character. It is challenging at its native depth. It may breathe fire or inertia powerfully; 1 time in 6 and is also magical, casting spells which terrify powerfully enough to overcome your resistance; 1 time in 6. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to fire. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 6 adornments or gem stones. It can claw to hurt you for 2d8 damage, claw to hurt you for 2d8 damage and bite to hurt you for 3d8 damage. The Unborn soul (Magenta-Pink 'G') === Num:853 Lev:30 Rar:3 Spd:+0 Hp:54 Ac:10 Exp:290 It takes you back a while. This evil undead creature is normally found on dungeon level 30 and moves somewhat erratically at normal speed. Destruction of this creature is worth 1054.55 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which teleport-self, drain mana or cause amnesia; 1 time in 6. It can pass through walls, pick up objects and fly over obstacles. It is cold blooded. It is immune to cold and blunt weapons. It cannot be stunned, confused, charmed, slept or cut. It takes a while to see intruders, which it may notice from 120 feet. It may carry one or two garments, tools, musical items, junk items or treasures. It can hit to hurt you for 2d3 damage and touch to take you back in time for 2d4 damage. The Sun drake (Light Yellow 'D') === Num:773 Lev:30 Rar:3 Spd:+0 Hp:270 Ac:50 Exp:300 It is a dragon-like form wrapped in the fire of the sun. White hot eyes peer from the light, and it is surrounded by the burning heat of the corona. This evil dragon is normally found on dungeon level 30 and moves at normal speed, but is larger or more powerful deeper in the dungeon. A kill of this creature is worth 1090.91 points for a 1st level character. It is challenging at its native depth. and may breathe plasma or light powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify, confuse or slow powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors, fly over obstacles and track you over land, but not through water. It lights up the surroundings. It is immune to lightning and fire. It resists plasma and lite. It cannot be confused, charmed or slept. It takes quite a while to see intruders, which it may notice from 250 feet. It may carry up to 3 chests, armours or adornments. It can claw to hurt you for 2d4 damage, claw to hurt you for 2d4 damage and bite to blast you with plasma for 3d6 damage. The Ogre priest||ess|s| (Blue 'O') === Num:1017 Lev:30 Rar:3 Spd:+0 Hp:150 Ac:40 Exp:300 A hideous ogre wrapped in dark priestly robes. This evil mix of orc and giant is normally found on dungeon level 30 and moves at normal speed, but is larger , older or more powerful deeper in the dungeon. A kill of this creature is worth 1090.91 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which haste-self, heal-self, cure-self, teleport-self, cause wounds, incur heroism, terrify or paralyze; 1 time in 4. It can open doors, bash down doors and track you over land, but not through water. It takes quite a while to see intruders, which it may notice from 200 feet. It may carry one or two chests, weapons, armours, garments, tools, edible items, junk items or treasures. It can hit to batter you for 3d8 damage, hit to batter you for 3d8 damage, hit to batter you for 3d8 damage and hit to batter you for 3d8 damage. The River giant (Light Teal 'P') === Num:1024 Lev:30 Rar:3 Spd:+0 Hp:278 Ac:70 Exp:300 A nineteen foot tall giant with unstoppable strength. This evil giant is normally found on dungeon level 30 and moves at normal speed, but is older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 1090.91 points for a 1st level character. It is challenging at its native depth. It may throw a boulder at to blast you with water for 2d10 damage; 1 time in 10. It can carry a lite to see you, open doors, bash down doors, pick up objects and swim under water. It needs lite to see you. It resists water. It tends to overlook intruders, which it may notice from 200 feet. It may carry a chest, musical item, potion, edible item or treasure. It can hit to batter you for 7d8 damage and hit to batter you for 7d8 damage. The Black troll (Light Dark 'T') === Num:1065 Lev:30 Rar:5 Spd:+0 Hp:396 Ac:60 Exp:300 A massive and cruel troll, acidic drool drips down her hideous face. This evil troll is normally found on dungeon level 30 and moves at normal speed, but is larger, older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 1090.91 points for a 1st level character. She is dangerous at her native depth. She can open doors, bash down doors, can eat bodies to regain strength, swim under water and track you over land, but not through water. She is hurt by bright light. She is immune to acid and poison . She tends to overlook intruders, which she may notice from 200 feet. She usually appears in groups. She may carry a chest, weapon, garment, edible item , junk item or treasure. She can hit to batter you for 2d7 damage, hit to batter you for 2d7 damage, bite to batter you for 2d5 damage and bite to dissolve you for 2d5 damage. The Chromatic hound (Violet 'Z') === Num:1125 Lev:30 Rar:5 Spd:+0 Hp:203 Ac:40 Exp:300 Shimmering in rainbow hues, this hound is beautiful and deadly. This animal is normally found on dungeon level 30 and moves at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 1090.91 points for a 1st level character. It is dangerous at its native depth. It may breathe lightning, fire or poison; 1 time in 5. It can bash down doors and track you unerringly over land, but not through water. It is immune to lightning, fire and poison. It cannot be confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 250 feet. It usually appears in groups. It can claw to hurt you for 2d8 damage, claw to electrify you for 2d8 damage, bite to burn you for 4d4 damage and bite to hurt and poison you for 4d4 damage . The Shantak (Yellow 'B') === Num:1244 Lev:30 Rar:3 Spd:+10 Hp:256 Ac:12 Exp:300 A scaly, flightless bird larger than an elephant, with a horse-like head. This evil animal is normally found on dungeon level 30 and moves quickly, but is larger or older deeper in the dungeon. A kill of this creature is worth 1090.91 points for a 1st level character. It is challenging at its native depth. It may gaze to reduce intelligence from you; 1 time in 5 and is also magical, casting spells which haste-self or terrify; 1 time in 5. It can bash down doors and can eat bodies to regain strength. It is immune to acid. It is fairly observant of intruders, which it may notice from 550 feet. It can bite to hurt you for 3d6 damage and gaze to reduce intelligence from you. The Lizard |king|queen|monarchs| (Green 'R') === Num:1360 Lev:30 Rar:5 Spd:+10 Hp:183 Ac:40 Exp:300 A lizardman leader. This evil mix of woman and animal is normally found on dungeon level 30 and moves quickly, but is larger or more powerful deeper in the dungeon. A kill of this creature is worth 1090.91 points for a 1st level character. She is dangerous at her native depth. She may create a dagger to petrify you for 5d5 damage or wail to terrify you; 1 time in 5. She can carry a lite to see you, open doors, bash down doors, swim under water and track you over land, but not through water. She needs lite to see you. She is immune to acid and poison. She takes a while to see intruders, which she may notice from 200 feet. She usually appears with escorts. She may carry up to 3 garments, junk items or treasures. She can hit to hurt you for 5d5 damage, hit to hurt you for 5d5 damage and wail to terrify you. The Fire giant (Red 'P') === Num:209 Lev:30 Rar:3 Spd:+0 Hp:255 Ac:60 Exp:310 A glowing fourteen foot tall giant. Flames drip from its red skin. This evil giant is normally found on dungeon level 30 and moves at normal speed, but is older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 1127.27 points for a 1st level character. It is challenging at its native depth. It may throw a boulder at to burn you for 2d10 damage; 1 time in 7. It can carry a lite to see you, open doors and bash down doors. It needs lite to see you. It is immune to fire. It tends to overlook intruders, which it may notice from 200 feet. It may carry one or two chests, musical items, potions, edible items or treasures. It can hit to batter you for 6d8 damage and hit to burn you for 6d8 damage. The Wild mumak (Slate 'Q') === Num:373 Lev:30 Rar:5 Spd:+0 Hp:441 Ac:55 Exp:310 A massive elephantine form with eyes twisted by madness. This animal is normally found on dungeon level 30 and moves at normal speed, but is faster deeper in the dungeon. A kill of this creature is worth 1127.27 points for a 1st level character. It is deadly at its native depth. It is magical, casting spells which incur beserk rage; 1 time in 6. It can bash down doors and track you over land, but not through water. It pays very little attention to intruders, which it may notice from 200 feet. It usually appears in groups. It can trample to batter you for 4d6 damage, trample to batter you for 4d6 damage and crush to hurt you for 4d4 damage. The Young amethyst dragon (Violet 'd') === Num:766 Lev:30 Rar:3 Spd:+0 Hp:282 Ac:60 Exp:310 It has a form that legends are made of. Beautiful scales of brilliant amethyst cover it. This evil dragon is normally found on dungeon level 30 and moves at normal speed. A kill of this creature is worth 1127.27 points for a 1st level character. It is challenging at its native depth. It may breathe acid or time powerfully; 1 time in 6 and is also magical, casting spells which terrify powerfully enough to overcome your resistance; 1 time in 6. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to acid. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 6 adornments or gem stones. It can claw to hurt you for 2d8 damage, claw to hurt you for 2d8 damage and bite to hurt you for 3d8 damage. The Fright (Light Pink 'G') === Num:839 Lev:30 Rar:3 Spd:+10 Hp:42 Ac:26 Exp:310 It is a terrifying, ghostly form. This evil undead creature is normally found on dungeon level 30 and moves a bit erratically and quickly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 1127.27 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which teleport to, drain mana or terrify; 1 time in 12. It can pass through walls and fly over obstacles. It is cold blooded. It is hurt by bright light. It is immune to cold, poison and blunt weapons. It cannot be stunned, confused, charmed, slept or cut. It is fairly observant of intruders, which it may notice from 170 feet. It may carry one or two garments, tools, musical items, junk items or treasures. It can touch to terrify you for 1d6 damage and touch to drain experience (by 20d6+) from you for 1d6 damage. The Fanged horror (Light Red 'H') === Num:892 Lev:30 Rar:3 Spd:+5 Hp:253 Ac:70 Exp:310 A ghastly hybrid of all things that walk, crawl and swim, but mostly those with teeth and fangs. This animal is normally found on dungeon level 30 and moves quickly, but is larger, faster or more powerful deeper in the dungeon. A kill of this creature is worth 1127.27 points for a 1st level character. It is challenging at its native depth. It can bash down doors, can eat bodies to regain strength, swim under water and track you over land, but not through water. It is fairly observant of intruders, which it may notice from 120 feet. It can claw to hurt you for 1d11 damage, bite to wound you for 4d9 damage, sting to hurt you for 1d9 damage and crush to hurt you for 2d7 damage. The Forest giant (Green 'P') === Num:1023 Lev:30 Rar:3 Spd:+0 Hp:275 Ac:65 Exp:310 A fifteen foot tall giant with legs like tree-trunks. This evil giant is normally found on dungeon level 30 and moves at normal speed, but is older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 1127.27 points for a 1st level character. It is challenging at its native depth. It may throw a boulder at to wound you for 3d10 damage; 1 time in 10. It can carry a lite to see you, open doors, bash down doors and pick up objects. It needs lite to see you. It is immune to poison. It tends to overlook intruders, which it may notice from 200 feet. It may carry a chest, musical item, potion, edible item or treasure. It can hit to hurt you for 6d8 damage and hit to hurt you for 6d8 damage. The Abyss spider (Light Green 'S') === Num:1202 Lev:30 Rar:3 Spd:+10 Hp:187 Ac:28 Exp:310 A massive spider, heaving the bloated bag of its body between great spined legs. This evil insect is normally found on dungeon level 30 and moves quickly, but is larger deeper in the dungeon. A kill of this creature is worth 1127.27 points for a 1st level character. It is challenging at its native depth. It may breathe poison or darkness; 1 time in 7 and is also magical, casting spells which create darkness, create traps, blind, confuse or slow; 1 time in 7. It can bash down doors. It is rarely detected by telepathy. It appears in a giant web. It is hurt by bright light. It resists darkness. It pays very little attention to intruders, which it may notice from 200 feet. It can claw to wound you for 1d9 damage, sting to hurt and poison you for 3d9 damage and bite to confuse you for 1d9 damage. The Zombified drake (Mustard 'D') === Num:1286 Lev:30 Rar:3 Spd:+0 Hp:264 Ac:60 Exp:310 It is the reanimated form of a dragon, with an open wound of a mouth. This evil undead dragon is normally found on dungeon level 30 and moves at normal speed, but is larger, faster or more powerful deeper in the dungeon. Destruction of this creature is worth 1127.27 points for a 1st level character. It is challenging at its native depth. It may create an arc to cover you in blood for 16d6 damage and may breathe disease powerfully; 1 time in 10 and is also magical, casting spells which terrify powerfully enough to overcome your resistance; 1 time in 10. It can bash down doors, fly over obstacles and track you over land, but not through water. It is cold blooded. It is not detected by telepathy. It is immune to fire, cold and poison. It cannot be frightened, confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 chests, armours, adornments or treasures. It can claw to hurt you for 2d6 damage, claw to hurt you for 2d6 damage and bite to hurt you for 2d8 damage. [U] the Emperor Wight of Carn Dum (Red 'W') === Num:1081 Lev:30 Rar:5 Spd:+10 Hp:350 Ac:40 Exp:1900 Your life force is torn from your body as this powerful unearthly being approaches. It whispers dreadful words of ancient songs, cold and unearthly. This evil undead creature is normally found on dungeon level 30 and moves quickly. Destroying this creature is worth 6909.09 points for a 1st level character. It is deadly at its native depth. It is magical, casting spells which produce nether bolts, curse you, cause wounds, terrify or paralyze; 1 time in 5. It can open doors and bash down doors. It is cold blooded. It is hurt by bright light. It is immune to cold and poison. It resists darkness. It cannot be confused, charmed or slept. It is fairly observant of intruders, which it may notice from 200 feet. It may carry up to 5 good weapons, armours , garments, adornments, magical devices or potions. It can hit to paralyze you for 1d12 damage, hit to blind you for 1d12 damage, doubled against eye monsters, touch to drain experience (by 80d6+) from you and touch to drain experience (by 80d6+) from you. It is a dungeon guardian, impeding your progress further. The Thie|f|f|ves| (Violet 't') === Num:354 Lev:31 Rar:3 Spd:+20 Hp:94 Ac:30 Exp:310 Cool and confident, fast and lithe; protect your possessions quickly! This evil woman thief is normally found on dungeon level 31 and moves very quickly, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 1155.45 points for a 1st level character. She is challenging at her native depth. She may create a shot to hurt you; 1 time in 5 and is also magical, casting spells intelligently which blink-self, teleport-self to, teleport to, create darkness, create traps, blind or slow; 1 time in 5. She can carry a lite to see you, open doors, bash down doors, pick up objects and hide in unusual places. She needs lite to see you. She takes quite a while to see intruders, which she may notice from 200 feet. She may carry up to 4 weapons, missile weapons, garments, tools, lites, adornments, musical items, potions, edible items or treasures. She can hit to hurt you for 6d13 damage, hit to steal gold from you and hit to steal items from you. The Rod mimic (White '-') === Num:1151 Lev:31 Rar:3 Spd:+0 Hp:352 Ac:40 Exp:310 A strange creature that disguises itself as a rod to lure unsuspecting adventurers within reach of its venomous claws. This creature is normally found on dungeon level 31 and moves at normal speed, but is faster or more powerful deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 1155.45 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which produce balls of light, invoke darkness storms, produce confusion balls, produce shard balls, produce water bolts, produce mana bolts, produce lightening beams, produce ice beams or haste-self; 1 time in 3. It is cold blooded. It is not detected by telepathy. It is immune to acid, fire, cold and poison. It cannot be stunned, frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It may carry up to 3 special objects or treasures. It can bite to hurt and poison you for 4d4 damage, bite to hurt and poison you for 4d4 damage, trample to confuse you for 4d4 damage and trample to confuse you for 4d4 damage. The Earth spirit (Mud 'E') === Num:219 Lev:31 Rar:3 Spd:+0 Hp:54 Ac:40 Exp:330 A whirling mass of sentient rock. This creature is normally found on dungeon level 31 and moves a bit erratically at normal speed, but is larger, faster or more powerful deeper in the dungeon. Destruction of this creature is worth 1230.00 points for a 1st level character. It is challenging at its native depth. It can pass through walls and dig through earth and rubble. It is cold blooded. It is not detected by telepathy. It is hurt by rock remover. It is immune to lightning, fire, cold, poison and edged weapons. It resists blindness. It cannot be frightened, confused, charmed, slept, slowed or paralyzed. It tends to overlook intruders, which it may notice from 100 feet. It can hit to batter you for 2d7 damage and hit to batter you for 2d7 damage. The Wood elf |lord|lady|lords| (Magenta-Pink 'l') === Num:246 Lev:31 Rar:3 Spd:+10 Hp:133 Ac:40 Exp:330 A elven figure in armour and radiating power. This elf warrior mage is normally found on dungeon level 31 and moves quickly, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 1230.00 points for a 1st level character. She is challenging at her native depth. She may create an arrow to hurt you for 15d6 damage; 1 time in 2 and is also magical, casting spells which produce balls of light, produce fire bolts, produce frost bolts, haste-self, recover mana, teleport-self to, create darkness, summon similar monsters, blind or confuse; 1 time in 5. She can open doors, bash down doors and pick up objects. She lights up the surroundings. She resists lite. She takes quite a while to see intruders, which she may notice from 200 feet. She may carry up to 3 weapons, missile weapons, garments, lites, adornments, written items, musical items, potions or edible items. She can hit to hurt you for 3d10 damage and hit to hurt you for 3d10 damage. The Xorn (Umber 'X') === Num:376 Lev:31 Rar:3 Spd:+0 Hp:135 Ac:80 Exp:330 A huge creature of the element Earth. Able to merge with its element, it has four huge arms protruding from its enormous torso. This creature is normally found on dungeon level 31 and moves at normal speed, but is larger, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 1230.00 points for a 1st level character. It is challenging at its native depth. It can pass through walls. It is cold blooded. It is not detected by telepathy. It is hurt by rock remover. It is immune to lightning , fire, cold and poison. It cannot be confused, charmed or slept. It is fairly observant of intruders, which it may notice from 200 feet. It can hit to hurt you for 1d16 damage and hit to hurt you for 1d16 damage. The Olog (Yellow 'T') === Num:363 Lev:31 Rar:5 Spd:+0 Hp:378 Ac:50 Exp:340 It is a massive intelligent troll with needle-sharp fangs. This evil troll is normally found on dungeon level 31 and moves at normal speed, but is larger, older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 1267.27 points for a 1st level character. It is deadly at its native depth. It may throw a boulder at to hurt you; 1 time in 12. It can open doors, bash down doors, can eat bodies to regain strength and track you over land, but not through water. It is immune to poison. It tends to overlook intruders, which it may notice from 200 feet. It usually appears in groups. It may carry a chest, weapon, garment, edible item, junk item or treasure. It can crush to hurt you for 4d8 damage, hit to batter you for 2d12 damage and bite to wound you for 1d21 damage. The Clawed horror (Light Pink 'H') === Num:893 Lev:31 Rar:3 Spd:+5 Hp:286 Ac:75 Exp:340 A ghastly hybrid of all things that walk, crawl and swim, but mostly those with claws and talons. This animal is normally found on dungeon level 31 and moves quickly, but is larger, faster or more powerful deeper in the dungeon. A kill of this creature is worth 1267.27 points for a 1st level character. It is challenging at its native depth. It can bash down doors, can eat bodies to regain strength, swim under water and track you over land, but not through water. It is fairly observant of intruders, which it may notice from 120 feet. It can claw to wound you for 3d12 damage, bite to hurt you for 1d10 damage, sting to hurt you for 1d10 damage and crush to hurt you for 2d8 damage . The Stone giant (Light Slate 'P') === Num:230 Lev:31 Rar:3 Spd:+0 Hp:283 Ac:75 Exp:360 It is eighteen feet tall with skin hewn from stone. This evil giant is normally found on dungeon level 31 and moves at normal speed, but is older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 1341.82 points for a 1st level character. It is dangerous at its native depth. It may throw a boulder at to blast you with shards for 3d10 damage; 1 time in 5. It can carry a lite to see you, open doors, bash down doors and pick up objects. It needs lite to see you. It is hurt by rock remover. It resists edged weapons. It tends to overlook intruders, which it may notice from 200 feet. It may carry one or two chests, musical items, potions, edible items or treasures. It can hit to batter you for 7d8 damage and hit to batter you for 7d8 damage. The 4-headed hydra (Yellow 'y') === Num:270 Lev:31 Rar:3 Spd:+10 Hp:301 Ac:70 Exp:360 A strange reptilian hybrid with four heads. This animal is normally found on dungeon level 31 and moves quickly, but is larger deeper in the dungeon. A kill of this creature is worth 1341.82 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells which terrify ; 1 time in 7. It can bash down doors, can eat bodies to regain strength and track you over land, but not through water. It resists blindness. It takes a while to see intruders, which it may notice from 200 feet. It may carry up to 4 treasures. It can bite to hurt you for 2d6 damage, bite to hurt you for 2d6 damage, bite to hurt you for 2d6 damage and bite to hurt you for 2d6 damage. The Doombat (Blue Slate 'b') === Num:606 Lev:31 Rar:5 Spd:+10 Hp:153 Ac:75 Exp:360 It is a fast moving creature of chaos, a gigantic black bat surrounded by flickering bright red flames. This animal is normally found on dungeon level 31 and moves quickly, but is larger deeper in the dungeon. A kill of this creature is worth 1341.82 points for a 1st level character. It is deadly at its native depth. It can bash down doors and can eat bodies to regain strength . It must fly and cannot move underwater or through webs. It is rarely detected by telepathy. It is immune to fire. It takes quite a while to see intruders, which it may notice from 160 feet. It usually appears in groups. It can bite to burn you for 5d4 damage, bite to burn you for 5d4 damage and bite to burn you for 5d4 damage. The Corruption Vortex (Light Green 'v') === Num:1103 Lev:31 Rar:3 Spd:+20 Hp:177 Ac:40 Exp:370 A toxic whirlpool, it's foulness can be sensed from afar. This creature is normally found on dungeon level 31 and moves extremely erratically and very quickly, but is larger or faster deeper in the dungeon. Destruction of this creature is worth 1379.09 points for a 1st level character. It is dangerous at its native depth. It may breathe poison, nexus or disease powerfully; 1 time in 5. It can bash down doors and communicate telepathically with its own kind. It is not detected by telepathy. It is immune to poison. It resists blindness. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 1000 feet. It can envelope to infect you with disease for 4d6 damage, envelope to poison you for 4d6 damage and envelope to blast you with nexus for 4d6 damage. [U] Azog, Orc King of Moria (Light Violet 'o') === Num:262 Lev:31 Rar:5 Spd:+10 Hp:756 Ac:80 Exp:2000 He is also known as the King of Khazad-dum. This evil orc is normally found on dungeon level 31 and moves quickly. Killing this creature is worth 7454.55 points for a 1st level character. He is deadly at his native depth. He may create an arrow to hurt you for 12d6 damage; 1 time in 4. He can open doors, bash down doors, pick up objects and track you over land, but not through water . He is immune to poison. He resists darkness. He takes a while to see intruders, which he may notice from 200 feet. He usually appears with escorts. He may carry up to 3 good weapons, missile weapons, armours, garments, tools, edible items or junk items. He can hit to hurt you for 5d5 damage, hit to hurt you for 5d5 damage and hit to hurt you for 5d5 damage. It is a dungeon guardian, impeding your progress further. [U] Boromir, son of Denethor (Green 't') === Num:1083 Lev:31 Rar:5 Spd:+10 Hp:820 Ac:90 Exp:2200 The once noble son of the steward of Gondor has been driven mad by his lust for the ring of Power. He believes you have it. This man warrior is normally found on dungeon level 31 and moves quickly. Killing this creature is worth 8200.00 points for a 1st level character. He is dangerous at his native depth. He may create an arrow to hurt you for 5d6 damage; 1 time in 5 and is also magical, casting spells which summon monsters of the same class; 1 time in 10. He can carry a lite to see you, open doors, bash down doors and pick up objects. He needs lite to see you. He takes quite a while to see intruders, which he may notice from 200 feet. He may carry up to 3 good weapons, missile weapons, garments, tools, lites, adornments, musical items, potions or edible items. He can hit to wound you for 5d5 damage, hit to wound you for 5d5 damage and hit to wound you for 5d5 damage. [U] Faramir, son of Denethor (Light Green 't') === Num:1084 Lev:31 Rar:5 Spd:+10 Hp:820 Ac:90 Exp:2200 The still-noble son of the steward of Gondor guards the depths of Ithilien against the Enemy. You are an intruder here. This man warrior is normally found on dungeon level 31 and moves quickly. Killing this creature is worth 8200.00 points for a 1st level character. He is dangerous at his native depth. He may create an arrow to hurt you for 5d6 damage; 1 time in 5 and is also magical, casting spells which summon monsters of the same class; 1 time in 10. He can carry a lite to see you, open doors, bash down doors and pick up objects. He needs lite to see you. He takes quite a while to see intruders, which he may notice from 200 feet. He may carry up to 3 good weapons, missile weapons, garments, tools, lites, adornments, musical items, potions or edible items. He can hit to wound you for 5d5 damage, hit to wound you for 5d5 damage and hit to wound you for 5d5 damage. It is a dungeon guardian, impeding your progress further. The Impact hound (Light Umber 'Z') === Num:368 Lev:32 Rar:3 Spd:+0 Hp:181 Ac:30 Exp:85 A deep brown shape is visible before you, its canine form strikes you with an almost physical force. The dungeon floor buckles as if struck by a powerful blow as it stalks towards you. This animal is normally found on dungeon level 32 and moves at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 324.55 points for a 1st level character. It is dangerous at its native depth. It may breathe force; 1 time in 5. It can bash down doors and track you unerringly over land, but not through water. It cannot be confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It usually appears in groups. It can bite to batter you for 2d8 damage, bite to batter you for 2d8 damage and claw to batter you for 2d8 damage. The Shimmering vort|ex|ex|ices| (Light Yellow 'v') === Num:410 Lev:32 Rar:3 Spd:+30 Hp:162 Ac:40 Exp:360 A strange pillar of shining light that hurts your eyes. Its shape changes constantly as it cuts through the air towards you. It is like a beacon, waking monsters from their slumber. This creature is normally found on dungeon level 32 and moves extremely erratically and incredibly quickly, but is larger or faster deeper in the dungeon. Destruction of this creature is worth 1374.55 points for a 1st level character. It is challenging at its native depth. and may breathe light or darkness powerfully; 1 time in 3. It can bash down doors and communicate telepathically with its own kind. It lights up the surroundings. It is not detected by telepathy. It resists blindness, lite and darkness. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 1000 feet. It can envelope to blast you with powerful light for 2d4 damage, envelope to blast you with powerful darkness for 2d4 damage and envelope to blind you for 2d4 damage, doubled against eye monsters. The Kudzu (Green ':') === Num:678 Lev:32 Rar:6 Spd:+10 Hp:288 Ac:20 Exp:360 It is a dangerous mass of razor sharp branches, growing furiously. This evil plant is normally found on dungeon level 32 and moves a bit erratically and quickly, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 1374.55 points for a 1st level character. It is deadly at its native depth. It is not detected by telepathy. It breeds explosively. It resists blindness and blunt weapons. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 60 feet. It can crush to hurt you for 2d8 damage. The Young multi-hued dragon (Violet 'd') === Num:380 Lev:32 Rar:3 Spd:+0 Hp:282 Ac:60 Exp:370 It has a form that legends are made of. Beautiful scales of shimmering and magical colours and shades cover it. This evil dragon is normally found on dungeon level 32 and moves at normal speed. A kill of this creature is worth 1412.73 points for a 1st level character. It is challenging at its native depth. It may breathe acid, lightning, fire, frost or poison powerfully; 1 time in 6 and is also magical, casting spells which terrify powerfully enough to overcome your resistance; 1 time in 6. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to acid, lightning, fire, cold and poison. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 5 adornments or treasures. It can claw to hurt you for 2d6 damage, claw to hurt you for 2d6 damage and bite to hurt you for 3d8 damage. The Giant vampire bat (Violet 'b') === Num:731 Lev:32 Rar:5 Spd:+10 Hp:183 Ac:40 Exp:370 A gargantuan undead bat that flies at you. It could bite your head off! This evil undead animal is normally found on dungeon level 32 and moves somewhat erratically and quickly. Destruction of this creature is worth 1412.73 points for a 1st level character. It is dangerous at its native depth. It can fly over obstacles. It is cold blooded. It regenerates quickly. It is immune to cold and poison. It cannot be frightened, confused, charmed or slept. It tends to overlook intruders, which it may notice from 120 feet. It usually appears in groups. It can bite to drain experience (by 80d6+) from you for 3d4 damage and bite to drain experience (by 80d6+) from you for 3d4 damage. The Wood elf assassin (Violet 'l') === Num:959 Lev:32 Rar:3 Spd:+15 Hp:93 Ac:30 Exp:370 An elven assassin, so stealthy that she is almost impossible to see. This elf thief is normally found on dungeon level 32 and moves very quickly, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 1412.73 points for a 1st level character. She is challenging at her native depth. She may create a dart to poison you for 16d4 damage; 1 time in 5 . She can open doors, bash down doors, pick up objects and hide in unusual places. She is invisible. She resists lite. She cannot be confused, charmed or slept. She is fairly observant of intruders, which she may notice from 200 feet. She may carry a weapon, missile weapon, garment, lite, adornment, written item, musical item, potion, edible item or treasure. She can hit to hurt and poison you for 8d4 damage, hit to hurt and poison you for 8d4 damage and hit to reduce constitution from you for 2d4 damage. The Creeping diamond gems (White '$') === Num:1115 Lev:32 Rar:3 Spd:+10 Hp:147 Ac:150 Exp:370 It appears to be a pile of diamonds, slithering toward you on lots of tiny legs. This creature is normally found on dungeon level 32 and moves quickly. A kill of this creature is worth 1412.73 points for a 1st level character. It is challenging at its native depth. It can bash down doors. It is cold blooded. It is not detected by telepathy. It is immune to acid, lightning and poison. It resists blindness. It cannot be confused, charmed or slept. It is fairly observant of intruders, which it may notice from 50 feet. It may carry up to 4 gem stones. It can bite to hurt and poison you for 3d6 damage, touch to poison you for 3d6 damage, hit to batter you for 1d10 damage and hit to batter you for 1d11 damage. The Young chromatic dragon (Umber 'd') === Num:1118 Lev:32 Rar:3 Spd:+0 Hp:282 Ac:60 Exp:370 It has a form that legends are made of. Beautiful scales of shimmering and magical colours cover it. This evil dragon is normally found on dungeon level 32 and moves at normal speed. A kill of this creature is worth 1412.73 points for a 1st level character. It is challenging at its native depth. It may breathe lightning, fire or poison powerfully; 1 time in 6 and is also magical, casting spells which terrify powerfully enough to overcome your resistance; 1 time in 6. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to acid, lightning, fire, cold and poison. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 5 adornments or treasures. It can claw to hurt you for 2d6 damage, claw to hurt you for 2d6 damage and bite to hurt you for 3d8 damage. The Mana fl|y|y|ies| (Light Purple 'I') === Num:1198 Lev:32 Rar:8 Spd:+20 Hp:4 Ac:14 Exp:370 Small fragments of mana, given temporary life by magical fluctuations. This insect is normally found on dungeon level 32 and moves extremely erratically and very quickly, but is larger deeper in the dungeon. A kill of this creature is worth 1412.73 points for a 1st level character. It is over powered at its native depth. It may explodes you for 2d10 damage; 1 time in 20 and is also magical, casting spells which blink-self; 1 time in 2. It can pass through walls and easily evade blows and missiles. It must fly and cannot move underwater or through webs. It is rarely detected by telepathy. It breeds explosively. It is immune to acid, lightning, fire, cold and poison. It resists magical spells and the effects of rods, staffs and wands. It is fairly observant of intruders, which it may notice from 80 feet. It can bite to drain mana from you and explodes you for 2d10 damage. The Great eagle (Light Violet 'B') === Num:1361 Lev:32 Rar:3 Spd:+10 Hp:261 Ac:65 Exp:380 Greater and more intelligent than most of its kind, this great eagle is a messenger between the forces of good. It has not yet heard of you, however. This animal is normally found on dungeon level 32 and moves quickly. A kill of this creature is worth 1450.91 points for a 1st level character. It is challenging at its native depth. It can bash down doors and fly over obstacles . It takes a while to see intruders, which it may notice from 200 feet. It can claw to hurt you for 6d3 damage, claw to hurt you for 6d3 damage and bite to hurt you for 3d6 damage. The Basilisk (Purple 'R') === Num:308 Lev:32 Rar:3 Spd:+10 Hp:255 Ac:90 Exp:390 An evil reptile that preys on unsuspecting travellers. Its eyes stare deeply at you and your soul starts to wilt! This animal is normally found on dungeon level 32 and moves quickly, but is larger deeper in the dungeon. A kill of this creature is worth 1489.09 points for a 1st level character. It is challenging at its native depth. It may gaze to petrify you and may breathe poison; 1 time in 6. It can bash down doors, can eat bodies to regain strength and track you over land, but not through water. It cannot be confused, charmed or slept. It takes quite a while to see intruders, which it may notice from 150 feet. It may carry one or two garments or junk items. It can gaze to petrify you and bite to hurt you for 2d24 damage. The Mature bronze dragon (Light Umber 'D') === Num:386 Lev:32 Rar:3 Spd:+0 Hp:344 Ac:70 Exp:390 A large dragon with scales of rich bronze. This evil dragon is normally found on dungeon level 32 and moves at normal speed. A kill of this creature is worth 1489.09 points for a 1st level character. It is challenging at its native depth. It may breathe fire or confusion powerfully; 1 time in 10 and is also magical, casting spells intelligently which terrify or confuse powerfully enough to overcome your resistance; 1 time in 10. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to fire. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 4 chests, armours, adornments or precious metals. It can claw to hurt you for 2d8 damage, claw to hurt you for 2d8 damage and bite to hurt you for 4d8 damage. The Multi-hued hound (Violet 'Z') === Num:616 Lev:32 Rar:5 Spd:+0 Hp:203 Ac:40 Exp:390 Shimmering in rainbow hues and shades, this hound is beautiful and deadly. This animal is normally found on dungeon level 32 and moves at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 1489.09 points for a 1st level character. It is deadly at its native depth. It may breathe acid, lightning, fire, frost or poison; 1 time in 5. It can bash down doors and track you unerringly over land, but not through water. It is immune to acid, lightning, fire, cold and poison. It cannot be confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 250 feet. It usually appears in groups. It can claw to hurt you for 2d8 damage, claw to hurt you for 2d8 damage, bite to hurt you for 4d4 damage and bite to hurt you for 4d4 damage. The Black bishop (Light Dark 'p') === Num:1021 Lev:32 Rar:3 Spd:+10 Hp:196 Ac:65 Exp:390 She is a figure encased in deep black plate armour and wielding a black spiked mace. This evil woman warrior priest is normally found on dungeon level 32 and moves quickly, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 1489.09 points for a 1st level character. She is challenging at her native depth. She is magical, casting spells intelligently which invoke darkness storms, heal-self, cure-self, cause wounds , incur heroism, terrify, blind or paralyze; 1 time in 5. She can carry a lite to see you, open doors and bash down doors. She needs lite to see you. She resists nether. She is fairly observant of intruders, which she may notice from 200 feet. She may carry up to 3 weapons, armours, garments, lites , adornments, written items, potions, edible items or treasures. She can hit to hurt you for 5d5 damage, hit to hurt you for 5d5 damage and hit to hurt you for 5d5 damage. The Sylph (Teal 'E') === Num:1240 Lev:32 Rar:3 Spd:+20 Hp:54 Ac:12 Exp:390 A vicarious spirit of the high clouds, winged and casting spells whistfuly. This creature is normally found on dungeon level 32 and moves very quickly, but is faster or more powerful deeper in the dungeon. Destruction of this creature is worth 1489.09 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which produce lightning bolts, recover mana, blink-self, cause hallucinations or slow; 1 time in 4. It can open doors, fly over obstacles and easily evade blows and missiles. It is immune to lightning. It resists edged and blunt weapons. It is fairly observant of intruders, which it may notice from 180 feet. It may carry one or two junk items or treasures. It can touch to electrify you for 2d6 damage. The Skeleton giant (Light Purple 's') === Num:1298 Lev:32 Rar:3 Spd:+0 Hp:219 Ac:45 Exp:390 It is a ten foot tall animated giant skeleton. This evil undead giant is normally found on dungeon level 32 and moves at normal speed, but is larger, faster, more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 1489.09 points for a 1st level character. It is challenging at its native depth. It may throw a boulder at to hurt you for 2d10 damage; 1 time in 10. It can carry a lite to see you, open doors and bash down doors. It needs lite to see you. It is cold blooded. It is not detected by telepathy. It is immune to lightning, cold and poison. It resists blindness and edged weapons. It cannot be stunned, frightened, confused, charmed, slept or cut. It tends to overlook intruders, which it may notice from 200 feet. It may carry a weapon, armour, adornment or treasure. It can hit to batter you for 4d8 damage and hit to batter you for 4d8 damage. The Killer iridescent beetle (Violet 'K') === Num:399 Lev:32 Rar:3 Spd:+0 Hp:330 Ac:60 Exp:400 It is a giant beetle, whose carapace shimmers with vibrant energies. This insect is normally found on dungeon level 32 and moves at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 1527.27 points for a 1st level character. It is challenging at its native depth. It can bash down doors and fly over obstacles. It is rarely detected by telepathy. It is immune to lightning. It takes quite a while to see intruders, which it may notice from 160 feet. It can claw to electrify you for 8d3 damage, claw to electrify you for 8d3 damage and bite to batter you for 8d3 damage. The Mature red dragon (Red 'D') === Num:402 Lev:32 Rar:3 Spd:+0 Hp:420 Ac:80 Exp:400 A large dragon, scales tinted deep red. This evil dragon is normally found on dungeon level 32 and moves at normal speed. A kill of this creature is worth 1527.27 points for a 1st level character. It is challenging at its native depth. It may breathe fire powerfully; 1 time in 8 and is also magical, casting spells intelligently which terrify or confuse powerfully enough to overcome your resistance; 1 time in 8. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to fire. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 6 chests, armours, adornments or treasures. It can claw to hurt you for 2d10 damage, claw to hurt you for 2d10 damage and bite to hurt you for 4d10 damage. The Mature black dragon (Light Dark 'D') === Num:405 Lev:32 Rar:3 Spd:+0 Hp:420 Ac:80 Exp:400 A large dragon, with scales of deepest black. This evil dragon is normally found on dungeon level 32 and moves at normal speed. A kill of this creature is worth 1527.27 points for a 1st level character. It is challenging at its native depth. It may breathe acid powerfully; 1 time in 8 and is also magical, casting spells intelligently which terrify or confuse powerfully enough to overcome your resistance; 1 time in 8. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to acid. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 6 chests, armours, adornments or treasures. It can claw to hurt you for 2d10 damage, claw to hurt you for 2d10 damage and bite to hurt you for 4d10 damage. The Land drake (Mud 'D') === Num:774 Lev:32 Rar:3 Spd:+0 Hp:270 Ac:50 Exp:400 It is a wingless dragon with short clumsy legs shaped like shovels. Fire and acidic fumes belch from its mouth. This evil dragon is normally found on dungeon level 32 and moves at normal speed, but is larger or more powerful deeper in the dungeon. A kill of this creature is worth 1527.27 points for a 1st level character. It is challenging at its native depth. It may breathe acid or fire powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors, pass through walls, dig through earth and rubble and track you over land, but not through water. It is immune to acid and fire. It cannot be confused, charmed or slept. It takes quite a while to see intruders, which it may notice from 250 feet. It may carry up to 3 chests , armours or adornments. It can claw to batter you for 2d4 damage, claw to batter you for 2d4 damage and bite to wound you for 3d6 damage. The Idolan (Light Yellow 'G') === Num:840 Lev:32 Rar:3 Spd:+10 Hp:42 Ac:28 Exp:400 It is a shimmering, ghostly form. This evil undead creature is normally found on dungeon level 32 and moves a bit erratically and quickly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 1527.27 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which blink-self, teleport-self, create darkness or confuse; 1 time in 12. It can pass through walls and fly over obstacles. It is cold blooded. It is hurt by bright light. It is immune to cold, poison and blunt weapons. It cannot be stunned, confused, charmed, slept or cut. It is fairly observant of intruders, which it may notice from 180 feet. It may carry one or two garments, tools, musical items, junk items or treasures. It can touch to blind you for 1d7 damage, doubled against eye monsters and touch to drain experience (by 20d6+) from you for 1d7 damage. The Swamp giant (Mud 'P') === Num:1025 Lev:32 Rar:3 Spd:+0 Hp:278 Ac:70 Exp:400 A seventeen foot tall giant with putrid hair and slimey skin. This evil giant is normally found on dungeon level 32 and moves at normal speed, but is older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 1527.27 points for a 1st level character. It is challenging at its native depth. It may throw a boulder at to hurt and poison you for 3d10 damage; 1 time in 10. It can carry a lite to see you, open doors, bash down doors, pick up objects and swim under water. It needs lite to see you. It is immune to acid and poison. It tends to overlook intruders, which it may notice from 200 feet. It may carry a chest, musical item, potion, edible item or treasure. It can hit to hurt you for 7d8 damage and hit to hurt you for 7d8 damage. The Venom mold (Light Green 'm') === Num:1205 Lev:32 Rar:3 Spd:+10 Hp:270 Ac:10 Exp:410 A pestiferous growth on the dungeon floor; its spores are deadly. This plant is normally found on dungeon level 32 and moves quickly, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 1565.45 points for a 1st level character. It is challenging at its native depth. ; 1 time in 3. It can communicate telepathically with its own kind. It is not detected by telepathy. It is immune to poison. It resists blindness. It cannot be stunned, frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 40 feet. It can touch to poison you for 3d12 damage and touch to infect you with disease for 3d12 damage. The Naiad (Violet 'E') === Num:1243 Lev:32 Rar:3 Spd:+10 Hp:76 Ac:12 Exp:410 A sensuous spirit of water, awash with emotion and casting spells passionately. This creature is normally found on dungeon level 32 and moves quickly, but is faster or more powerful deeper in the dungeon. Destruction of this creature is worth 1565.45 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells which produce frost bolts, recover mana, blink-self, slow or paralyze; 1 time in 4. It can open doors, bash down doors, swim under water and easily evade blows and missiles. It is immune to cold. It resists edged and blunt weapons. It is fairly observant of intruders, which it may notice from 180 feet. It may carry one or two junk items or treasures. It can touch to blast you with water for 2d6 damage. The Commanding spirit (Light Slate 'G') === Num:864 Lev:32 Rar:3 Spd:+10 Hp:44 Ac:20 Exp:430 A ghostly apparition that commands horribly. This evil undead creature is normally found on dungeon level 32 and moves a bit erratically and quickly. Destruction of this creature is worth 1641.82 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells which teleport-self or teleport to; 1 time in 6. It can pass through walls and fly over obstacles. It is invisible. It is cold blooded. It is immune to cold and blunt weapons. It cannot be stunned, confused, charmed, slept or cut. It is fairly observant of intruders, which it may notice from 140 feet. It may carry one or two garments, tools, musical items, junk items or treasures. It can touch to reduce strength and size from you for 1d6 damage and touch to reduce strength and size from you for 1d6 damage. The Grey giant (Slate 'P') === Num:1026 Lev:32 Rar:3 Spd:+0 Hp:301 Ac:70 Exp:430 It is sixteen feet tall and drained of color. This evil giant is normally found on dungeon level 32 and moves at normal speed, but is older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 1641.82 points for a 1st level character. It is dangerous at its native depth. It may throw a boulder at to hurt you for 3d10 damage; 1 time in 10. It can carry a lite to see you, open doors, bash down doors and pick up objects . It needs lite to see you. It is immune to fire and cold. It tends to overlook intruders, which it may notice from 200 feet. It may carry a chest, musical item, potion, edible item or treasure. It can hit to hurt you for 7d8 damage and hit to hurt you for 7d8 damage. [U] Ulfang the Black (Light Dark 't') === Num:355 Lev:32 Rar:5 Spd:+10 Hp:820 Ac:90 Exp:2900 A short and swarthy Easterling dressed in black. He and his three sons once openly swore allegiance to the High Elves, but were secretly in the pay of Morgoth. This evil man is normally found on dungeon level 32 and moves quickly. Killing this creature is worth 11072.73 points for a 1st level character. He is dangerous at his native depth. He is magical, casting spells which summon similar monsters; 1 time in 10. He can carry a lite to see you, open doors, bash down doors and pick up objects. He needs lite to see you. He takes quite a while to see intruders, which he may notice from 200 feet. He may carry up to 3 good weapons, garments, tools, lites, adornments, musical items, potions or edible items. He can hit to wound you for 5d5 damage, hit to wound you for 5d5 damage, hit to wound you for 5d5 damage and hit to wound you for 5d5 damage. The Purple slime (Purple ',') === Num:664 Lev:33 Rar:4 Spd:+5 Hp:17 Ac:1 Exp:34 Ugh! It quickly creeps along the dungeon floor. This plant is normally found on dungeon level 33 and moves extremely erratically and quickly, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 132.91 points for a 1st level character. It is dangerous at its native depth. It is cold blooded. It is not detected by telepathy. It breeds explosively. It resists blindness. It cannot be stunned, frightened, confused, charmed, slept or cut. It is ever vigilant for intruders, which it may notice from 40 feet. It usually appears in groups. It can touch to reduce constitution from you for 1d4 damage and touch to reduce constitution from you for 1d4 damage. The Blue slime (Blue ',') === Num:666 Lev:33 Rar:5 Spd:+5 Hp:25 Ac:1 Exp:49 Ugh! It quickly creeps along the dungeon floor. This plant is normally found on dungeon level 33 and moves extremely erratically and quickly, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 191.55 points for a 1st level character. It is dangerous at its native depth. It is cold blooded. It is not detected by telepathy. It breeds explosively. It resists blindness. It cannot be stunned, frightened, confused, charmed, slept or cut. It is ever vigilant for intruders, which it may notice from 40 feet. It usually appears in groups. It can touch to disenchant your armour and weapons for 1d4 damage and touch to disenchant your armour and weapons for 1d4 damage. The Gravity hound (Light Slate 'Z') === Num:365 Lev:33 Rar:4 Spd:+10 Hp:154 Ac:100 Exp:170 Unfettered by the usual constraints of gravity, these unnatural creatures are walking on the walls and even the ceiling! The earth suddenly feels rather less solid as you see gravity warp all round the monsters. This animal is normally found on dungeon level 33 and moves quickly, but is larger deeper in the dungeon. A kill of this creature is worth 664.55 points for a 1st level character. It is dangerous at its native depth. It may breathe gravity; 1 time in 5. It can bash down doors, climb on walls and ceilings and track you unerringly over land, but not through water. It cannot be confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It usually appears in groups. It can bite to batter you for 2d8 damage , bite to batter you for 2d8 damage and claw to hurt you for 2d8 damage. The Creeping adamantite coins|||| (Light Green '$') === Num:292 Lev:33 Rar:3 Spd:+10 Hp:234 Ac:50 Exp:420 It appears to be a pile of coins made of precious adamant, slithering toward you on lots of tiny legs. This creature is normally found on dungeon level 33 and moves quickly. A kill of this creature is worth 1641.82 points for a 1st level character. It is challenging at its native depth. It can bash down doors. It is cold blooded. It is immune to acid, lightning, fire and poison. It resists blindness. It cannot be confused, charmed or slept. It is fairly observant of intruders, which it may notice from 50 feet. It may carry up to 4 precious metals. It can hit to batter you for 3d10 damage and touch to remove enchantments from you. The Ogre chieftain||ess|s| (Light Violet 'O') === Num:610 Lev:33 Rar:3 Spd:+10 Hp:214 Ac:55 Exp:420 This ogre is leader of his tribe. She sneers at you as she advances towards you, wielding a huge club and pushing her own followers rudely aside. This evil giant is normally found on dungeon level 33 and moves quickly, but is larger, older or more powerful deeper in the dungeon. A kill of this creature is worth 1641.82 points for a 1st level character. She is challenging at her native depth. She can open doors, bash down doors and track you over land, but not through water. She takes quite a while to see intruders, which she may notice from 200 feet. She usually appears with escorts. She may carry a chest, weapon, armour, garment, tool, edible item or junk item. She can hit to batter you for 3d8 damage, hit to batter you for 3d8 damage, hit to batter you for 3d8 damage and hit to batter you for 3d8 damage. The Two-headed giant (Light Red 'P') === Num:1028 Lev:33 Rar:3 Spd:+0 Hp:342 Ac:60 Exp:420 It is a twenty-one foot tall giant with two bickering heads. This evil giant is normally found on dungeon level 33 and moves a bit erratically at normal speed, but is older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 1641.82 points for a 1st level character. It is challenging at its native depth. It may throw a boulder at to hurt you for 4d10 damage; 1 time in 10. It can carry a lite to see you, open doors, bash down doors and pick up objects. It needs lite to see you. It resists blindness. It tends to overlook intruders, which it may notice from 200 feet. It may carry a chest, musical item, potion, edible item or treasure. It can hit to batter you for 8d8 damage, hit to batter you for 8d8 damage and bite to hurt you for 10d4 damage. The Iron golem (Slate 'g') === Num:258 Lev:33 Rar:3 Spd:-5 Hp:437 Ac:80 Exp:430 It is a massive metal statue that moves steadily towards you. This creature is normally found on dungeon level 33 and moves slowly, but is larger, faster, more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 1680.91 points for a 1st level character. It is challenging at its native depth. It may create a spike to hurt you for 8d4 damage and may grow ammunition; 1 time in 6 and is also magical, casting spells which produce poison balls; 1 time in 6. It can bash down doors. It is cold blooded. It is not detected by telepathy. It is immune to lightning, fire, cold, poison and edged weapons. It resists blunt weapons. It cannot be stunned, frightened, confused, charmed or slept. It is fairly observant of intruders, which it may notice from 120 feet. It can hit to hurt you for 1d12 damage. The Archpriest||ess|s| (Yellow 'p') === Num:470 Lev:33 Rar:3 Spd:+10 Hp:458 Ac:60 Exp:430 An evil priestessshisher This evil woman priest is normally found on dungeon level 33 and moves quickly, but is older or more powerful deeper in the dungeon . A kill of this creature is worth 1680.91 points for a 1st level character. She is challenging at her native depth. She is magical, casting spells intelligently which produce cone of hellfire, recover mana, heal-self, cure-self, curse you, cause wounds, incur heroism, summon a monster, summon an undead, blind or paralyze; 1 time in 2. She can carry a lite to see you, open doors and bash down doors. She needs lite to see you. She cannot be confused , charmed or slept. She is fairly observant of intruders, which she may notice from 200 feet. She may carry up to 4 weapons, armours, garments, lites , adornments, written items, potions or edible items. She can hit to hurt you for 3d4 damage, hit to hurt you for 3d4 damage and hit to hurt you for 3d4 damage. The Tentacled horror (Light Yellow 'H') === Num:891 Lev:33 Rar:3 Spd:+5 Hp:329 Ac:65 Exp:430 A ghastly hybrid of all things that walk, crawl and swim, but mostly those with tentacles and suckers. This animal is normally found on dungeon level 33 and moves quickly, but is larger, faster or more powerful deeper in the dungeon. A kill of this creature is worth 1680.91 points for a 1st level character. It is challenging at its native depth. It can bash down doors, can eat bodies to regain strength, swim under water and track you over land, but not through water. It is fairly observant of intruders, which it may notice from 120 feet. It can claw to hurt you for 1d10 damage, bite to hurt you for 1d8 damage, sting to reduce strength and size from you for 1d8 damage and crush to hurt you for 6d6 damage. The Mature grey dragon (Slate 'D') === Num:1123 Lev:33 Rar:3 Spd:+0 Hp:420 Ac:80 Exp:450 A large dragon, with scales of all the shades of grey. This evil dragon is normally found on dungeon level 33 and moves at normal speed. A kill of this creature is worth 1759.09 points for a 1st level character. It is challenging at its native depth. It may breathe acid powerfully; 1 time in 8 and is also magical, casting spells intelligently which terrify powerfully enough to overcome your resistance; 1 time in 8. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to acid and cold. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 6 chests, armours, adornments or treasures. It can claw to hurt you for 2d10 damage, claw to hurt you for 2d10 damage and bite to hurt you for 4d10 damage. The Mature yellow dragon (Yellow 'D') === Num:1128 Lev:33 Rar:3 Spd:+0 Hp:420 Ac:80 Exp:450 A large dragon, with scales of buttercup yellow. This evil dragon is normally found on dungeon level 33 and moves at normal speed. A kill of this creature is worth 1759.09 points for a 1st level character. It is challenging at its native depth. It may breathe fire or poison powerfully; 1 time in 8 and is also magical, casting spells intelligently which terrify powerfully enough to overcome your resistance; 1 time in 8. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to fire and poison. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 6 chests, armours, adornments or treasures. It can claw to hurt you for 2d10 damage, claw to hurt you for 2d10 damage and bite to hurt you for 4d10 damage. The Mature cyan dragon (Teal 'D') === Num:1132 Lev:33 Rar:3 Spd:+0 Hp:420 Ac:80 Exp:450 A large dragon, with scales of bright cyan. This evil dragon is normally found on dungeon level 33 and moves at normal speed. A kill of this creature is worth 1759.09 points for a 1st level character. It is challenging at its native depth. It may breathe lightning or poison powerfully; 1 time in 8 and is also magical, casting spells intelligently which terrify powerfully enough to overcome your resistance; 1 time in 8. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to lightning and poison. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 6 chests, armours, adornments or treasures. It can claw to hurt you for 2d10 damage, claw to hurt you for 2d10 damage and bite to hurt you for 4d10 damage. The Mature purple dragon (Purple 'D') === Num:1136 Lev:33 Rar:3 Spd:+0 Hp:420 Ac:80 Exp:450 A large dragon, with scales of imperial purple. This evil dragon is normally found on dungeon level 33 and moves at normal speed. A kill of this creature is worth 1759.09 points for a 1st level character. It is challenging at its native depth. It may breathe lightning or fire powerfully; 1 time in 8 and is also magical, casting spells intelligently which terrify powerfully enough to overcome your resistance; 1 time in 8. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to lightning and fire. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 6 chests, armours, adornments or treasures. It can claw to hurt you for 2d10 damage, claw to hurt you for 2d10 damage and bite to hurt you for 4d10 damage. The Inertia drake (Light Slate 'D') === Num:1143 Lev:33 Rar:3 Spd:+0 Hp:387 Ac:70 Exp:450 A dragon that seems to be hardly moving at all, yet it approaches you with deadly menace. This evil dragon is normally found on dungeon level 33 and moves at normal speed, but is larger or more powerful deeper in the dungeon. A kill of this creature is worth 1759.09 points for a 1st level character. It is challenging at its native depth. It may breathe inertia powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify, confuse or slow powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors and track you over land, but not through water. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 300 feet. It may carry up to 4 chests, armours or adornments. It can claw to hurt you for 4d3 damage, claw to hurt you for 4d3 damage and bite to hurt you for 4d6 damage. The Watch dragon (Light Green 'D') === Num:785 Lev:33 Rar:3 Spd:+0 Hp:404 Ac:80 Exp:460 A large dragon, scales tinted stony grey to blend to its surroundings. This evil dragon is normally found on dungeon level 33 and moves at normal speed, but is larger or more powerful deeper in the dungeon. A kill of this creature is worth 1798.18 points for a 1st level character. It is challenging at its native depth. It may breathe wind powerfully; 1 time in 10 and is also magical, casting spells intelligently which give invisibility, terrify or confuse powerfully enough to overcome your resistance; 1 time in 10. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to acid. It cannot be confused, charmed or slept. It is fairly observant of intruders, which it may notice from 200 feet. It may carry one or two chests, armours, adornments or treasures. It can claw to hurt you for 2d10 damage, claw to hurt you for 2d10 damage and bite to hurt you for 4d10 damage. The Reflection (Mustard 'G') === Num:841 Lev:33 Rar:3 Spd:+10 Hp:51 Ac:29 Exp:460 It is a twisted, ghostly form. This evil undead creature is normally found on dungeon level 33 and moves a bit erratically and quickly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 1798.18 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which drain mana, summon similar monsters or confuse; 1 time in 12. It can pass through walls and fly over obstacles. It is cold blooded. It is hurt by bright light. It is immune to cold, poison and blunt weapons. It cannot be stunned, confused, charmed, slept or cut. It is fairly observant of intruders, which it may notice from 190 feet. It may carry one or two garments, tools, musical items, junk items or treasures. It can touch to drain experience (by 20d6+) from you for 2d4 damage and touch to drain experience (by 20d6+) from you for 2d4 damage. The Mana vort|ex|ex|ices| (Violet 'v') === Num:1217 Lev:33 Rar:3 Spd:+30 Hp:259 Ac:30 Exp:460 Raw magic, driven by raw magic, a whirling devastation. This creature is normally found on dungeon level 33 and moves extremely erratically and incredibly quickly, but is larger or faster deeper in the dungeon. Destruction of this creature is worth 1798.18 points for a 1st level character. It is challenging at its native depth. and may breathe mana; 1 time in 3. It can bash down doors, leave a trail behind it and communicate telepathically with its own kind. It is not detected by telepathy. It resists blindness, magical spells and the effects of rods, staffs and wands. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 220 feet. It has no physical attacks. The Cloud giant (Blue 'P') === Num:247 Lev:33 Rar:3 Spd:+0 Hp:323 Ac:60 Exp:470 It is a twenty foot tall giant wreathed in clouds. This evil giant is normally found on dungeon level 33 and moves at normal speed, but is older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 1837.27 points for a 1st level character. It is dangerous at its native depth. It may throw a boulder at to cover you with ice for 3d10 damage; 1 time in 6. It can carry a lite to see you, open doors, bash down doors and pick up objects. It needs lite to see you. It is immune to lightning. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 chests, musical items, potions, edible items or treasures. It can hit to batter you for 8d8 damage and hit to electrify you for 8d8 damage. The Chanting spirit (Blue Slate 'G') === Num:865 Lev:33 Rar:3 Spd:+10 Hp:48 Ac:20 Exp:470 A ghostly apparition that chants horribly. This evil undead creature is normally found on dungeon level 33 and moves a bit erratically and quickly. Destruction of this creature is worth 1837.27 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells which teleport-self or summon a monster; 1 time in 6. It can pass through walls and fly over obstacles. It is invisible. It is cold blooded. It is immune to cold and blunt weapons. It cannot be stunned, confused, charmed, slept or cut. It is fairly observant of intruders, which it may notice from 140 feet. It may carry one or two garments, tools, musical items, junk items or treasures. It can touch to reduce intelligence from you for 1d7 damage and touch to reduce intelligence from you for 1d7 damage. The Shadow drake (Blue Slate 'D') === Num:319 Lev:33 Rar:3 Spd:+0 Hp:258 Ac:70 Exp:480 It is a dragon-like form wrapped in shadow. Glowing red eyes shine out in the dark. This evil dragon is normally found on dungeon level 33 and moves at normal speed, but is larger or more powerful deeper in the dungeon. A kill of this creature is worth 1876.36 points for a 1st level character. It is dangerous at its native depth. It may breathe darkness powerfully; 1 time in 5 and is also magical, casting spells intelligently which give invisibility, create darkness, terrify, confuse or slow powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors, pass through walls, fly over obstacles and track you over land, but not through water. It is immune to cold. It resists nether and darkness. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 chests, armours or adornments. It can claw to hurt you for 2d4 damage, claw to hurt you for 2d4 damage and bite to freeze you for 3d6 damage. The Time vort|ex|ex|ices| (Light Blue 'v') === Num:409 Lev:33 Rar:3 Spd:+20 Hp:162 Ac:40 Exp:480 You haven't seen it yet. This creature is normally found on dungeon level 33 and moves extremely erratically and very quickly, but is larger or faster deeper in the dungeon. Destruction of this creature is worth 1876.36 points for a 1st level character. It is dangerous at its native depth. and may breathe time powerfully; 1 time in 5. It can bash down doors and communicate telepathically with its own kind. It is not detected by telepathy. It resists blindness. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 1000 feet. It can envelope to take you back in time for 5d5 damage. The Shardstorm (Umber 'v') === Num:613 Lev:33 Rar:3 Spd:+10 Hp:172 Ac:12 Exp:490 A howling blast of razor-sharp mountain fragments, kept intact by perilous magics. This creature is normally found on dungeon level 33 and moves somewhat erratically and quickly, but is larger or faster deeper in the dungeon . Destruction of this creature is worth 1915.45 points for a 1st level character. It is dangerous at its native depth. and may breathe shards powerfully; 1 time in 4. It can bash down doors and communicate telepathically with its own kind. It is not detected by telepathy. It resists blindness, edged and blunt weapons. It cannot be frightened, confused , charmed, slept or cut. It is ever vigilant for intruders, which it may notice from 400 feet. It can envelope to blast you with shards for 6d6 damage . The War troll (Light Slate 'T') === Num:1064 Lev:33 Rar:5 Spd:+10 Hp:400 Ac:100 Exp:490 A massive troll, equipped with a scimitar, crossbow and heavy armour. This evil troll warrior is normally found on dungeon level 33 and moves quickly, but is larger, older or more powerful deeper in the dungeon. A kill of this creature is worth 1915.45 points for a 1st level character. She is deadly at her native depth. She may create a crossbow bolt to hurt you for 10d7 damage; 1 time in 10. She can open doors, bash down doors, can eat bodies to regain strength and track you over land, but not through water. She is immune to poison. She cannot be frightened, confused, charmed or slept. She tends to overlook intruders, which she may notice from 200 feet. She usually appears in groups. She may carry a chest, weapon, missile weapon, garment, edible item , junk item or treasure. She can hit to wound you for 3d5 damage, hit to wound you for 3d5 damage and hit to wound you for 3d5 damage. [U] Castamir the Usurper (Light Red 'q') === Num:408 Lev:33 Rar:5 Spd:+10 Hp:722 Ac:90 Exp:2300 A Black Numenorean who usurped the throne of Gondor, he is treacherous and evil. This evil man is normally found on dungeon level 33 and moves quickly. Killing this creature is worth 8990.91 points for a 1st level character. He is dangerous at his native depth. He is magical, casting spells intelligently which produce lightning bolts, produce fire bolts, produce frost bolts, produce ice bolts, heal-self or create traps; 1 time in 2. He can carry a lite to see you, open doors, bash down doors and pick up objects. He needs lite to see you. He takes quite a while to see intruders, which he may notice from 200 feet. He may carry up to 3 good weapons, garments, lites, adornments , magical devices, written items, potions or edible items. He can hit to hurt you for 5d5 damage, hit to hurt you for 5d5 damage, hit to hurt you for 5d5 damage and hit to hurt you for 5d5 damage. [U] Meneldor the Swift (Umber 'B') === Num:1365 Lev:33 Rar:4 Spd:+30 Hp:696 Ac:65 Exp:2500 Among all the eagles of Middle-earth he is the swiftest, and in his time has borne messages between all of the Wise. He is looking for Gandalf the Grey and believes you withhold that information from him. This animal is normally found on dungeon level 33 and moves somewhat erratically and incredibly quickly. Killing this creature is worth 9772.73 points for a 1st level character. It is dangerous at its native depth. It may shriek to do you no effect; 1 time in 20 and is also magical, casting spells which summon similar monsters; 1 time in 20. It can fly over obstacles. It takes a while to see intruders, which it may notice from 200 feet. It can claw to hurt you for 7d3 damage, claw to hurt you for 7d3 damage, bite to hurt you for 3d7 damage and shriek to do you no effect. It is a dungeon guardian, impeding your progress further. [U] Maglor, Son of Feanor (Magenta-Pink 'l') === Num:1144 Lev:33 Rar:6 Spd:+5 Hp:778 Ac:68 Exp:4300 The second son of Feanor, for centuries he faithfully defended Maglor's gap from attack by the north. He took the Oath of Feanor with his father and brothers, and fought well at Nirnaeth Arnoediad. He grew to resent the oath he took, and became corrupted by his desire to recover the three Silmarils. This evil elf is normally found on dungeon level 33 and moves quickly. Killing this creature is worth 16809.09 points for a 1st level character. He is deadly at his native depth. He may create an arrow to hurt you for 22d6 damage; 1 time in 2 and is also magical, casting spells intelligently which haste-self, heal-self, blind or confuse powerfully enough to overcome your resistance; 1 time in 2. He can open doors, bash down doors and pick up objects. He is immune to fire, cold and poison. He cannot be confused, charmed or slept. He prefers to ignore intruders, which he may notice from 300 feet. He may carry up to 3 good weapons, missile weapons, garments, lites , adornments, written items, musical items, potions or edible items. He can hit to hurt you for 12d6 damage and hit to hurt you for 12d5 damage. The Inertia hound (Mud 'Z') === Num:367 Lev:34 Rar:4 Spd:+10 Hp:181 Ac:30 Exp:200 Bizarrely, this hound seems to be hardly moving at all, yet it approaches you with deadly menace. It makes you tired just to look at it. This animal is normally found on dungeon level 34 and moves quickly, but is larger deeper in the dungeon. A kill of this creature is worth 800.00 points for a 1st level character. It is dangerous at its native depth. It may breathe inertia; 1 time in 5. It can bash down doors and track you unerringly over land, but not through water. It cannot be confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It usually appears in groups. It can bite to hurt you for 2d8 damage, bite to hurt you for 2d8 damage and claw to hurt you for 2d8 damage. The Guard drake (Orange 'D') === Num:771 Lev:34 Rar:3 Spd:+0 Hp:282 Ac:60 Exp:480 A fierce looking red dragon, with a studded iron collar and huge fangs. Smoke pours from its mouth, but the fire beneath is almost choked out. This evil dragon is normally found on dungeon level 34 and moves at normal speed, but is larger or more powerful deeper in the dungeon. A kill of this creature is worth 1920.00 points for a 1st level character. It is challenging at its native depth. It may spit to burn you for 10d10 damage; 1 time in 4. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to fire. It cannot be confused, charmed or slept. It takes a while to see intruders, which it may notice from 200 feet. It can claw to hurt you for 2d8 damage, claw to hurt you for 2d8 damage, bite to burn you for 3d8 damage and spit to burn you for 10d10 damage. The Incanting spirit (Light Teal 'G') === Num:866 Lev:34 Rar:3 Spd:+10 Hp:52 Ac:20 Exp:480 A ghostly apparition that incants horribly. This evil undead creature is normally found on dungeon level 34 and moves a bit erratically and quickly. Destruction of this creature is worth 1920.00 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which teleport-self, curse you or cause wounds; 1 time in 6. It can pass through walls and fly over obstacles. It is invisible. It is cold blooded. It is immune to cold and blunt weapons. It cannot be stunned, confused, charmed, slept or cut. It is fairly observant of intruders, which it may notice from 140 feet. It may carry one or two garments, tools, musical items, junk items or treasures. It can touch to reduce wisdom from you for 1d7 damage and touch to reduce wisdom from you for 1d7 damage. The Mature gold dragon (Yellow 'D') === Num:403 Lev:34 Rar:3 Spd:+0 Hp:420 Ac:80 Exp:490 A large dragon with scales of gleaming gold. This evil dragon is normally found on dungeon level 34 and moves at normal speed. A kill of this creature is worth 1960.00 points for a 1st level character. It is challenging at its native depth. It may breathe poison or sound powerfully; 1 time in 8 and is also magical, casting spells intelligently which terrify or confuse powerfully enough to overcome your resistance; 1 time in 8. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to poison. It cannot be stunned, confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 6 chests, armours, adornments or precious metals. It can claw to batter you for 2d10 damage, claw to batter you for 2d10 damage and bite to batter you for 4d10 damage. The Ghast (Light Pink 'z') === Num:600 Lev:34 Rar:3 Spd:+10 Hp:149 Ac:50 Exp:490 This vile abomination is a relative of ghouls, and often leads packs of them. It smells foul, and its bite carries a rotting disease. This evil undead creature is normally found on dungeon level 34 and moves quickly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 1960.00 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which terrify or paralyze; 1 time in 6. It can open doors, bash down doors and can eat bodies to regain strength . It is cold blooded. It is immune to poison. It cannot be frightened, charmed or slept. It takes a while to see intruders, which it may notice from 300 feet. It usually appears with escorts. It may carry a weapon, armour, adornment, magical device or treasure. It can hit to hurt and poison you for 4d9 damage, touch to paralyze you for 2d4 damage, touch to reduce constitution from you for 2d4 damage and bite to infect you with disease for 2d4 damage. The Mountain giant (Violet 'P') === Num:1027 Lev:34 Rar:3 Spd:+0 Hp:333 Ac:60 Exp:490 It is a twenty-three foot tall giant rugged as the mountain. This evil giant is normally found on dungeon level 34 and moves at normal speed, but is older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 1960.00 points for a 1st level character. It is challenging at its native depth. It may throw a boulder at to batter you for 3d10 damage; 1 time in 10. It can carry a lite to see you, open doors, bash down doors, pick up objects and climb on walls and ceilings. It needs lite to see you. It is hurt by rock remover. It resists edged weapons. It tends to overlook intruders, which it may notice from 200 feet. It may carry a chest, musical item, potion, edible item or treasure. It can hit to batter you for 9d8 damage and hit to batter you for 9d8 damage. The Sea giant (Teal 'P') === Num:1030 Lev:34 Rar:3 Spd:+0 Hp:360 Ac:60 Exp:490 It is a twenty-four foot tall giant surrounded by waves. This evil giant is normally found on dungeon level 34 and moves at normal speed, but is older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 1960.00 points for a 1st level character. It is challenging at its native depth. It may throw a boulder at to lash you with wind, rain and lightning for 5d10 damage; 1 time in 10 and is also magical, casting spells which produce water bolts, terrify or confuse; 1 time in 8. It can carry a lite to see you, open doors, bash down doors, pick up objects and swim under water. It needs lite to see you. It tends to overlook intruders, which it may notice from 200 feet. It may carry a chest, musical item, potion, edible item or treasure. It can hit to batter you for 10d8 damage and hit to batter you for 10d8 damage. The Mature silver dragon (Light Slate 'D') === Num:778 Lev:34 Rar:3 Spd:+0 Hp:420 Ac:80 Exp:500 A large dragon, scales tinted deep silver. This evil dragon is normally found on dungeon level 34 and moves at normal speed. A kill of this creature is worth 2000.00 points for a 1st level character. It is challenging at its native depth. It may breathe frost or fear powerfully; 1 time in 8 and is also magical, casting spells intelligently which terrify or confuse powerfully enough to overcome your resistance; 1 time in 8. It can bash down doors, fly over obstacles and track you over land, but not through water. It is cold blooded. It is immune to cold. It cannot be frightened, confused, charmed or slept. It takes quite a while to see intruders, which it may notice from 200 feet. It may carry up to 6 chests, armours, adornments or precious metals. It can claw to hurt you for 2d10 damage, claw to hurt you for 2d10 damage and bite to hurt you for 4d10 damage. The Eldrak (Red 'T') === Num:420 Lev:34 Rar:3 Spd:+0 Hp:630 Ac:80 Exp:520 A massive troll, larger and stronger than many men together. This evil troll is normally found on dungeon level 34 and moves at normal speed, but is larger , older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 2080.00 points for a 1st level character. It is dangerous at its native depth. It may throw a boulder at to hurt you; 1 time in 12. It can open doors, bash down doors, can eat bodies to regain strength, pick up objects and track you over land, but not through water. It is immune to poison. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry a chest, weapon, garment, edible item, junk item or treasure. It can hit to batter you for 4d10 damage, crush to hurt you for 4d6 damage and bite to wound you for 1d13 damage. The Gauth (Light Red 'e') === Num:590 Lev:34 Rar:3 Spd:+0 Hp:270 Ac:50 Exp:520 Another lesser relative of the beholder, this six-eyed creature feeds on magic. This evil creature is normally found on dungeon level 34 and moves at normal speed, but is older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 2080.00 points for a 1st level character. It is dangerous at its native depth. It may gaze to disenchant your armour and weapons for 5d2 damage, gaze to disenchant your armour and weapons for 5d2 damage, gaze to drain charges from your wands and staffs for 5d2 damage or gaze to drain charges from your wands and staffs for 5d2 damage; 1 time in 5 and is also magical, casting spells which produce frost balls, produce lightning bolts, teleport away, drain mana, cause wounds, probe your weaknesses or paralyze; 1 time in 5. It can bash down doors and communicate telepathically with its own kind. It must fly and cannot move underwater or through webs. It resists magical spells and the effects of rods, staffs and wands. It takes a while to see intruders, which it may notice from 200 feet. It can gaze to disenchant your armour and weapons for 5d2 damage, gaze to disenchant your armour and weapons for 5d2 damage, gaze to drain charges from your wands and staffs for 5d2 damage and gaze to drain charges from your wands and staffs for 5d2 damage. The Mature copper dragon (Umber 'D') === Num:777 Lev:34 Rar:3 Spd:+0 Hp:404 Ac:80 Exp:520 A large dragon, scales tinted deep copper. This evil dragon is normally found on dungeon level 34 and moves at normal speed. A kill of this creature is worth 2080.00 points for a 1st level character. It is dangerous at its native depth. It may breathe lightning or nexus powerfully; 1 time in 8 and is also magical, casting spells intelligently which terrify or confuse powerfully enough to overcome your resistance; 1 time in 8. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to lightning. It resists nexus. It cannot be confused, charmed or slept. It takes quite a while to see intruders, which it may notice from 200 feet. It may carry up to 6 chests, armours, adornments or precious metals. It can claw to hurt you for 2d10 damage, claw to hurt you for 2d10 damage and bite to hurt you for 4d10 damage. The Aranea (Light Pink 'S') === Num:602 Lev:34 Rar:5 Spd:+10 Hp:273 Ac:45 Exp:530 An intelligent arachnid whose hairy legs weave spells in the air. This evil insect is normally found on dungeon level 34 and moves quickly, but is more powerful or specialised deeper in the dungeon. A kill of this creature is worth 2120.00 points for a 1st level character. It is deadly at its native depth. It is magical, casting spells intelligently which produce fire bolts, produce mana bolts, cause wounds, slow or paralyze; 1 time in 5. It can open doors, bash down doors and climb on walls and ceilings. It appears in a giant web. It is hurt by bright light. It is immune to poison. It tends to overlook intruders, which it may notice from 200 feet. It usually appears in groups. It can claw to hurt and poison you for 2d8 damage, claw to hurt and poison you for 2d8 damage, bite to hurt and poison you for 2d6 damage and bite to hurt and poison you for 2d6 damage. The Screaming spirit (Light Pink 'G') === Num:867 Lev:34 Rar:3 Spd:+10 Hp:56 Ac:20 Exp:530 A ghostly apparition that screams horribly. This evil undead creature is normally found on dungeon level 34 and moves a bit erratically and quickly. Destruction of this creature is worth 2120.00 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells which teleport-self, curse you or cause wounds; 1 time in 6. It can pass through walls and fly over obstacles. It is invisible. It is cold blooded. It is immune to cold and blunt weapons. It cannot be stunned, confused, charmed, slept or cut. It is fairly observant of intruders, which it may notice from 140 feet. It may carry one or two garments, tools, musical items, junk items or treasures. It can touch to reduce dexterity and agility from you for 1d8 damage and touch to reduce dexterity and agility from you for 1d8 damage. The Hunting horror (Light Slate 'H') === Num:894 Lev:34 Rar:3 Spd:+5 Hp:309 Ac:80 Exp:540 A ghastly hybrid of all things that walk, crawl and swim, but mostly those that hunt and rend. This animal is normally found on dungeon level 34 and moves quickly, but is larger, faster or more powerful deeper in the dungeon. A kill of this creature is worth 2160.00 points for a 1st level character. It is dangerous at its native depth. It can bash down doors, can eat bodies to regain strength, swim under water and track you over land, but not through water. It is fairly observant of intruders, which it may notice from 120 feet. It can claw to wound you for 2d13 damage, bite to hurt you for 2d11 damage, sting to hurt and poison you for 2d11 damage and crush to batter you for 4d9 damage. The Elven vampire (Green 'V') === Num:357 Lev:34 Rar:3 Spd:+0 Hp:300 Ac:60 Exp:550 A tall, deathly pale figure, garbed in luxurious black velvet. Its fangs glint redly in the fading light, and its dead eyes latch like leeches onto yours. This evil undead elf is normally found on dungeon level 34 and moves at normal speed, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 2200.00 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells which produce mana bolts, teleport to, incur wraithform, create darkness, cause mind blasting , cause wounds, cause amnesia, terrify, confuse or paralyze; 1 time in 5. It can open doors, bash down doors and fly over obstacles. It is cold blooded. It regenerates quickly. It is hurt by bright light. It is immune to cold and poison. It cannot be confused, charmed or slept. It is fairly observant of intruders, which it may notice from 200 feet. It may carry up to 4 weapons, armours, garments, adornments, magical devices, written items or treasures. It can hit to hurt you for 3d6 damage, hit to hurt you for 3d6 damage, bite to drain experience (by 40d6+) from you for 1d4 damage and bite to drain experience (by 40d6+) from you for 1d4 damage. The Wereworm (Deep Light Blue 'w') === Num:280 Lev:34 Rar:3 Spd:+0 Hp:516 Ac:70 Exp:560 A huge wormlike shape dripping acid, twisted by evil sorcery into a foul monster that breeds on death. This insect is normally found on dungeon level 34 and moves at normal speed, but is larger or more powerful deeper in the dungeon. A kill of this creature is worth 2240.00 points for a 1st level character. It is dangerous at its native depth. It may gaze to drain experience (by 20d6+) from you; 1 time in 7. It can bash down doors. It is immune to acid. It takes a while to see intruders, which it may notice from 150 feet. It can gaze to drain experience (by 20d6+) from you, crawl to dissolve you for 6d4 damage and bite to hurt and poison you for 1d20 damage. The Chaos drake (Light Purple 'D') === Num:339 Lev:34 Rar:3 Spd:+0 Hp:430 Ac:70 Exp:560 A dragon twisted by the forces of chaos. It seems first ugly, then fair, as its form shimmers and changes in front of your eyes. This evil dragon is normally found on dungeon level 34 and moves at normal speed, but is larger or more powerful deeper in the dungeon. A kill of this creature is worth 2240.00 points for a 1st level character. It is dangerous at its native depth. It may breathe chaos or disenchantment powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify, confuse or slow powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to fire. It resists disenchantment and chaos. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 chests, armours or adornments. It can claw to hurt you for 2d6 damage, claw to hurt you for 2d6 damage and bite to hurt you for 2d12 damage. [U] Beorn, the Shape-Changer (Light Dark 'Q') === Num:566 Lev:34 Rar:5 Spd:+10 Hp:1232 Ac:60 Exp:1000 Beorn is only occasionally seen in human form these days, preferring to appear in the shape of a giant black bear: he also prefers the company of beasts to that of humans. He has never taken kindly to strangers, even in human form - and still less when in bear's shape, as he is now. This animal is normally found on dungeon level 34 and moves quickly. Killing this creature is worth 4000.00 points for a 1st level character. He is deadly at his native depth. He can bash down doors and track you over land, but not through water. He takes a while to see intruders, which he may notice from 250 feet. He usually appears with escorts. He may carry up to 3 good chests or garments. He can claw to hurt you for 2d10 damage, claw to hurt you for 2d10 damage, bite to hurt you for 4d8 damage and crush to hurt you for 3d6 damage. It is a dungeon guardian, impeding your progress further. [U] Mim, Betrayer of Turin (Orange 'h') === Num:290 Lev:34 Rar:7 Spd:+10 Hp:924 Ac:80 Exp:7300 The last of his race, Mim is a Petty-Dwarf. Petty-Dwarves are strange creatures, powerful in sorcery and originating in the East. They have been hunted nearly to extinction by the High Elves. This evil dwarf is normally found on dungeon level 34 and moves quickly. Killing this creature is worth 29200.00 points for a 1st level character. He is over powered at his native depth. He is magical, casting spells which produce acid balls, produce acid bolts, heal-self or terrify; 1 time in 5. He can open doors and bash down doors. He is immune to acid, lightning, fire, cold and poison. He resists blindness. He cannot be confused, charmed or slept. He takes a while to see intruders, which he may notice from 200 feet. He may carry up to 3 exceptional weapons, missile weapons, armours, garments, tools, lites, written items, potions or edible items. He can hit to hurt you for 3d8 damage, hit to hurt you for 3d8 damage, hit to hurt you for 3d8 damage and hit to disenchant your armour and weapons. The Nether hound (Light Green 'Z') === Num:485 Lev:35 Rar:5 Spd:+10 Hp:264 Ac:100 Exp:540 You feel a soul-tearing chill upon viewing this beast, a ghostly form of darkness in the shape of a large dog. This animal is normally found on dungeon level 35 and moves quickly, but is larger deeper in the dungeon. A kill of this creature is worth 2209.09 points for a 1st level character. It is dangerous at its native depth. It may breathe nether; 1 time in 5. It can bash down doors and track you unerringly over land, but not through water. It resists nether. It cannot be confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It usually appears in groups. It can claw to hurt you for 2d12 damage, claw to hurt you for 2d12 damage, bite to hurt you for 2d12 damage and bite to hurt you for 2d12 damage. The Crystal drake (Light Pink 'D') === Num:404 Lev:35 Rar:3 Spd:+0 Hp:387 Ac:70 Exp:550 A dragon of strange crystalline form. Light shines through it, dazzling your eyes with spectrums of colour. This evil dragon is normally found on dungeon level 35 and moves at normal speed, but is larger or more powerful deeper in the dungeon. A kill of this creature is worth 2250.00 points for a 1st level character. It is challenging at its native depth. It may breathe shards powerfully; 1 time in 5 and is also magical, casting spells intelligently which confuse powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors and track you over land, but not through water. It lights up the surroundings. It is immune to cold. It resists edged weapons. It cannot be confused, charmed, slept or cut. It tends to overlook intruders, which it may notice from 200 feet. It may carry one or two chests, armours or adornments. It can claw to wound you for 4d3 damage, claw to wound you for 4d3 damage and bite to wound you for 8d3 damage. The Wolf chieftain||ess|s| (Light Violet 'C') === Num:607 Lev:35 Rar:3 Spd:+10 Hp:465 Ac:20 Exp:550 A great wolf-chieftainess whose pack is in the service of the Dark Lord, and whose howls strike fear into even the boldest heart. This evil animal is normally found on dungeon level 35 and moves quickly, but is larger, older or more powerful deeper in the dungeon. A kill of this creature is worth 2250.00 points for a 1st level character. She is challenging at her native depth. She may wail to terrify you; 1 time in 6 and is also magical, casting spells intelligently which create darkness; 1 time in 6. She can open doors, bash down doors, can eat bodies to regain strength and track you unerringly over land, but not through water. She is immune to acid and cold. She cannot be frightened. She is observant of intruders, which she may notice from 200 feet. She usually appears with escorts. She can claw to hurt you for 2d6 damage, claw to hurt you for 2d6 damage, bite to hurt you for 2d10 damage and wail to terrify you. The Crystal mold (Light Pink 'm') === Num:1208 Lev:35 Rar:3 Spd:+20 Hp:375 Ac:45 Exp:550 A lovely shimmering form, with razor sharp spikes thrusting out in all directions. It patiently waits to destroy anyone who ventures nearby. This plant is normally found on dungeon level 35 and moves very quickly, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 2250.00 points for a 1st level character. It is challenging at its native depth. It may create a spike to wound you and may grow ammunition; 1 time in 3. It can communicate telepathically with its own kind. It is not detected by telepathy. It is immune to fire, cold and poison . It resists blindness. It cannot be stunned, frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 40 feet. It can hit to wound you for 8d8 damage and touch to reduce charisma from you. The Mature brass dragon (Orange 'D') === Num:779 Lev:35 Rar:3 Spd:+0 Hp:404 Ac:80 Exp:560 A large dragon, scales tinted deep brass. This evil dragon is normally found on dungeon level 35 and moves at normal speed. A kill of this creature is worth 2290.91 points for a 1st level character. It is challenging at its native depth. It may breathe acid or disenchantment powerfully; 1 time in 8 and is also magical, casting spells intelligently which terrify or confuse powerfully enough to overcome your resistance; 1 time in 8. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to acid. It resists disenchantment. It cannot be confused, charmed or slept. It takes quite a while to see intruders, which it may notice from 200 feet. It may carry up to 6 chests, armours, adornments or precious metals . It can claw to hurt you for 2d10 damage, claw to hurt you for 2d10 damage and bite to hurt you for 4d10 damage. The Spectral hunter (Light Red 'G') === Num:1196 Lev:35 Rar:3 Spd:+0 Hp:159 Ac:20 Exp:560 A ghostly figure, sent to kill you. It follows you consistently and unerringly. This evil creature is normally found on dungeon level 35 and moves at normal speed, but is more powerful deeper in the dungeon. A kill of this creature is worth 2290.91 points for a 1st level character. It is challenging at its native depth. It can open doors, pass through walls and fly over obstacles. It is cold blooded. It is immune to cold, poison and blunt weapons. It resists nether. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It may carry up to 3 garments, tools, musical items, junk items or treasures. It can hit to hurt you for 4d6 damage. The Gelatinous cube (Light Teal 'j') === Num:207 Lev:35 Rar:3 Spd:+0 Hp:348 Ac:18 Exp:570 It is a strange, vast gelatinous structure that assumes cubic proportions as it lines all four walls of the corridors it patrols. Through its semi-transparent jelly structure you can see treasures it has engulfed, and a few corpses as well. This creature is normally found on dungeon level 35 and moves at normal speed. A kill of this creature is worth 2331.82 points for a 1st level character. It is challenging at its native depth. It may spray to dissolve you; 1 time in 7. It can bash down doors, can eat bodies to regain strength, pick up objects, leave a trail behind it and communicate telepathically with its own kind. It is cold blooded. It is not detected by telepathy. It is immune to acid, lightning, fire, cold and poison. It resists blindness. It cannot be frightened, confused, charmed or slept. It is vigilant for intruders, which it may notice from 120 feet. It may carry up to 6 adornments , potions, junk items or treasures. It can touch to dissolve you for 3d10 damage and spray to dissolve you. The Enchant|er|ress|ers| (Light Blue 'q') === Num:435 Lev:35 Rar:3 Spd:+10 Hp:458 Ac:60 Exp:570 This elusive spellcaster has a special affinity for dragons, whom she rarely fights without. This evil woman mage is normally found on dungeon level 35 and moves quickly, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 2331.82 points for a 1st level character. She is challenging at her native depth. She is magical, casting spells intelligently which produce mana bolts, haste-self, recover mana, teleport-self, create a shield, summon a dragon, cause hallucinations, blind, confuse or paralyze powerfully enough to overcome your resistance; 1 time in 1 . She can carry a lite to see you, open doors and bash down doors. She needs lite to see you. She cannot be confused, charmed or slept. She is fairly observant of intruders, which she may notice from 200 feet. She may carry up to 3 good weapons, garments, lites, adornments, magical devices, written items , potions or edible items. She can hit to hurt you for 2d6 damage, hit to hurt you for 2d6 damage and hit to hurt you for 2d8 damage. The Displacer beast (Blue Slate 'f') === Num:285 Lev:35 Rar:3 Spd:+0 Hp:132 Ac:100 Exp:590 It is a huge black panther, clubbed tentacles sprouting from its shoulders. It rapidly shifts between this world and another. This animal is normally found on dungeon level 35 and moves at normal speed, but is larger or older deeper in the dungeon. A kill of this creature is worth 2413.64 points for a 1st level character. It is challenging at its native depth. It can bash down doors, pass through walls, can eat bodies to regain strength, easily evade blows and missiles and track you over land, but not through water. It takes a while to see intruders, which it may notice from 350 feet. It can bite to hurt you for 2d15 damage and claw to wound you for 2d15 damage. The Hand druj|||es| (Yellow 's') === Num:499 Lev:35 Rar:3 Spd:+20 Hp:468 Ac:110 Exp:590 A skeletal hand floating in the air, motionless except for its flexing fingers. This evil undead creature is normally found on dungeon level 35 and moves very quickly, but is more powerful deeper in the dungeon and does not deign to chase intruders. Destruction of this creature is worth 2413.64 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells intelligently which produce acid bolts, produce lightning bolts , produce fire bolts, produce frost bolts, teleport away, create darkness, cause wounds, cause amnesia, terrify, blind or confuse; 1 time in 1. It is cold blooded. It is immune to cold and poison. It resists blindness. It cannot be frightened, confused, charmed or slept. It is fairly observant of intruders, which it may notice from 200 feet. It has no physical attacks. The Storm of Unmagic (Violet 'v') === Num:614 Lev:35 Rar:3 Spd:+10 Hp:290 Ac:40 Exp:600 Howling through the disintegrating dungeon, this whirlpool of Unmagic rips the enchantments from everything it touches. This creature is normally found on dungeon level 35 and moves extremely erratically and quickly, but is larger or faster deeper in the dungeon. Destruction of this creature is worth 2454.55 points for a 1st level character. It is challenging at its native depth. and may breathe disenchantment powerfully; 1 time in 5. It can bash down doors and communicate telepathically with its own kind. It is not detected by telepathy. It resists disenchantment, blindness, magical spells and the effects of rods, staffs and wands. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 500 feet. It can envelope to drain charges from your wands and staffs for 5d5 damage and envelope to disenchant your armour and weapons for 5d5 damage. The Mature chromatic dragon (Umber 'D') === Num:1119 Lev:35 Rar:3 Spd:+0 Hp:504 Ac:80 Exp:600 A large dragon, scales shimmering many colours. This evil dragon is normally found on dungeon level 35 and moves at normal speed. A kill of this creature is worth 2454.55 points for a 1st level character. It is challenging at its native depth. It may breathe lightning, fire or poison powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to lightning, fire and poison. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 7 chests, armours, adornments or treasures. It can claw to hurt you for 2d12 damage, claw to hurt you for 2d12 damage and bite to hurt you for 4d12 damage. The Troll chieftain||ess|s| (Violet 'T') === Num:612 Lev:35 Rar:3 Spd:+10 Hp:419 Ac:50 Exp:610 This troll's great strength and size have won it the place of chieftain of her tribe. She fears nothing. This evil troll is normally found on dungeon level 35 and moves quickly, but is larger, older or more powerful deeper in the dungeon. A kill of this creature is worth 2495.45 points for a 1st level character. She is challenging at her native depth. She can open doors, bash down doors, can eat bodies to regain strength, pick up objects and track you over land, but not through water. She is immune to poison. She cannot be frightened. She takes a while to see intruders, which she may notice from 300 feet. She usually appears with escorts. She may carry one or two chests, weapons, garments, edible items, junk items or treasures. She can hit to batter you for 2d12 damage, hit to batter you for 2d12 damage and bite to hurt you for 3d6 damage. The Nalfeshnee (Red 'U') === Num:458 Lev:35 Rar:5 Spd:+0 Hp:810 Ac:50 Exp:620 It is a large demon with the head of a giant boar. Flames run up and down its length. This evil demon is normally found on dungeon level 35 and moves at normal speed, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 2536.36 points for a 1st level character. It is deadly at its native depth. It may breathe fire powerfully; 1 time in 8 and is also magical, casting spells which summon a demon, blind or confuse powerfully enough to overcome your resistance; 1 time in 8. It can open doors and bash down doors. It is immune to fire, cold and poison. It resists magical spells and the effects of rods, staffs and wands. It cannot be confused, charmed or slept. It pays little attention to intruders, which it may notice from 200 feet. It usually appears in groups. It may carry one or two weapons, armours or written items. It can hit to hurt you for 5d2 damage, hit to hurt you for 5d2 damage and hit to hurt you for 5d2 damage. The Gaunt soul (Yellow 'G') === Num:855 Lev:35 Rar:3 Spd:+5 Hp:58 Ac:20 Exp:620 It is starved away to nothing. This evil undead creature is normally found on dungeon level 35 and moves a bit erratically and quickly. Destruction of this creature is worth 2536.36 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells which teleport-self, drain mana or cause hunger; 1 time in 5. It can pass through walls, pick up objects and fly over obstacles. It is cold blooded. It is immune to cold, poison and blunt weapons. It cannot be stunned, confused, charmed, slept or cut. It takes a while to see intruders, which it may notice from 160 feet. It may carry one or two garments, tools, musical items, junk items or treasures. It can bite to starve you for 2d4 damage, bite to starve you for 2d4 damage and touch to eat your food for 2d4 damage. The Easterling (Magenta-Pink 't') === Num:1058 Lev:35 Rar:3 Spd:+10 Hp:480 Ac:100 Exp:620 Easterlings are an evil warrior people, dressed in blood-red armor and slaves to Morgoth. Once numerous, there constant wars with other races at Morgoth's command has left only the strongest of fighters behind. This evil woman is normally found on dungeon level 35 and moves quickly, but is older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 2536.36 points for a 1st level character. She is challenging at her native depth. She may create a crossbow bolt to hurt you for 15d7 damage; 1 time in 10. She can carry a lite to see you. She needs lite to see you. She is immune to lightning, fire and cold. She cannot be confused, charmed or slept. She is fairly observant of intruders, which she may notice from 250 feet. She may carry up to 3 weapons, missile weapons, garments, tools, lites, adornments, musical items, potions, edible items or treasures. She can hit to wound you for 3d8 damage and hit to wound you for 3d8 damage. The Dervish|||es| (Umber 'p') === Num:336 Lev:35 Rar:3 Spd:+10 Hp:315 Ac:50 Exp:630 An adept at unarmed combat, the dervish strikes with stunning power. She can summon help from nature and is able to focus his power to ease any pain. This woman shaman is normally found on dungeon level 35 and moves quickly, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 2577.27 points for a 1st level character. She is challenging at her native depth. She is magical, casting spells intelligently which produce acid balls, produce lightning balls, produce poison balls, produce water bolts, cure-self, blink-self, teleport-self to, incur heroism, summon insects, summon animals or summon spiders; 1 time in 5. She can carry a lite to see you, open doors and bash down doors. She needs lite to see you. She is immune to acid and poison. She cannot be confused, charmed or slept. She is observant of intruders, which she may notice from 300 feet. She may carry one or two weapons, armours, garments, lites, adornments, written items, potions or edible items. She can punch to hurt you for 2d11 damage and kick to batter you for 18d2 damage. The Dark elven sorcere|r|ss|rs| (Light Purple 'l') === Num:450 Lev:35 Rar:3 Spd:+10 Hp:688 Ac:70 Exp:630 A elven figure, dressed in deepest black. Power seems to crackle from her slender frame. This evil elf mage is normally found on dungeon level 35 and moves quickly, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 2577.27 points for a 1st level character. She is challenging at her native depth. She is magical, casting spells intelligently which produce acid balls, produce fire balls, produce frost balls, haste-self, recover mana, blink-self, teleport-self to, create darkness, create a shield, give resistance to the elements, summon a monster, summon a demon, summon an undead, blind or confuse; 1 time in 2. She can open doors and bash down doors . She is hurt by bright light. She cannot be confused, charmed or slept. She is fairly observant of intruders, which she may notice from 200 feet. She may carry up to 5 weapons, missile weapons, garments, lites, adornments, written items, musical items, potions or edible items. She can hit to hurt you for 2d8 damage and hit to hurt you for 2d8 damage. The Hezrou (Green 'U') === Num:452 Lev:35 Rar:5 Spd:-3 Hp:479 Ac:40 Exp:630 A sluggish demon of lizard form firing powerful missiles. From the terribly oversized jaws to the stumpy lashing tail, pools of burning acid froth and sizzle. This evil demon is normally found on dungeon level 35 and moves slowly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 2577.27 points for a 1st level character. It is deadly at its native depth. It may create a spike to hurt you and may grow ammunition and may breathe acid or fire; 1 time in 2 and is also magical, casting spells which produce acid bolts or produce fire bolts; 1 time in 2. It can open doors and bash down doors. It is immune to acid, fire and poison. It resists magical spells and the effects of rods, staffs and wands. It cannot be frightened, confused, charmed or slept. It pays little attention to intruders, which it may notice from 200 feet. It usually appears in groups. It may carry one or two weapons, armours or written items. It can claw to dissolve you for 3d4 damage and bite to hurt you for 3d10 damage. The Law drake (Light Blue 'D') === Num:340 Lev:35 Rar:3 Spd:+0 Hp:473 Ac:70 Exp:640 This dragon is clever and cunning. It laughs at your puny efforts to disturb it. This evil dragon is normally found on dungeon level 35 and moves at normal speed, but is larger or more powerful deeper in the dungeon. A kill of this creature is worth 2618.18 points for a 1st level character. It is challenging at its native depth. It may breathe sound or shards powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify, confuse or slow powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to cold. It cannot be stunned, confused, charmed , slept or cut. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 chests, armours or adornments. It can claw to batter you for 2d6 damage, claw to batter you for 2d6 damage and bite to hurt you for 2d12 damage. The Night giant (Deep Light Blue 'P') === Num:1029 Lev:35 Rar:3 Spd:+0 Hp:352 Ac:60 Exp:640 It is a twenty foot tall giant dark as night. This evil giant is normally found on dungeon level 35 and moves at normal speed, but is older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 2618.18 points for a 1st level character. It is challenging at its native depth. It may throw a boulder at to blind you for 4d10 damage, doubled against eye monsters; 1 time in 10 and is also magical, casting spells which produce poison balls, blink-self or create darkness; 1 time in 16. It can open doors, bash down doors and pick up objects. It is immune to poison. It resists darkness. It tends to overlook intruders, which it may notice from 200 feet. It may carry a chest, musical item, potion, edible item or treasure . It can hit to hurt you for 8d8 damage and hit to hurt and poison you for 10d8 damage. The Hell bat (Red 'b') === Num:734 Lev:35 Rar:5 Spd:+20 Hp:221 Ac:40 Exp:650 It is a giant bat that glows with heat. Flames shoot from its wings. This evil animal is normally found on dungeon level 35 and moves somewhat erratically and very quickly, but is larger deeper in the dungeon. A kill of this creature is worth 2659.09 points for a 1st level character. It is deadly at its native depth. It may breathe fire; 1 time in 5. It can bash down doors, can eat bodies to regain strength and fly over obstacles. It is immune to fire. It is fairly observant of intruders, which it may notice from 80 feet. It usually appears in groups. It can bite to burn you for 3d12 damage, bite to burn you for 3d12 damage and bite to burn you for 3d12 damage. The Pukelm|an|an|en| (Light Dark 'g') === Num:276 Lev:35 Rar:3 Spd:+0 Hp:437 Ac:80 Exp:700 A stumpy figure carved from stone, with glittering eyes, this sentinel strides towards you with deadly intent. This creature is normally found on dungeon level 35 and moves at normal speed, but is larger, faster or more powerful deeper in the dungeon. Destruction of this creature is worth 2863.64 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells which produce acid bolts, confuse or slow; 1 time in 4 . It can bash down doors. It is cold blooded. It is not detected by telepathy. It is hurt by rock remover. It is immune to lightning, fire, cold , poison and edged weapons. It cannot be frightened, confused, charmed or slept. It is fairly observant of intruders, which it may notice from 120 feet. It can hit to batter you for 1d12 damage and hit to batter you for 3d6 damage. The Black pudding (Violet 'j') === Num:398 Lev:35 Rar:5 Spd:+0 Hp:386 Ac:18 Exp:700 A lump of rotting black flesh that slurrrrrrrps across the dungeon floor. This creature is normally found on dungeon level 35 and moves at normal speed, but is larger deeper in the dungeon. A kill of this creature is worth 2863.64 points for a 1st level character. It is deadly at its native depth. It may spray to dissolve you; 1 time in 7. It can bash down doors, can eat bodies to regain strength, pick up objects, leave a trail behind it and communicate telepathically with its own kind. It is cold blooded. It is not detected by telepathy. It is immune to acid, lightning, fire, cold and poison. It resists blindness. It cannot be frightened, confused, charmed or slept. It is vigilant for intruders, which it may notice from 120 feet. It usually appears in groups. It may carry up to 4 adornments, potions, junk items or treasures. It can touch to dissolve you for 3d13 damage and spray to dissolve you. The Skeleton troll (Light Teal 's') === Num:338 Lev:35 Rar:3 Spd:+0 Hp:405 Ac:50 Exp:720 It is the animated form of a massive troll. This evil undead troll is normally found on dungeon level 35 and moves at normal speed, but is larger, faster, more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 2945.45 points for a 1st level character. It is dangerous at its native depth. It can bash down doors. It is cold blooded. It is not detected by telepathy. It is immune to lightning, cold and poison. It resists blindness and edged weapons. It cannot be stunned, frightened, confused, charmed, slept or cut. It takes a while to see intruders, which it may notice from 200 feet. It can hit to hurt you for 2d14 damage, hit to hurt you for 2d14 damage and bite to wound you for 1d18 damage. The Necromancer (Purple 'q') === Num:391 Lev:35 Rar:3 Spd:+10 Hp:900 Ac:50 Exp:750 A gaunt figure, clothed in black robes. This evil woman mage is normally found on dungeon level 35 and moves quickly, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 3068.18 points for a 1st level character. She is dangerous at her native depth. She is magical, casting spells intelligently which invoke darkness storms, produce nether bolts, produce mana bolts, haste-self, recover mana, blink-self, create a shield, summon an undead, terrify, blind or paralyze; 1 time in 2. She can carry a lite to see you, open doors and bash down doors. She needs lite to see you. She takes quite a while to see intruders, which she may notice from 200 feet. She may carry one or two weapons, garments, lites, adornments, magical devices , written items, potions or edible items. She can hit to hurt you for 1d9 damage and hit to hurt you for 1d9 damage. The Rotting horror (White 'H') === Num:1283 Lev:35 Rar:3 Spd:+5 Hp:345 Ac:90 Exp:750 A ghastly undead hybrid of all things that walk, crawl and swim, but mostly those that rot and seep fluids. This evil undead animal is normally found on dungeon level 35 and moves quickly, but is larger, faster or more powerful deeper in the dungeon. Destruction of this creature is worth 3068.18 points for a 1st level character. It is dangerous at its native depth. It can bash down doors, can eat bodies to regain strength, swim under water and track you over land, but not through water. It is cold blooded. It is not detected by telepathy. It is immune to cold and poison. It cannot be frightened, confused, charmed or slept. It is fairly observant of intruders, which it may notice from 120 feet. It can claw to wound you for 2d14 damage, vomit to cover you in blood for 2d12 damage, touch to poison you for 2d12 damage and crush to drain life from you for 4d10 damage. The Manticore (Yellow 'H') === Num:321 Lev:35 Rar:3 Spd:+10 Hp:243 Ac:15 Exp:760 A great man-faced red lion with a lashing spiked tail. The weak-minded he lulls with song; the strong he slays with poisoned barbs. This evil creature is normally found on dungeon level 35 and moves quickly, but is larger, faster , more powerful or specialised deeper in the dungeon. A kill of this creature is worth 3109.09 points for a 1st level character. He is dangerous at his native depth. He may create a spike to hurt and poison you and may grow ammunition; 1 time in 3 and is also magical, casting spells which slow; 1 time in 3. He can bash down doors, fly over obstacles and track you over land, but not through water. He is fairly observant of intruders, which he may notice from 120 feet. He may carry a exceptional treasure. He can bite to wound you for 3d13 damage and sting to hurt and poison you for 2d13 damage. The Plasma vort|ex|ex|ices| (Light Red 'v') === Num:401 Lev:35 Rar:3 Spd:+10 Hp:162 Ac:40 Exp:760 A whirlpool of intense flame, charring the stones at your feet. This creature is normally found on dungeon level 35 and moves extremely erratically and quickly, but is larger or faster deeper in the dungeon. Destruction of this creature is worth 3109.09 points for a 1st level character. It is dangerous at its native depth. and may breathe plasma; 1 time in 2. It can bash down doors and communicate telepathically with its own kind. It lights up the surroundings. It is not detected by telepathy. It is immune to lightning, fire and blunt weapons. It resists plasma and blindness. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 1000 feet. It can envelope to blast you with plasma for 8d8 damage. The Plasma hound (Light Red 'Z') === Num:487 Lev:35 Rar:5 Spd:+10 Hp:264 Ac:100 Exp:760 The very air warps as pure elemental energy stalks towards you in the shape of a giant hound. Your hair stands on end and your palms itch as you sense trouble. This animal is normally found on dungeon level 35 and moves quickly, but is larger deeper in the dungeon. A kill of this creature is worth 3109.09 points for a 1st level character. It is deadly at its native depth. It may breathe plasma; 1 time in 5. It can bash down doors and track you unerringly over land, but not through water. It is immune to lightning and fire. It resists plasma. It cannot be confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It usually appears in groups. It can claw to hurt you for 2d12 damage, claw to hurt you for 2d12 damage, bite to hurt you for 2d12 damage and bite to hurt you for 2d12 damage. The Water elemental (Blue 'E') === Num:351 Lev:35 Rar:3 Spd:+10 Hp:104 Ac:40 Exp:770 It is a towering tempest of water. This creature is normally found on dungeon level 35 and moves a bit erratically and quickly, but is larger, faster or more powerful deeper in the dungeon. Destruction of this creature is worth 3150.00 points for a 1st level character. It is dangerous at its native depth. ; 1 time in 5 and is also magical, casting spells which produce storm balls, produce frost bolts, produce water bolts or recover mana; 1 time in 5. It can bash down doors and swim under water. It is cold blooded. It is not detected by telepathy. It is hurt by water remover. It is immune to acid, fire, cold and poison. It resists water, blindness and blunt weapons. It cannot be frightened, confused, charmed or slept. It tends to overlook intruders, which it may notice from 120 feet. It can hit to batter you for 1d10 damage, hit to batter you for 1d10 damage and envelope to batter you for 10d1 damage. The Lich|||es| (Orange 'L') === Num:356 Lev:35 Rar:3 Spd:+0 Hp:264 Ac:60 Exp:770 It is a skeletal form dressed in robes. It radiates vastly evil power. This evil undead creature is normally found on dungeon level 35 and moves at normal speed, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 3150.00 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells intelligently which recover mana, blink-self, teleport to, teleport away, drain mana, curse you, cause mind blasting, cause wounds, give resistance to the elements, terrify, blind, slow or paralyze; 1 time in 4. It can open doors and bash down doors. It is cold blooded. It is hurt by bright light. It is immune to lightning, cold and poison. It resists edged weapons. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry one or two garments, adornments, magical devices, written items or treasures. It can touch to drain experience (by 40d6+) from you, touch to drain charges from your wands and staffs, touch to reduce dexterity and agility from you for 2d8 damage and touch to reduce dexterity and agility from you for 2d8 damage. The Colbran (Yellow 'g') === Num:300 Lev:35 Rar:3 Spd:+10 Hp:437 Ac:80 Exp:790 A man-shaped form of living lightning, sparks and shocks crackle all over this madly capering figure, as it leaps and whirls around and about you. This creature is normally found on dungeon level 35 and moves quickly, but is larger, faster or more powerful deeper in the dungeon. Destruction of this creature is worth 3231.82 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells which produce lightning bolts or produce lightening beams; 1 time in 3. It can bash down doors. It is cold blooded. It is not detected by telepathy. It is immune to lightning and poison. It cannot be frightened, confused, charmed or slept. It is fairly observant of intruders, which it may notice from 120 feet. It can hit to electrify you for 3d8 damage and hit to electrify you for 3d8 damage. The Hell hound (Red 'C') === Num:361 Lev:35 Rar:3 Spd:+10 Hp:336 Ac:80 Exp:820 It is a giant dog that glows with heat. Flames pour from its nostrils. This evil mix of animal and demon is normally found on dungeon level 35 and moves a bit erratically and quickly, but is larger or more powerful deeper in the dungeon. Destruction of this creature is worth 3354.55 points for a 1st level character. It is dangerous at its native depth. It may breathe fire; 1 time in 5. It can bash down doors, can eat bodies to regain strength and track you unerringly over land, but not through water. It is immune to fire. It resists lava, plasma, magical spells and the effects of rods, staffs and wands . It takes quite a while to see intruders, which it may notice from 250 feet. It can bite to burn you for 3d12 damage, bite to burn you for 3d12 damage and bite to burn you for 3d12 damage. The Balance drake (Violet 'D') === Num:341 Lev:35 Rar:3 Spd:+0 Hp:516 Ac:70 Exp:830 A mighty dragon, the balance drake seeks to maintain the Cosmic Balance, and despises your feeble efforts to destroy evil. This evil dragon is normally found on dungeon level 35 and moves at normal speed, but is larger or more powerful deeper in the dungeon. A kill of this creature is worth 3395.45 points for a 1st level character. It is dangerous at its native depth. It may breathe sound, shards, chaos or disenchantment powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify, confuse or slow powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to fire and cold. It resists disenchantment and chaos. It cannot be stunned, confused, charmed, slept or cut. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 chests, armours or adornments. It can claw to batter you for 2d6 damage, claw to batter you for 2d6 damage and bite to hurt you for 2d12 damage. The Trapper (White '^') === Num:388 Lev:35 Rar:3 Spd:+10 Hp:510 Ac:75 Exp:830 A larger cousin of the lurker, this creature traps unsuspecting victims and paralyzes them, to be slowly digested later. This creature is normally found on dungeon level 35 and moves quickly, but is more powerful or specialised deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 3395.45 points for a 1st level character. It is dangerous at its native depth. It may trap to hurt you for 4d17 damage; 1 time in 6. It is invisible. It is cold blooded. It is not detected by telepathy. It cannot be frightened, confused, charmed or slept. It is fairly observant of intruders, which it may notice from 300 feet. It can trap to hurt you for 4d17 damage and hit to paralyze you for 40d2 damage. The Giant chieftain||ess|s| (Light Violet 'P') === Num:1211 Lev:35 Rar:3 Spd:+5 Hp:491 Ac:30 Exp:840 A great battle-lord of Horodwaith, twenty-five feet tall, who wields a massive two-handed sword that strikes like a bolt of lightning. This evil giant is normally found on dungeon level 35 and moves quickly, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 3436.36 points for a 1st level character. She is dangerous at her native depth. She may create a crossbow bolt to hurt you or throw a boulder at to deafen you; 1 time in 10 and is also magical, casting spells intelligently which produce lightning balls, produce lightening beams, teleport to or terrify; 1 time in 10 . She can open doors, bash down doors and pick up objects. She is immune to lightning. She tends to overlook intruders, which she may notice from 200 feet. She usually appears with escorts. She may carry up to 3 chests, missile weapons, musical items, potions, edible items or treasures. She can hit to electrify you for 8d9 damage and crush to hurt you for 6d3 damage. [U] Ulbandi, the Ogre Chieftain (Violet 'O') === Num:297 Lev:35 Rar:5 Spd:+10 Hp:1200 Ac:100 Exp:4900 An ogre renowned for acts of surpassing cruelty, Ulbandi quickly became the leader of a large band of violent ogres. This evil giant is normally found on dungeon level 35 and moves quickly. Killing this creature is worth 20045.45 points for a 1st level character. He is deadly at his native depth. He can open doors, bash down doors and track you over land, but not through water. He is immune to poison. He takes a while to see intruders, which he may notice from 200 feet. He usually appears with escorts. He may carry up to 3 good chests, weapons, armours, garments, tools, edible items or junk items. He can hit to batter you for 6d6 damage, hit to batter you for 6d6 damage and hit to batter you for 6d6 damage. It is a dungeon guardian, impeding your progress further. [U] Blodrin the Traitor (Orange 'l') === Num:636 Lev:35 Rar:6 Spd:+10 Hp:924 Ac:80 Exp:7100 Son of Bor, and an Elf from Turin's Band of Outlaws. He lusts only for blood and gold, caring nothing about those he robs of riches and life. This evil elf is normally found on dungeon level 35 and moves quickly. Killing this creature is worth 29045.45 points for a 1st level character. He is deadly at his native depth. He is magical, casting spells which produce acid balls, produce acid bolts, heal-self or terrify; 1 time in 5. He can open doors and bash down doors. He is immune to acid, lightning, fire, cold and poison. He cannot be confused, charmed or slept. He takes a while to see intruders, which he may notice from 200 feet. He may carry up to 3 exceptional weapons, missile weapons, garments, lites, adornments, written items, musical items, potions or edible items. He can hit to hurt you for 3d8 damage, hit to hurt you for 3d8 damage, hit to hurt you for 3d8 damage and hit to disenchant your armour and weapons. The Unmagic worm mass|||es| (Light Dark 'w') === Num:1213 Lev:36 Rar:6 Spd:+5 Hp:79 Ac:9 Exp:310 A writhing wormlike shimmer of blackness, large as your arm. It sucks in magic and spews it out again. This insect is normally found on dungeon level 36 and moves extremely erratically and quickly, but is larger deeper in the dungeon. A kill of this creature is worth 1296.36 points for a 1st level character. It is deadly at its native depth. It may breathe mana; 1 time in 10. It can bash down doors. It is invisible. It is cold blooded. It is rarely detected by telepathy. It breeds explosively. It resists disenchantment, blindness, darkness, magical spells and the effects of rods, staffs and wands. It cannot be frightened. It is fairly observant of intruders, which it may notice from 100 feet. It can crawl to drain charges from your wands and staffs for 1d5 damage and crawl to disenchant your armour and weapons for 1d5 damage. The Night-drake (Deep Light Blue 'D') === Num:1204 Lev:36 Rar:2 Spd:+0 Hp:272 Ac:25 Exp:480 A draconic form with fire-red eyes that glare out of the Night. It is surrounded by an aura of unearthly cold that chills the soul rather than the body. This evil dragon is normally found on dungeon level 36 and moves at normal speed, but is larger or more powerful deeper in the dungeon. A kill of this creature is worth 2007.27 points for a 1st level character. It is challenging at its native depth. It may breathe nether powerfully; 1 time in 5 and is also magical, casting spells intelligently which create darkness, terrify or paralyze powerfully enough to overcome your resistance; 1 time in 5 . It can bash down doors, pass through walls and track you over land, but not through water. It is invisible. It is immune to cold. It resists darkness. It cannot be confused, charmed or slept. It takes quite a while to see intruders, which it may notice from 200 feet. It may carry up to 3 chests, armours or adornments. It can claw to hurt you for 2d4 damage, claw to hurt you for 2d4 damage and bite to drain experience (by 10d6+) from you for 3d4 damage. The Vrock (Purple 'U') === Num:447 Lev:36 Rar:5 Spd:+0 Hp:360 Ac:50 Exp:820 It is a demon with a long neck and raking claws. This evil demon is normally found on dungeon level 36 and moves at normal speed, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 3429.09 points for a 1st level character. It is deadly at its native depth. It is magical, casting spells which blind or confuse powerfully enough to overcome your resistance; 1 time in 6. It can open doors and bash down doors. It is immune to acid, lightning and fire. It resists magical spells and the effects of rods, staffs and wands. It cannot be confused, charmed or slept. It pays little attention to intruders, which it may notice from 200 feet. It usually appears in groups. It may carry a weapon, armour or written item. It can claw to wound you for 8d12 damage and claw to wound you for 8d12 damage. The Mature diamond dragon (White 'D') === Num:781 Lev:36 Rar:3 Spd:+0 Hp:557 Ac:65 Exp:820 A large dragon, scales gleaming a clear diamond. This evil dragon is normally found on dungeon level 36 and moves at normal speed. A kill of this creature is worth 3429.09 points for a 1st level character. It is challenging at its native depth. It may breathe frost or mana powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors, fly over obstacles and track you over land, but not through water. It is cold blooded. It is immune to cold. It resists magical spells and the effects of rods, staffs and wands. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 7 chests, armours, adornments or gem stones. It can claw to hurt you for 2d12 damage, claw to hurt you for 2d12 damage and bite to hurt you for 4d12 damage. The Mature emerald dragon (Green 'D') === Num:782 Lev:36 Rar:3 Spd:+0 Hp:557 Ac:65 Exp:820 A large dragon, scales gleaming a deep emerald. This evil dragon is normally found on dungeon level 36 and moves at normal speed. A kill of this creature is worth 3429.09 points for a 1st level character. It is challenging at its native depth. It may breathe poison or force powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to poison. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 7 chests, armours, adornments or gem stones. It can claw to hurt you for 2d12 damage, claw to hurt you for 2d12 damage and bite to hurt you for 4d12 damage. The Mature garnet dragon (Light Red 'D') === Num:1232 Lev:36 Rar:3 Spd:+0 Hp:557 Ac:65 Exp:860 A large dragon, scales gleaming a pure garnet. This evil dragon is normally found on dungeon level 36 and moves at normal speed. A kill of this creature is worth 3596.36 points for a 1st level character. It is dangerous at its native depth. It may breathe disease powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors, fly over obstacles and track you over land, but not through water. It is cold blooded. It resists teleportation. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 7 chests, armours, adornments or gem stones. It can claw to hurt you for 2d12 damage, claw to hurt you for 2d12 damage and bite to hurt you for 4d12 damage. The Copper golem (Light Umber 'g') === Num:828 Lev:36 Rar:3 Spd:-5 Hp:288 Ac:100 Exp:880 It is a massive copper statue of weird geometric shapes that moves steadily towards you. Sparks shoot from coils and wires atop its three legged body. This creature is normally found on dungeon level 36 and moves slowly, but is larger, faster or more powerful deeper in the dungeon. Destruction of this creature is worth 3680.00 points for a 1st level character. It is dangerous at its native depth. and is also magical, casting spells which produce lightening beams; 1 time in 7. It can bash down doors. It is cold blooded. It is not detected by telepathy. It is immune to lightning, fire, cold, poison and edged weapons. It resists blunt weapons. It cannot be frightened, confused, charmed or slept. It is fairly observant of intruders, which it may notice from 120 feet. It may carry up to 9 precious metals. It can hit to hurt you for 2d7 damage. The Howling spirit (Teal 'G') === Num:868 Lev:36 Rar:3 Spd:+10 Hp:61 Ac:20 Exp:900 A ghostly apparition that howls horribly. This evil undead creature is normally found on dungeon level 36 and moves a bit erratically and quickly. Destruction of this creature is worth 3763.64 points for a 1st level character. It is dangerous at its native depth. It may howl to reduce wisdom from you; 1 time in 6 and is also magical, casting spells which teleport-self or summon hounds; 1 time in 6. It can pass through walls and fly over obstacles. It is invisible. It is cold blooded. It is immune to cold and blunt weapons. It cannot be stunned, confused, charmed, slept or cut. It is fairly observant of intruders, which it may notice from 140 feet. It may carry up to 3 garments, tools, musical items, junk items or treasures. It can touch to reduce strength and size from you for 1d10 damage, touch to reduce strength and size from you for 1d10 damage, bite to hurt you for 2d6 damage and howl to reduce wisdom from you. The Lost (Blue Slate 'M') === Num:311 Lev:36 Rar:3 Spd:+0 Hp:346 Ac:68 Exp:910 A Maia who strayed early from the song and never heard the evil strains that Melkor imposed on the world. He is angry at the twisting of magic that he senses, but like an unknowing child, lashes out at all around him. This mix of elf and demon is normally found on dungeon level 36 and moves at normal speed. Destruction of this creature is worth 3805.45 points for a 1st level character. It is dangerous at its native depth. It may gaze to terrify you for 1d4 damage; 1 time in 3 and is also magical, casting spells intelligently which produce mana bolts, produce holy orbs, haste-self, recover mana, teleport-self to, cause mind blasting, summon a monster, terrify or blind powerfully enough to overcome your resistance; 1 time in 3. It can open doors , bash down doors and pick up objects. It is immune to acid, lightning and poison. It resists magical spells, the effects of rods, staffs and wands and blunt weapons. It cannot be confused, charmed or slept. It prefers to ignore intruders, which it may notice from 300 feet. It may carry up to 3 weapons, armours or written items. It can gaze to terrify you for 1d4 damage, hit to hurt you for 3d6 damage, hit to hurt you for 3d6 damage and hit to hurt you for 3d6 damage. The Smoke elemental (Slate 'E') === Num:371 Lev:36 Rar:3 Spd:+20 Hp:69 Ac:80 Exp:910 It is a towering blackened form, crackling with heat. This creature is normally found on dungeon level 36 and moves very quickly, but is larger, faster or more powerful deeper in the dungeon. Destruction of this creature is worth 3805.45 points for a 1st level character. It is dangerous at its native depth. ; 1 time in 5 and is also magical, casting spells which produce fire bolts, recover mana or create darkness; 1 time in 5. It can bash down doors and fly over obstacles. It is not detected by telepathy. It is immune to lightning, fire, cold and poison. It resists blindness and blunt weapons. It cannot be frightened, confused, charmed or slept. It pays little attention to intruders, which it may notice from 100 feet. It can envelope to hurt you for 2d6 damage and envelope to hurt you for 2d6 damage. The Blizzard giant (Light Blue 'P') === Num:1218 Lev:36 Rar:3 Spd:+5 Hp:698 Ac:30 Exp:910 From snow-capped peaks come the lords of endless frost, the Mountain-Gargantua, whose blows are avalanches. This evil giant is normally found on dungeon level 36 and moves quickly, but is older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 3805.45 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells intelligently which produce frost balls; 1 time in 5. It can open doors , bash down doors and pick up objects. It is immune to cold. It takes a while to see intruders, which it may notice from 200 feet. It may carry up to 5 chests, musical items, potions, edible items or treasures. It can hit to freeze you for 6d10 damage and hit to batter you for 3d10 damage. The Time hound (Light Blue 'Z') === Num:486 Lev:36 Rar:5 Spd:+20 Hp:264 Ac:100 Exp:920 You get a terrible sense of deja vu, or is it a premonition? All at once you see a little puppy and a toothless old dog. Perhaps you should give up and go to bed. This animal is normally found on dungeon level 36 and moves very quickly, but is larger deeper in the dungeon. A kill of this creature is worth 3847.27 points for a 1st level character. It is deadly at its native depth. It may breathe time; 1 time in 5. It can bash down doors and track you unerringly over land, but not through water. It cannot be confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It usually appears in groups. It can claw to hurt you for 2d12 damage, claw to hurt you for 2d12 damage, bite to hurt you for 2d12 damage and bite to hurt you for 2d12 damage. The Hateful soul (Light Dark 'G') === Num:856 Lev:36 Rar:3 Spd:+10 Hp:81 Ac:20 Exp:930 It hates you with a malice. This evil undead creature is normally found on dungeon level 36 and moves a bit erratically and quickly. Destruction of this creature is worth 3889.09 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells which teleport-self, drain mana, incur beserk rage, blind, confuse or slow; 1 time in 4. It can pass through walls, pick up objects and fly over obstacles. It is cold blooded. It is immune to cold, poison and blunt weapons. It cannot be stunned, confused, charmed, slept or cut. It takes a while to see intruders, which it may notice from 160 feet. It may carry one or two garments, tools, musical items, junk items or treasures. It can hit to hurt you for 3d4 damage, hit to hurt you for 3d4 damage and hit to reduce intelligence from you for 1d3 damage. The Minotaur (Slate 'H') === Num:441 Lev:36 Rar:3 Spd:+20 Hp:262 Ac:25 Exp:940 It is a cross between a human and a bull. This evil creature is normally found on dungeon level 36 and moves very quickly, but is more powerful or specialised deeper in the dungeon. A kill of this creature is worth 3930.91 points for a 1st level character. It is dangerous at its native depth. It may lash to hurt you for 4d6 damage; 1 time in 3. It can bash down doors and track you over land, but not through water. It is fairly observant of intruders, which it may notice from 130 feet. It may carry a good treasure. It can trample to hurt you for 4d6 damage, trample to hurt you for 4d6 damage, hit to hurt you for 4d6 damage and lash to hurt you for 4d6 damage. The 5-headed hydra (Green 'y') === Num:302 Lev:36 Rar:3 Spd:+10 Hp:378 Ac:80 Exp:1000 A strange reptilian hybrid with five heads. This animal is normally found on dungeon level 36 and moves quickly, but is larger deeper in the dungeon. A kill of this creature is worth 4181.82 points for a 1st level character. It is dangerous at its native depth. It may breathe frost; 1 time in 5 and is also magical, casting spells which produce frost balls or terrify; 1 time in 5 . It can bash down doors, can eat bodies to regain strength and track you over land, but not through water. It is cold blooded. It is immune to cold. It resists blindness. It takes a while to see intruders, which it may notice from 200 feet. It may carry up to 6 treasures. It can bite to freeze you for 4d4 damage, bite to freeze you for 4d4 damage, bite to freeze you for 4d4 damage and bite to freeze you for 4d4 damage. The Ooze elemental (Green 'E') === Num:370 Lev:36 Rar:3 Spd:+10 Hp:185 Ac:80 Exp:1000 It is a towering mass of filth, an eyesore of ooze. This creature is normally found on dungeon level 36 and moves quickly, but is larger, faster or more powerful deeper in the dungeon. Destruction of this creature is worth 4181.82 points for a 1st level character. It is dangerous at its native depth. ; 1 time in 5 and is also magical, casting spells which produce acid balls, produce acid bolts or recover mana; 1 time in 5. It can bash down doors, ooze through tiny cracks and dig through earth and rubble. It is cold blooded. It is not detected by telepathy. It is immune to acid, fire, cold and poison. It resists blindness. It cannot be frightened, confused, charmed or slept. It pays little attention to intruders, which it may notice from 100 feet. It can touch to dissolve you for 2d21 damage. The Mature amethyst dragon (Violet 'D') === Num:780 Lev:36 Rar:3 Spd:+0 Hp:557 Ac:65 Exp:1000 A large dragon, scales gleaming a deep amethyst. This evil dragon is normally found on dungeon level 36 and moves at normal speed. A kill of this creature is worth 4181.82 points for a 1st level character. It is dangerous at its native depth. It may breathe acid or time powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to acid. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 7 chests, armours, adornments or gem stones. It can claw to hurt you for 2d12 damage, claw to hurt you for 2d12 damage and bite to hurt you for 4d12 damage. The Mature sapphire dragon (Blue 'D') === Num:783 Lev:36 Rar:3 Spd:+0 Hp:557 Ac:65 Exp:1000 A large dragon, scales gleaming a deep sapphire. This evil dragon is normally found on dungeon level 36 and moves at normal speed. A kill of this creature is worth 4181.82 points for a 1st level character. It is dangerous at its native depth. It may breathe lightning or gravity powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to lightning. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 7 chests, armours, adornments or gem stones. It can claw to hurt you for 2d12 damage, claw to hurt you for 2d12 damage and bite to hurt you for 4d12 damage. The Mature ruby dragon (Red 'D') === Num:784 Lev:36 Rar:3 Spd:+0 Hp:557 Ac:65 Exp:1000 A large dragon, scales gleaming a deep ruby. This evil dragon is normally found on dungeon level 36 and moves at normal speed. A kill of this creature is worth 4181.82 points for a 1st level character. It is dangerous at its native depth. It may breathe fire or inertia powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to fire. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 7 chests, armours, adornments or gem stones. It can claw to hurt you for 2d12 damage, claw to hurt you for 2d12 damage and bite to hurt you for 4d12 damage. The Living tornado (Umber '~') === Num:1216 Lev:36 Rar:4 Spd:+20 Hp:194 Ac:60 Exp:1000 An intense storm, churning and roiling, powerful enough to pick up trees and drive them through walls. It holds missiles of every sort, and will gladly fling them at you. This creature is normally found on dungeon level 36 and moves extremely erratically and very quickly, but is larger or faster deeper in the dungeon. Destruction of this creature is worth 4181.82 points for a 1st level character. It is dangerous at its native depth. It may throw a boulder at to hurt you for 13d6 damage or create a spike to hurt you for 21d5 damage and may breathe shards, wind or force; 1 time in 2 and is also magical, casting spells which produce cone of force or recover mana; 1 time in 2. It can bash down doors, pick up objects, fly over obstacles and communicate telepathically with its own kind. It is cold blooded. It is not detected by telepathy. It regenerates quickly. It resists water, blindness, chaos, edged and blunt weapons. It cannot be stunned, frightened, confused, charmed, slept or cut. It is ever vigilant for intruders, which it may notice from 150 feet. It usually appears with a friend. It may carry up to 9 junk items or treasures . It can envelope to hurt you for 10d3 damage. The Ghost (White 'G') === Num:326 Lev:36 Rar:3 Spd:+10 Hp:55 Ac:30 Exp:1100 You don't believe in it. But it believes in you... This evil undead creature is normally found on dungeon level 36 and moves a bit erratically and quickly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 4600.00 points for a 1st level character. It is dangerous at its native depth. It may wail to terrify you; 1 time in 16 and is also magical, casting spells which drain mana, blind or paralyze; 1 time in 16. It can pass through walls, pick up objects and fly over obstacles. It is cold blooded. It is immune to cold, poison and blunt weapons. It cannot be stunned, confused, charmed, slept or cut. It is fairly observant of intruders, which it may notice from 200 feet. It may carry up to 3 garments, tools, musical items, junk items or treasures. It can wail to terrify you, touch to drain experience (by 20d6+) from you, claw to reduce intelligence from you for 1d6 damage and claw to reduce wisdom from you for 1d6 damage. The Fire elemental (Red 'E') === Num:349 Lev:36 Rar:3 Spd:+10 Hp:122 Ac:50 Exp:1100 It is a towering inferno of flames. This creature is normally found on dungeon level 36 and moves a bit erratically and quickly, but is larger, faster or more powerful deeper in the dungeon. Destruction of this creature is worth 4600.00 points for a 1st level character. It is dangerous at its native depth. ; 1 time in 5 and is also magical, casting spells which produce fire bolts, produce cone of hellfire or recover mana; 1 time in 5. It can bash down doors. It lights up the surroundings. It is not detected by telepathy. It is immune to acid, lightning, fire and poison. It resists lava, blindness and blunt weapons. It cannot be frightened, confused, charmed or slept. It tends to overlook intruders, which it may notice from 120 feet. It can hit to burn you for 4d6 damage and envelope to burn you for 4d6 damage. The Coal golem (Light Dark 'g') === Num:832 Lev:36 Rar:3 Spd:-5 Hp:437 Ac:80 Exp:1100 It is a massive coal-powered statue that moves steadily towards you. This creature is normally found on dungeon level 36 and moves slowly, but is larger , faster or more powerful deeper in the dungeon. Destruction of this creature is worth 4600.00 points for a 1st level character. It is dangerous at its native depth. and is also magical, casting spells which produce fire bolts or create darkness; 1 time in 7. It can bash down doors. It is cold blooded. It is not detected by telepathy. It is hurt by rock remover. It is immune to lightning, fire, cold, poison and edged weapons. It cannot be frightened, confused, charmed or slept. It is fairly observant of intruders, which it may notice from 120 feet. It can hit to hurt you for 1d12 damage and hit to hurt you for 1d12 damage. The Whispering spirit (Slate 'G') === Num:869 Lev:36 Rar:3 Spd:+10 Hp:65 Ac:20 Exp:1100 A ghostly apparition that whispers horribly. This evil undead creature is normally found on dungeon level 36 and moves a bit erratically and quickly. Destruction of this creature is worth 4600.00 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells which teleport-self or summon an undead; 1 time in 6. It can pass through walls and fly over obstacles. It is invisible. It is cold blooded. It is immune to cold and blunt weapons. It cannot be stunned, confused, charmed, slept or cut. It is fairly observant of intruders, which it may notice from 140 feet. It may carry up to 3 garments, tools, musical items, junk items or treasures. It can touch to drain experience (by 20d6+) from you for 1d12 damage, touch to drain experience (by 20d6+) from you for 1d12 damage and touch to drain experience (by 20d6+) from you for 1d12 damage. The Nightworm (Green 'N') === Num:991 Lev:36 Rar:3 Spd:+10 Hp:288 Ac:100 Exp:1100 It has escaped from the blackest pits of night, squirming its way up on a fecund trail of noxious slime. Dark, undead eyes gleam from a distended shapeless mass whose uppermost tip paradies a mockery of a face, twisted in unlife. Death awaits you. This evil undead insect is normally found on dungeon level 36 and moves quickly, but is larger or more powerful deeper in the dungeon. Destruction of this creature is worth 4600.00 points for a 1st level character. It is dangerous at its native depth. It may breathe nether; 1 time in 4 and is also magical, casting spells intelligently which produce nether bolts, summon an undead, terrify or blind; 1 time in 4. It can bash down doors. It is cold blooded. It is hurt by bright light. It is immune to cold and poison. It resists water, nether, nexus, disenchantment and darkness . It cannot be confused, charmed or slept. It is fairly observant of intruders, which it may notice from 200 feet. It may carry one or two armours , adornments or written items. It can touch to dissolve you for 2d5 damage, touch to dissolve you for 2d5 damage, crawl to disenchant your armour and weapons for 4d6 damage and crawl to disenchant your armour and weapons for 4d6 damage. The Auto-roller (Slate 'g') === Num:1364 Lev:36 Rar:3 Spd:+0 Hp:383 Ac:80 Exp:1100 It looks like a huge spiked roller, moving on its own towards you. This creature is normally found on dungeon level 36 and moves at normal speed, but is larger, faster or more powerful deeper in the dungeon. Destruction of this creature is worth 4600.00 points for a 1st level character. It is dangerous at its native depth. It can bash down doors. It is cold blooded. It is not detected by telepathy. It is immune to lightning, fire, cold, poison, edged and blunt weapons. It resists teleportation. It cannot be stunned, frightened, confused, charmed, slept, cut, slowed or paralyzed. It takes a while to see intruders, which it may notice from 100 feet. It can crush to hurt you for 4d8 damage. The Castigant (Light Umber 's') === Num:526 Lev:36 Rar:3 Spd:+5 Hp:367 Ac:55 Exp:1200 A skeletal form, which conjures forth demons from beyond... This evil undead creature is normally found on dungeon level 36 and moves quickly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 5018.18 points for a 1st level character. It is dangerous at its native depth. ; 1 time in 4 and is also magical, casting spells intelligently which produce fire bolts, recover mana, blink-self, curse you, cause wounds or summon a demon; 1 time in 4. It can open doors, bash down doors and pick up objects. It is immune to lightning, cold and poison. It resists blindness and edged weapons. It cannot be cut. It takes quite a while to see intruders, which it may notice from 400 feet. It may carry one or two weapons , armours, adornments or treasures. It can hit to hurt you for 6d5 damage and touch to drain mana from you for 3d5 damage, plus spell points. [U] Lorgan, Chief of the Easterlings (Magenta-Pink 'q') === Num:392 Lev:36 Rar:8 Spd:+10 Hp:1440 Ac:100 Exp:25000 A mighty warrior from the east, Lorgan hates everything that he cannot control. This evil man is normally found on dungeon level 36 and moves quickly. Killing this creature is worth 104545.45 points for a 1st level character. He is over powered at his native depth. He is magical, casting spells which teleport to or summon monsters; 1 time in 4. He can carry a lite to see you, open doors and bash down doors. He needs lite to see you. He is immune to acid, lightning, fire, cold and poison. He cannot be confused, charmed or slept. He is fairly observant of intruders, which he may notice from 250 feet. He may carry up to 3 good weapons, garments, lites, adornments, magical devices, written items, potions or edible items. He can hit to hurt you for 6d6 damage , hit to hurt you for 6d6 damage, hit to hurt you for 3d56 damage and hit to hurt you for 3d8 damage. The Ice elemental (White 'E') === Num:390 Lev:37 Rar:3 Spd:+10 Hp:218 Ac:60 Exp:1200 It is a towering glacier of ice. This creature is normally found on dungeon level 37 and moves quickly, but is larger, faster or more powerful deeper in the dungeon. Destruction of this creature is worth 5127.27 points for a 1st level character. It is dangerous at its native depth. ; 1 time in 5 and is also magical, casting spells which produce frost balls, produce ice bolts or recover mana; 1 time in 5. It can bash down doors. It is cold blooded. It is not detected by telepathy. It is immune to acid, lightning, cold and poison. It resists blindness. It cannot be frightened, confused, charmed or slept. It pays little attention to intruders, which it may notice from 100 feet. It can touch to freeze you for 4d9 damage and hit to cover you with ice for 4d6 damage. The 6-headed hydra (Purple 'y') === Num:1069 Lev:37 Rar:3 Spd:+10 Hp:415 Ac:85 Exp:1200 A strange reptilian hybrid with six heads. This animal is normally found on dungeon level 37 and moves quickly, but is larger deeper in the dungeon. A kill of this creature is worth 5127.27 points for a 1st level character. It is dangerous at its native depth. It may spit to blind you for 1d2 damage, doubled against eye monsters and may breathe poison; 1 time in 5 and is also magical, casting spells which produce poison balls or terrify; 1 time in 5. It can bash down doors, can eat bodies to regain strength and track you over land, but not through water. It is immune to poison. It resists blindness. It takes a while to see intruders, which it may notice from 200 feet. It may carry up to 4 treasures. It can bite to hurt and poison you for 3d7 damage, bite to hurt and poison you for 3d7 damage, bite to hurt and poison you for 3d7 damage and spit to blind you for 1d2 damage, doubled against eye monsters. The Assassin (Violet 'p') === Num:1215 Lev:37 Rar:3 Spd:+10 Hp:418 Ac:25 Exp:1200 She hunts you down patiently, ready with her poison-tipped blades. This evil woman is normally found on dungeon level 37 and moves quickly, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 5127.27 points for a 1st level character. She is dangerous at her native depth. She may create a dart to poison you; 1 time in 3 and is also magical, casting spells intelligently which produce poison bolts, haste-self, give invisibility , create darkness, terrify, blind or slow; 1 time in 3. She can open doors, bash down doors and pick up objects. She is rarely detected by telepathy. She is immune to poison. She cannot be confused, charmed or slept. She is fairly observant of intruders, which she may notice from 250 feet. She may carry up to 5 weapons, armours, garments, lites, adornments, written items, potions, edible items or treasures. She can hit to hurt and poison you for 3d12 damage, hit to blind you for 2d12 damage, doubled against eye monsters and hit to hurt you for 2d12 damage. The Acidic cytoplasm (Purple 'j') === Num:366 Lev:37 Rar:3 Spd:+10 Hp:386 Ac:18 Exp:1300 A disgusting animated blob of destruction. Flee its gruesome hunger! This creature is normally found on dungeon level 37 and moves quickly, but is larger deeper in the dungeon. A kill of this creature is worth 5554.55 points for a 1st level character. It is dangerous at its native depth. It can bash down doors, can eat bodies to regain strength, pick up objects and communicate telepathically with its own kind. It is cold blooded. It is not detected by telepathy. It is immune to acid, lightning, fire, cold and poison. It resists blindness. It cannot be frightened, confused, charmed or slept. It is vigilant for intruders, which it may notice from 120 feet. It may carry up to 6 adornments, potions, junk items or treasures. It can touch to dissolve you for 3d15 damage. The Emperor wight (Red 'W') === Num:414 Lev:37 Rar:3 Spd:+10 Hp:350 Ac:40 Exp:1300 Your life force is torn from your body as this powerful unearthly being approaches. This evil undead creature is normally found on dungeon level 37 and moves quickly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 5554.55 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells which produce nether bolts, curse you, cause wounds, terrify or paralyze; 1 time in 5. It can open doors and bash down doors. It is cold blooded. It is hurt by bright light. It is immune to cold and poison. It resists darkness. It cannot be confused, charmed or slept. It is fairly observant of intruders, which it may notice from 200 feet. It may carry up to 5 weapons, armours, garments, adornments, magical devices or potions. It can hit to paralyze you for 1d12 damage, hit to blind you for 1d12 damage, doubled against eye monsters , touch to drain experience (by 80d6+) from you and touch to drain experience (by 80d6+) from you. The Black wraith (Light Dark 'W') === Num:417 Lev:37 Rar:3 Spd:+10 Hp:445 Ac:55 Exp:1300 A figure that seems made of void, its strangely human shape is cloaked in shadow. It reaches out at you. This evil undead creature is normally found on dungeon level 37 and moves quickly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 5554.55 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells which produce frost bolts, produce nether bolts, incur wraithform, cause wounds, terrify, blind or paralyze; 1 time in 6. It can open doors, bash down doors and fly over obstacles. It is cold blooded. It is hurt by bright light. It is immune to cold and poison. It resists darkness. It cannot be confused, charmed or slept. It is fairly observant of intruders, which it may notice from 200 feet. It may carry up to 5 weapons, armours, garments, adornments, magical devices or potions. It can hit to hurt you for 1d12 damage, hit to hurt you for 1d12 damage, touch to drain experience (by 40d6+) from you and touch to drain experience (by 40d6+) from you. The Horde mumak (Light Slate 'Q') === Num:461 Lev:37 Rar:4 Spd:+5 Hp:665 Ac:30 Exp:1300 A gigantic elephant, maddened by Southron war-drugs. Its tusks are capped with steel, and on it ride the fearsome crossbowmen of Harad. This evil mix of man and animal is normally found on dungeon level 37 and moves a bit erratically and quickly, but is faster deeper in the dungeon. A kill of this creature is worth 5554.55 points for a 1st level character. It is dangerous at its native depth. It may create a crossbow bolt to hurt you; 1 time in 3 and is also magical, casting spells which incur beserk rage or summon monsters of the same class; 1 time in 3. It can bash down doors. It pays little attention to intruders, which it may notice from 180 feet. It usually appears with a friend. It can trample to hurt you for 4d8 damage and crush to hurt you for 4d15 damage. The Grave lich|||es| (Umber 'L') === Num:961 Lev:37 Rar:3 Spd:+0 Hp:437 Ac:63 Exp:1300 It is a skeletal form dressed in robes. It radiates vastly evil power. This evil undead creature is normally found on dungeon level 37 and moves at normal speed, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 5554.55 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells intelligently which blink-self, teleport to, teleport away, drain mana, cause mind blasting, cause wounds, give resistance to the elements, summon an undead, terrify, blind, slow or paralyze; 1 time in 4. It can open doors and bash down doors. It is cold blooded. It is hurt by bright light. It is immune to lightning, cold and poison. It resists nether and edged weapons. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 garments, adornments, magical devices, written items or treasures. It can touch to drain experience (by 40d6+) from you, touch to drain charges from your wands and staffs, touch to reduce dexterity and agility from you for 2d9 damage and touch to reduce dexterity and agility from you for 2d9 damage. The Death knight (Light Dark 't') === Num:407 Lev:37 Rar:3 Spd:+10 Hp:480 Ac:100 Exp:1400 It is a humanoid figure dressed in armour of an ancient form. From beneath its helmet, eyes glow a baleful red and seem to pierce you like lances of fire. This evil undead man warrior priest is normally found on dungeon level 37 and moves quickly, but is older or more powerful deeper in the dungeon. Destruction of this creature is worth 5981.82 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells intelligently which produce nether bolts, teleport-self to, cause wounds, incur heroism, summon monsters, terrify or blind; 1 time in 5. It can open doors and bash down doors. It is cold blooded. It is immune to fire. It resists nether and darkness. It is fairly observant of intruders, which it may notice from 200 feet. It may carry up to 5 weapons, garments, tools, lites, adornments, musical items, potions or edible items. It can hit to drain experience (by 20d6+) from you for 6d6 damage, hit to wound you for 5d5 damage and hit to wound you for 5d5 damage. The Crystal dragon (Light Pink 'D') === Num:446 Lev:37 Rar:3 Spd:+10 Hp:448 Ac:100 Exp:1400 A huge crystalline dragon. Its claws could cut you to shreds and its teeth are razor sharp. Strange colours ripple through it as it moves in the light. This evil dragon is normally found on dungeon level 37 and moves quickly, but is larger or more powerful deeper in the dungeon. A kill of this creature is worth 5981.82 points for a 1st level character. It is dangerous at its native depth. It may create a spike to wound you for 26d5 damage and may grow ammunition and may breathe shards powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify, confuse or slow powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors and track you over land, but not through water. It lights up the surroundings. It is immune to cold. It resists edged weapons. It cannot be confused, charmed, slept or cut. It pays little attention to intruders, which it may notice from 250 feet. It may carry up to 7 chests, armours or adornments. It can claw to wound you for 6d2 damage, claw to wound you for 6d2 damage and bite to wound you for 12d3 damage. The Death quasit (Light Dark 'u') === Num:448 Lev:37 Rar:3 Spd:+20 Hp:370 Ac:80 Exp:1400 It is a demon of small stature, but its armoured frame moves with lightning speed and its powers make it a tornado of death and destruction. This evil demon is normally found on dungeon level 37 and moves very quickly, but is more powerful deeper in the dungeon. Destruction of this creature is worth 5981.82 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells intelligently which give invisibility, incur wraithform, cause wounds, summon a demon, cause amnesia, terrify, blind or confuse; 1 time in 10. It is immune to fire, cold and poison. It resists magical spells and the effects of rods, staffs and wands. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 200 feet. It may carry up to 7 weapons, armours or written items. It can bite to reduce dexterity and agility from you for 3d6 damage, claw to hurt you for 3d3 damage and claw to hurt you for 3d3 damage. The Lead golem (Blue Slate 'g') === Num:488 Lev:37 Rar:3 Spd:-5 Hp:370 Ac:80 Exp:1400 It is a massive lead statue that moves steadily towards you, draining magic from the air around it. This creature is normally found on dungeon level 37 and moves slowly, but is larger, faster or more powerful deeper in the dungeon . Destruction of this creature is worth 5981.82 points for a 1st level character. It is dangerous at its native depth. . It can bash down doors. It is cold blooded. It is not detected by telepathy. It is immune to acid, lightning, fire, cold, poison and edged weapons. It resists magical spells, the effects of rods, staffs and wands and blunt weapons. It cannot be frightened, confused, charmed or slept. It is fairly observant of intruders, which it may notice from 120 feet. It can hit to hurt you for 3d10 damage, hit to hurt you for 3d10 damage and touch to remove enchantments from you. The Eye druj|||es| (Light Pink 's') === Num:500 Lev:37 Rar:3 Spd:+20 Hp:820 Ac:90 Exp:1400 A bloodshot eyeball floating in the air, you'd be forgiven for assuming it harmless. This evil undead creature is normally found on dungeon level 37 and moves very quickly, but is more powerful deeper in the dungeon and does not deign to chase intruders. Destruction of this creature is worth 5981.82 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells intelligently which produce nether balls, produce nether bolts, produce mana bolts, cause mind blasting or summon an undead; 1 time in 1. It is cold blooded. It is immune to fire, cold and poison. It cannot be frightened, confused, charmed or slept. It is fairly observant of intruders, which it may notice from 200 feet. It has no physical attacks. The Steel golem (White 'g') === Num:827 Lev:37 Rar:3 Spd:-5 Hp:444 Ac:130 Exp:1400 It is a massive steel statue of a rivetted armoured figure that moves steadily towards you. A port open in its chest reveals the muzzle of a great cannon. This creature is normally found on dungeon level 37 and moves slowly, but is larger, faster or more powerful deeper in the dungeon. Destruction of this creature is worth 5981.82 points for a 1st level character. It is dangerous at its native depth. It may create a shot to batter you; 1 time in 10. It can bash down doors. It is cold blooded. It is not detected by telepathy. It is immune to lightning, fire, cold, poison and edged weapons. It resists blunt weapons. It cannot be frightened, confused, charmed or slept. It is fairly observant of intruders, which it may notice from 120 feet. It can hit to hurt you for 2d10 damage, hit to hurt you for 2d10 damage and hit to hurt you for 2d10 damage. The Dreadful soul (Orange 'G') === Num:857 Lev:37 Rar:3 Spd:+10 Hp:108 Ac:20 Exp:1400 It is hideous and barely there. This evil undead creature is normally found on dungeon level 37 and moves a bit erratically and quickly. Destruction of this creature is worth 5981.82 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells which teleport-self, drain mana, blind, confuse or paralyze; 1 time in 4. It can pass through walls, pick up objects and fly over obstacles. It is cold blooded. It is immune to cold, poison and blunt weapons. It cannot be stunned, confused, charmed, slept or cut. It takes a while to see intruders, which it may notice from 160 feet. It may carry up to 3 garments, tools, musical items, junk items or treasures. It can hit to hurt you for 3d5 damage, hit to hurt you for 3d5 damage and hit to reduce strength and size from you for 2d2 damage. The Mummified priest (Light Blue 'z') === Num:1104 Lev:37 Rar:3 Spd:+10 Hp:695 Ac:70 Exp:1400 The wrappings on this mummy are well maintained, and are decorated with many unholy hieroglyphics. This evil undead priest is normally found on dungeon level 37 and moves quickly, but is larger or more powerful deeper in the dungeon. Destruction of this creature is worth 5981.82 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells intelligently which heal-self, curse you, cause wounds, incur heroism, summon similar monsters, terrify or blind; 1 time in 4. It can open doors and bash down doors. It is cold blooded. It is not detected by telepathy. It is immune to cold and poison. It cannot be frightened, confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry one or two weapons, armours, adornments, magical devices or treasures. It can hit to infect you with disease for 2d8 damage, hit to infect you with disease for 2d8 damage and touch to reduce intelligence from you for 2d5 damage. The |Patriarch|Matriarch|Hierarchs| (Blue 'p') === Num:1220 Lev:37 Rar:3 Spd:+10 Hp:819 Ac:35 Exp:1500 A dark priest of the highest order. Powerful and evil, beware her many spells. This evil woman priest is normally found on dungeon level 37 and moves quickly, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 6409.09 points for a 1st level character. She is dangerous at her native depth. She is magical, casting spells intelligently which produce balls of light, haste-self, recover mana, heal-self, cure-self, blink-self, curse you, cause mind blasting, cause wounds, incur heroism, summon monsters, summon an undead, terrify, blind or paralyze; 1 time in 2. She can open doors and bash down doors. She cannot be confused, charmed or slept. She takes a while to see intruders, which she may notice from 200 feet. She may carry up to 4 weapons, armours, garments, lites, adornments, written items, potions, edible items or treasures. She can hit to hurt you for 3d7 damage, hit to hurt you for 3d7 damage and hit to hurt you for 3d7 damage. The Mature multi-hued dragon (Violet 'D') === Num:406 Lev:37 Rar:3 Spd:+0 Hp:504 Ac:80 Exp:1600 A large dragon, scales shimmering many colours and shades. This evil dragon is normally found on dungeon level 37 and moves at normal speed. A kill of this creature is worth 6836.36 points for a 1st level character. It is dangerous at its native depth. It may breathe acid, lightning, fire, frost or poison powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to acid, lightning, fire, cold and poison. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 7 chests, armours, adornments or treasures. It can claw to hurt you for 2d12 damage, claw to hurt you for 2d12 damage and bite to hurt you for 4d12 damage. The Troll Clan Chief (Light Purple 'T') === Num:1061 Lev:37 Rar:4 Spd:+10 Hp:810 Ac:50 Exp:1600 This troll is Clan Chief: although she's still stupid, she is bigger, tougher and stronger than most other trolls. This evil troll is normally found on dungeon level 37 and moves quickly, but is larger, older or more powerful deeper in the dungeon. A kill of this creature is worth 6836.36 points for a 1st level character. She is dangerous at her native depth. She can open doors , bash down doors, can eat bodies to regain strength, pick up objects and track you over land, but not through water. She is immune to poison. She takes a while to see intruders, which she may notice from 300 feet. She usually appears with escorts. She may carry one or two chests, weapons, garments, edible items, junk items or treasures. She can hit to batter you for 2d12 damage, hit to batter you for 2d12 damage, bite to hurt you for 3d6 damage and bite to hurt you for 3d6 damage. The Blade of slaughter (Red '|') === Num:1210 Lev:37 Rar:4 Spd:+20 Hp:307 Ac:35 Exp:1600 A blade with no wielder you can see, slaughtering where it will. It is utterly untamable: destroy it, flee, or die. This creature is normally found on dungeon level 37 and moves very quickly, but is faster deeper in the dungeon. Destruction of this creature is worth 6836.36 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells which teleport-self to; 1 time in 7. It can fly over obstacles. It is not detected by telepathy. It is immune to lightning, fire, cold and poison. It resists water, nether, nexus, blindness and chaos. It cannot be stunned, frightened, confused, charmed or slept. It is observant of intruders, which it may notice from 170 feet. It may carry a special object or treasure. It can hit to wound you for 6d6 damage and hit to wound you for 6d6 damage. [U] Maedhros, Son of Feanor (Light Pink 'l') === Num:1148 Lev:37 Rar:5 Spd:+10 Hp:778 Ac:68 Exp:6800 The eldest, and strongest of the seven sons, he took the Oath of Feanor with his father and brothers. For years he and his brothers guarded the passages in the east into Beleriand. He was captured and tortured by Morgoth after his father's death. He was corrupted by his desire for the three Silmarils. This evil elf is normally found on dungeon level 37 and moves quickly. Killing this creature is worth 29054.55 points for a 1st level character. He is deadly at his native depth. He may create an arrow to hurt you for 28d6 damage; 1 time in 2 and is also magical, casting spells intelligently which haste-self, heal-self, blind or confuse powerfully enough to overcome your resistance; 1 time in 2. He can open doors, bash down doors and pick up objects. He is immune to fire, cold and poison. He cannot be confused, charmed or slept. He prefers to ignore intruders, which he may notice from 300 feet. He may carry up to 3 good weapons, missile weapons, garments, lites , adornments, written items, musical items, potions or edible items. He can hit to hurt you for 9d10 damage and hit to hurt you for 9d10 damage. [U] Rogrog the Black Troll (Light Dark 'T') === Num:383 Lev:37 Rar:6 Spd:+10 Hp:1720 Ac:70 Exp:9900 A massive and cruel troll of great power, drool slides caustically down his muscular frame. Despite his bulk, he strikes with stunning speed. This evil troll is normally found on dungeon level 37 and moves quickly. Killing this creature is worth 42300.00 points for a 1st level character. He is deadly at his native depth. He may spit to dissolve you for 4d8 damage or throw a boulder at to hurt you for 24d10 damage; 1 time in 6. He can open doors, bash down doors, can eat bodies to regain strength, pick up objects and track you over land, but not through water. He is immune to cold and poison. He tends to overlook intruders, which he may notice from 200 feet. He usually appears with escorts. He may carry up to 3 good chests, weapons, garments, edible items or junk items. He can hit to batter you for 12d7 damage, bite to wound you for 4d10 damage and spit to dissolve you for 4d8 damage. The Ethereal drake (Light Violet 'D') === Num:342 Lev:38 Rar:2 Spd:+0 Hp:430 Ac:70 Exp:570 A dragon of great power, with control over light and dark, the ethereal drake's eyes glare with white hatred from the shadows. This evil dragon is normally found on dungeon level 38 and moves at normal speed, but is larger or more powerful deeper in the dungeon. A kill of this creature is worth 2487.27 points for a 1st level character. It is threatening at its native depth. It may breathe light or darkness powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify, confuse or slow powerfully enough to overcome your resistance; 1 time in 5. It can pass through walls, fly over obstacles and track you over land, but not through water. It lights up the surroundings. It is invisible. It resists lite and darkness. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 chests, armours or adornments. It can claw to hurt you for 2d4 damage, claw to hurt you for 2d4 damage and bite to hurt you for 3d6 damage. The Air elemental (Light Green 'E') === Num:360 Lev:38 Rar:3 Spd:+20 Hp:81 Ac:50 Exp:1600 It is a towering tornado of winds. This creature is normally found on dungeon level 38 and moves a bit erratically and very quickly, but is larger or more powerful deeper in the dungeon. Destruction of this creature is worth 6981.82 points for a 1st level character. It is dangerous at its native depth. ; 1 time in 6 and is also magical, casting spells which produce lightning balls, produce lightning bolts, produce cone of force or recover mana; 1 time in 6. It can bash down doors, fly over obstacles and easily evade blows and missiles . It is cold blooded. It is not detected by telepathy. It is immune to acid , lightning, cold, poison and blunt weapons. It resists blindness. It cannot be frightened, confused, charmed or slept. It tends to overlook intruders, which it may notice from 120 feet. It can envelope to confuse you for 3d12 damage. The 7-headed hydra (Red 'y') === Num:426 Lev:38 Rar:3 Spd:+10 Hp:451 Ac:90 Exp:1600 A strange reptilian hybrid with seven heads. This animal is normally found on dungeon level 38 and moves quickly, but is larger deeper in the dungeon. A kill of this creature is worth 6981.82 points for a 1st level character. It is dangerous at its native depth. It may breathe fire; 1 time in 4 and is also magical, casting spells which produce fire balls, produce fire bolts or terrify; 1 time in 4. It can bash down doors, can eat bodies to regain strength and track you over land, but not through water. It is immune to fire . It resists blindness. It takes a while to see intruders, which it may notice from 200 feet. It may carry up to 7 treasures. It can bite to burn you for 3d9 damage, bite to burn you for 3d9 damage, bite to burn you for 3d9 damage and bite to burn you for 3d9 damage. The Chaos vort|ex|ex|ices| (Light Purple 'v') === Num:502 Lev:38 Rar:3 Spd:+30 Hp:265 Ac:80 Exp:1700 Void, nothingness, spinning destructively. This creature is normally found on dungeon level 38 and moves extremely erratically and incredibly quickly, but is larger or faster deeper in the dungeon. Destruction of this creature is worth 7418.18 points for a 1st level character. It is dangerous at its native depth. and may breathe chaos powerfully; 1 time in 5. It can bash down doors and communicate telepathically with its own kind. It is not detected by telepathy. It resists blindness and chaos. It cannot be frightened, confused , charmed or slept. It is ever vigilant for intruders, which it may notice from 1000 feet. It can envelope to blast you with chaos for 7d5 damage, envelope to blast you with chaos for 7d5 damage and envelope to space out you for 6d5 damage. The Magma hound (Orange 'Z') === Num:537 Lev:38 Rar:6 Spd:+10 Hp:336 Ac:80 Exp:1700 It is a giant dog that glows with heat. Flames pour from its nostrils. This evil animal is normally found on dungeon level 38 and moves a bit erratically and quickly, but is larger deeper in the dungeon. A kill of this creature is worth 7418.18 points for a 1st level character. It is deadly at its native depth. It may breathe fire; 1 time in 5. It can bash down doors, pass through walls and track you unerringly over land, but not through water. It is immune to fire. It resists lava and plasma. It takes quite a while to see intruders, which it may notice from 250 feet. It usually appears in groups. It can bite to burn you for 3d12 damage and bite to burn you for 3d12 damage. [U] the Death knight from the Mountains (Light Dark 't') === Num:604 Lev:38 Rar:3 Spd:+10 Hp:480 Ac:100 Exp:1700 It is a humanoid figure dressed in armour of an ancient form. From beneath its helmet, eyes glow a baleful red and seem to pierce you like lances of fire. This evil undead man warrior priest is normally found on dungeon level 38 and moves quickly, but is older or more powerful deeper in the dungeon. Destroying this creature is worth 7418.18 points for a 1st level character. It is challenging at its native depth. It is magical, casting spells intelligently which produce nether bolts, teleport-self to, cause wounds, incur heroism, summon monsters, terrify or blind; 1 time in 5. It can open doors and bash down doors. It is cold blooded. It is immune to fire. It resists nether and darkness. It is fairly observant of intruders, which it may notice from 200 feet. It may carry up to 5 weapons, garments, tools, lites, adornments, musical items, potions or edible items. It can hit to wound you for 6d6 damage, hit to wound you for 5d5 damage and hit to wound you for 5d5 damage. It is a dungeon guardian, impeding your progress further. The Greater mummy (Light Teal 'z') === Num:615 Lev:38 Rar:3 Spd:+0 Hp:294 Ac:68 Exp:1700 Once a powerful ruler, now an even more powerful undead menace. This evil undead creature is normally found on dungeon level 38 and moves at normal speed . Destruction of this creature is worth 7418.18 points for a 1st level character. It is dangerous at its native depth. It may gaze to drain experience (by 40d6+) from you for 3d4 damage or gaze to terrify you for 3d4 damage; 1 time in 3 and is also magical, casting spells intelligently which produce frost balls, produce poison balls, produce nether bolts, haste-self, heal-self, create darkness, drain mana, cause mind blasting, cause wounds, summon an undead, cause amnesia, terrify or blind; 1 time in 3. It can open doors, bash down doors and pick up objects. It is cold blooded. It is immune to acid, lightning, cold and poison. It cannot be frightened, confused, charmed or slept. It prefers to ignore intruders, which it may notice from 300 feet. It usually appears with escorts. It may carry up to 5 weapons, armours, adornments or magical devices. It can claw to reduce constitution from you for 3d6 damage, claw to reduce constitution from you for 3d6 damage, gaze to drain experience (by 40d6+) from you for 3d4 damage and gaze to terrify you for 3d4 damage. The Crypt lich|||es| (Light Umber 'L') === Num:962 Lev:38 Rar:3 Spd:+0 Hp:608 Ac:66 Exp:1700 It is a skeletal form dressed in robes. It radiates vastly evil power. This evil undead creature is normally found on dungeon level 38 and moves at normal speed, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 7418.18 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells intelligently which blink-self, teleport to, teleport away, drain mana, cause mind blasting, cause wounds, give resistance to the elements, terrify, blind, slow or paralyze; 1 time in 4. It can open doors and bash down doors. It is cold blooded. It is hurt by bright light. It is immune to lightning, cold and poison. It resists nether and edged weapons. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 garments, adornments, magical devices, written items or treasures. It can touch to drain experience (by 40d6+) from you, touch to drain charges from your wands and staffs, touch to reduce dexterity and agility from you for 2d10 damage and touch to reduce dexterity and agility from you for 2d10 damage. The Skull druj|||es| (Orange 's') === Num:501 Lev:38 Rar:3 Spd:+20 Hp:1064 Ac:120 Exp:1800 A glowing skull possessed by sorcerous power. It need not move, but merely blast you with mighty magic as it speaks the words of power. This evil undead creature is normally found on dungeon level 38 and moves very quickly, but is more powerful deeper in the dungeon and does not deign to chase intruders. Destruction of this creature is worth 7854.55 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells intelligently which produce plasma bolts, produce nether bolts, produce water bolts, produce mana bolts, create traps, curse you, cause mind blasting, cause wounds, summon an undead or slow; 1 time in 1. It is cold blooded. It is immune to fire, cold and poison. It resists blindness. It cannot be frightened, confused, charmed or slept. It is fairly observant of intruders, which it may notice from 200 feet. It has no physical attacks. The Brass golem (Orange 'g') === Num:829 Lev:38 Rar:3 Spd:-5 Hp:384 Ac:100 Exp:1800 It is a massive brass statue of a mishapen figure that moves steadily towards you. Acid leaks from a multitude of pipes in its body. This creature is normally found on dungeon level 38 and moves slowly, but is larger, faster or more powerful deeper in the dungeon. Destruction of this creature is worth 7854.55 points for a 1st level character. It is dangerous at its native depth. and is also magical, casting spells which produce acid balls or produce acid bolts; 1 time in 7. It can bash down doors. It is cold blooded. It is not detected by telepathy. It is immune to acid, lightning, fire, cold, poison and edged weapons. It resists disenchantment and blunt weapons. It cannot be frightened, confused, charmed or slept. It is fairly observant of intruders, which it may notice from 120 feet. It may carry up to 9 precious metals. It can hit to hurt you for 2d12 damage. The Apparition (Light Teal 'G') === Num:842 Lev:38 Rar:3 Spd:+10 Hp:92 Ac:30 Exp:1800 It looks real but appearances are deceiving. This evil undead creature is normally found on dungeon level 38 and moves a bit erratically and quickly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 7854.55 points for a 1st level character. It is dangerous at its native depth. It may wail to terrify you; 1 time in 10 and is also magical, casting spells which drain mana, blind, confuse or paralyze; 1 time in 10. It can pass through walls, pick up objects and fly over obstacles. It is cold blooded. It is immune to cold, poison and blunt weapons. It cannot be stunned, confused, charmed, slept or cut. It is fairly observant of intruders, which it may notice from 200 feet. It may carry up to 3 garments, tools, musical items, junk items or treasures. It can wail to terrify you, touch to drain experience (by 40d6+) from you and claw to reduce intelligence from you for 4d4 damage. The Crystal vort|ex|ex|ices| (Light Pink 'v') === Num:1253 Lev:38 Rar:3 Spd:+10 Hp:194 Ac:60 Exp:1800 A thundering, grinding, churning vortex of razor-sharp rubble that tears through the dungeon leaving a ruined jumble of rock in its wake. This creature is normally found on dungeon level 38 and moves extremely erratically and quickly, but is larger or faster deeper in the dungeon. Destruction of this creature is worth 7854.55 points for a 1st level character. It is dangerous at its native depth. It may throw a boulder at to hurt you for 13d6 damage or create a spike to hurt you for 21d5 damage and may grow ammunition or create earthquakes and may breathe shards; 1 time in 4. It can bash down doors, bore through walls and communicate telepathically with its own kind. It is cold blooded. It is not detected by telepathy. It resists water, blindness, chaos and edged weapons. It cannot be stunned, frightened, confused, charmed, slept or cut. It is ever vigilant for intruders, which it may notice from 150 feet. It may carry up to 9 treasures. It can envelope to shatter you for 10d10 damage. The Ancient blue dragon (Blue 'A') === Num:411 Lev:38 Rar:3 Spd:+10 Hp:591 Ac:90 Exp:1900 A huge draconic form. Lightning crackles along its length. This evil dragon is normally found on dungeon level 38 and moves quickly. A kill of this creature is worth 8290.91 points for a 1st level character. It is dangerous at its native depth. It may breathe lightning powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify, blind, confuse or slow powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to lightning. It cannot be confused, charmed or slept. It pays little attention to intruders, which it may notice from 200 feet. It may carry up to 7 chests, armours, adornments or treasures. It can claw to hurt you for 4d8 damage, claw to hurt you for 4d8 damage and bite to electrify you for 7d8 damage. The Ancient bronze dragon (Light Umber 'A') === Num:412 Lev:38 Rar:3 Spd:+10 Hp:591 Ac:90 Exp:1900 A huge draconic form enveloped in a cascade of colour. This evil dragon is normally found on dungeon level 38 and moves quickly. A kill of this creature is worth 8290.91 points for a 1st level character. It is dangerous at its native depth. It may breathe fire or confusion powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify, blind, confuse or slow powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to fire. It cannot be confused, charmed or slept. It pays little attention to intruders, which it may notice from 200 feet. It may carry up to 7 chests, armours, adornments or precious metals. It can claw to hurt you for 4d8 damage, claw to hurt you for 4d8 damage and bite to hurt you for 7d8 damage. The Ancient white dragon (White 'A') === Num:424 Lev:38 Rar:3 Spd:+10 Hp:591 Ac:90 Exp:1900 A huge draconic form. Frost covers it from head to tail. This evil dragon is normally found on dungeon level 38 and moves quickly. A kill of this creature is worth 8290.91 points for a 1st level character. It is dangerous at its native depth. It may breathe frost powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify, blind, confuse or slow powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors, fly over obstacles and track you over land, but not through water. It is cold blooded. It is immune to cold. It cannot be confused, charmed or slept. It pays little attention to intruders, which it may notice from 200 feet. It may carry up to 7 chests, armours, adornments or treasures. It can claw to hurt you for 4d8 damage, claw to hurt you for 4d8 damage and bite to freeze you for 7d8 damage. The Ice golem (Light Blue 'g') === Num:834 Lev:38 Rar:3 Spd:+10 Hp:278 Ac:60 Exp:1900 It is a massive ice statue that moves steadily towards you. This evil creature is normally found on dungeon level 38 and moves quickly, but is larger, faster or more powerful deeper in the dungeon. Destruction of this creature is worth 8290.91 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells which produce frost balls or produce ice bolts; 1 time in 9. It can bash down doors. It is cold blooded. It is not detected by telepathy. It is immune to lightning, cold, poison and edged weapons. It cannot be frightened, confused, charmed or slept. It is fairly observant of intruders, which it may notice from 100 feet. It can hit to hurt you for 4d6 damage and touch to freeze you for 4d3 damage. The Queen Ant (Violet 'a') === Num:1145 Lev:38 Rar:3 Spd:+10 Hp:1200 Ac:100 Exp:1900 She's upset because you hurt her children. This insect is normally found on dungeon level 38 and moves quickly, but is larger deeper in the dungeon. A kill of this creature is worth 8290.91 points for a 1st level character. She is dangerous at her native depth. She is magical, casting spells which summon similar monsters; 1 time in 1. She can bash down doors. She is rarely detected by telepathy. She cannot be confused, charmed or slept. She is fairly observant of intruders, which she may notice from 300 feet. She usually appears with escorts. She may carry up to 3 garments, edible items or junk items. She can bite to hurt you for 2d12 damage, bite to hurt you for 2d12 damage, bite to hurt you for 2d8 damage and bite to hurt you for 2d8 damage. The Ancient green dragon (Green 'A') === Num:425 Lev:38 Rar:4 Spd:+10 Hp:591 Ac:90 Exp:2000 A huge draconic form enveloped in clouds of poisonous vapour. This evil dragon is normally found on dungeon level 38 and moves quickly. A kill of this creature is worth 8727.27 points for a 1st level character. It is dangerous at its native depth. It may breathe poison powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to poison. It cannot be confused, charmed or slept. It pays little attention to intruders, which it may notice from 200 feet. It may carry up to 7 chests, armours, adornments or treasures. It can claw to hurt you for 4d8 damage, claw to hurt you for 4d8 damage and bite to hurt and poison you for 7d8 damage. The Will o' the wisp (Light Slate 'E') === Num:396 Lev:38 Rar:4 Spd:+20 Hp:140 Ac:150 Exp:2100 A strange ball of glowing light. It disappears and reappears and seems to draw you to it. You seem somehow compelled to stand still and watch its strange dancing motion. This creature is normally found on dungeon level 38 and moves somewhat erratically and very quickly, but is more powerful deeper in the dungeon. Destruction of this creature is worth 9163.64 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells intelligently which blink-self, teleport-self, teleport-self to, cause wounds, confuse or paralyze powerfully enough to overcome your resistance; 1 time in 2 . It can pass through walls and fly over obstacles. It lights up the surroundings. It is invisible. It is not detected by telepathy. It is immune to acid, lightning, fire, cold and poison. It resists blindness, edged and blunt weapons. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It can hit to hurt you for 1d9 damage and hit to space out you for 1d9 damage. The Magma elemental (Orange 'E') === Num:397 Lev:38 Rar:4 Spd:+0 Hp:166 Ac:70 Exp:2100 It is a towering glowing form of molten hate. This creature is normally found on dungeon level 38 and moves at normal speed, but is larger, faster or more powerful deeper in the dungeon. Destruction of this creature is worth 9163.64 points for a 1st level character. It is dangerous at its native depth. It may throw a boulder at to burn you with lava for 7d6 damage; 1 time in 6 and is also magical, casting spells which produce fire balls, produce plasma bolts or recover mana; 1 time in 6. It can pass through walls. It is not detected by telepathy. It is immune to acid, lightning, fire and poison. It resists lava, plasma and blindness. It cannot be frightened, confused, charmed or slept. It pays little attention to intruders, which it may notice from 100 feet. It can hit to burn you with lava for 6d7 damage and hit to hurt you for 4d6 damage. The Spirit troll (Deep Light Blue 'T') === Num:432 Lev:38 Rar:4 Spd:+0 Hp:820 Ac:90 Exp:2100 A weird ghostly troll-like being from the ethereal plane. This evil undead troll is normally found on dungeon level 38 and moves at normal speed, but is larger, older, more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 9163.64 points for a 1st level character. It is dangerous at its native depth. It can pass through walls, can eat bodies to regain strength and track you over land, but not through water. It is immune to lightning, cold and poison. It cannot be confused, charmed or slept. It is observant of intruders, which it may notice from 200 feet. It may carry a chest, weapon, garment, edible item, junk item or treasure. It can hit to batter you for 2d9 damage, hit to batter you for 2d9 damage and bite to reduce wisdom from you for 1d10 damage. [U] King Theoden, possessed by Saruman (Light Yellow 't') === Num:1311 Lev:38 Rar:3 Spd:+10 Hp:820 Ac:90 Exp:2600 The noble king of the Riddermark, he has been poisoned by Saruman's words and appears unnaturally aged and weak. The grip on his sword is still strong however. This man warrior is normally found on dungeon level 38 and moves quickly. Killing this creature is worth 11345.45 points for a 1st level character. He is dangerous at his native depth. He may spit to poison you for 5d6 damage; 1 time in 5 and is also magical, casting spells which summon monsters of the same class or slow powerfully enough to overcome your resistance; 1 time in 10. He can carry a lite to see you, open doors, bash down doors and pick up objects. He needs lite to see you. He takes quite a while to see intruders, which he may notice from 200 feet. He may carry up to 3 good weapons, garments, tools, lites, adornments, musical items, potions or edible items. He can hit to wound you for 5d5 damage, hit to wound you for 5d5 damage, hit to drain mana from you for 5d5 damage, plus spell points and spit to poison you for 5d6 damage. It is a dungeon guardian, impeding your progress further. [U] Eilinel the Entrapped (Light Violet 'G') === Num:638 Lev:38 Rar:6 Spd:+10 Hp:828 Ac:40 Exp:8400 In life, she was the wife of Gorlim. In death, her shade was entrapped by Morgoth and used to trick her husband into betraying Barahir. Now she is totally entrapped by Morgoth's power, and uses her magic to do his bidding. This evil undead creature is normally found on dungeon level 38 and moves quickly. Destroying this creature is worth 36654.55 points for a 1st level character. She is deadly at her native depth. She is magical, casting spells intelligently which produce acid bolts, produce mana bolts, heal-self, blink-self, teleport to, cause wounds or summon a monster; 1 time in 2. She can open doors and bash down doors. She is immune to fire, cold and blunt weapons. She cannot be stunned, confused, charmed, slept or cut. She is vigilant for intruders, which she may notice from 100 feet. She may carry up to 5 good garments, tools, musical items, junk items or treasures. She can hit to hurt you for 3d5 damage, hit to hurt you for 3d5 damage, touch to drain charges from your wands and staffs for 3d3 damage and touch to disenchant your armour and weapons for 3d3 damage. [U] the Black Rider at Bree (Light Dark 'W') === Num:440 Lev:38 Rar:6 Spd:+10 Hp:1584 Ac:60 Exp:46000 A tall black cloaked Ringwraith. This evil undead creature is normally found on dungeon level 38 and moves quickly. Destroying this creature is worth 200727.27 points for a 1st level character. He is deadly at his native depth. ; 1 time in 6 and is also magical, casting spells which recover mana, cure-self or probe your weaknesses; 1 time in 6. He can open doors and bash down doors. He is cold blooded. He is immune to cold and poison. He cannot be confused, charmed or slept. He is fairly observant of intruders, which he may notice from 900 feet. He may carry up to 3 good weapons, armours, garments, adornments, magical devices or potions. He can hit to hurt you for 12d6 damage and hit to drain experience (by 80d6+) from you for 8d6 damage. It is a dungeon guardian, impeding your progress further. The Pit lich|||es| (Mustard 'L') === Num:963 Lev:39 Rar:4 Spd:+0 Hp:776 Ac:69 Exp:2200 It is a skeletal form dressed in robes. It radiates vastly evil power. This evil undead creature is normally found on dungeon level 39 and moves at normal speed, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 9800.00 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells intelligently which blink-self, teleport to, teleport away, drain mana, cause mind blasting, cause wounds, give resistance to the elements, terrify, blind or paralyze; 1 time in 4. It can open doors and bash down doors. It is cold blooded. It is hurt by bright light. It is immune to lightning, cold and poison. It resists nether and edged weapons. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 4 garments, adornments, magical devices, written items or treasures. It can touch to drain experience (by 40d6+) from you, touch to drain charges from your wands and staffs, touch to reduce dexterity and agility from you for 2d11 damage and touch to reduce dexterity and agility from you for 2d11 damage. The Tyrant of Hell (Light Purple 'U') === Num:1226 Lev:39 Rar:4 Spd:+20 Hp:837 Ac:40 Exp:2200 A haughty-faced humanoid the size of a child, surrounded by the dark fire of the nethermost hells. As she gestures imperiously, demons materialize and leap upon you. This evil demon is normally found on dungeon level 39 and moves very quickly, but is more powerful deeper in the dungeon. Destruction of this creature is worth 9800.00 points for a 1st level character. She is dangerous at her native depth. She may shriek to reduce constitution from you for 1d7 damage; 1 time in 2 and is also magical, casting spells intelligently which produce mana bolts, produce cone of hellfire, recover mana, curse you, cause mind blasting, cause wounds, give resistance to the elements, summon a demon, summon Greater Demons or paralyze; 1 time in 2. She can open doors and bash down doors. She resists magical spells and the effects of rods, staffs and wands. She tends to overlook intruders, which she may notice from 250 feet. She may carry up to 4 weapons, armours, written items or treasures. She can hit to hurt you for 1d7 damage, hit to drain charges from your wands and staffs for 1d7 damage and shriek to reduce constitution from you for 1d7 damage. The Knight Templar (Purple 't') === Num:436 Lev:39 Rar:4 Spd:+10 Hp:1056 Ac:60 Exp:2300 It seems that the more devout the person, the more likely they are to cross the boundary between piety and sanctimoniousness. And such is the case with the Order of the Knights Templar; they are among the most pious and powerful of the religious knightly orders, but noted for their intolerance. Thus it is Morgoth's will that is unwittingly done, as the forces of good are set against each other. This man warrior priest is normally found on dungeon level 39 and moves quickly, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 10245.45 points for a 1st level character. He is dangerous at his native depth. He is magical, casting spells intelligently which produce holy orbs, haste-self, heal-self, cause wounds, incur heroism, terrify or blind; 1 time in 4. He can carry a lite to see you, open doors, bash down doors and pick up objects. He needs lite to see you. He resists lite and darkness. He cannot be frightened, confused, charmed or slept. He is fairly observant of intruders, which he may notice from 200 feet. He may carry up to 4 weapons, garments, tools, lites, adornments, musical items, potions or edible items. He can hit to wound you for 5d5 damage, hit to wound you for 5d5 damage and hit to wound you for 5d5 damage. The Ettin (Light Red 'T') === Num:421 Lev:39 Rar:4 Spd:+10 Hp:1200 Ac:100 Exp:2400 A massive two-headed troll of huge strength, ettins are stupid but violent. They are also living proof that two heads are not more intelligent than one... This evil troll is normally found on dungeon level 39 and moves quickly, but is larger, older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 10690.91 points for a 1st level character. It is dangerous at its native depth. It may throw a boulder at to hurt you; 1 time in 10. It can open doors, bash down doors, can eat bodies to regain strength and track you over land, but not through water. It is immune to acid and poison. It resists blindness. It cannot be confused, charmed or slept. It takes quite a while to see intruders, which it may notice from 200 feet. It may carry one or two chests, weapons, garments, edible items or junk items. It can hit to batter you for 3d12 damage, crush to hurt you for 5d5 damage and bite to wound you for 1d15 damage. The Maia (Umber 'M') === Num:1152 Lev:39 Rar:4 Spd:+5 Hp:484 Ac:60 Exp:2400 A spirit that descended into Arda in the beginning. This mix of elf and demon is normally found on dungeon level 39 and moves quickly. Destruction of this creature is worth 10690.91 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells intelligently which produce holy orbs, recover mana, cure-self, cause amnesia, terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 2. It can open doors, bash down doors and pick up objects. It lights up the surroundings. It is immune to acid, lightning, fire, cold and poison. It resists nether, nexus, disenchantment, magical spells and the effects of rods, staffs and wands. It cannot be stunned, frightened, confused, charmed or slept. It pays very little attention to intruders, which it may notice from 300 feet. It may carry up to 3 weapons, armours or written items. It can hit to hurt you for 8d4 damage, hit to hurt you for 8d4 damage, hit to hurt you for 8d4 damage and hit to hurt you for 8d4 damage. The Shade (Deep Light Blue 'G') === Num:346 Lev:39 Rar:4 Spd:+10 Hp:139 Ac:30 Exp:2600 A shadowy form clutches at you from the darkness. A powerful undead creature with a deadly touch. This evil undead creature is normally found on dungeon level 39 and moves a bit erratically and quickly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 11581.82 points for a 1st level character. It is dangerous at its native depth. It may wail to terrify you; 1 time in 16 and is also magical, casting spells which drain mana, cause amnesia, blind or paralyze; 1 time in 16. It can pass through walls, pick up objects and fly over obstacles. It is cold blooded. It is immune to cold, poison and blunt weapons. It resists darkness . It cannot be stunned, confused, charmed, slept or cut. It is fairly observant of intruders, which it may notice from 200 feet. It may carry up to 4 garments, tools, musical items or junk items. It can wail to terrify you, touch to drain experience (by 40d6+) from you and claw to reduce intelligence from you for 2d10 damage. The Conjurer (Violet 'q') === Num:437 Lev:39 Rar:4 Spd:+20 Hp:933 Ac:60 Exp:2600 A human figure in robes, she moves with magically improved speed, and her hands are ablur with spell casting. This evil woman mage is normally found on dungeon level 39 and moves very quickly, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 11581.82 points for a 1st level character. She is dangerous at her native depth. She is magical, casting spells intelligently which produce acid balls, produce lightning balls , produce fire balls, produce frost balls, produce mana bolts, haste-self, recover mana, blink-self, teleport-self, create a shield, give resistance to the elements, summon a monster, cause hallucinations, terrify, blind, confuse or paralyze; 1 time in 1. She can carry a lite to see you, open doors and bash down doors. She needs lite to see you. She cannot be confused, charmed or slept. She is fairly observant of intruders, which she may notice from 200 feet. She may carry up to 5 weapons, garments, lites, adornments, magical devices, written items, potions or edible items. She can hit to hurt you for 2d8 damage, hit to hurt you for 2d8 damage and hit to hurt you for 2d8 damage. The Spectre (Light Umber 'G') === Num:347 Lev:39 Rar:4 Spd:+10 Hp:139 Ac:30 Exp:2700 A phantasmal shrieking spirit. Its wail drives the intense cold of pure evil deep within your body. This evil undead creature is normally found on dungeon level 39 and moves a bit erratically and quickly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 12027.27 points for a 1st level character. It is dangerous at its native depth. It may wail to terrify you; 1 time in 16 and is also magical, casting spells which drain mana, cause amnesia, blind or paralyze; 1 time in 16. It can pass through walls, pick up objects and fly over obstacles. It is cold blooded. It is immune to cold, poison and blunt weapons. It cannot be stunned, confused, charmed, slept or cut. It is fairly observant of intruders, which it may notice from 200 feet. It may carry up to 4 garments, tools, musical items or junk items. It can wail to terrify you, touch to drain experience (by 40d6+) from you and claw to reduce wisdom from you for 5d5 damage. [U] Scatha the Worm (Deep Light Blue 'A') === Num:473 Lev:39 Rar:5 Spd:+10 Hp:1628 Ac:130 Exp:16000 An ancient and wise Dragon. Scatha has grown clever over the long years. His scales are covered with frost, and his breath sends a shower of ice into the air. This evil dragon is normally found on dungeon level 39 and moves quickly . Killing this creature is worth 71272.73 points for a 1st level character. He is deadly at his native depth. He may breathe frost powerfully; 1 time in 4 and is also magical, casting spells intelligently which cause wounds or confuse powerfully enough to overcome your resistance; 1 time in 4. He can bash down doors, fly over obstacles and track you over land, but not through water. He is cold blooded. He is immune to cold. He cannot be confused, charmed or slept. He tends to overlook intruders, which he may notice from 300 feet. He may carry up to 7 good chests, armours or adornments. He can claw to hurt you for 4d10 damage, claw to hurt you for 4d10 damage, claw to freeze you for 4d14 damage and bite to freeze you for 4d14 damage. It is a dungeon guardian, impeding your progress further. [U] Gorlim, Betrayer of Barahir (Green 'q') === Num:454 Lev:39 Rar:6 Spd:+10 Hp:1216 Ac:120 Exp:17000 This sad creature - once a mighty warrior - betrayed his former friends to Morgoth's army in return for, he thought, safety for himself and his wife. And so he fell under Morgoth's power and became little more than a mindless servant of evil, even though the other side of his "bargain" was not kept. This man warrior is normally found on dungeon level 39 and moves quickly. Killing this creature is worth 75727.27 points for a 1st level character. He is over powered at his native depth. He is magical, casting spells intelligently which produce water bolts, produce mana bolts or cause wounds; 1 time in 2. He can carry a lite to see you, open doors and bash down doors. He needs lite to see you. He is immune to acid, lightning, cold and poison. He cannot be confused, charmed or slept. He takes quite a while to see intruders, which he may notice from 200 feet. He may carry up to 3 good weapons, garments, lites, adornments, magical devices, written items, potions or edible items. He can hit to hurt you for 8d6 damage, hit to hurt you for 8d6 damage, hit to disenchant your armour and weapons for 6d8 damage and hit to disenchant your armour and weapons for 6d8 damage. The Chaos hound (Light Purple 'Z') === Num:518 Lev:40 Rar:6 Spd:+10 Hp:744 Ac:100 Exp:2100 A constantly changing canine form, this hound rushes towards you as if expecting mayhem and chaos ahead. It appears to have an almost kamikaze relish for combat. You suspect all may not be as it seems. This animal is normally found on dungeon level 40 and moves quickly, but is larger deeper in the dungeon. A kill of this creature is worth 9545.45 points for a 1st level character. It is deadly at its native depth. It may breathe chaos; 1 time in 5. It can bash down doors and track you unerringly over land, but not through water. It resists chaos. It cannot be confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It usually appears in groups. It can claw to hurt you for 2d12 damage, claw to hurt you for 2d12 damage, bite to hurt you for 2d12 damage and bite to hurt you for 2d12 damage. The Ancient red dragon (Red 'A') === Num:444 Lev:40 Rar:4 Spd:+10 Hp:820 Ac:90 Exp:2800 A huge draconic form. Wisps of smoke steam from its nostrils and the extreme heat surrounding it makes you gasp for breath. This evil dragon is normally found on dungeon level 40 and moves quickly. A kill of this creature is worth 12727.27 points for a 1st level character. It is dangerous at its native depth. It may breathe fire powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to fire. It cannot be confused, charmed or slept. It pays little attention to intruders, which it may notice from 200 feet. It may carry up to 7 chests, armours, adornments or treasures. It can claw to hurt you for 4d9 damage, claw to hurt you for 4d9 damage and bite to burn you for 7d9 damage. The Storm giant (Yellow 'P') === Num:333 Lev:40 Rar:4 Spd:+10 Hp:704 Ac:60 Exp:2900 It is a twenty-five foot tall giant wreathed in lightning. This evil giant is normally found on dungeon level 40 and moves quickly, but is older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 13181.82 points for a 1st level character. It is dangerous at its native depth. It may throw a boulder at to lash you with wind, rain and lightning for 9d10 damage; 1 time in 6 and is also magical, casting spells which produce lightning balls, produce storm balls, produce water bolts, blink-self, teleport to, terrify or confuse; 1 time in 6. It can carry a lite to see you, open doors, bash down doors and pick up objects. It needs lite to see you. It is immune to lightning and cold. It takes quite a while to see intruders, which it may notice from 200 feet. It may carry up to 3 chests, musical items, potions, edible items or treasures. It can hit to batter you for 10d8 damage and hit to electrify you for 10d8 damage. The Ancient black dragon (Light Dark 'A') === Num:429 Lev:40 Rar:4 Spd:+10 Hp:820 Ac:90 Exp:2900 A huge draconic form. Pools of acid melt the floor around it. This evil dragon is normally found on dungeon level 40 and moves quickly. A kill of this creature is worth 13181.82 points for a 1st level character. It is dangerous at its native depth. It may breathe acid powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify, blind, confuse or slow powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to acid. It cannot be confused, charmed or slept . It pays little attention to intruders, which it may notice from 200 feet. It may carry up to 7 chests, armours, adornments or treasures. It can claw to hurt you for 4d9 damage, claw to hurt you for 4d9 damage and bite to dissolve you for 7d9 damage. The Nether wraith (Light Green 'W') === Num:419 Lev:40 Rar:4 Spd:+10 Hp:428 Ac:55 Exp:3000 A form that hurts the eye, death permeates the air around it. As it nears you, a coldness saps your soul. This evil undead creature is normally found on dungeon level 40 and moves quickly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 13636.36 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells which produce nether bolts, incur wraithform, create darkness, cause mind blasting, cause wounds, terrify or blind; 1 time in 5. It can pass through walls and fly over obstacles. It is invisible. It is cold blooded. It is hurt by bright light. It is immune to cold and poison. It resists nether. It cannot be confused, charmed or slept. It is fairly observant of intruders, which it may notice from 200 feet. It may carry up to 5 weapons, armours, garments, adornments, magical devices or potions. It can hit to hurt you for 1d12 damage, hit to hurt you for 1d12 damage, touch to drain experience (by 80d6+) from you and touch to drain experience (by 80d6+) from you. The Ancient silver dragon (Light Slate 'A') === Num:694 Lev:40 Rar:4 Spd:+10 Hp:800 Ac:100 Exp:3000 A huge draconic form. Fear grips your very soul and you cring away from its terrifying visage. This evil dragon is normally found on dungeon level 40 and moves quickly. A kill of this creature is worth 13636.36 points for a 1st level character. It is dangerous at its native depth. It may breathe frost or fear powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors, fly over obstacles and track you over land, but not through water. It is cold blooded. It is immune to cold. It cannot be frightened, confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 7 chests, armours, adornments or precious metals. It can claw to hurt you for 4d9 damage, claw to hurt you for 4d9 damage and bite to blast you with nexus for 7d9 damage. The Troll |King|Queen|Monarchs| (Light Violet 'T') === Num:1062 Lev:40 Rar:4 Spd:+10 Hp:1275 Ac:75 Exp:3000 This troll is a Queen among Trolls. She is one of the biggest and strongest of all her kind, but fortunately blessed with trollish brains. This evil troll is normally found on dungeon level 40 and moves quickly, but is larger, older or more powerful deeper in the dungeon. A kill of this creature is worth 13636.36 points for a 1st level character. She is dangerous at her native depth. She can open doors, bash down doors, can eat bodies to regain strength , pick up objects and track you over land, but not through water. She is immune to poison. She cannot be frightened, confused, charmed or slept. She takes a while to see intruders, which she may notice from 300 feet. She usually appears with escorts. She may carry up to 3 chests, weapons, garments , edible items, junk items or treasures. She can hit to batter you for 2d12 damage, hit to batter you for 2d12 damage, bite to hurt you for 3d10 damage and bite to hurt you for 3d10 damage. The Ancient grey dragon (Slate 'A') === Num:1124 Lev:40 Rar:4 Spd:+10 Hp:820 Ac:90 Exp:3000 A huge draconic form. This evil dragon is normally found on dungeon level 40 and moves quickly. A kill of this creature is worth 13636.36 points for a 1st level character. It is dangerous at its native depth. It may breathe acid or frost powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors, fly over obstacles and track you over land, but not through water. It is cold blooded. It is immune to acid and cold. It cannot be confused, charmed or slept. It pays little attention to intruders, which it may notice from 200 feet. It may carry up to 7 chests, armours, adornments or treasures. It can claw to hurt you for 4d9 damage, claw to hurt you for 4d9 damage and bite to hurt you for 7d9 damage. The Ancient yellow dragon (Yellow 'A') === Num:1129 Lev:40 Rar:4 Spd:+10 Hp:820 Ac:90 Exp:3000 A huge draconic form. This evil dragon is normally found on dungeon level 40 and moves quickly. A kill of this creature is worth 13636.36 points for a 1st level character. It is dangerous at its native depth. It may breathe fire or poison powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to fire and poison. It cannot be confused, charmed or slept. It pays little attention to intruders, which it may notice from 200 feet. It may carry up to 7 chests, armours, adornments or treasures. It can claw to hurt you for 4d9 damage, claw to hurt you for 4d9 damage and bite to hurt you for 7d9 damage. The Ancient cyan dragon (Teal 'A') === Num:1133 Lev:40 Rar:4 Spd:+10 Hp:820 Ac:90 Exp:3000 A huge draconic form. This evil dragon is normally found on dungeon level 40 and moves quickly. A kill of this creature is worth 13636.36 points for a 1st level character. It is dangerous at its native depth. It may breathe lightning or poison powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to lightning and poison. It cannot be confused, charmed or slept. It pays little attention to intruders, which it may notice from 200 feet. It may carry up to 7 chests, armours, adornments or treasures. It can claw to hurt you for 4d9 damage, claw to hurt you for 4d9 damage and bite to hurt you for 7d9 damage. The Ancient purple dragon (Purple 'A') === Num:1137 Lev:40 Rar:4 Spd:+10 Hp:820 Ac:90 Exp:3000 A huge draconic form. This evil dragon is normally found on dungeon level 40 and moves quickly. A kill of this creature is worth 13636.36 points for a 1st level character. It is dangerous at its native depth. It may breathe fire or poison powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to fire and poison. It cannot be confused, charmed or slept. It pays little attention to intruders, which it may notice from 200 feet. It may carry up to 7 chests, armours, adornments or treasures. It can claw to hurt you for 4d9 damage, claw to hurt you for 4d9 damage and bite to hurt you for 7d9 damage. The Night mare (Violet 'Q') === Num:427 Lev:40 Rar:4 Spd:+10 Hp:1245 Ac:85 Exp:3100 A fearsome skeletal horse with glowing eyes, that watch you with little more than a hatred of all that lives. This evil undead creature is normally found on dungeon level 40 and moves quickly, but is larger, older or more powerful deeper in the dungeon. Destruction of this creature is worth 14090.91 points for a 1st level character. It is dangerous at its native depth. It can bash down doors and track you over land, but not through water. It is cold blooded. It is immune to cold and poison. It resists darkness. It cannot be confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It may carry up to 3 treasures. It can bite to drain experience (by 80d6+) from you for 2d6 damage and kick to hurt you for 3d18 damage. The Roc (Mustard 'B') === Num:439 Lev:40 Rar:4 Spd:+10 Hp:482 Ac:70 Exp:3100 A vast legendary bird, its iron talons rake the most impenetrable of surfaces and its screech echoes through the many winding dungeon corridors. This animal is normally found on dungeon level 40 and moves quickly, but is larger or older deeper in the dungeon. A kill of this creature is worth 14090.91 points for a 1st level character. It is dangerous at its native depth. It can bash down doors and can eat bodies to regain strength. It must fly and cannot move underwater or through webs. It is immune to lightning. It is fairly observant of intruders, which it may notice from 200 feet. It can claw to hurt you for 8d12 damage, crush to hurt you for 8d12 damage and peck to electrify you. The Ancient gold dragon (Yellow 'A') === Num:445 Lev:40 Rar:4 Spd:+10 Hp:820 Ac:90 Exp:3100 A huge draconic form wreathed in a nimbus of light. Its roar stuns and deafens you. This evil dragon is normally found on dungeon level 40 and moves quickly . A kill of this creature is worth 14090.91 points for a 1st level character. It is dangerous at its native depth. It may breathe poison or sound powerfully ; 1 time in 5 and is also magical, casting spells intelligently which terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to poison. It cannot be stunned, confused, charmed or slept. It pays little attention to intruders, which it may notice from 200 feet. It may carry up to 7 chests, armours, adornments or precious metals. It can claw to batter you for 4d9 damage, claw to batter you for 4d9 damage and bite to batter you for 7d9 damage. The Betrayed (Red 'M') === Num:415 Lev:40 Rar:4 Spd:+10 Hp:432 Ac:68 Exp:3200 Betrayed by Melkor when the battle was lost, and his false beauty turned in on itself and was consumed, this Maia sees nothing but bitterness and an ugly reality, and takes out his all consuming anger on everything around him. This mix of elf and demon is normally found on dungeon level 40 and moves quickly. Destruction of this creature is worth 14545.45 points for a 1st level character. It is dangerous at its native depth. It may gaze to terrify you for 3d4 damage; 1 time in 4 and is also magical, casting spells intelligently which produce lightning balls, produce balls of light, produce holy orbs, recover mana, teleport-self to, cause wounds, summon similar monsters or terrify powerfully enough to overcome your resistance; 1 time in 4. It can open doors, bash down doors and pick up objects. It is immune to acid, lightning, cold and poison. It resists magical spells, the effects of rods, staffs and wands and blunt weapons. It cannot be confused, charmed or slept. It prefers to ignore intruders, which it may notice from 300 feet. It may carry up to 5 weapons, armours or written items. It can gaze to terrify you for 3d4 damage, hit to hurt you for 7d7 damage and hit to hurt you for 7d7 damage. The Winged Horror (Light Umber 'B') === Num:562 Lev:40 Rar:4 Spd:+10 Hp:851 Ac:80 Exp:3200 A terrifying sight: a winged creature greater than any bird you have ever seen, and with no feathers on its horrid black leathery wings. Descended from a creature of an older world perhaps, bred by Sauron to be a winged steed for his Ringwraiths. This animal is normally found on dungeon level 40 and moves quickly, but is larger or older deeper in the dungeon. A kill of this creature is worth 14545.45 points for a 1st level character. It is dangerous at its native depth. It may breathe poison, darkness or nether; 1 time in 5. It can can eat bodies to regain strength. It must fly and cannot move underwater or through webs. It is immune to cold and poison. It resists nether and darkness. It is observant of intruders, which it may notice from 300 feet. It can claw to hurt you for 3d8 damage, claw to hurt you for 3d8 damage, peck to drain experience (by 40d6+) from you for 4d6 damage and peck to drain experience (by 40d6+) from you for 4d6 damage. The Barbazu (Light Green 'U') === Num:567 Lev:40 Rar:6 Spd:+10 Hp:748 Ac:60 Exp:3200 A foul, humanoid creature with a long tail, clawed hands and feet, and a disgusting, wiry, snaky beard. They are the elite shock troops of the hells, capable of a terrifying berserk fury. This evil demon is normally found on dungeon level 40 and moves quickly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 14545.45 points for a 1st level character. It is over powered at its native depth. It may create a spike to hurt you for 20d5 damage and may grow ammunition; 1 time in 10 and is also magical, casting spells which summon a demon or terrify powerfully enough to overcome your resistance; 1 time in 10. It can open doors and bash down doors. It is immune to acid, cold and poison. It resists magical spells and the effects of rods, staffs and wands. It cannot be confused, charmed or slept. It pays little attention to intruders, which it may notice from 250 feet. It usually appears in groups. It may carry one or two weapons, armours or written items. It can hit to hurt you for 8d10 damage, hit to reduce constitution from you for 10d2 damage and sting to hurt and poison you for 5d5 damage. The Guardian lich|||es| (Light Violet 'L') === Num:965 Lev:40 Rar:4 Spd:+0 Hp:1105 Ac:75 Exp:3200 It is a skeletal form dressed in robes. It radiates vastly evil power. This evil undead creature is normally found on dungeon level 40 and moves at normal speed, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 14545.45 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells intelligently which blink-self, teleport away, create darkness, drain mana, cause mind blasting, cause wounds, create a shield, give resistance to the elements, terrify, blind, confuse or paralyze; 1 time in 4. It can open doors and bash down doors. It is cold blooded. It is hurt by bright light. It is immune to lightning, cold and poison. It resists nether, nexus and edged weapons. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 4 garments, adornments, magical devices or written items. It can touch to drain experience (by 40d6+) from you, touch to drain charges from your wands and staffs, touch to reduce dexterity and agility from you for 2d12 damage and touch to reduce dexterity and agility from you for 2d12 damage. The Earth elemental (Umber 'E') === Num:359 Lev:40 Rar:4 Spd:+0 Hp:146 Ac:60 Exp:3300 It is a towering form composed of rock with fists of awesome power. This creature is normally found on dungeon level 40 and moves at normal speed, but is larger, faster or more powerful deeper in the dungeon. Destruction of this creature is worth 15000.00 points for a 1st level character. It is dangerous at its native depth. It may throw a boulder at to hurt you for 20d6 damage or spray to blast you with shards; 1 time in 5 and is also magical, casting spells which produce shard balls or recover mana; 1 time in 5. It can pass through walls, dig through earth and rubble and leave a trail behind it. It is cold blooded. It is not detected by telepathy. It is hurt by rock remover. It is immune to lightning, fire, cold, poison and edged weapons. It resists blindness. It cannot be frightened, confused, charmed, slept or cut. It pays little attention to intruders, which it may notice from 100 feet. It can hit to batter you for 6d10 damage, hit to batter you for 6d10 damage and spray to blast you with shards. The Aether vort|ex|ex|ices| (Light Violet 'v') === Num:503 Lev:40 Rar:4 Spd:+20 Hp:387 Ac:40 Exp:3400 An awesome vortex of pure magic, power radiates from its frame. This creature is normally found on dungeon level 40 and moves extremely erratically and very quickly, but is larger or faster deeper in the dungeon. Destruction of this creature is worth 15454.55 points for a 1st level character. It is dangerous at its native depth. It may breathe acid, lightning, fire, frost, poison, plasma, light, darkness, confusion, sound, shards, inertia, gravity, force, chaos, nexus, nether or time powerfully; 1 time in 5. It can bash down doors and communicate telepathically with its own kind. It is not detected by telepathy. It is immune to acid, lightning, fire, cold and poison. It resists nether, plasma, nexus, blindness, lite, darkness and chaos. It cannot be stunned, frightened, confused, charmed, slept or cut. It is ever vigilant for intruders, which it may notice from 1000 feet. It can envelope to electrify you for 5d5 damage, envelope to burn you for 5d5 damage, envelope to dissolve you for 5d5 damage and envelope to freeze you for 5d5 damage. The Greater basilisk (Light Purple 'R') === Num:601 Lev:40 Rar:4 Spd:+10 Hp:808 Ac:100 Exp:3400 A large basilisk, whose shape resembles that of a great wyrm. This evil animal is normally found on dungeon level 40 and moves quickly, but is larger deeper in the dungeon. A kill of this creature is worth 15454.55 points for a 1st level character. It is dangerous at its native depth. It may gaze to petrify you for 3d12 damage or gaze to petrify you for 3d12 damage and may breathe poison, darkness or nexus powerfully; 1 time in 6. It can bash down doors, can eat bodies to regain strength and track you over land, but not through water. It is immune to poison. It resists nexus and darkness. It cannot be confused, charmed or slept. It takes a while to see intruders, which it may notice from 250 feet. It may carry one or two good garments or junk items. It can gaze to petrify you for 3d12 damage, gaze to petrify you for 3d12 damage, bite to hurt and poison you for 2d12 damage and bite to hurt and poison you for 2d12 damage. [U] Itangast, the Fire Drake (Magenta-Pink 'A') === Num:480 Lev:40 Rar:5 Spd:+10 Hp:1672 Ac:120 Exp:16000 A mighty ancient dragon, Itangast's form scorches your flesh. Wisps of smoke curl up from his nostrils as he regards you with disdain. This evil dragon is normally found on dungeon level 40 and moves quickly. Killing this creature is worth 72727.27 points for a 1st level character. He is deadly at his native depth. He may breathe fire powerfully; 1 time in 4 and is also magical, casting spells intelligently which cause wounds or confuse powerfully enough to overcome your resistance; 1 time in 4. He can bash down doors, fly over obstacles and track you over land, but not through water. He is immune to fire. He cannot be confused, charmed or slept. He tends to overlook intruders, which he may notice from 300 feet. He may carry up to 7 good chests, armours or adornments. He can claw to hurt you for 4d10 damage, claw to hurt you for 4d10 damage, bite to burn you for 4d14 damage and bite to burn you for 4d14 damage. [U] the Black Rider at Weathertop (Teal 'W') === Num:449 Lev:40 Rar:6 Spd:+10 Hp:1848 Ac:60 Exp:84000 A tall black cloaked Ringwraith. This evil undead creature is normally found on dungeon level 40 and moves quickly. Destroying this creature is worth 381818.18 points for a 1st level character. She is deadly at her native depth. She may create a dart to poison you; 1 time in 3 and is also magical, casting spells which produce acid bolts, produce fire bolts, produce frost bolts, produce nether bolts, recover mana, cure-self, give invisibility, incur wraithform, curse you, cause wounds, probe your weaknesses, summon a monster, cause amnesia, terrify, blind or paralyze; 1 time in 3. She can pick up objects. She is cold blooded. She is hurt by bright light. She is immune to cold and poison. She cannot be confused, charmed or slept. She is fairly observant of intruders, which she may notice from 900 feet. She may carry up to 4 good weapons, armours, garments, adornments, magical devices or potions. She can hit to hurt you for 12d6 damage and touch to drain experience (by 80d6+) from you for 5d6 damage. It is a dungeon guardian, impeding your progress further. The Xaren (Slate 'X') === Num:438 Lev:41 Rar:4 Spd:+10 Hp:336 Ac:80 Exp:3400 It is a tougher relative of the Xorn. Its hide glitters with metal ores. This creature is normally found on dungeon level 41 and moves quickly, but is larger, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 15763.64 points for a 1st level character. It is dangerous at its native depth. It can pass through walls. It is cold blooded. It is not detected by telepathy. It is hurt by rock remover. It is immune to lightning, fire, cold and poison. It resists edged weapons. It cannot be confused, charmed or slept. It is fairly observant of intruders, which it may notice from 200 feet. It may carry up to 3 treasures. It can hit to hurt you for 3d9 damage and hit to hurt you for 3d9 damage. The Haradrim berserker (Light Violet 't') === Num:583 Lev:41 Rar:4 Spd:+10 Hp:1260 Ac:80 Exp:3500 Even the strongest of normal human warriors fears the Berserker - the one who can drive herself into such a terrible battle-frenzy that she can survive blows which should kill her, and still apparently feel no pain. She tramples weaker creatures underfoot in her eagerness to get to her real enemy, and her battle-cry strikes terror into her foes. This evil woman warrior is normally found on dungeon level 41 and moves quickly, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 16227.27 points for a 1st level character. She is dangerous at her native depth. She may create a crossbow bolt to hurt you for 15d7 damage; 1 time in 4 and is also magical, casting spells which haste-self, incur beserk rage or terrify; 1 time in 4. She can carry a lite to see you and bash down doors. She needs lite to see you. She regenerates quickly. She cannot be frightened, confused, charmed or slept. She is fairly observant of intruders, which she may notice from 200 feet. She may carry up to 4 weapons, missile weapons, garments, tools, lites, adornments, musical items, potions or edible items. She can hit to wound you for 6d6 damage, hit to wound you for 6d6 damage and hit to wound you for 6d6 damage. The Ancient copper dragon (Umber 'A') === Num:693 Lev:41 Rar:4 Spd:+10 Hp:800 Ac:100 Exp:3500 A huge draconic form. Space twists and weaves around its wings and the place you thought it was a moment ago is empty. This evil dragon is normally found on dungeon level 41 and moves quickly. A kill of this creature is worth 16227.27 points for a 1st level character. It is dangerous at its native depth. It may breathe lightning or nexus powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to lightning. It resists nexus. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 7 chests, armours, adornments or precious metals. It can claw to hurt you for 4d9 damage, claw to hurt you for 4d9 damage and bite to blast you with chaos for 7d9 damage. The Power drake (Magenta-Pink 'D') === Num:1150 Lev:41 Rar:4 Spd:+10 Hp:520 Ac:100 Exp:3500 An extremely dangerous drake. This evil dragon is normally found on dungeon level 41 and moves quickly, but is larger or more powerful deeper in the dungeon. A kill of this creature is worth 16227.27 points for a 1st level character. It is dangerous at its native depth. It may breathe acid, lightning, fire, frost, poison, light, darkness, confusion, sound, chaos, disenchantment, nexus or nether powerfully; 1 time in 4 and is also magical, casting spells intelligently which terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 4. It can fly over obstacles and track you over land, but not through water. It is immune to acid, lightning, fire, cold and poison. It resists nether, plasma, nexus, disenchantment, lite, darkness and chaos. It cannot be stunned, confused, charmed, slept or cut. It tends to overlook intruders, which it may notice from 300 feet. It may carry up to 3 chests, armours or adornments. It can claw to hurt you for 4d5 damage, claw to hurt you for 4d5 damage and bite to hurt you for 4d8 damage. The Uruk berserker (Orange 'o') === Num:1309 Lev:41 Rar:4 Spd:+10 Hp:1260 Ac:80 Exp:3500 Even the strongest of normal orcs fears the Berserker - the one who can drive herself into such a terrible battle-frenzy that she can survive blows which should kill her, and still apparently feel no pain. She tramples weaker creatures underfoot in her eagerness to get to her real enemy, and her battle-cry strikes terror into her foes. This evil orc warrior is normally found on dungeon level 41 and moves quickly, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 16227.27 points for a 1st level character. She is dangerous at her native depth. She may create a crossbow bolt to hurt you for 15d7 damage; 1 time in 4 and is also magical, casting spells which haste-self, incur beserk rage or terrify; 1 time in 4. She can carry a lite to see you, bash down doors and track you over land, but not through water. She needs lite to see you. She regenerates quickly. She resists darkness. She cannot be frightened, confused, charmed or slept. She is fairly observant of intruders, which she may notice from 200 feet. She may carry up to 4 weapons, missile weapons, armours, garments, tools, edible items or junk items. She can hit to wound you for 6d6 damage, hit to wound you for 6d6 damage and hit to wound you for 6d6 damage. The Ancient brass dragon (Orange 'A') === Num:695 Lev:41 Rar:4 Spd:+10 Hp:800 Ac:100 Exp:3600 A huge draconic form. Magic drains from around its shape and there is a static feeling in the air. This evil dragon is normally found on dungeon level 41 and moves quickly. A kill of this creature is worth 16690.91 points for a 1st level character. It is dangerous at its native depth. It may breathe acid or disenchantment powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to cold. It resists disenchantment. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 7 chests, armours, adornments or precious metals. It can claw to hurt you for 4d9 damage, claw to hurt you for 4d9 damage and bite to blast you with disenchantment for 7d9 damage. The Marilith (Yellow 'U') === Num:465 Lev:41 Rar:4 Spd:+10 Hp:1190 Ac:75 Exp:3700 She is a demon of female form with many arms, each bearing deadly weapons. This evil demon is normally found on dungeon level 41 and moves quickly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 17154.55 points for a 1st level character. She is dangerous at her native depth. She may lash to wound you for 5d6 damage; 1 time in 8 and is also magical, casting spells which produce fire bolts, produce plasma bolts, cause wounds, summon a demon or blind powerfully enough to overcome your resistance; 1 time in 8. She can open doors and bash down doors. She is immune to lightning, fire and cold. She resists magical spells and the effects of rods, staffs and wands. She cannot be confused, charmed or slept. She pays little attention to intruders, which she may notice from 200 feet. She may carry one or two weapons, armours or written items. She can hit to wound you for 5d6 damage, hit to wound you for 5d6 damage, hit to wound you for 5d6 damage and lash to wound you for 5d6 damage. The Grand Master thie|f|f|ves| (Blue Slate 't') === Num:1057 Lev:41 Rar:4 Spd:+20 Hp:1073 Ac:75 Exp:3700 A class of her own: you are already too late to protect your possessions - and her seems to have studied magic too, and is a master of setting traps. This evil woman thief is normally found on dungeon level 41 and moves very quickly. A kill of this creature is worth 17154.55 points for a 1st level character. She is dangerous at her native depth. She may create a shot to hurt you; 1 time in 4 and is also magical, casting spells intelligently which blink-self, teleport-self, teleport-self to, teleport to, create darkness, create traps, blind, confuse or slow powerfully enough to overcome your resistance; 1 time in 4. She can open doors, bash down doors, pick up objects and hide in unusual places. She takes quite a while to see intruders, which she may notice from 500 feet. She may carry up to 3 weapons, missile weapons, garments, tools, lites, adornments, musical items, potions, edible items or treasures. She can hit to steal items from you for 5d5 damage, hit to steal items from you for 5d5 damage and hit to steal gold from you for 5d5 damage. The Death mold (Light Violet 'm') === Num:479 Lev:41 Rar:4 Spd:+30 Hp:924 Ac:60 Exp:3800 It is the epitome of all that is evil, in a mold. Its lifeless form draws power from sucking the souls of those that approach it, a nimbus of pure evil surrounds it. Luckily for you, it can't move. This evil plant is normally found on dungeon level 41 and moves incredibly quickly, but is larger deeper in the dungeon and does not deign to chase intruders. A kill of this creature is worth 17618.18 points for a 1st level character. It is dangerous at its native depth. It can communicate telepathically with its own kind. It is immune to acid, lightning, fire, cold and poison. It resists blindness. It cannot be stunned, frightened, confused, charmed, slept or cut. It is ever vigilant for intruders, which it may notice from 2000 feet. It can touch to disenchant your armour and weapons for 7d7 damage, touch to disenchant your armour and weapons for 7d7 damage, touch to disenchant your armour and weapons for 7d7 damage and touch to drain experience (by 80d6+) from you for 5d5 damage . The Corpse-candle (Light Yellow 'G') === Num:490 Lev:41 Rar:4 Spd:+0 Hp:198 Ac:30 Exp:4000 A dead-faced drowned spirit which burns with the rage of the battle which killed it. You are hypnotised by its flickering flames. This evil undead creature is normally found on dungeon level 41 and moves a bit erratically at normal speed, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 18545.45 points for a 1st level character. It is dangerous at its native depth. It may gaze to paralyze you for 5d5 damage; 1 time in 4 and is also magical, casting spells which produce fire bolts, produce water bolts or paralyze powerfully enough to overcome your resistance; 1 time in 8. It can pass through walls, pick up objects, swim under water and fly over obstacles. It lights up the surroundings. It is cold blooded. It is immune to fire, cold, poison and blunt weapons. It resists water. It cannot be stunned, confused, charmed, slept or cut. It is fairly observant of intruders, which it may notice from 200 feet. It may carry up to 4 garments, tools, musical items or junk items. It can claw to blast you with water for 5d5 damage, claw to blast you with water for 5d5 damage and gaze to paralyze you for 5d5 damage. The Premonition (Umber 'G') === Num:843 Lev:41 Rar:4 Spd:+10 Hp:198 Ac:30 Exp:4000 A premonition of death. Its claws reach out to fulfill its dark purpose. This evil undead creature is normally found on dungeon level 41 and moves a bit erratically and quickly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 18545.45 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells which create darkness, drain mana, blind or paralyze powerfully enough to overcome your resistance; 1 time in 8. It can pass through walls, pick up objects and fly over obstacles. It is cold blooded. It is immune to cold, poison and blunt weapons. It cannot be stunned, confused, charmed, slept or cut. It is fairly observant of intruders, which it may notice from 200 feet. It may carry up to 4 garments, tools, musical items or junk items. It can claw to reduce constitution from you for 5d5 damage and claw to reduce constitution from you for 5d5 damage. The 8-headed hydra (Light Red 'y') === Num:1070 Lev:41 Rar:4 Spd:+10 Hp:800 Ac:100 Exp:4000 A strange reptilian hybrid with eight heads. This animal is normally found on dungeon level 41 and moves quickly, but is larger deeper in the dungeon. A kill of this creature is worth 18545.45 points for a 1st level character. It is dangerous at its native depth. It may breathe fire or frost; 1 time in 4 and is also magical, casting spells which produce fire balls, produce frost balls, produce fire bolts, produce frost bolts, produce plasma bolts, produce ice bolts or terrify; 1 time in 4. It can bash down doors, can eat bodies to regain strength and track you over land, but not through water. It lights up the surroundings. It is immune to fire and cold. It resists lava, plasma and blindness. It takes a while to see intruders, which it may notice from 200 feet. It may carry up to 3 treasures. It can bite to freeze you for 3d12 damage, bite to burn you for 3d12 damage, bite to freeze you for 3d12 damage and bite to burn you for 3d12 damage. The Shadow (Blue Slate 'G') === Num:377 Lev:41 Rar:4 Spd:+10 Hp:99 Ac:30 Exp:4200 A mighty spirit of darkness of vaguely humanoid form. Razor-edged claws reach out to end your life as it glides towards you, seeking to suck the energy from your soul to feed its power. This evil undead creature is normally found on dungeon level 41 and moves quickly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 19472.73 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells which produce nether bolts, teleport to or slow; 1 time in 6. It can pass through walls. It is invisible. It is cold blooded. It is immune to cold, poison and blunt weapons. It resists darkness. It cannot be stunned, confused, charmed, slept or cut. It takes a while to see intruders, which it may notice from 300 feet. It may carry one or two garments, tools, musical items or junk items. It can touch to drain experience (by 80d6+) from you, touch to drain experience (by 40d6+) from you, claw to reduce intelligence from you for 2d10 damage and claw to reduce wisdom from you for 2d10 damage. [U] Eol, the Dark Elf (Light Dark 'l') === Num:594 Lev:41 Rar:5 Spd:+20 Hp:1920 Ac:100 Exp:8700 A lord of the Teleri, Eol is a mighty metalsmith, the only one to ever forge weapons of meteorite iron. The mortal enemy of the Eldar, he is currently fleeing their wrath, following the murder of Princess Aredhel of Gondolin. This evil elf is normally found on dungeon level 41 and moves very quickly. Killing this creature is worth 40336.36 points for a 1st level character. He is dangerous at his native depth. He is magical, casting spells intelligently which produce acid balls, produce lightning balls, produce fire balls, produce frost balls, produce nether balls, produce mana bolts, heal-self, blink-self, teleport to, create darkness, cause wounds, summon monsters, summon a dragon, summon a demon, summon an undead, blind or confuse; 1 time in 1. He can open doors and bash down doors. He is hurt by bright light. He is immune to fire, cold and poison. He cannot be confused, charmed or slept. He tends to overlook intruders, which he may notice from 200 feet. He may carry up to 7 good weapons, missile weapons, garments, lites, adornments, written items, musical items, potions or edible items. He can hit to hurt you for 3d8 damage , hit to hurt you for 3d8 damage and hit to hurt you for 3d8 damage. [U] the Tyrant of Fire (Red 'E') === Num:416 Lev:41 Rar:7 Spd:+10 Hp:2160 Ac:50 Exp:85000 A towering fire elemental, it burns everything beyond recognition. This creature is normally found on dungeon level 41 and moves a bit erratically and quickly. Destroying this creature is worth 394090.91 points for a 1st level character. It is over powered at its native depth. ; 1 time in 4 and is also magical, casting spells which produce fire balls, produce plasma bolts, recover mana or summon monsters of the same group; 1 time in 4. It can bash down doors. It is not detected by telepathy. It is immune to acid, lightning , fire and poison. It resists lava, blindness and blunt weapons. It cannot be frightened, confused, charmed or slept. It tends to overlook intruders, which it may notice from 120 feet. It usually appears with escorts. It can hit to burn you for 5d6 damage, hit to burn you for 5d6 damage and hit to burn you for 5d6 damage. The Gold golem (Yellow 'g') === Num:831 Lev:42 Rar:4 Spd:+0 Hp:1240 Ac:100 Exp:3800 It is a massive gold statue carved in the shape of a lion. It charges towards you, roaring in a facisimilie of anger. This creature is normally found on dungeon level 42 and moves at normal speed, but is larger, faster or more powerful deeper in the dungeon. Destruction of this creature is worth 17963.64 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells which produce sound balls, haste-self or incur beserk rage; 1 time in 4. It can bash down doors. It is cold blooded. It is not detected by telepathy. It is immune to acid, lightning, fire, cold, poison and edged weapons. It cannot be frightened, confused, charmed or slept . It is fairly observant of intruders, which it may notice from 120 feet. It may carry up to 3 precious metals. It can hit to batter you for 2d10 damage and hit to batter you for 2d10 damage. The Beholder (Light Umber 'e') === Num:413 Lev:42 Rar:4 Spd:+10 Hp:1344 Ac:80 Exp:4200 A vile creature with one huge central eye, twelve smaller eyes on stalks, and a huge mouth filled with sharp teeth. This evil creature is normally found on dungeon level 42 and moves quickly, but is larger, older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 19854.55 points for a 1st level character. It is dangerous at its native depth. It may gaze to drain experience (by 20d6+) from you for 2d6 damage, gaze to drain charges from your wands and staffs for 2d6 damage or gaze to reduce intelligence from you for 2d6 damage; 1 time in 2 and is also magical, casting spells which produce acid bolts, produce lightning bolts, produce fire bolts, produce frost bolts, create darkness, drain mana, cause mind blasting, probe your weaknesses, cause amnesia, terrify, blind, confuse or slow; 1 time in 2. It can bash down doors and communicate telepathically with its own kind. It must fly and cannot move underwater or through webs. It is immune to poison. It resists magical spells and the effects of rods, staffs and wands. It cannot be confused, charmed or slept. It is fairly observant of intruders, which it may notice from 300 feet. It can gaze to drain experience (by 20d6+) from you for 2d6 damage, gaze to drain charges from your wands and staffs for 2d6 damage, gaze to reduce intelligence from you for 2d6 damage and bite to hurt you for 6d6 damage. The Dread (Orange 'G') === Num:460 Lev:42 Rar:7 Spd:+10 Hp:247 Ac:30 Exp:4200 It is a form that screams its presence against the eye. Death incarnate, its hideous black body seems to struggle against reality as the universe itself struggles to banish it. This evil undead creature is normally found on dungeon level 42 and moves a bit erratically and quickly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 19854.55 points for a 1st level character. It is over powered at its native depth. It is magical, casting spells which produce nether bolts, drain mana, blind, confuse or paralyze; 1 time in 16. It can pass through walls, pick up objects and fly over obstacles. It is cold blooded. It is immune to cold, poison and blunt weapons. It cannot be stunned, confused, charmed, slept or cut. It is fairly observant of intruders, which it may notice from 200 feet. It usually appears in groups. It may carry a garment, tool, musical item or junk item. It can hit to hurt you for 6d6 damage, hit to hurt you for 6d6 damage and hit to reduce strength and size from you for 3d4 damage. The Eog golem (Umber 'g') === Num:362 Lev:42 Rar:4 Spd:-5 Hp:788 Ac:125 Exp:4400 It is a massive deep brown statue, striding towards you with an all-too-familiar purpose. Your magic surprisingly feels much less powerful now. This creature is normally found on dungeon level 42 and moves slowly, but is larger, faster or more powerful deeper in the dungeon. Destruction of this creature is worth 20800.00 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells which heal-self or drain mana; 1 time in 4. It can bash down doors. It is cold blooded. It is not detected by telepathy. It is immune to acid, lightning, fire, cold, poison and edged weapons. It resists magical spells, the effects of rods, staffs and wands and blunt weapons. It cannot be stunned, frightened, confused, charmed, slept, slowed or paralyzed. It is fairly observant of intruders, which it may notice from 120 feet. It may carry up to 3 treasures. It can hit to hurt you for 8d6 damage and hit to hurt you for 8d6 damage. The Angst (Light Violet 'G') === Num:369 Lev:42 Rar:4 Spd:+10 Hp:247 Ac:30 Exp:4400 It is a form that screams its presence against the eye. Death incarnate, its hideous black body seems to struggle against reality as the universe itself struggles to banish it. This evil undead creature is normally found on dungeon level 42 and moves a bit erratically and quickly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 20800.00 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells which produce nether bolts, drain mana, blind, confuse or paralyze; 1 time in 16. It can pass through walls and pick up objects. It is invisible. It is cold blooded. It is immune to cold, poison and blunt weapons. It cannot be stunned, confused, charmed, slept or cut. It is fairly observant of intruders, which it may notice from 200 feet. It may carry up to 4 garments, tools, musical items or junk items. It can hit to hurt you for 6d6 damage, hit to hurt you for 6d6 damage and hit to reduce strength and size from you for 3d4 damage. The Wizard of the High Council (Light Violet 'h') === Num:1225 Lev:42 Rar:4 Spd:+20 Hp:1169 Ac:18 Exp:4400 Short of stature though this ancient gnome may be, her reputation in the esoteric magics is unsurpassed, and her spells the stuff of wonder. This dwarf mage is normally found on dungeon level 42 and moves very quickly, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 20800.00 points for a 1st level character. She is dangerous at her native depth. She is magical, casting spells intelligently which produce balls of light, produce confusion balls, produce sound balls, produce chaos balls, invoke mana storms, produce cone of force, recover mana, give resistance to the elements, probe your weaknesses, blind or confuse; 1 time in 2. She can carry a lite to see you and open doors. She needs lite to see you. She resists nexus. She cannot be charmed, slept, slowed or paralyzed. She takes a while to see intruders, which she may notice from 200 feet. She may carry up to 4 weapons, missile weapons, armours, garments, tools, lites, written items, potions, edible items or treasures. She can hit to drain charges from your wands and staffs for 1d16 damage, hit to disenchant your armour and weapons for 1d16 damage and hit to confuse you for 1d16 damage. The Bewitched|||| (Light Green 'M') === Num:350 Lev:42 Rar:4 Spd:+10 Hp:389 Ac:68 Exp:4500 A Maia who succumbed to the early beautious riffs Melkor perpetuated and believes the sweet refrains to be the new truth of the world. He strikes out angrily at the ugliness around him, not realising the source of its anguish. This mix of elf and demon is normally found on dungeon level 42 and moves quickly. Destruction of this creature is worth 21272.73 points for a 1st level character. It is dangerous at its native depth. It may gaze to terrify you for 2d6 damage; 1 time in 5 and is also magical, casting spells intelligently which produce sound balls, haste-self, heal-self, cause mind blasting, summon monsters, terrify or blind powerfully enough to overcome your resistance; 1 time in 5. It can open doors, bash down doors and pick up objects. It is immune to acid, lightning, cold and poison. It resists magical spells, the effects of rods, staffs and wands and blunt weapons. It cannot be stunned, confused, charmed or slept. It prefers to ignore intruders, which it may notice from 300 feet. It may carry up to 5 weapons, armours or written items. It can gaze to terrify you for 2d6 damage, hit to hurt you for 4d13 damage and hit to hurt you for 4d13 damage. The Troll High Priest||ess|s| (Blue 'T') === Num:1063 Lev:42 Rar:4 Spd:+10 Hp:2016 Ac:80 Exp:4600 This troll is High Priest, seems to be intelligent, and has great power. Her proficiency with spells alarms you as you flee her anger. This evil troll priest is normally found on dungeon level 42 and moves quickly, but is larger, older or more powerful deeper in the dungeon. A kill of this creature is worth 21745.45 points for a 1st level character. She is dangerous at her native depth. She is magical, casting spells intelligently which heal-self, cure-self, blink-self, teleport to, cause wounds or incur heroism; 1 time in 3 . She can open doors, bash down doors, can eat bodies to regain strength, pick up objects and track you over land, but not through water. She is immune to poison. She cannot be frightened, confused, charmed or slept. She takes a while to see intruders, which she may notice from 300 feet. She usually appears with escorts. She may carry up to 3 chests, weapons, garments, edible items, junk items or treasures. She can hit to batter you for 2d12 damage, hit to batter you for 2d12 damage, bite to hurt you for 3d8 damage and bite to hurt you for 3d8 damage. [U] the Elf-king of Dagorlad (Light Teal 'l') === Num:442 Lev:42 Rar:5 Spd:+20 Hp:548 Ac:125 Exp:4700 He rules only a devastated wasteland, contaminated and unhealthy, with ponds of poisonous slick and mounds of scorched earth. This evil undead elf warrior mage is normally found on dungeon level 42 and moves very quickly, but is more powerful deeper in the dungeon. Destroying this creature is worth 22218.18 points for a 1st level character. He is deadly at his native depth. He may shriek to reduce intelligence from you for 8d8 damage or create an arrow to drain charges from your wands and staffs for 16d8 damage; 1 time in 4 and is also magical, casting spells intelligently which invoke darkness storms, produce poison bolts, heal-self, blink-self, create darkness, drain mana, cause wounds, summon a monster, summon monsters of the same race, summon a demon, summon an undead, blind or confuse; 1 time in 2. He lights up the surroundings. He is invisible. He is cold blooded. He is immune to blunt weapons. He resists nether and lite. He cannot be stunned, confused, charmed , slept or cut. He is fairly observant of intruders, which he may notice from 200 feet. He usually appears with escorts. He may carry up to 3 good missile weapons, armours, tools or musical items. He can hit to drain experience (by 80d6+) from you for 8d16 damage, touch to reduce dexterity and agility from you for 8d8 damage and shriek to reduce intelligence from you for 8d8 damage. It is a dungeon guardian, impeding your progress further. The Elder aranea (Red 'S') === Num:603 Lev:42 Rar:4 Spd:+10 Hp:1044 Ac:65 Exp:4700 A vast, bloated arachnid, master of its brood: among the more terrible of Ungoliant's descendants, this is a monster such as those who haunted the dread valley of Nan Dungortheb long ago. This evil insect is normally found on dungeon level 42 and moves quickly, but is more powerful or specialised deeper in the dungeon. A kill of this creature is worth 22218.18 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells intelligently which produce fire balls, produce fire bolts, heal-self, drain mana, cause mind blasting, cause wounds, summon similar monsters, summon spiders, slow or paralyze; 1 time in 5. It can open doors, bash down doors and climb on walls and ceilings. It appears in a giant web. It is hurt by bright light. It is immune to fire and poison. It tends to overlook intruders, which it may notice from 200 feet. It usually appears with escorts. It can claw to hurt and poison you for 5d8 damage, claw to hurt and poison you for 5d8 damage, bite to hurt and poison you for 5d6 damage and bite to hurt and poison you for 5d6 damage. The Black lich|||es| (Light Dark 'L') === Num:966 Lev:42 Rar:4 Spd:+0 Hp:1899 Ac:78 Exp:4900 It is a skeletal form dressed in robes. It radiates vastly evil power. This evil undead creature is normally found on dungeon level 42 and moves at normal speed, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 23163.64 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells intelligently which blink-self, teleport to, teleport away, drain mana, cause mind blasting, cause wounds, give resistance to the elements, terrify, blind or paralyze; 1 time in 4. It can open doors and bash down doors. It is cold blooded. It is hurt by bright light. It is immune to lightning, cold and poison. It resists nether and edged weapons. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 6 garments, adornments, magical devices or written items. It can touch to drain experience (by 80d6+) from you, touch to drain charges from your wands and staffs, touch to reduce dexterity and agility from you for 2d12 damage and touch to reduce dexterity and agility from you for 2d12 damage. The Cyclops|||es| (Umber 'P') === Num:584 Lev:42 Rar:4 Spd:+10 Hp:912 Ac:120 Exp:5100 A gigantic ugly humanoid with but one eye and very thick skin. This evil giant is normally found on dungeon level 42 and moves quickly, but is larger, older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 24109.09 points for a 1st level character. It is dangerous at its native depth. It may throw a boulder at to hurt you for 13d10 damage; 1 time in 6. It can carry a lite to see you, open doors, bash down doors and pick up objects. It needs lite to see you. It is immune to acid, fire, cold and poison. It takes a while to see intruders, which it may notice from 200 feet. It may carry one or two chests, musical items, potions, edible items or treasures. It can hit to batter you for 9d9 damage and hit to batter you for 9d9 damage. [U] Smaug the Golden (Mustard 'A') === Num:475 Lev:42 Rar:5 Spd:+10 Hp:1776 Ac:130 Exp:20000 Smaug is one of the Uruloki that still survive, a fire-drake of immense cunning and intelligence. His speed through air is matched by few other dragons and his dragonfire is what legends are made of; he is believed to be the greatest dragon still surviving into the Third Age. This evil dragon is normally found on dungeon level 42 and moves quickly. Killing this creature is worth 94545.45 points for a 1st level character. He is deadly at his native depth. He may breathe fire powerfully; 1 time in 4 and is also magical, casting spells intelligently which cause wounds, summon a dragon, blind, confuse or paralyze powerfully enough to overcome your resistance; 1 time in 4. He can bash down doors, fly over obstacles and track you over land, but not through water. He is immune to fire. He cannot be confused, charmed or slept. He tends to overlook intruders, which he may notice from 300 feet. He may carry up to 7 good chests, armours or adornments. He can claw to hurt you for 4d12 damage, claw to hurt you for 4d12 damage, bite to burn you for 5d14 damage and bite to burn you for 5d14 damage. It is a dungeon guardian, impeding your progress further. [U] the Black Rider at the Ford to Rivendell (Blue 'W') === Num:453 Lev:42 Rar:5 Spd:+10 Hp:2064 Ac:70 Exp:70000 A tall black cloaked Ringwraith. This evil undead creature is normally found on dungeon level 42 and moves quickly. Destroying this creature is worth 330909.09 points for a 1st level character. He is deadly at his native depth. He may gaze to drain experience (by 80d6+) from you for 6d6 damage; 1 time in 3 and is also magical, casting spells which produce fire bolts, produce frost bolts, produce nether bolts, recover mana, cure-self, create darkness, curse you, cause wounds, summon monsters, terrify, blind or paralyze; 1 time in 3. He can open doors and bash down doors. He is cold blooded. He is hurt by bright light. He is immune to cold and poison. He cannot be confused, charmed or slept. He is fairly observant of intruders, which he may notice from 900 feet. He may carry up to 4 good weapons, armours, garments, adornments, magical devices or potions. He can hit to hurt you for 7d6 damage , hit to hurt you for 7d6 damage and gaze to drain experience (by 80d6+) from you for 6d6 damage. It is a dungeon guardian, impeding your progress further. The Djinn (Green 'E') === Num:808 Lev:43 Rar:4 Spd:+10 Hp:455 Ac:50 Exp:5100 A powerful air elemental, it is eternally angered at humanity. Flee it while you can, for legends tell that a djinn cannot be hurt by mere mortals. This evil creature is normally found on dungeon level 43 and moves a bit erratically and quickly, but is faster or more powerful deeper in the dungeon. Destruction of this creature is worth 24572.73 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells intelligently which produce wind balls, recover mana or summon monsters of the same group; 1 time in 10. It can bash down doors. It is immune to lightning, poison, edged and blunt weapons. It cannot be stunned, confused, charmed or slept. It tends to overlook intruders, which it may notice from 120 feet. It may carry a good junk item or treasure. It can hit to hurt you for 4d6 damage , hit to hurt you for 4d6 damage, hit to hurt you for 4d6 damage and hit to hurt you for 4d6 damage. The Sea dragon (Light Teal 'D') === Num:1141 Lev:43 Rar:4 Spd:+10 Hp:1680 Ac:100 Exp:5100 It is a sinuous dragon-like form, that crashes through the waves as it moves. This evil dragon is normally found on dungeon level 43 and moves quickly, but is larger or more powerful deeper in the dungeon. A kill of this creature is worth 24572.73 points for a 1st level character. It is dangerous at its native depth. It may breathe acid or poison powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify, confuse or slow powerfully enough to overcome your resistance; 1 time in 5. It can pick up objects and track you over land, but not through water. It must swim and cannot move out of water. It is immune to acid and poison. It resists nether . It cannot be confused, charmed or slept. It pays little attention to intruders, which it may notice from 250 feet. It may carry up to 7 chests, armours or adornments. It can claw to hurt you for 4d10 damage, claw to hurt you for 4d10 damage and bite to confuse you for 7d10 damage. The 9-headed hydra (Blue 'y') === Num:434 Lev:43 Rar:4 Spd:+15 Hp:920 Ac:100 Exp:5200 A strange reptilian hybrid with nine heads. It is lightning fast. This animal is normally found on dungeon level 43 and moves very quickly, but is larger deeper in the dungeon. A kill of this creature is worth 25054.55 points for a 1st level character. It is dangerous at its native depth. It may spit to blind you for 4d9 damage, doubled against eye monsters and may breathe lightning; 1 time in 4 and is also magical, casting spells which produce lightning balls, produce lightning bolts, produce lightening beams, terrify or blind; 1 time in 4. It can bash down doors, can eat bodies to regain strength and track you over land, but not through water. It lights up the surroundings. It is immune to lightning. It resists blindness. It takes a while to see intruders, which it may notice from 250 feet. It may carry up to 7 treasures. It can bite to electrify you for 4d9 damage, bite to electrify you for 4d9 damage, bite to electrify you for 4d9 damage and spit to blind you for 4d9 damage, doubled against eye monsters. The Silent killer (Light Yellow 'E') === Num:803 Lev:43 Rar:4 Spd:+30 Hp:145 Ac:55 Exp:5200 It is impossible to define its form but its violence is legendary. This evil creature is normally found on dungeon level 43 and moves somewhat erratically and incredibly quickly, but is faster or more powerful deeper in the dungeon. Destruction of this creature is worth 25054.55 points for a 1st level character. It is dangerous at its native depth. It can open doors, bash down doors and pass through walls. It is invisible. It is cold blooded. It is not detected by telepathy. It is immune to acid, lightning, poison and blunt weapons. It cannot be frightened, confused, charmed or slept. It is fairly observant of intruders, which it may notice from 240 feet. It can hit to hurt you for 4d6 damage, hit to hurt you for 4d6 damage, hit to hurt you for 4d6 damage and hit to hurt you for 4d6 damage. The Silver golem (Light Slate 'g') === Num:830 Lev:43 Rar:4 Spd:+0 Hp:640 Ac:100 Exp:5300 It is a massive silver statue of a beautiful figure that moves steadily towards you. Its mirror sheen reflects the light all around it. This creature is normally found on dungeon level 43 and moves at normal speed, but is larger, faster or more powerful deeper in the dungeon. Destruction of this creature is worth 25536.36 points for a 1st level character. It is dangerous at its native depth. It may gaze to blind you for 12d6 damage, doubled against eye monsters; 1 time in 7 and is also magical, casting spells which produce balls of light; 1 time in 7. It can bash down doors. It is cold blooded. It is not detected by telepathy. It is immune to acid, lightning, fire, cold, poison and edged weapons. It resists blunt weapons. It cannot be frightened, confused, charmed or slept. It is fairly observant of intruders, which it may notice from 120 feet. It may carry up to 6 precious metals. It can hit to hurt you for 2d8 damage, hit to hurt you for 2d8 damage and gaze to blind you for 12d6 damage, doubled against eye monsters. The Vampire lord (Blue 'V') === Num:428 Lev:43 Rar:4 Spd:+10 Hp:1376 Ac:70 Exp:5600 A foul wind chills your bones as this ghastly figure approaches. This evil undead creature is normally found on dungeon level 43 and moves quickly, but is more powerful deeper in the dungeon. Destruction of this creature is worth 26981.82 points for a 1st level character. It is dangerous at its native depth. It may gaze to paralyze you for 6d1 damage; 1 time in 5 and is also magical, casting spells which produce mana bolts, teleport to, incur wraithform , create darkness, drain mana, curse you, cause mind blasting, cause wounds, cause amnesia, terrify, blind, confuse or paralyze; 1 time in 5. It can open doors, bash down doors and fly over obstacles. It is cold blooded. It regenerates quickly. It is hurt by bright light. It is immune to cold and poison. It cannot be confused, charmed or slept. It is fairly observant of intruders, which it may notice from 200 feet. It may carry up to 5 weapons, armours, garments, adornments, magical devices, written items or treasures. It can gaze to paralyze you for 6d1 damage, hit to hurt you for 4d10 damage, hit to hurt you for 4d10 damage and bite to drain experience (by 80d6+) from you for 1d6 damage. The Elder elementalist (Violet 'l') === Num:1224 Lev:43 Rar:4 Spd:+20 Hp:1169 Ac:18 Exp:5700 A high-elven sorcerer clad in a shimmering gown that dances in every color of the rainbow. The greatest of elemental magics are hers to command. This elf mage is normally found on dungeon level 43 and moves very quickly, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 27463.64 points for a 1st level character. She is dangerous at her native depth. She is magical, casting spells intelligently which produce acid balls, produce lightning balls, produce fire balls, produce frost balls, produce plasma bolts, produce ice bolts, recover mana, probe your weaknesses, confuse or slow; 1 time in 2. She can carry a lite to see you, open doors and bash down doors. She needs lite to see you. She is immune to acid, lightning , fire and cold. She resists plasma and lite. She cannot be charmed or slept . She takes a while to see intruders, which she may notice from 200 feet. She may carry up to 4 weapons, missile weapons, garments, lites, adornments, written items, musical items, potions, edible items or treasures. She can hit to electrify you for 1d12 damage, hit to dissolve you for 1d12 damage, hit to burn you for 1d12 damage and hit to freeze you for 1d12 damage. The Coloss|us|us|usi| (Light Green 'g') === Num:381 Lev:43 Rar:4 Spd:-10 Hp:2100 Ac:150 Exp:6000 An enormous construct resembling a titan made from stone. It strides purposefully towards you, swinging its slow fists with earth-shattering power. This creature is normally found on dungeon level 43 and moves slowly, but is larger, faster or more powerful deeper in the dungeon. Destruction of this creature is worth 28909.09 points for a 1st level character. It is dangerous at its native depth. It can bash down doors. It is cold blooded. It is not detected by telepathy. It is immune to lightning, fire, cold and poison. It resists edged weapons. It cannot be frightened, confused, charmed or slept. It is fairly observant of intruders, which it may notice from 120 feet. It can hit to hurt you for 8d15 damage and hit to hurt you for 8d15 damage. The Nightwing (Blue Slate 'N') === Num:484 Lev:43 Rar:4 Spd:+10 Hp:1391 Ac:120 Exp:6100 Everywhere colours seem paler and the air chiller. At the centre of the cold stands a mighty figure. Its wings envelop you in the chill of death as the nightwing reaches out to draw you into oblivion. Your muscles sag and your mind loses all will to fight as you stand in awe of this mighty being. This evil undead creature is normally found on dungeon level 43 and moves quickly, but is larger or more powerful deeper in the dungeon. Destruction of this creature is worth 29390.91 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells intelligently which produce nether balls, produce frost bolts, produce poison bolts, produce nether bolts, produce mana bolts, cause mind blasting, cause wounds, summon an undead, terrify or blind; 1 time in 4. It can bash down doors and fly over obstacles. It is cold blooded. It is hurt by bright light. It is immune to cold and poison. It resists darkness. It cannot be confused, charmed or slept. It is fairly observant of intruders, which it may notice from 200 feet. It may carry up to 3 good armours, adornments or written items. It can touch to poison you for 6d5 damage, touch to poison you for 6d5 damage, hit to disenchant your armour and weapons for 6d8 damage and hit to disenchant your armour and weapons for 6d8 damage. The Greater Maia (Light Blue 'M') === Num:1153 Lev:43 Rar:4 Spd:+5 Hp:692 Ac:68 Exp:6100 A great Maia whose physical form looks overpowering next to your own frail body. This mix of elf and demon is normally found on dungeon level 43 and moves quickly. Destruction of this creature is worth 29390.91 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells intelligently which produce balls of light, produce holy orbs, haste-self, recover mana, heal-self, cure-self, terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 2. It can open doors , bash down doors and pick up objects. It lights up the surroundings. It is immune to acid, lightning, fire, cold and poison. It resists nether, plasma, nexus, disenchantment, magical spells and the effects of rods, staffs and wands . It cannot be stunned, frightened, confused, charmed or slept. It pays very little attention to intruders, which it may notice from 300 feet. It may carry up to 3 weapons, armours or written items. It can hit to hurt you for 8d5 damage, hit to hurt you for 8d5 damage, hit to hurt you for 8d5 damage and hit to hurt you for 8d5 damage. The Spectral killer (Violet 'G') === Num:1214 Lev:43 Rar:4 Spd:+5 Hp:311 Ac:30 Exp:6100 An eerie form moves toward you relentlessly. One look in its eyes and you know that you cannot escape it. This evil creature is normally found on dungeon level 43 and moves quickly, but is more powerful deeper in the dungeon. A kill of this creature is worth 29390.91 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells which teleport to or cause mind blasting; 1 time in 4. It can open doors, pass through walls and fly over obstacles. It is cold blooded. It is immune to acid, cold, poison and blunt weapons. It resists nether. It cannot be stunned, frightened, confused, charmed, slept or cut. It is ever vigilant for intruders, which it may notice from 400 feet. It may carry up to 5 garments, tools, musical items, junk items or treasures. It can hit to hurt you for 6d7 damage and hit to hurt you for 6d7 damage. [U] One of the Nine (Mustard 'W') === Num:457 Lev:43 Rar:6 Spd:+10 Hp:2322 Ac:70 Exp:120000 A tall black cloaked Ringwraith. This evil undead creature is normally found on dungeon level 43 and moves quickly. Destroying this creature is worth 578181.82 points for a 1st level character. He is deadly at his native depth. He may wail to terrify you for 6d7 damage; 1 time in 2 and is also magical, casting spells which produce fire balls, produce fire bolts, produce nether bolts, recover mana, cure-self, cause wounds, summon a monster, terrify, blind or paralyze; 1 time in 2. He can open doors and bash down doors. He is invisible. He is cold blooded. He is hurt by bright light. He is immune to fire, cold and poison. He cannot be confused, charmed or slept. He is fairly observant of intruders, which he may notice from 900 feet. He may carry up to 4 good weapons, armours, garments, adornments, magical devices or potions. He can hit to hurt you for 14d7 damage, touch to drain experience (by 80d6+) from you for 6d7 damage and wail to terrify you for 6d7 damage. It is a dungeon guardian, impeding your progress further. [U] the King of Water (Blue 'E') === Num:422 Lev:43 Rar:7 Spd:+10 Hp:2100 Ac:80 Exp:270000 A towering water elemental king, he is master of all things liquid. Wave after wave drowns your frail body. This creature is normally found on dungeon level 43 and moves a bit erratically and quickly. Destroying this creature is worth 1300909.09 points for a 1st level character. He is over powered at his native depth. ; 1 time in 4 and is also magical, casting spells which produce frost balls, produce water balls, produce ice bolts, produce water bolts, recover mana or summon monsters of the same group; 1 time in 4. He can bash down doors and swim under water. He is cold blooded. He is not detected by telepathy. He is hurt by water remover. He is immune to acid, fire, cold and poison. He resists water, blindness and blunt weapons. He cannot be frightened, confused , charmed or slept. He tends to overlook intruders, which he may notice from 120 feet. He usually appears with escorts. He can hit to batter you for 6d5 damage, hit to batter you for 6d5 damage and hit to batter you for 6d5 damage. The Ethereal hound (Light Violet 'Z') === Num:495 Lev:44 Rar:5 Spd:+10 Hp:384 Ac:100 Exp:1900 A pale green hound. Pulsing red lines and strange fluorescent light hints at internal organs best left to the imagination. This animal is normally found on dungeon level 44 and moves quickly, but is larger deeper in the dungeon. A kill of this creature is worth 9327.27 points for a 1st level character. It is dangerous at its native depth. It may breathe nether; 1 time in 5. It can pass through walls and track you unerringly over land, but not through water. It lights up the surroundings. It is invisible. It resists nether. It cannot be confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It usually appears in groups. It can claw to hurt you for 2d12 damage, claw to hurt you for 2d12 damage, bite to hurt you for 2d12 damage and bite to hurt you for 2d12 damage. The Revenant (Violet 's') === Num:527 Lev:44 Rar:4 Spd:+10 Hp:1073 Ac:75 Exp:6100 A skeletal form, around which the dead rise up in unlife... This evil undead creature is normally found on dungeon level 44 and moves quickly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 29945.45 points for a 1st level character. It is dangerous at its native depth. ; 1 time in 4 and is also magical, casting spells intelligently which recover mana, blink-self, teleport-self, teleport-self to, teleport to, curse you or cause wounds; 1 time in 4. It can open doors, bash down doors and pick up objects. It is immune to lightning, cold and poison. It resists blindness and edged weapons. It cannot be cut. It takes quite a while to see intruders, which it may notice from 500 feet. It may carry up to 3 weapons, armours, adornments or treasures. It can hit to hurt you for 10d5 damage and touch to drain mana from you for 5d5 damage, plus spell points. The Ancient chromatic dragon (Violet 'A') === Num:1120 Lev:44 Rar:4 Spd:+10 Hp:1680 Ac:100 Exp:6100 A huge draconic form. Many colours and shades ripple down its massive frame. Few live to see another. This evil dragon is normally found on dungeon level 44 and moves quickly. A kill of this creature is worth 29945.45 points for a 1st level character. It is dangerous at its native depth. It may breathe lightning, fire or poison powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to lightning, fire and poison. It cannot be confused, charmed or slept. It pays little attention to intruders, which it may notice from 250 feet. It may carry up to 7 chests, armours or adornments. It can claw to hurt you for 4d10 damage, claw to hurt you for 4d10 damage and bite to hurt you for 7d10 damage. The Ranger Chieftain||ess|s| (Light Green 'q') === Num:582 Lev:44 Rar:4 Spd:+10 Hp:880 Ac:60 Exp:6300 A great leader among the Rangers. Her understanding of nature gives her powerful elemental spells to use against you, in addition to her skills as an archer and a warrior. Furthermore, she is a master of camouflage, so you will need magically enhanced seeing to spot her. This woman warrior mage is normally found on dungeon level 44 and moves quickly, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 30927.27 points for a 1st level character. She is dangerous at her native depth. She may create an arrow to hurt you for 13d6 damage; 1 time in 1 and is also magical, casting spells which produce frost balls, produce lightning bolts, produce fire bolts, produce mana bolts, haste-self, blink-self or give invisibility; 1 time in 4. She can carry a lite to see you, open doors, bash down doors and pick up objects. She needs lite to see you. She is immune to lightning, fire, cold and poison. She cannot be confused, charmed or slept. She is fairly observant of intruders, which she may notice from 200 feet. She may carry up to 3 weapons, missile weapons, garments, lites, adornments, magical devices, written items, potions or edible items. She can hit to hurt you for 5d5 damage, hit to hurt you for 5d5 damage and hit to hurt you for 5d5 damage. The Marid (Light Blue 'E') === Num:1237 Lev:44 Rar:4 Spd:+10 Hp:546 Ac:50 Exp:6400 A powerful water elemental, it is eternally angered at humanity. Flee it while you can, for legends tell that a marid cannot be hurt by mere mortals. This evil creature is normally found on dungeon level 44 and moves a bit erratically and quickly, but is faster, more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 31418.18 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells intelligently which produce water bolts, recover mana or summon monsters of the same group; 1 time in 10. It can bash down doors. It is immune to cold, edged and blunt weapons. It resists water. It cannot be stunned, confused, charmed or slept. It tends to overlook intruders, which it may notice from 120 feet. It may carry a good junk item or treasure. It can hit to hurt you for 5d6 damage, hit to hurt you for 5d6 damage, hit to hurt you for 5d6 damage and hit to hurt you for 5d6 damage. The Land dragon (Umber 'D') === Num:1140 Lev:44 Rar:4 Spd:+10 Hp:1680 Ac:100 Exp:6500 It is a wingless dragon-like form, that shakes the ground as it moves. This evil dragon is normally found on dungeon level 44 and moves quickly, but is larger or more powerful deeper in the dungeon. A kill of this creature is worth 31909.09 points for a 1st level character. It is dangerous at its native depth. It may breathe fire or poison powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify, confuse or slow powerfully enough to overcome your resistance; 1 time in 5. It can pick up objects, dig through earth and rubble and track you over land, but not through water. It is immune to acid and fire. It resists nether. It cannot be confused, charmed or slept. It pays little attention to intruders, which it may notice from 250 feet. It may carry up to 7 chests, armours or adornments. It can claw to hurt you for 4d10 damage, claw to hurt you for 4d10 damage and bite to batter you for 7d10 damage. The War dragon (Mud 'D') === Num:1142 Lev:44 Rar:4 Spd:+10 Hp:1680 Ac:100 Exp:6500 It is a dragon-like form, festooned with spikes and the armor of war. This evil dragon is normally found on dungeon level 44 and moves quickly, but is larger or more powerful deeper in the dungeon. A kill of this creature is worth 31909.09 points for a 1st level character. It is dangerous at its native depth. It may breathe acid or lightning powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify, confuse or slow powerfully enough to overcome your resistance; 1 time in 5. It can pick up objects, fly over obstacles and track you over land, but not through water. It is immune to acid and lightning. It resists nether. It cannot be confused , charmed or slept. It pays little attention to intruders, which it may notice from 250 feet. It may carry up to 7 chests, armours or adornments. It can claw to hurt you for 4d10 damage, claw to hurt you for 4d10 damage and bite to wound you for 7d10 damage. The Spirit lich|||es| (Light Slate 'L') === Num:964 Lev:44 Rar:4 Spd:+0 Hp:942 Ac:72 Exp:6900 It is an insubstantial skeletal form dressed in robes. It radiates vastly evil power. This evil undead creature is normally found on dungeon level 44 and moves at normal speed, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 33872.73 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells intelligently which blink-self, teleport to, incur wraithform, drain mana, cause mind blasting, cause wounds, give resistance to the elements, terrify, blind, slow or paralyze; 1 time in 4. It can open doors, bash down doors and pass through walls. It is invisible. It is cold blooded. It is hurt by bright light. It is immune to lightning, cold and poison. It resists nether and blunt weapons. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 garments, adornments, magical devices or written items. It can touch to drain experience (by 40d6+) from you, touch to drain charges from your wands and staffs, touch to reduce dexterity and agility from you for 2d8 damage and touch to reduce dexterity and agility from you for 2d8 damage. The Phantom (Light Purple 'G') === Num:378 Lev:44 Rar:4 Spd:+10 Hp:245 Ac:30 Exp:7200 An unholy creature of darkness, the aura emanating from this evil being saps your very soul. This evil undead creature is normally found on dungeon level 44 and moves quickly, but is more powerful or specialised deeper in the dungeon . Destruction of this creature is worth 35345.45 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells which cause amnesia; 1 time in 5. It can pass through walls and fly over obstacles. It is cold blooded. It is immune to cold, poison and blunt weapons . It cannot be stunned, confused, charmed, slept or cut. It takes a while to see intruders, which it may notice from 300 feet. It may carry one or two garments, tools, musical items or junk items. It can touch to drain experience (by 80d6+) from you, touch to drain experience (by 40d6+) from you, claw to reduce intelligence from you for 1d10 damage and claw to reduce wisdom from you for 1d10 damage. The Legendary hobbit rogue (Light Dark 'h') === Num:1221 Lev:44 Rar:4 Spd:+30 Hp:614 Ac:35 Exp:7200 Cunning and stealthy beyond belief, this infamous rascal could pick the pockets of Smaug himself. This creature is normally found on dungeon level 44 and moves incredibly quickly. A kill of this creature is worth 35345.45 points for a 1st level character. She is dangerous at her native depth. She is magical, casting spells intelligently which blink-self, teleport-self to, teleport to, create darkness, create traps, blind or paralyze; 1 time in 5. She can open doors, bash down doors, pick up objects and easily evade blows and missiles. She is not detected by telepathy. She is ever vigilant for intruders, which she may notice from 250 feet. She may carry up to 4 weapons, missile weapons, armours, garments, tools, lites, written items, potions, edible items or treasures. She can hit to blind you for 4d11 damage, doubled against eye monsters, hit to paralyze you for 4d11 damage, touch to steal gold from you and touch to steal items from you. [U] Harowen the Black Hand (Violet 't') === Num:491 Lev:44 Rar:6 Spd:+30 Hp:2050 Ac:90 Exp:22000 He is a master of disguise, an expert of stealth, a genius at traps, and moves with blinding speed. Check your pockets! This man thief is normally found on dungeon level 44 and moves incredibly quickly. Killing this creature is worth 108000.00 points for a 1st level character. He is deadly at his native depth. He may create a shot to hurt and poison you for 46d5 damage; 1 time in 5 and is also magical, casting spells which give invisibility, teleport-self to or create traps; 1 time in 5. He can open doors, bash down doors, pick up objects and hide in unusual places. He is immune to poison. He cannot be confused, charmed or slept. He is ever vigilant for intruders, which he may notice from 400 feet. He may carry up to 6 good weapons, missile weapons, garments, tools , lites, adornments, musical items, potions or edible items. He can touch to steal gold from you for 5d5 damage, touch to steal items from you for 5d5 damage and hit to blind you for 18d5 damage, doubled against eye monsters. [U] One of the Nine (Violet 'W') === Num:464 Lev:44 Rar:6 Spd:+10 Hp:2752 Ac:70 Exp:140000 A tall black cloaked Ringwraith.. This evil undead creature is normally found on dungeon level 44 and moves quickly. Destroying this creature is worth 687272.73 points for a 1st level character. He is deadly at his native depth. ; 1 time in 2 and is also magical, casting spells which produce acid balls, produce lightning balls, produce fire balls, produce frost balls, produce nether balls, cure-self, curse you, cause wounds, summon an undead, terrify, blind or paralyze; 1 time in 2. He can open doors and bash down doors. He is invisible. He is cold blooded. He is hurt by bright light. He is immune to fire, cold and poison. He cannot be confused, charmed or slept. He is fairly observant of intruders, which he may notice from 900 feet. He may carry up to 4 good weapons, armours, garments, adornments, magical devices or potions. He can hit to hurt you for 8d7 damage, hit to hurt you for 8d7 damage and touch to drain experience (by 40d6+) from you for 6d7 damage. The 10-headed hydra (Light Dark 'y') === Num:1071 Lev:45 Rar:4 Spd:+15 Hp:1027 Ac:105 Exp:7100 A strange reptilian hybrid with ten heads. This animal is normally found on dungeon level 45 and moves very quickly, but is larger deeper in the dungeon. A kill of this creature is worth 35500.00 points for a 1st level character. It is dangerous at its native depth. It may spit to blind you for 4d9 damage, doubled against eye monsters and may breathe acid; 1 time in 4 and is also magical, casting spells which produce acid balls, produce acid bolts, terrify or confuse; 1 time in 4. It can bash down doors, can eat bodies to regain strength and track you over land, but not through water. It is immune to acid . It resists blindness. It takes a while to see intruders, which it may notice from 250 feet. It may carry up to 7 treasures. It can bite to dissolve you for 5d9 damage, bite to dissolve you for 5d9 damage, bite to dissolve you for 5d9 damage and spit to blind you for 4d9 damage, doubled against eye monsters. The Mystic (Light Umber 'p') === Num:482 Lev:45 Rar:4 Spd:+20 Hp:968 Ac:60 Exp:7300 A lady of all that is natural, skilled in the mystic ways. She is a master of martial arts and is at one with nature, able to summon help from the wild if need be. This woman shaman is normally found on dungeon level 45 and moves very quickly, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 36500.00 points for a 1st level character. She is dangerous at her native depth. She is magical, casting spells which produce lightning balls, produce poison balls, produce sound balls, produce storm balls , produce ice bolts, produce water bolts, recover mana, cure-self, blink-self, teleport-self to, incur heroism, summon a monster, summon insects, summon animals, summon hounds, blind, confuse or paralyze; 1 time in 3. She can open doors and bash down doors. She is invisible. She is immune to acid, lightning and poison. She cannot be confused, charmed or slept. She is observant of intruders, which she may notice from 300 feet. She may carry up to 4 weapons, armours, garments, lites, adornments, written items, potions or edible items. She can punch to batter you for 2d10 damage, kick to hurt you for 20d2 damage, hit to hurt and poison you for 20d1 damage and hit to paralyze you for 15d1 damage. The Phantasm (Purple 'G') === Num:844 Lev:45 Rar:4 Spd:+10 Hp:353 Ac:45 Exp:7400 An unholy creature from beyond, half-real and half-nightmare. You are caught in the fever of dreams. This evil undead creature is normally found on dungeon level 45 and moves quickly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 37000.00 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells which teleport to, cause wounds, cause hallucinations or blind powerfully enough to overcome your resistance; 1 time in 5. It can pass through walls and fly over obstacles. It is cold blooded. It is immune to cold, poison and blunt weapons. It cannot be stunned, confused, charmed, slept or cut. It takes a while to see intruders, which it may notice from 280 feet. It may carry one or two garments, tools, musical items or junk items. It can touch to drain experience (by 80d6+) from you, hit to hurt you for 4d6 damage and claw to reduce intelligence from you for 2d10 damage. The Efreet (Light Red 'E') === Num:1238 Lev:45 Rar:4 Spd:+10 Hp:546 Ac:50 Exp:7500 A powerful fire elemental, it is eternally angered at humanity. Flee it while you can, for legends tell that an efreet cannot be hurt by mere mortals. This evil creature is normally found on dungeon level 45 and moves a bit erratically and quickly, but is faster, more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 37500.00 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells intelligently which produce fire balls, recover mana or summon monsters of the same group; 1 time in 10. It can bash down doors. It is immune to fire, edged and blunt weapons. It resists plasma. It cannot be stunned, confused, charmed or slept. It tends to overlook intruders, which it may notice from 120 feet. It may carry a good junk item or treasure. It can hit to hurt you for 6d6 damage, hit to hurt you for 6d6 damage, hit to hurt you for 6d6 damage and hit to hurt you for 6d6 damage. The Nightcreeper (White 'N') === Num:992 Lev:45 Rar:4 Spd:+10 Hp:1242 Ac:140 Exp:7900 The shadows gather thicker and stronger, and an intense feeling of evil crowds the air. Something slips from the shadows, a half formed serpertine being, black as death, hissing and spitting a toxic night that leaves you numb and worthless. This evil undead animal is normally found on dungeon level 45 and moves quickly, but is larger or more powerful deeper in the dungeon. Destruction of this creature is worth 39500.00 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells which produce nether balls, produce nether bolts, produce mana bolts, cause mind blasting, summon an undead, terrify or blind; 1 time in 4. It can bash down doors. It is invisible. It is cold blooded. It is hurt by bright light . It is immune to cold and poison. It resists water, nether, nexus, disenchantment and darkness. It cannot be confused, charmed or slept. It is fairly observant of intruders, which it may notice from 200 feet. It may carry one or two good armours, adornments or written items. It can bite to hurt and poison you for 5d7 damage, bite to hurt and poison you for 5d7 damage, crush to drain experience (by 40d6+) from you for 8d9 damage and crush to drain experience (by 40d6+) from you for 8d9 damage. The Elven shade (Teal 'G') === Num:960 Lev:45 Rar:4 Spd:+20 Hp:548 Ac:25 Exp:8900 An elven figure that glows with an inner light. This evil undead elf is normally found on dungeon level 45 and moves very quickly, but is more powerful deeper in the dungeon. Destruction of this creature is worth 44500.00 points for a 1st level character. She is dangerous at her native depth. She may shriek to reduce intelligence from you for 8d8 damage; 1 time in 4 and is also magical, casting spells intelligently which invoke darkness storms, heal-self, blink-self, teleport away, create darkness, drain mana, cause wounds, summon a monster, summon monsters of the same race, summon a demon, summon an undead, blind or confuse; 1 time in 2. She lights up the surroundings. She is invisible. She is cold blooded. She is immune to blunt weapons. She resists nether and lite. She cannot be stunned, confused, charmed, slept or cut. She is fairly observant of intruders, which she may notice from 200 feet. She may carry up to 3 garments, tools, musical items or junk items. She can touch to drain experience (by 80d6+) from you for 1d16 damage, touch to drain charges from your wands and staffs, touch to reduce dexterity and agility from you for 8d8 damage and shriek to reduce intelligence from you for 8d8 damage. The Dao (Light Umber 'E') === Num:1239 Lev:45 Rar:4 Spd:+10 Hp:546 Ac:50 Exp:8900 A powerful earth elemental, it is eternally angered at humanity. Flee it while you can, for legends tell that a dao cannot be hurt by mere mortals. This evil creature is normally found on dungeon level 45 and moves a bit erratically and quickly, but is faster, more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 44500.00 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells intelligently which produce shard balls, recover mana or summon monsters of the same group; 1 time in 10. It can bash down doors. It is immune to acid, edged and blunt weapons. It cannot be stunned, confused, charmed, slept or cut. It tends to overlook intruders, which it may notice from 120 feet. It may carry a good junk item or treasure. It can hit to hurt you for 7d6 damage, hit to hurt you for 7d6 damage, hit to hurt you for 7d6 damage and hit to hurt you for 7d6 damage. The 11-headed hydra (Light Blue 'y') === Num:469 Lev:45 Rar:5 Spd:+15 Hp:1209 Ac:110 Exp:9700 A strange reptilian hybrid with eleven heads. This animal is normally found on dungeon level 45 and moves very quickly, but is larger deeper in the dungeon. A kill of this creature is worth 48500.00 points for a 1st level character. It is dangerous at its native depth. It may spit to blind you for 5d9 damage, doubled against eye monsters and may breathe acid or lightning; 1 time in 3 and is also magical, casting spells which produce acid balls, produce lightning balls, produce acid bolts, produce lightning bolts, produce lightening beams, terrify or confuse; 1 time in 3. It can bash down doors, can eat bodies to regain strength and track you over land, but not through water. It is immune to acid and lightning. It resists blindness. It takes a while to see intruders, which it may notice from 250 feet. It may carry up to 7 treasures. It can bite to dissolve you for 5d9 damage, bite to electrify you for 5d9 damage, bite to dissolve you for 5d9 damage and spit to blind you for 5d9 damage, doubled against eye monsters. The Star dragon (Light Yellow 'A') === Num:702 Lev:45 Rar:5 Spd:+10 Hp:1680 Ac:100 Exp:9900 A huge dragon emanating from the outer depths of space, this terrible dragon is a master of the stars. Its form is of infinite void speckled with bright burning points of light. This evil dragon is normally found on dungeon level 45 and moves quickly, but is larger or more powerful deeper in the dungeon. A kill of this creature is worth 49500.00 points for a 1st level character. It is dangerous at its native depth. and may breathe lightning, darkness, sound or force powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 5. It can fly over obstacles and track you over land, but not through water. It lights up the surroundings. It resists blindness and darkness. It cannot be stunned, confused, charmed, slept or cut . It takes a while to see intruders, which it may notice from 250 feet. It may carry up to 7 chests, armours or adornments. It can claw to hurt you for 4d10 damage, claw to hurt you for 4d10 damage and bite to hurt you for 7d10 damage. [U] the Messenger of Khamul (Mud 'W') === Num:474 Lev:45 Rar:6 Spd:+10 Hp:3280 Ac:90 Exp:150000 Once a powerful King among Men, he was enslaved by one of the Nine Rings and became one of the chief servants of Sauron. This Ringwraith serves in Dol Goldur as the messenger of Khamul the Shadow of the East. This evil undead creature is normally found on dungeon level 45 and moves quickly. Destroying this creature is worth 750000.00 points for a 1st level character. He is over powered at his native depth. ; 1 time in 2 and is also magical, casting spells intelligently which produce fire balls, produce nether balls, recover mana, cure-self, cause wounds, summon monsters, summon hounds, summon an undead, terrify, blind or paralyze; 1 time in 2. He can open doors and bash down doors . He is cold blooded. He is hurt by bright light. He is immune to fire, cold and poison. He resists darkness. He cannot be confused, charmed or slept. He is fairly observant of intruders, which he may notice from 900 feet. He may carry up to 4 good weapons, armours, garments, adornments, magical devices or potions. He can hit to hurt you for 8d8 damage, hit to hurt you for 8d8 damage and bite to drain experience (by 40d6+) from you for 12d7 damage. It is a dungeon guardian, impeding your progress further. The Blade of Chaos (Light Purple '|') === Num:1278 Lev:46 Rar:5 Spd:+20 Hp:568 Ac:70 Exp:10000 A blade with no wielder you can see, shifting forms and glowing with chaos. It radiates a deadly aura of change as it opens wounds across your body. This creature is normally found on dungeon level 46 and moves very quickly, but is faster deeper in the dungeon. Destruction of this creature is worth 50909.09 points for a 1st level character. It is dangerous at its native depth. and is also magical, casting spells which produce chaos balls, blink-self or cause wounds; 1 time in 4. It can fly over obstacles. It is not detected by telepathy. It is immune to lightning, fire, cold and poison. It resists water, nether, nexus, blindness and chaos. It cannot be stunned, frightened, confused, charmed or slept. It is observant of intruders, which it may notice from 170 feet. It may carry a special object or treasure. It can hit to wound you for 15d6 damage and hit to wound you for 15d6 damage. The Aether hound (Light Violet 'Z') === Num:531 Lev:46 Rar:8 Spd:+10 Hp:984 Ac:100 Exp:11000 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 animal is normally found on dungeon level 46 and moves quickly , but is larger deeper in the dungeon. A kill of this creature is worth 56000.00 points for a 1st level character. It is over powered at its native depth. It may breathe acid, lightning, fire, frost, poison, plasma, light, darkness, confusion, sound, shards, inertia, gravity, force, chaos, disenchantment, nexus, nether or time; 1 time in 5. It can bash down doors and track you unerringly over land, but not through water. It is immune to acid, lightning, fire, cold and poison. It resists nether, plasma, nexus, disenchantment, lite, darkness and chaos. It cannot be stunned, confused, charmed, slept or cut. It is ever vigilant for intruders, which it may notice from 300 feet. It usually appears in groups. It can claw to hurt you for 3d12 damage, claw to hurt you for 3d12 damage, bite to hurt you for 3d12 damage and bite to hurt you for 3d12 damage. The Ancient emerald dragon (Green 'A') === Num:698 Lev:46 Rar:5 Spd:+10 Hp:1680 Ac:100 Exp:11000 A huge draconic form. The air hums with powerful elemental force and you feel stunned just looking at it. This evil dragon is normally found on dungeon level 46 and moves quickly. A kill of this creature is worth 56000.00 points for a 1st level character. It is dangerous at its native depth. It may breathe poison or force powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to poison. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 7 chests, armours or adornments. It can claw to hurt you for 4d10 damage, claw to hurt you for 4d10 damage and bite to hurt you for 7d10 damage. The Mummified king (Light Violet 'z') === Num:1106 Lev:46 Rar:5 Spd:+10 Hp:1383 Ac:85 Exp:11000 A great and ancient king, arisen to reclaim his dominion. This evil undead warrior is normally found on dungeon level 46 and moves quickly, but is larger or more powerful deeper in the dungeon. Destruction of this creature is worth 56000.00 points for a 1st level character. It is dangerous at its native depth. It may breathe darkness or force powerfully; 1 time in 5 and is also magical, casting spells intelligently which produce nether bolts, curse you, cause wounds or summon similar monsters; 1 time in 5. It can open doors, bash down doors and bore through walls. It is cold blooded. It is not detected by telepathy. It is immune to acid, cold and poison. It resists nether and darkness. It cannot be frightened, confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It usually appears with escorts. It may carry one or two good weapons, armours, adornments, magical devices or treasures. It can hit to infect you with disease for 4d8 damage, hit to infect you with disease for 4d8 damage and touch to poison you for 4d7 damage. The Lesser titan (Magenta-Pink 'P') === Num:433 Lev:46 Rar:5 Spd:+10 Hp:2016 Ac:80 Exp:12000 It is a humanoid figure thirty feet tall that gives off an aura of power and hate. This evil giant is normally found on dungeon level 46 and moves quickly . A kill of this creature is worth 61090.91 points for a 1st level character. It is dangerous at its native depth. It may throw a boulder at to hurt you; 1 time in 3 and is also magical, casting spells intelligently which heal-self, teleport to, summon monsters or terrify powerfully enough to overcome your resistance; 1 time in 3. It can carry a lite to see you, open doors, bash down doors and pick up objects. It needs lite to see you. It takes a while to see intruders, which it may notice from 300 feet. It may carry up to 4 good chests, musical items, potions or edible items. It can hit to batter you and hit to confuse you. The Dread lich|||es| (Red 'L') === Num:451 Lev:46 Rar:5 Spd:+10 Hp:1512 Ac:80 Exp:12000 A skeletal form wrapped in robes. Powerful magic crackles along its bony fingers. This evil undead creature is normally found on dungeon level 46 and moves quickly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 61090.91 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells intelligently which produce lightning balls, recover mana, blink-self, teleport to, drain mana, curse you, cause mind blasting, cause wounds, give resistance to the elements, summon an undead, terrify, blind, confuse or paralyze; 1 time in 3. It can open doors and bash down doors. It is cold blooded. It is immune to lightning, cold and poison. It resists edged weapons . It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 7 garments, adornments, magical devices or written items. It can touch to drain experience (by 80d6+) from you, touch to drain charges from your wands and staffs, touch to reduce dexterity and agility from you for 2d12 damage and touch to reduce dexterity and agility from you for 2d12 damage. The Ancient diamond dragon (White 'A') === Num:697 Lev:46 Rar:5 Spd:+10 Hp:1680 Ac:100 Exp:12000 A huge draconic form. The awesome power of its magic lights the dungon around you with crackles and sparks. This evil dragon is normally found on dungeon level 46 and moves quickly. A kill of this creature is worth 61090.91 points for a 1st level character. It is dangerous at its native depth. It may breathe frost or mana powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors, fly over obstacles and track you over land, but not through water. It is cold blooded. It is immune to cold. It resists magical spells and the effects of rods, staffs and wands. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 7 chests, armours or adornments. It can claw to hurt you for 4d10 damage, claw to hurt you for 4d10 damage and bite to hurt you for 7d10 damage. The Sun dragon (Light Yellow 'A') === Num:701 Lev:46 Rar:5 Spd:+10 Hp:1680 Ac:100 Exp:12000 A huge dragon emanating from the solar corona, this terrible dragon is a master of the sun's energies. Its form is too bright as it burns out your retinae. This evil dragon is normally found on dungeon level 46 and moves quickly, but is larger or more powerful deeper in the dungeon. A kill of this creature is worth 61090.91 points for a 1st level character. It is dangerous at its native depth. and may breathe plasma, light or gravity powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 5. It can fly over obstacles and track you over land, but not through water. It lights up the surroundings. It resists plasma and lite. It cannot be confused, charmed or slept. It takes a while to see intruders, which it may notice from 250 feet. It may carry up to 7 chests, armours or adornments. It can claw to hurt you for 4d10 damage, claw to hurt you for 4d10 damage and bite to hurt you for 7d10 damage. The Blue Wizard (Blue 'M') === Num:1154 Lev:46 Rar:5 Spd:+15 Hp:1296 Ac:68 Exp:12000 A member of a society of wizards founded by Alatar and Pallandro, who journeyed into the far east of Middle-Earth. They are powerful wizards who make formidable opponents in combat. This elf mage is normally found on dungeon level 46 and moves very quickly, but is more powerful deeper in the dungeon. A kill of this creature is worth 61090.91 points for a 1st level character. She is dangerous at her native depth. She is magical, casting spells intelligently which produce balls of light, produce confusion balls, produce chaos balls, produce plasma bolts, produce ice bolts, produce mana bolts, recover mana, heal-self, cure-self, teleport-self to, teleport to, teleport away, summon similar monsters, summon monsters, summon monsters of the same class or confuse powerfully enough to overcome your resistance; 1 time in 5. She can open doors, bash down doors and pick up objects. She lights up the surroundings. She is immune to acid, lightning, fire, cold and poison. She resists nether, plasma, nexus and disenchantment. She cannot be stunned, frightened, confused, charmed or slept. She prefers to ignore intruders, which she may notice from 300 feet. She may carry up to 3 weapons, armours or written items. She can hit to hurt you for 5d6 damage, hit to hurt you for 5d5 damage, hit to hurt you for 5d5 damage and hit to hurt you for 5d6 damage. The Ancient garnet dragon (Light Red 'A') === Num:1233 Lev:46 Rar:5 Spd:+10 Hp:1680 Ac:100 Exp:12000 A huge draconic form. The fecundness of its diseased form corrupts the dungon around you with a fetid and rank stench. This evil dragon is normally found on dungeon level 46 and moves quickly. A kill of this creature is worth 61090.91 points for a 1st level character. It is dangerous at its native depth. It may breathe disease powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors, fly over obstacles and track you over land, but not through water. It is cold blooded. It resists teleportation. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 7 chests, armours or adornments. It can claw to hurt you for 4d10 damage, claw to hurt you for 4d10 damage and bite to hurt you for 7d10 damage. [U] the Watcher of Cirith Ungol (Magenta-Pink 'g') === Num:641 Lev:46 Rar:5 Spd:+10 Hp:5548 Ac:40 Exp:32000 It looks like a great figure seated upon a throne, with three joined bodies and three vulture-like heads. It seems to be carved out of huge blocks of stone, immovable, and yet strangely aware of your presence. The black stones of its eyes glitter with its dreadful will. Visible or invisible, none shall pass by this guardian. This creature is normally found on dungeon level 46 and moves quickly, but does not deign to chase intruders. Destroying this creature is worth 162909.09 points for a 1st level character. It is deadly at its native depth. It may gaze to terrify you for 5d8 damage, gaze to paralyze you for 5d8 damage, shriek to reduce strength and size from you for 5d8 damage or gaze to confuse you for 5d8 damage; 1 time in 5 and is also magical, casting spells which drain mana, cause mind blasting, cause wounds, probe your weaknesses, summon monsters or summon Greater Undead; 1 time in 5. It can bash down doors . It is cold blooded. It is not detected by telepathy. It is hurt by rock remover. It is immune to acid, fire, cold and poison. It resists water and nexus. It cannot be frightened, confused, charmed or slept. It is fairly observant of intruders, which it may notice from 420 feet. It can gaze to terrify you for 5d8 damage, gaze to paralyze you for 5d8 damage, shriek to reduce strength and size from you for 5d8 damage and gaze to confuse you for 5d8 damage. It is a dungeon guardian, impeding your progress further. [U] Draugluin, Sire of All Werewolves (Deep Light Blue 'C') === Num:541 Lev:46 Rar:6 Spd:+20 Hp:5740 Ac:90 Exp:49000 Draugluin provides Sauron with a fearsome personal guard. He is an enormous wolf inhabited with a human spirit. He is chief of all his kind. This evil animal is normally found on dungeon level 46 and moves a bit erratically and very quickly. Killing this creature is worth 249454.55 points for a 1st level character. He is over powered at his native depth. He is magical, casting spells which incur beserk rage, summon monsters, summon hounds or terrify; 1 time in 3. He can open doors, bash down doors, can eat bodies to regain strength, pick up objects and track you unerringly over land, but not through water. He is immune to poison. He pays little attention to intruders, which he may notice from 800 feet. He usually appears with escorts. He may carry one or two good garments, edible items or junk items. He can claw to hurt you for 6d8 damage, claw to hurt you for 6d8 damage, bite to hurt and poison you for 6d6 damage and bite to hurt and poison you for 6d6 damage. It is a dungeon guardian, impeding your progress further. [U] Gothmog, the Lieutenant of Morgul (Green 'W') === Num:492 Lev:46 Rar:6 Spd:+10 Hp:3600 Ac:100 Exp:140000 This Ringwraith was once a mighty King among Men before being enslaved by one of the Nine Rings. Now a servant of Sauron, he serves as the lieutenant of Minas Morgul under the Lord of the Nazgul. This evil undead creature is normally found on dungeon level 46 and moves quickly. Destroying this creature is worth 712727.27 points for a 1st level character. He is deadly at his native depth. He may wail to terrify you for 6d7 damage; 1 time in 3 and is also magical, casting spells intelligently which produce frost balls, produce nether balls, produce frost bolts, cure-self, curse you, cause mind blasting, cause wounds, summon an undead, terrify, blind or paralyze; 1 time in 3. He can open doors and bash down doors. He is cold blooded. He is hurt by bright light. He is immune to cold and poison. He cannot be confused, charmed or slept. He is fairly observant of intruders, which he may notice from 900 feet. He may carry up to 7 good weapons, armours, garments, adornments, magical devices or potions. He can hit to hurt you for 18d9 damage, touch to drain experience (by 80d6+) from you for 6d7 damage and wail to terrify you for 6d7 damage. It is a dungeon guardian, impeding your progress further. The Mithril golem (Light Blue 'g') === Num:318 Lev:47 Rar:5 Spd:+0 Hp:1952 Ac:100 Exp:13000 It is a massive statue of purest mithril. It looks expensive! This creature is normally found on dungeon level 47 and moves at normal speed, but is larger , faster or more powerful deeper in the dungeon. Destruction of this creature is worth 67363.64 points for a 1st level character. It is dangerous at its native depth. It may create a spike to hurt you for 8d5 damage or lash to wound you for 8d5 damage and may grow ammunition; 1 time in 3. It can bash down doors. It is cold blooded. It is not detected by telepathy. It is immune to acid, lightning, fire, cold, poison and edged weapons. It resists blunt weapons. It cannot be frightened, confused, charmed or slept. It is fairly observant of intruders, which it may notice from 120 feet. It may carry up to 3 precious metals. It can hit to hurt you for 8d5 damage, hit to hurt you for 8d5 damage and lash to wound you for 8d5 damage. The Undead beholder (Umber 'e') === Num:459 Lev:47 Rar:5 Spd:+10 Hp:2160 Ac:100 Exp:14000 A beholder which has cheated death. Black nether storms rage around the bloodshot pupil of its central giant eye, and light seems to bend as it sucks its power from the very air around it. Your soul chills as it drains your vitality for its evil enchantments. This evil undead creature is normally found on dungeon level 47 and moves quickly, but is larger, more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 72545.45 points for a 1st level character. It is dangerous at its native depth. It may gaze to drain experience (by 40d6+) from you for 3d6 damage, gaze to drain charges from your wands and staffs for 3d6 damage or gaze to reduce intelligence from you for 3d6 damage; 1 time in 2 and is also magical, casting spells which produce acid balls, produce fire balls, produce frost balls, produce mana bolts, produce nether beams, drain mana, cause mind blasting, cause wounds, probe your weaknesses, summon an undead, cause amnesia , confuse or slow; 1 time in 2. It can bash down doors and communicate telepathically with its own kind. It must fly and cannot move underwater or through webs. It is cold blooded. It is immune to acid, lightning, fire, cold and poison. It resists magical spells and the effects of rods, staffs and wands. It cannot be confused, charmed or slept. It is fairly observant of intruders, which it may notice from 300 feet. It can gaze to drain experience (by 40d6+) from you for 3d6 damage, gaze to drain charges from your wands and staffs for 3d6 damage, gaze to reduce intelligence from you for 3d6 damage and bite to drain experience (by 40d6+) from you for 7d6 damage. The Beholder hive-mother (Blue 'e') === Num:591 Lev:47 Rar:5 Spd:+10 Hp:2940 Ac:80 Exp:14000 A hive mother of the race of beholders, she can summon her brood to her aid whenever she wishes. This evil creature is normally found on dungeon level 47 and moves quickly, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 72545.45 points for a 1st level character. She is dangerous at her native depth. She may gaze to paralyze you for 5d5 damage , gaze to reduce intelligence from you for 5d5 damage or gaze to drain charges from your wands and staffs for 5d5 damage; 1 time in 2 and is also magical, casting spells intelligently which produce acid balls, produce fire balls, produce frost balls, invoke darkness storms, produce nether bolts, produce mana bolts, drain mana, cause mind blasting, probe your weaknesses, summon similar monsters, cause amnesia, terrify, blind or confuse; 1 time in 2. She can bash down doors and communicate telepathically with its own kind. She must fly and cannot move underwater or through webs. She is immune to poison. She resists magical spells and the effects of rods, staffs and wands. She cannot be confused, charmed or slept. She is fairly observant of intruders, which she may notice from 300 feet. She can bite to drain experience (by 80d6+) from you for 6d6 damage, gaze to paralyze you for 5d5 damage, gaze to reduce intelligence from you for 5d5 damage and gaze to drain charges from your wands and staffs for 5d5 damage. The Ancient amethyst dragon (Violet 'A') === Num:696 Lev:47 Rar:5 Spd:+10 Hp:1680 Ac:100 Exp:14000 A huge draconic form. It seems simultaneously old and young while you feel the weight of years press down on you. This evil dragon is normally found on dungeon level 47 and moves quickly. A kill of this creature is worth 72545.45 points for a 1st level character. It is dangerous at its native depth. It may breathe acid or time powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to acid. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 7 chests, armours or adornments. It can claw to hurt you for 4d10 damage, claw to hurt you for 4d10 damage and bite to hurt you for 7d10 damage. The Ancient sapphire dragon (Slate 'A') === Num:699 Lev:47 Rar:5 Spd:+10 Hp:1680 Ac:100 Exp:14000 A huge draconic form. The weight of your armour drags you down as its oppressive gravity overwhelms you. This evil dragon is normally found on dungeon level 47 and moves quickly. A kill of this creature is worth 72545.45 points for a 1st level character. It is dangerous at its native depth. It may breathe lightning or gravity powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to lightning. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 7 chests, armours or adornments. It can claw to hurt you for 4d10 damage, claw to hurt you for 4d10 damage and bite to hurt you for 7d10 damage. The Ancient ruby dragon (Red 'A') === Num:700 Lev:47 Rar:5 Spd:+10 Hp:1680 Ac:100 Exp:14000 A huge draconic form. You... feel... yourself... moving... slower... This evil dragon is normally found on dungeon level 47 and moves quickly. A kill of this creature is worth 72545.45 points for a 1st level character. It is dangerous at its native depth. It may breathe fire or inertia powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to fire. It cannot be confused, charmed or slept . It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 7 chests, armours or adornments. It can claw to hurt you for 4d10 damage, claw to hurt you for 4d10 damage and bite to hurt you for 7d10 damage. The Night lich|||es| (Blue Slate 'L') === Num:967 Lev:47 Rar:5 Spd:+10 Hp:1835 Ac:83 Exp:14000 A skeletal form wrapped in robes and cloaked in darkness. Powerful magic crackles along its bony fingers. This evil undead creature is normally found on dungeon level 47 and moves quickly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 72545.45 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells intelligently which blink-self, teleport to, create darkness, drain mana, cause mind blasting, cause wounds, give resistance to the elements, summon an undead, terrify, blind, confuse or paralyze; 1 time in 3. It can open doors and bash down doors. It is cold blooded. It is immune to lightning, cold and poison. It resists nether, darkness and edged weapons. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 7 garments, adornments, magical devices or written items. It can touch to drain experience (by 80d6+) from you, touch to drain charges from your wands and staffs, touch to reduce dexterity and agility from you for 2d13 damage and touch to reduce dexterity and agility from you for 2d13 damage. The Stone serpent (Light Slate 'J') === Num:1219 Lev:47 Rar:6 Spd:+10 Hp:393 Ac:65 Exp:14000 Deep beneath the surface burrow serpents that feed on gold; the very mountains tremble as their roots are smashed and shattered. This creature is normally found on dungeon level 47 and moves a bit erratically and quickly, but is larger deeper in the dungeon. A kill of this creature is worth 72545.45 points for a 1st level character. It is deadly at its native depth. It can bash down doors and bore through walls. It is cold blooded. It is rarely detected by telepathy. It is hurt by rock remover. It is immune to fire, poison and edged weapons. It is observant of intruders, which it may notice from 140 feet. It usually appears with a friend. It may carry one or two exceptional treasures. It can bite to wound you for 4d10 damage and crush to shatter you for 10d10 damage. The Ethereal dragon (Light Violet 'D') === Num:463 Lev:47 Rar:5 Spd:+10 Hp:1680 Ac:100 Exp:15000 A huge dragon emanating from the ethereal plane, this terrible dragon is a master of light and dark. Its form disappears from sight as it cloaks itself in unearthly shadows. This evil dragon is normally found on dungeon level 47 and moves quickly, but is more powerful deeper in the dungeon. A kill of this creature is worth 77727.27 points for a 1st level character. It is dangerous at its native depth. It may breathe light, darkness or confusion powerfully; 1 time in 5 and is also magical, casting spells intelligently which blind or confuse powerfully enough to overcome your resistance; 1 time in 5. It can pass through walls, fly over obstacles and track you over land, but not through water. It lights up the surroundings. It is invisible. It resists lite and darkness. It cannot be confused, charmed or slept. It pays little attention to intruders, which it may notice from 250 feet. It may carry up to 7 chests, armours or adornments. It can claw to hurt you for 4d10 damage, claw to hurt you for 4d10 damage and bite to hurt you for 7d10 damage. The Vision (Magenta-Pink 'G') === Num:845 Lev:47 Rar:5 Spd:+10 Hp:430 Ac:60 Exp:15000 A creature of the darkest terrors of night, all claws and fangs and chains and knives. This evil undead creature is normally found on dungeon level 47 and moves quickly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 77727.27 points for a 1st level character. It is dangerous at its native depth. It may gaze to poison you for 5d7 damage; 1 time in 5 and is also magical, casting spells which teleport-self, drain mana, cause wounds, cause amnesia, cause hallucinations or blind powerfully enough to overcome your resistance; 1 time in 5. It can pass through walls and fly over obstacles. It is cold blooded. It is immune to cold, poison and blunt weapons. It cannot be stunned, confused, charmed, slept or cut. It takes a while to see intruders, which it may notice from 250 feet. It may carry one or two garments, tools, musical items or junk items. It can hit to hurt you for 4d6 damage, gaze to poison you for 5d7 damage, claw to hurt you for 2d10 damage and bite to drain experience (by 40d6+) from you for 2d10 damage. The Ancient multi-hued dragon (Violet 'A') === Num:462 Lev:47 Rar:5 Spd:+10 Hp:1680 Ac:100 Exp:16000 A huge draconic form. Many colours and shades ripple down its massive frame. Few live to see another. This evil dragon is normally found on dungeon level 47 and moves quickly. A kill of this creature is worth 82909.09 points for a 1st level character. It is dangerous at its native depth. It may breathe acid, lightning, fire, frost or poison powerfully; 1 time in 4 and is also magical, casting spells intelligently which terrify, blind, confuse or slow powerfully enough to overcome your resistance; 1 time in 4. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to acid, lightning, fire, cold and poison. It cannot be confused, charmed or slept. It pays little attention to intruders, which it may notice from 250 feet. It may carry up to 7 chests, armours or adornments. It can claw to hurt you for 4d10 damage, claw to hurt you for 4d10 damage and bite to hurt you for 7d10 damage. The Bile Demon (Slate 'U') === Num:568 Lev:47 Rar:5 Spd:+10 Hp:2296 Ac:90 Exp:16000 It's big. It's fat. It's red. It's ugly. It's got a severe attack of highly poisonous flatulence. And its insides are corrosive. All of which go together to make the single most repulsive sight - and smell - you have ever experienced. This evil demon is normally found on dungeon level 47 and moves quickly, but is more powerful deeper in the dungeon. Destruction of this creature is worth 82909.09 points for a 1st level character. It is dangerous at its native depth. It may spit to reduce constitution from you for 7d6 damage or create a dart to poison you and may breathe acid or poison powerfully; 1 time in 5 and is also magical, casting spells which summon a demon, blind or confuse powerfully enough to overcome your resistance; 1 time in 5. It can open doors , bash down doors and pick up objects. It is immune to acid, lightning and poison. It resists magical spells and the effects of rods, staffs and wands. It cannot be confused, charmed or slept. It pays little attention to intruders, which it may notice from 400 feet. It may carry up to 3 good weapons, armours or written items. It can hit to hurt you for 16d8 damage, vomit to dissolve you for 9d9 damage and spit to reduce constitution from you for 7d6 damage. The Delerium (Violet 'G') === Num:846 Lev:47 Rar:5 Spd:+10 Hp:477 Ac:80 Exp:17000 You have not dreamed such a dark and terrible evil, boiling forth with images of hideous destruction. This evil undead creature is normally found on dungeon level 47 and moves quickly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 88090.91 points for a 1st level character. It is dangerous at its native depth. It may gaze to space out you for 5d6 damage; 1 time in 5 and is also magical, casting spells which cause mind blasting, cause amnesia, cause hallucinations, terrify, blind or paralyze powerfully enough to overcome your resistance; 1 time in 5. It can pass through walls and fly over obstacles. It is cold blooded. It is immune to cold, poison and blunt weapons. It cannot be stunned, confused, charmed, slept or cut. It takes a while to see intruders, which it may notice from 220 feet. It may carry one or two garments, tools, musical items or junk items. It can hit to hurt you for 5d6 damage, gaze to space out you for 5d6 damage, claw to blast you with chaos for 2d4 damage and bite to blast you with chaos for 3d4 damage. The Death lich|||es| (White 'L') === Num:968 Lev:47 Rar:5 Spd:+10 Hp:2153 Ac:86 Exp:17000 A skeletal form wrapped in robes and cloaked in darkness. Powerful magic crackles along its bony fingers. This evil undead creature is normally found on dungeon level 47 and moves quickly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 88090.91 points for a 1st level character. It is deadly at its native depth. It is magical, casting spells intelligently which blink-self, teleport to, create darkness, drain mana, cause mind blasting, cause wounds, give resistance to the elements , summon an undead, terrify, blind, confuse or paralyze; 1 time in 3. It can open doors and bash down doors. It is cold blooded. It is immune to lightning, cold and poison. It resists nether and edged weapons. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 7 garments, adornments, magical devices or written items. It can touch to drain experience (by 80d6+) from you, touch to drain charges from your wands and staffs, touch to reduce dexterity and agility from you for 2d14 damage and touch to reduce dexterity and agility from you for 2d14 damage. The Istar (Yellow 'M') === Num:1155 Lev:47 Rar:5 Spd:+20 Hp:1296 Ac:140 Exp:17000 A member of an order of Maiar who came to middle-Earth in the third age. The Istari are powerful wizards who are quick to join together in combat to crush their enemies. This elf mage is normally found on dungeon level 47 and moves very quickly. A kill of this creature is worth 88090.91 points for a 1st level character. It is deadly at its native depth. It may gaze to terrify you for 4d4 damage or gaze to terrify you for 4d4 damage; 1 time in 2 and is also magical, casting spells intelligently which produce balls of light, produce plasma bolts, produce water bolts, produce mana bolts, recover mana, cure-self, teleport to, summon similar monsters, summon monsters of the same class, terrify or blind powerfully enough to overcome your resistance; 1 time in 2. It can open doors, bash down doors and pick up objects. It lights up the surroundings. It is immune to acid, lightning, fire, cold and poison. It resists nether, plasma, nexus and disenchantment. It cannot be stunned, frightened, confused, charmed or slept. It prefers to ignore intruders, which it may notice from 300 feet. It may carry up to 9 good weapons, armours or written items. It can gaze to terrify you for 4d4 damage, gaze to terrify you for 4d4 damage, hit to hurt you for 8d6 damage and hit to hurt you for 8d6 damage. [U] Ar-Pharazon the Golden (Yellow 't') === Num:611 Lev:47 Rar:7 Spd:+20 Hp:3640 Ac:45 Exp:53000 Last and proudest king of ancient Numenor. Corrupted by power and avarice, he fell victim to Sauron's wiles, tried to fight the Valar themselves, and condemned Numenor to oblivion. This evil man is normally found on dungeon level 47 and moves very quickly. Killing this creature is worth 274636.36 points for a 1st level character. He is over powered at his native depth. He is magical, casting spells intelligently which heal-self, teleport away, summon similar monsters or summon monsters; 1 time in 5. He can carry a lite to see you, open doors, bash down doors and pick up objects. He needs lite to see you. He is immune to lightning, fire and poison. He prefers to ignore intruders, which he may notice from 300 feet. He may carry up to 5 exceptional weapons, garments, tools, lites, adornments, musical items, potions or edible items. He can hit to hurt you for 8d8 damage, hit to hurt you for 8d8 damage, hit to hurt you for 8d8 damage and hit to hurt you for 8d8 damage. [U] the Watcher in the Water (Light Teal 'F') === Num:639 Lev:47 Rar:8 Spd:+10 Hp:2095 Ac:75 Exp:110000 A huge many-tentacled creature, this is the Kraken of Moria. Its tentacles are luminous and slimy green, and an inky stench comes from its foul bulk. It was accidentally released from its prison by the Dwarves when Durin's Bane, the Balrog of Khazad-dum, was awakened. This evil creature is normally found on dungeon level 47 and moves quickly. Killing this creature is worth 570000.00 points for a 1st level character. It is over powered at its native depth. It may breathe darkness powerfully; 1 time in 5 and is also magical, casting spells intelligently which produce water balls, teleport to, create darkness, cause wounds, probe your weaknesses, terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors and swim under water. It is immune to acid, lightning, fire and poison. It resists darkness. It cannot be confused, charmed or slept. It pays little attention to intruders, which it may notice from 300 feet. It may carry one or two good garments, edible items or junk items. It can crush to hurt you for 16d12 damage, crush to hurt you for 16d12 damage, crush to hurt you for 16d12 damage and crush to hurt you for 16d12 damage. It is a dungeon guardian, impeding your progress further. The Nightwalker (Light Dark 'N') === Num:512 Lev:48 Rar:5 Spd:+20 Hp:1155 Ac:175 Exp:17000 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 giant is normally found on dungeon level 48 and moves very quickly, but is larger, more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 89636.36 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells intelligently which invoke darkness storms, produce nether balls, produce frost bolts, produce poison bolts, produce nether bolts, produce mana bolts, produce nether beams, cause mind blasting, summon similar monsters, summon an undead, terrify or blind; 1 time in 4. It can open doors and bash down doors. It is cold blooded. It is hurt by bright light. It is immune to lightning, fire, cold and poison. It resists darkness. It cannot be confused , charmed or slept. It is fairly observant of intruders, which it may notice from 200 feet. It may carry up to 4 good armours, adornments or written items . It can hit to disenchant your armour and weapons for 10d10 damage, hit to disenchant your armour and weapons for 10d10 damage, hit to disenchant your armour and weapons for 8d8 damage and hit to disenchant your armour and weapons for 8d8 damage. The Great Terror Wyrm (Light Teal 'A') === Num:704 Lev:48 Rar:5 Spd:+10 Hp:2100 Ac:150 Exp:17000 A dragon of great size and power. Its polished silver scales reflect the terror in your eyes, and you find it hard not to throw down your weapon and flee screaming from certain death. This evil dragon is normally found on dungeon level 48 and moves quickly. A kill of this creature is worth 89636.36 points for a 1st level character. It is dangerous at its native depth. and may breathe frost or fear powerfully; 1 time in 3 and is also magical, casting spells intelligently which terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 3. It can bash down doors, fly over obstacles and track you over land, but not through water. It is cold blooded. It is immune to cold. It cannot be frightened, confused, charmed or slept. It pays little attention to intruders, which it may notice from 300 feet. It may carry up to 7 good chests, armours or adornments. It can claw to wound you for 4d12 damage, claw to wound you for 4d12 damage and bite to terrify you for 6d14 damage. The 12-headed hydra (Light Green 'y') === Num:1072 Lev:48 Rar:5 Spd:+20 Hp:1386 Ac:115 Exp:17000 A strange reptilian hybrid with twelve heads. This animal is normally found on dungeon level 48 and moves very quickly, but is larger deeper in the dungeon. A kill of this creature is worth 89636.36 points for a 1st level character. It is dangerous at its native depth. It may spit to freeze you for 5d9 damage and may breathe fire, frost, plasma or nexus powerfully; 1 time in 3 and is also magical, casting spells which produce fire balls, produce frost balls, produce fire bolts, produce frost bolts, produce plasma bolts or produce nether bolts; 1 time in 3. It can bash down doors, can eat bodies to regain strength and track you over land, but not through water. It lights up the surroundings. It is immune to fire and cold. It resists lava, plasma, nexus and blindness. It takes a while to see intruders, which it may notice from 300 feet. It may carry up to 7 treasures. It can bite to burn you for 7d9 damage, bite to freeze you for 7d9 damage, bite to burn you for 7d9 damage and spit to freeze you for 5d9 damage. The Dreadmaster (Yellow 'G') === Num:471 Lev:48 Rar:5 Spd:+10 Hp:960 Ac:100 Exp:18000 It is an unlife of power almost unequaled. An affront to existence, its very touch abuses and disrupts the flow of life, and its unearthly limbs, of purest black, crush rock and flesh with ease. This evil undead creature is normally found on dungeon level 48 and moves a bit erratically and quickly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 94909.09 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells intelligently which produce nether beams, push through floor or ceiling, drain mana, cause wounds, summon an undead, blind, confuse or paralyze; 1 time in 8. It can pass through walls , pick up objects and fly over obstacles. It is cold blooded. It is immune to cold, poison and blunt weapons. It cannot be stunned, confused, charmed, slept or cut. It is fairly observant of intruders, which it may notice from 200 feet. It may carry up to 6 garments, tools, musical items or junk items. It can hit to hurt you for 6d6 damage, hit to hurt you for 6d6 damage and hit to reduce strength and size from you for 6d4 damage. The Great Storm Wyrm (Light Blue 'A') === Num:489 Lev:48 Rar:5 Spd:+10 Hp:2450 Ac:150 Exp:18000 A vast dragon of power. Storms and lightning crash around its titanic form. Deep blue scales reflect the flashes and highlight the creature's great muscles. It regards you with contempt. This evil dragon is normally found on dungeon level 48 and moves quickly. A kill of this creature is worth 94909.09 points for a 1st level character. It is dangerous at its native depth. and may breathe lightning powerfully; 1 time in 4 and is also magical, casting spells intelligently which terrify, blind, confuse or paralyze powerfully enough to overcome your resistance; 1 time in 4. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to lightning. It cannot be confused, charmed or slept. It pays little attention to intruders, which it may notice from 300 feet. It may carry up to 7 good chests, armours or adornments. It can claw to wound you for 4d12 damage, claw to wound you for 4d12 damage and bite to electrify you for 4d24 damage. The Great Ice Wyrm (Deep Light Blue 'A') === Num:496 Lev:48 Rar:5 Spd:+10 Hp:2450 Ac:150 Exp:18000 An immense dragon capable of awesome destruction. You have never felt such extreme cold, or witnessed such an icy stare. Begone quickly or feel its wrath! This evil dragon is normally found on dungeon level 48 and moves quickly. A kill of this creature is worth 94909.09 points for a 1st level character. It is dangerous at its native depth. and may breathe frost powerfully; 1 time in 4 and is also magical, casting spells intelligently which terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 4. It can bash down doors, fly over obstacles and track you over land, but not through water. It is cold blooded. It is immune to cold. It cannot be confused, charmed or slept. It pays little attention to intruders, which it may notice from 300 feet. It may carry up to 7 good chests, armours or adornments. It can claw to hurt you for 4d12 damage, claw to hurt you for 4d12 damage and bite to freeze you for 4d24 damage. The Nightcrawler (Deep Light Blue 'N') === Num:498 Lev:48 Rar:5 Spd:+10 Hp:1708 Ac:160 Exp:18000 This intensely evil creature bears the form of a gargantuan black worm. Its gaping maw is a void of blackness, acid drips from its steely hide. It is like nothing you have ever seen before, and a terrible chill runs down your spine as you face it. This evil undead insect is normally found on dungeon level 48 and moves quickly, but is larger or more powerful deeper in the dungeon. Destruction of this creature is worth 94909.09 points for a 1st level character. It is dangerous at its native depth. It may breathe acid, poison or nether; 1 time in 4 and is also magical, casting spells intelligently which produce nether balls, produce nether bolts, produce mana bolts, cause mind blasting, summon an undead, terrify or blind; 1 time in 4. It can bash down doors. It is cold blooded. It is hurt by bright light. It is immune to fire , cold and poison. It resists nether and darkness. It cannot be confused, charmed or slept. It is fairly observant of intruders, which it may notice from 200 feet. It may carry up to 5 good armours, adornments or written items . It can sting to reduce constitution from you for 8d8 damage, sting to reduce constitution from you for 8d8 damage, bite to dissolve you for 10d10 damage and crush to dissolve you for 10d16 damage. The Great Bile Wyrm (Teal 'A') === Num:578 Lev:48 Rar:5 Spd:+10 Hp:2450 Ac:150 Exp:18000 A huge and very powerful dragon. Great steaming pools of acid drip from its form onto the ground. You shudder when you see the acid eating away the very stones of the dungeon - what could it do to you? This evil dragon is normally found on dungeon level 48 and moves quickly. A kill of this creature is worth 94909.09 points for a 1st level character. It is dangerous at its native depth. and may breathe acid powerfully; 1 time in 3 and is also magical, casting spells which terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 3. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to acid. It cannot be confused, charmed or slept. It pays little attention to intruders, which it may notice from 300 feet. It may carry up to 7 good chests, armours or adornments. It can claw to hurt you for 4d12 damage, claw to hurt you for 4d12 damage and bite to dissolve you for 6d14 damage. The Fallen|||| (Mustard 'M') === Num:455 Lev:48 Rar:5 Spd:+20 Hp:1296 Ac:140 Exp:19000 This Maia sided with Melkor during the battles at the start of the world and was cast out and fell with him. Abandoned by Melkor after the fall, he exacts his retribution on everything that falls in his path. This mix of elf and demon is normally found on dungeon level 48 and moves very quickly. Destruction of this creature is worth 100181.82 points for a 1st level character. It is dangerous at its native depth. It may gaze to terrify you for 4d4 damage or gaze to terrify you for 4d4 damage; 1 time in 3 and is also magical, casting spells intelligently which produce lightning balls, produce balls of light, produce mana bolts, produce holy orbs, recover mana, teleport to, cause mind blasting, summon similar monsters, terrify or blind powerfully enough to overcome your resistance; 1 time in 3. It can open doors, bash down doors and pick up objects. It is immune to acid, lightning, cold and poison. It resists magical spells, the effects of rods, staffs and wands and blunt weapons. It prefers to ignore intruders, which it may notice from 300 feet. It may carry up to 7 good weapons, armours or written items. It can gaze to terrify you for 4d4 damage, gaze to terrify you for 4d4 damage, hit to hurt you for 8d6 damage and hit to hurt you for 8d6 damage. The Great Wyrm of the Nexus (Blue Slate 'A') === Num:703 Lev:48 Rar:5 Spd:+10 Hp:2100 Ac:150 Exp:19000 A dragon of great size and power. Its polished copper scales reflect the light in twisted and shifting shapes, and you find it hard to stay in one place as you battle to save yourself. This evil dragon is normally found on dungeon level 48 and moves quickly. A kill of this creature is worth 100181.82 points for a 1st level character. It is dangerous at its native depth. and may breathe lightning or nexus powerfully; 1 time in 3 and is also magical, casting spells intelligently which terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 3. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to lightning. It resists nexus. It cannot be confused, charmed or slept. It pays little attention to intruders, which it may notice from 300 feet. It may carry up to 7 good chests, armours or adornments. It can claw to wound you for 4d12 damage, claw to wound you for 4d12 damage and bite to blast you with nexus for 6d14 damage. The Nether lich|||es| (Light Green 'L') === Num:969 Lev:48 Rar:5 Spd:+10 Hp:2460 Ac:90 Exp:19000 A skeletal form wrapped in robes and cloaked in darkness. Powerful magic crackles along its bony fingers. This evil undead creature is normally found on dungeon level 48 and moves quickly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 100181.82 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells intelligently which produce nether bolts, blink-self, teleport to, create darkness, drain mana, cause mind blasting, cause wounds, give resistance to the elements, summon an undead, terrify, blind, confuse or paralyze; 1 time in 3. It can open doors and bash down doors. It is cold blooded. It is immune to lightning, cold and poison. It resists nether and edged weapons. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 7 garments, adornments, magical devices or written items. It can touch to drain experience (by 80d6+) from you, touch to drain charges from your wands and staffs, touch to reduce dexterity and agility from you for 2d15 damage and touch to reduce dexterity and agility from you for 2d15 damage. The Great Brass Wyrm (Mud 'A') === Num:705 Lev:48 Rar:5 Spd:+10 Hp:2100 Ac:150 Exp:20000 A dragon of great size and power. Its polished brass scales drain magic from the surrounding air, and you find it hard to find anything to sustain you in this deadly melee. This evil dragon is normally found on dungeon level 48 and moves quickly. A kill of this creature is worth 105454.55 points for a 1st level character. It is dangerous at its native depth. and may breathe acid or disenchantment powerfully; 1 time in 3 and is also magical, casting spells intelligently which terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 3. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to acid. It resists disenchantment. It cannot be confused, charmed or slept. It pays little attention to intruders, which it may notice from 300 feet. It may carry up to 7 good chests, armours or adornments. It can claw to wound you for 4d12 damage, claw to wound you for 4d12 damage and bite to disenchant your armour and weapons for 6d14 damage. The Great Hell Wyrm (Magenta-Pink 'A') === Num:506 Lev:48 Rar:5 Spd:+10 Hp:2660 Ac:150 Exp:21000 A vast dragon of immense power. Fire leaps continuously from its huge form. The air around it scalds you. Its slightest glance burns you, and you truly realize how insignificant you are. This evil dragon is normally found on dungeon level 48 and moves quickly. A kill of this creature is worth 110727.27 points for a 1st level character. It is deadly at its native depth. and may breathe fire powerfully; 1 time in 4 and is also magical, casting spells intelligently which terrify, blind, confuse or paralyze powerfully enough to overcome your resistance; 1 time in 4. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to fire. It cannot be confused, charmed or slept. It pays little attention to intruders, which it may notice from 300 feet. It may carry up to 7 good chests, armours or adornments. It can claw to hurt you for 4d12 damage, claw to hurt you for 4d12 damage and bite to burn you for 6d24 damage. [U] Maeglin, the Traitor of Gondolin (Light Dark 'l') === Num:595 Lev:48 Rar:7 Spd:+20 Hp:4560 Ac:120 Exp:77000 The son of Eol the Dark Elf, Maeglin is every bit as evil as his father and more. His greed for gold led him to betray the Hidden Kingdom of Gondolin to Morgoth's forces. He is a mighty warrior himself, and some of Morgoth's greatest servants answer to his call. This evil elf is normally found on dungeon level 48 and moves very quickly. Killing this creature is worth 406000.00 points for a 1st level character. He is over powered at his native depth. He is magical, casting spells which summon monsters, summon Ancient Dragons, summon Greater Demons, summon Unique Monsters, summon Greater Undead or summon Ring Wraiths; 1 time in 5. He can open doors, bash down doors and bore through walls. He is immune to fire, cold and poison. He cannot be confused, charmed or slept. He takes a while to see intruders, which he may notice from 700 feet. He may carry up to 7 exceptional weapons, missile weapons, garments, lites, adornments, written items, musical items, potions or edible items. He can hit to hurt you for 8d8 damage, hit to hurt you for 8d8 damage, hit to hurt you for 8d8 damage and hit to hurt you for 8d8 damage. It is a dungeon guardian, impeding your progress further. [U] the Shadow of Caradhras, the Mountain (Blue Slate 'P') === Num:1272 Lev:48 Rar:8 Spd:+5 Hp:2280 Ac:120 Exp:90000 A foreboding shadow of the greatest peak of the Misty Mountains. Even at this distance, its terrible strength drives you back with wintry blasts and furious blows. This evil giant is normally found on dungeon level 48 and moves quickly. Killing this creature is worth 474545.45 points for a 1st level character. It is over powered at its native depth. It may throw a boulder at to hurt you for 20d10 damage and may breathe wind; 1 time in 5 and is also magical, casting spells intelligently which produce wind balls, produce storm balls or produce ice bolts; 1 time in 5. It can bash down doors, bore through walls and pick up objects. It is hurt by rock remover. It is immune to acid, lightning, fire, cold and poison. It takes a while to see intruders, which it may notice from 300 feet. It may carry up to 3 good chests, musical items, potions or edible items. It can hit to shatter you for 13d7 damage and hit to confuse you for 13d7 damage. It is a dungeon guardian, impeding your progress further. The Great Swamp Wyrm (Light Teal 'A') === Num:576 Lev:49 Rar:5 Spd:+10 Hp:2450 Ac:150 Exp:22000 A truly enormous dragon with great powers. The foul gases issuing from the beast nearly make you vomit; and while you may try to hold your breath as you fight it, it sees no reason to do likewise. This evil dragon is normally found on dungeon level 49 and moves quickly. A kill of this creature is worth 118000.00 points for a 1st level character. It is dangerous at its native depth. and may breathe poison powerfully; 1 time in 3 and is also magical, casting spells intelligently which terrify, blind, confuse or paralyze powerfully enough to overcome your resistance; 1 time in 3. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to poison. It cannot be confused, charmed or slept. It pays little attention to intruders, which it may notice from 300 feet. It may carry up to 7 good chests, armours or adornments. It can claw to wound you for 4d12 damage, claw to wound you for 4d12 damage and bite to hurt and poison you for 6d24 damage. The Great Wyrm of Thunder (Mustard 'A') === Num:579 Lev:49 Rar:5 Spd:+10 Hp:2450 Ac:150 Exp:22000 A dragon of gigantic proportions, with destructive abilities to match. The sheer loudness of its roar leaves you stunned and unable to think clearly enough to defend yourself adequately. This evil dragon is normally found on dungeon level 49 and moves quickly. A kill of this creature is worth 118000.00 points for a 1st level character. It is dangerous at its native depth. and may breathe poison or sound powerfully; 1 time in 3 and is also magical, casting spells which terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 3. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to poison. It cannot be stunned, confused, charmed or slept. It pays little attention to intruders, which it may notice from 300 feet. It may carry up to 7 good chests, armours or adornments. It can claw to batter you for 4d12 damage, claw to batter you for 4d12 damage and bite to hurt you for 6d24 damage. The Emperor lich|||es| (Violet 'L') === Num:970 Lev:49 Rar:5 Spd:+10 Hp:2835 Ac:95 Exp:22000 A skeletal form wrapped in robes and ancient reliqury. Powerful magic crackles along its bony fingers. This evil undead creature is normally found on dungeon level 49 and moves quickly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 118000.00 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells intelligently which produce nether bolts, blink-self, teleport to, create darkness, drain mana, cause mind blasting, cause wounds, give resistance to the elements, summon similar monsters, summon an undead, terrify , blind, confuse or paralyze powerfully enough to overcome your resistance; 1 time in 3. It can open doors and bash down doors. It is cold blooded. It is immune to lightning, cold and poison. It resists nether, disenchantment and edged weapons. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 7 garments, adornments, magical devices or written items. It can touch to drain experience (by 80d6+) from you, touch to drain charges from your wands and staffs, touch to reduce dexterity and agility from you for 2d16 damage and touch to reduce dexterity and agility from you for 2d16 damage. The Hellion (Light Red 'U') === Num:467 Lev:49 Rar:5 Spd:+10 Hp:1800 Ac:50 Exp:23000 It is a massive humanoid demon wreathed in flames. This evil demon is normally found on dungeon level 49 and moves quickly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 123363.64 points for a 1st level character. It is dangerous at its native depth. It may lash to burn you and may breathe fire powerfully; 1 time in 4 and is also magical, casting spells which produce chaos balls, produce cone of hellfire, incur heroism, summon a demon, blind or confuse powerfully enough to overcome your resistance; 1 time in 4. It can open doors, bash down doors and fly over obstacles. It lights up the surroundings. It is immune to lightning , fire and cold. It resists lava, darkness, magical spells and the effects of rods, staffs and wands. It cannot be confused, charmed or slept. It pays little attention to intruders, which it may notice from 200 feet. It may carry up to 5 good weapons, armours or written items. It can hit to burn you for 8d12 damage, crush to hurt you for 3d12 damage and lash to burn you. The Drolem (Green 'g') === Num:472 Lev:49 Rar:5 Spd:+10 Hp:1850 Ac:130 Exp:23000 A constructed dragon, the drolem has massive strength. Powerful spells weaved during its creation make it a fearsome adversary. Its eyes show little intelligence, but it has been instructed to destroy all it meets. This dragon is normally found on dungeon level 49 and moves quickly, but is larger, faster or more powerful deeper in the dungeon. Destruction of this creature is worth 123363.64 points for a 1st level character. It is dangerous at its native depth. It may create a spike to hurt and poison you and may grow ammunition and may breathe poison powerfully; 1 time in 5 and is also magical, casting spells which blind, confuse or slow powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors. It is cold blooded. It is not detected by telepathy. It is immune to lightning, fire, cold and poison. It cannot be frightened, confused, charmed or slept. It takes quite a while to see intruders, which it may notice from 250 feet. It can claw to hurt you for 3d10 damage, claw to hurt you for 3d10 damage and bite to hurt and poison you for 10d10 damage. The Great Wyrm of Shadow (Blue Slate 'A') === Num:443 Lev:49 Rar:5 Spd:+10 Hp:1680 Ac:100 Exp:24000 A dragon-shaped shadow wielding soul-rending Night. As it draws near, panic threatens to overwhelm you. This evil dragon is normally found on dungeon level 49 and moves quickly. A kill of this creature is worth 128727.27 points for a 1st level character. It is deadly at its native depth. It may breathe nether powerfully; 1 time in 4 and is also magical, casting spells intelligently which create darkness, terrify, confuse or slow powerfully enough to overcome your resistance; 1 time in 4. It can pass through walls, pick up objects and track you over land, but not through water. It is invisible. It is immune to cold. It resists nether and darkness. It cannot be confused, charmed or slept. It pays little attention to intruders, which it may notice from 250 feet. It may carry up to 7 chests, armours or adornments. It can claw to wound you for 2d14 damage, claw to terrify you for 2d14 damage, bite to drain experience (by 80d6+) from you for 3d14 damage and bite to paralyze you for 3d14 damage. The Great Wyrm of Perplexity (Light Umber 'A') === Num:577 Lev:49 Rar:5 Spd:+10 Hp:2450 Ac:150 Exp:24000 A dragon of great size and power. Its polished bronze scales reflect the light in strange and confusing patterns, and you find it hard to keep your mind on the job of fighting for your life. This evil dragon is normally found on dungeon level 49 and moves quickly. A kill of this creature is worth 128727.27 points for a 1st level character. It is deadly at its native depth. and may breathe fire or confusion powerfully; 1 time in 3 and is also magical, casting spells intelligently which terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 3. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to fire. It cannot be confused, charmed or slept. It pays little attention to intruders, which it may notice from 300 feet. It may carry up to 7 good chests, armours or adornments. It can claw to hurt you for 4d12 damage, claw to hurt you for 4d12 damage and bite to confuse you for 6d14 damage. The Ent (Light Green ':') === Num:1279 Lev:49 Rar:5 Spd:+10 Hp:3040 Ac:120 Exp:24000 A treeherd; a sentient, moving tree. His wrath is fearsome! This creature is normally found on dungeon level 49 and moves quickly. A kill of this creature is worth 128727.27 points for a 1st level character. He is deadly at his native depth. . He can open doors, bash down doors and pick up objects. He resists blunt weapons. He takes a while to see intruders, which he may notice from 300 feet. He may carry up to 4 good potions. He can crush to hurt you for 13d11 damage, crush to hurt you for 13d11 damage and crush to hurt you for 13d11 damage. The Jabberwock (Purple 'J') === Num:517 Lev:49 Rar:5 Spd:+20 Hp:2400 Ac:125 Exp:26000 "Beware the Jabberwock, my son! The jaws that bite, the claws that catch!" Run and run quickly, for death incarnate chases behind you! This animal is normally found on dungeon level 49 and moves very quickly, but is more powerful deeper in the dungeon. A kill of this creature is worth 139454.55 points for a 1st level character. It is deadly at its native depth. It may breathe chaos; 1 time in 5. It can bash down doors and can eat bodies to regain strength. It resists chaos. It prefers to ignore intruders, which it may notice from 350 feet. It may carry one or two garments, edible items or junk items. It can claw to wound you for 10d10 damage, claw to wound you for 10d10 damage, bite to hurt you for 10d10 damage and bite to hurt you for 10d10 damage. [U] Baldor the Hapless (Yellow 'L') === Num:528 Lev:49 Rar:6 Spd:+20 Hp:4150 Ac:85 Exp:57000 The eldest son of Brego, second King of Rohan. At the feast held to celebrate the completion of Meduseld, he made a rash vow to tread the Paths of the Dead. There he died and rose as one of the Dead, for the Paths are closed to all save the Dead and the heirs of Isildur. This evil undead creature is normally found on dungeon level 49 and moves very quickly. Destroying this creature is worth 305727.27 points for a 1st level character. He is over powered at his native depth. He is magical, casting spells intelligently which produce nether balls, invoke mana storms, produce mana bolts, blink-self, teleport to, create traps, cause mind blasting, cause wounds, summon similar monsters, summon monsters, summon an undead, terrify, blind or paralyze; 1 time in 1. He can open doors and bash down doors. He is cold blooded. He is immune to cold and poison. He cannot be confused, charmed or slept. He tends to overlook intruders, which he may notice from 200 feet. He usually appears with escorts. He may carry up to 7 exceptional garments, adornments, magical devices or written items. He can touch to drain experience (by 80d6+) from you for 8d12 damage, touch to drain charges from your wands and staffs for 8d12 damage and touch to reduce dexterity and agility from you for 8d12 damage . It is a dungeon guardian, impeding your progress further. The Greater titan (Light Pink 'P') === Num:477 Lev:50 Rar:5 Spd:+10 Hp:2850 Ac:125 Exp:27000 A forty foot tall humanoid that shakes the ground as it walks. The power radiating from its frame shakes your courage, its hatred inspired by your defiance. This evil giant is normally found on dungeon level 50 and moves quickly. A kill of this creature is worth 147272.73 points for a 1st level character. It is deadly at its native depth. It may throw a boulder at to hurt you; 1 time in 2 and is also magical, casting spells intelligently which heal-self, teleport to, summon monsters or terrify powerfully enough to overcome your resistance; 1 time in 2. It can carry a lite to see you, bash down doors and pick up objects. It needs lite to see you. It takes a while to see intruders, which it may notice from 300 feet. It may carry up to 6 exceptional chests, musical items, potions or edible items. It can hit to batter you and hit to confuse you. The Grand Master mystic (Orange 'p') === Num:493 Lev:50 Rar:5 Spd:+20 Hp:1848 Ac:80 Exp:29000 She is one of the few true masters of the art, being extremely skillful in all forms of unarmed combat and controlling the world's natural creatures with disdainful ease. This woman shaman is normally found on dungeon level 50 and moves very quickly. A kill of this creature is worth 158181.82 points for a 1st level character. She is deadly at her native depth. She is magical, casting spells which produce lightning balls, produce poison balls, produce sound balls, produce storm balls, produce plasma bolts, produce ice bolts, produce water bolts, recover mana, heal-self, cure-self, blink-self, give invisibility, teleport-self to, teleport to, incur heroism, summon monsters, summon hounds, blind, confuse or paralyze; 1 time in 3. She can open doors and bash down doors. She is immune to acid, lightning, fire, cold and poison. She cannot be confused, charmed or slept. She is observant of intruders, which she may notice from 300 feet. She may carry up to 3 exceptional weapons, armours, garments, lites, adornments, written items, potions or edible items. She can kick to batter you for 20d2 damage, punch to batter you for 10d2 damage, hit to hurt and poison you for 20d1 damage and punch to paralyze you for 15d1 damage. The Elder vampire (Red 'V') === Num:596 Lev:50 Rar:5 Spd:+10 Hp:2460 Ac:90 Exp:29000 A terrible robed undead figure, this creature has existed in its unlife for many centuries by stealing the life of others. It can summon the very shades of its victims from beyond the grave to come enslaved to its aid. This evil undead creature is normally found on dungeon level 50 and moves quickly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 158181.82 points for a 1st level character. It is deadly at its native depth. It is magical, casting spells which produce nether bolts, incur wraithform, create darkness, drain mana, cause mind blasting, cause wounds, summon an undead, terrify or paralyze; 1 time in 5. It can open doors , bash down doors and pass through walls. It is invisible. It is cold blooded. It regenerates quickly. It is hurt by bright light. It is immune to fire, cold and poison. It cannot be confused, charmed or slept. It is fairly observant of intruders, which it may notice from 200 feet. It may carry up to 5 good weapons, armours, garments, adornments, magical devices, written items or treasures. It can hit to hurt you for 4d6 damage, hit to hurt you for 4d6 damage, bite to drain experience (by 80d6+) from you for 5d6 damage and bite to drain experience (by 80d6+) from you for 5d6 damage. The Great Inertia Wyrm (Mud 'A') === Num:1160 Lev:50 Rar:5 Spd:+15 Hp:2450 Ac:150 Exp:29000 A massive dragon that seems to be hardly moving at all as it charges at you with deadly menace. This evil dragon is normally found on dungeon level 50 and moves very quickly. A kill of this creature is worth 158181.82 points for a 1st level character. It is deadly at its native depth. It may breathe inertia powerfully; 1 time in 3 and is also magical, casting spells intelligently which terrify, confuse or slow powerfully enough to overcome your resistance; 1 time in 3. It can bash down doors, fly over obstacles and track you over land, but not through water. It cannot be confused, charmed or slept. It pays little attention to intruders, which it may notice from 300 feet. It may carry up to 9 good chests, armours or adornments. It can claw to hurt you for 4d12 damage, claw to hurt you for 4d12 damage, bite to hurt you for 6d14 damage and bite to hurt you for 6d14 damage. The Sorcere|r|ss|rs| (Light Purple 'q') === Num:1034 Lev:50 Rar:5 Spd:+20 Hp:4576 Ac:60 Exp:30000 A human figure in robes, she moves with magically improved speed, and her hands are ablur with spell casting. You stagger at the mighty sound of her spells as they echo hollowly through the dungeon. This evil woman mage is normally found on dungeon level 50 and moves very quickly, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 163636.36 points for a 1st level character. She is deadly at her native depth. She is magical, casting spells intelligently which produce fire balls, produce frost balls, produce poison balls, produce balls of light, produce confusion balls, produce sound balls, produce chaos balls, invoke mana storms, produce acid bolts, produce mana bolts, produce cone of force, haste-self, recover mana, blink-self, teleport-self, teleport to, create traps, cause wounds, create a shield, give resistance to the elements, probe your weaknesses, summon a monster, summon monsters of the same class, summon a dragon, summon Ancient Dragons, summon an undead, summon Greater Undead, cause hallucinations, terrify, blind, confuse or paralyze powerfully enough to overcome your resistance; 1 time in 1. She can carry a lite to see you, open doors, bash down doors and pick up objects. She needs lite to see you. She resists disenchantment. She cannot be confused, charmed or slept. She is fairly observant of intruders, which she may notice from 200 feet. She may carry up to 4 good weapons, garments, lites, adornments, magical devices, written items , potions or edible items. She can hit to hurt you for 6d8 damage, hit to hurt you for 6d8 damage and hit to hurt you for 6d8 damage. The Hammer of the Underworld (Light Dark '\') === Num:1223 Lev:50 Rar:5 Spd:+20 Hp:735 Ac:55 Exp:30000 A maul thrice as large as a man and many times more massive, with a spectre-shimmer of dreadful magics surrounding it. It smites and smashes down, pulverizes and mangles in heaps of rubble, blood, and bone. Appalling and horrific sight! This creature is normally found on dungeon level 50 and moves very quickly, but is faster deeper in the dungeon. Destruction of this creature is worth 163636.36 points for a 1st level character. It is deadly at its native depth. It can bore through walls, fly over obstacles and communicate telepathically with its own kind. It is not detected by telepathy. It is immune to lightning, cold and poison. It resists water, nether, nexus, blindness and chaos. It cannot be stunned, frightened, confused, charmed or slept. It takes a while to see intruders, which it may notice from 180 feet. It can hit to batter you. The Osyluth (Light Slate 'U') === Num:569 Lev:50 Rar:5 Spd:+20 Hp:2210 Ac:75 Exp:32000 It is a demon made almost entirely out of bones. It is humanoid, but with a large tail similar to that of a giant scorpion, and emits a foul smell of decay and rot. They are despised even in the hells. This evil demon is normally found on dungeon level 50 and moves very quickly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 174545.45 points for a 1st level character. It is deadly at its native depth. It is magical, casting spells which produce lightning balls, produce frost balls , produce ice bolts, summon a demon or terrify powerfully enough to overcome your resistance; 1 time in 5. It can open doors and bash down doors. It is invisible. It is immune to acid, lightning, fire, cold and poison. It resists magical spells and the effects of rods, staffs and wands. It cannot be confused, charmed or slept. It pays little attention to intruders, which it may notice from 200 feet. It may carry up to 3 good weapons, armours or written items. It can hit to reduce charisma from you for 6d6 damage, hit to reduce charisma from you for 6d6 damage, bite to hurt and poison you for 8d8 damage and sting to reduce strength and size from you for 5d5 damage. The Great Crystal Wyrm (Light Pink 'A') === Num:1159 Lev:50 Rar:5 Spd:+15 Hp:2450 Ac:150 Exp:32000 A huge crystalline dragon. Its skin is composed of thousands of razor-sharp silver plates. Strange colours ripple through it as it moves in the light. This evil dragon is normally found on dungeon level 50 and moves very quickly. A kill of this creature is worth 174545.45 points for a 1st level character. It is deadly at its native depth. It may breathe shards powerfully; 1 time in 3 and is also magical, casting spells intelligently which terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 3. It can bash down doors, fly over obstacles and track you over land, but not through water. It lights up the surroundings. It resists edged weapons. It cannot be confused, charmed, slept or cut. It tends to overlook intruders, which it may notice from 300 feet. It may carry up to 9 good chests, armours or adornments. It can claw to hurt you for 4d12 damage, claw to hurt you for 4d12 damage, bite to hurt you for 6d14 damage and bite to hurt you for 6d14 damage. The Dracolisk (Light Red 'D') === Num:478 Lev:50 Rar:6 Spd:+10 Hp:2660 Ac:120 Exp:33000 A mixture of dragon and basilisk, the dracolisk stares at you with deep piercing eyes, its evil breath burning the ground where it stands. This evil mix of animal and dragon is normally found on dungeon level 50 and moves quickly, but is larger or more powerful deeper in the dungeon. A kill of this creature is worth 180000.00 points for a 1st level character. It is deadly at its native depth. It may gaze to petrify you and may breathe fire or nexus powerfully; 1 time in 5 and is also magical, casting spells intelligently which terrify or paralyze powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors, can eat bodies to regain strength and track you over land, but not through water. It is immune to acid and fire. It resists nexus. It cannot be confused, charmed or slept. It pays little attention to intruders, which it may notice from 250 feet. It may carry up to 4 good chests, armours or adornments. It can bite to hurt you for 4d12 damage , bite to hurt you for 4d12 damage, bite to burn you for 7d14 damage and gaze to petrify you. The Aetheroi (Violet 'f') === Num:1227 Lev:50 Rar:7 Spd:+20 Hp:1766 Ac:40 Exp:33000 Radiant predator of the Ethereal Plains, it bounds in rainbows across the vault of the sky. Brilliantly it shines; to look at it is blindness. Its roar is thunder; its onrush, a whirlwind. It is one of the Lions of Heaven, and its fangs are flawless diamonds. This animal is normally found on dungeon level 50 and moves very quickly, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 180000.00 points for a 1st level character. It is over powered at its native depth. It may breathe light, sound or wind; 1 time in 10. It can bash down doors, can eat bodies to regain strength and track you over land, but not through water. It lights up the surroundings. It is rarely detected by telepathy. It is immune to lightning and fire. It resists plasma and lite. It cannot be stunned, frightened or confused. It is observant of intruders, which it may notice from 350 feet. It usually appears with a friend. It may carry one or two exceptional treasures. It can bite to wound you, bite to blind you for 5d20 damage, doubled against eye monsters and claw to batter you for 5d20 damage. The Bone golem (White 'g') === Num:608 Lev:50 Rar:6 Spd:+10 Hp:2450 Ac:170 Exp:35000 A skeletal form, black as night, constructed from the bones of its previous victims. This undead creature is normally found on dungeon level 50 and moves quickly, but is larger, faster or more powerful deeper in the dungeon. Destruction of this creature is worth 190909.09 points for a 1st level character. It is deadly at its native depth. It is magical, casting spells which produce nether balls, teleport to, drain mana, cause mind blasting, cause wounds or summon an undead; 1 time in 6. It can bash down doors. It is cold blooded. It is not detected by telepathy. It is immune to lightning, fire, cold and poison. It resists edged weapons. It cannot be frightened, confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It can hit to disenchant your armour and weapons for 8d8 damage, hit to disenchant your armour and weapons for 8d8 damage, hit to reduce strength and size from you for 6d6 damage and hit to reduce strength and size from you for 6d6 damage. [U] Oikeroi, Bodyguard of Tevildo (Violet 'f') === Num:642 Lev:50 Rar:6 Spd:+20 Hp:3360 Ac:200 Exp:57000 A fierce and warlike cat, serving as a bodyguard of Tevildo. This giant cat looks down upon you with disdain. This evil creature is normally found on dungeon level 50 and moves very quickly. Killing this creature is worth 310909.09 points for a 1st level character. He is deadly at his native depth. He is magical, casting spells which teleport to or summon similar monsters; 1 time in 3. He can bash down doors and track you over land, but not through water. He is invisible. He is immune to fire, cold and poison. He cannot be confused, charmed or slept. He is ever vigilant for intruders, which he may notice from 1000 feet. He usually appears with a friend. He may carry up to 4 good garments, adornments or junk items. He can hit to confuse you for 12d12 damage, touch to reduce dexterity and agility from you for 2d12 damage, hit to blind you for 10d5 damage, doubled against eye monsters and hit to paralyze you for 15d1 damage. [U] Umuiyan, Doorkeeper of Tevildo (Violet 'f') === Num:643 Lev:50 Rar:6 Spd:+20 Hp:3360 Ac:200 Exp:57000 A giant cat, and servant of Tevildo. His yellow eyes look upon you with a baleful stare. This evil creature is normally found on dungeon level 50 and moves very quickly. Killing this creature is worth 310909.09 points for a 1st level character. He is deadly at his native depth. He is magical, casting spells which teleport to or summon similar monsters; 1 time in 3. He can bash down doors and track you over land, but not through water. He is invisible. He is immune to fire, cold and poison. He cannot be confused, charmed or slept. He is ever vigilant for intruders, which he may notice from 1000 feet. He usually appears with a friend. He may carry up to 4 good garments, adornments or junk items. He can hit to confuse you for 12d12 damage, touch to reduce dexterity and agility from you for 2d12 damage, hit to blind you for 10d5 damage, doubled against eye monsters and hit to paralyze you for 15d1 damage. The Phoenix (Red 'B') === Num:1156 Lev:51 Rar:5 Spd:+15 Hp:2664 Ac:130 Exp:37000 A massive glowing eagle bathed in flames. The searing heat chars your skin and melts your armour. This animal is normally found on dungeon level 51 and moves very quickly, but is older or more powerful deeper in the dungeon. A kill of this creature is worth 205181.82 points for a 1st level character. It is deadly at its native depth. It may breathe fire, plasma or light; 1 time in 2 and is also magical, casting spells which produce fire balls, produce fire bolts, produce plasma bolts or summon similar monsters; 1 time in 2. It can open doors, bash down doors and can eat bodies to regain strength. It must fly and cannot move underwater or through webs. It lights up the surroundings. It is immune to acid, lightning, fire and poison. It resists lava, plasma and lite. It cannot be confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 600 feet. It may carry up to 3 good adornments or junk items. It can peck to wound you for 12d6 damage, peck to wound you for 12d6 damage, hit to burn you for 9d12 damage and hit to burn you for 9d12 damage. The Gaunt reaver (Green 'L') === Num:973 Lev:51 Rar:6 Spd:+10 Hp:2450 Ac:170 Exp:39000 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 is normally found on dungeon level 51 and moves quickly, but is more powerful deeper in the dungeon. Destruction of this creature is worth 216272.73 points for a 1st level character. It is deadly at its native depth. It is magical, casting spells intelligently which produce nether balls, invoke mana storms, teleport to, drain mana, curse you, cause mind blasting, cause wounds, cause hunger, summon an undead, blind, confuse or paralyze; 1 time in 3 . It can open doors, bash down doors and bore through walls. It is cold blooded. It is immune to lightning, cold and poison. It resists nether, nexus, darkness and edged weapons. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 5 good garments, adornments, magical devices or written items. It can hit to eat your food for 6d8 damage, hit to starve you for 6d8 damage, hit to reduce strength and size from you for 4d6 damage and hit to reduce constitution from you for 4d6 damage. The Great Wyrm of Law (Umber 'A') === Num:520 Lev:51 Rar:6 Spd:+10 Hp:3150 Ac:170 Exp:41000 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 is normally found on dungeon level 51 and moves quickly. A kill of this creature is worth 227363.64 points for a 1st level character. It is deadly at its native depth. and may breathe sound or shards powerfully; 1 time in 3 and is also magical, casting spells intelligently which summon a dragon, terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 3. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to cold. It cannot be stunned, confused, charmed, slept or cut. It pays very little attention to intruders, which it may notice from 400 feet. It may carry up to 7 good chests, armours or adornments. It can claw to wound you for 5d12 damage, claw to wound you for 5d12 damage and bite to batter you for 7d14 damage. The Night reaver (Deep Light Blue 'L') === Num:972 Lev:51 Rar:6 Spd:+10 Hp:2450 Ac:170 Exp:43000 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 is normally found on dungeon level 51 and moves quickly, but is more powerful deeper in the dungeon. Destruction of this creature is worth 238454.55 points for a 1st level character. It is deadly at its native depth. It is magical, casting spells intelligently which produce frost balls, invoke darkness storms, produce nether balls, invoke mana storms, teleport to, drain mana, cause mind blasting, cause wounds, summon an undead, blind, confuse or paralyze; 1 time in 3. It can open doors, bash down doors and bore through walls. It is cold blooded. It is immune to lightning, cold and poison. It resists nether, nexus, darkness and edged weapons. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 5 good garments, adornments, magical devices or written items. It can hit to blind you for 6d8 damage, doubled against eye monsters, hit to disenchant your armour and weapons for 6d8 damage, hit to reduce intelligence from you for 4d6 damage and hit to reduce wisdom from you for 4d6 damage. The Nightrunner (Umber 'N') === Num:993 Lev:51 Rar:6 Spd:+20 Hp:1617 Ac:160 Exp:43000 Swift as night, this four-legged monstrosity in death runs in massive leaps and bounds towards you, shaking the dungeon with the force of its footsteps. Its iron hard teeth and claws nash furiously, and then it unleashes a dreadful howl, cutting through the flesh of your trembling body to pierce your very soul. This evil undead animal is normally found on dungeon level 51 and moves very quickly, but is larger or more powerful deeper in the dungeon. Destruction of this creature is worth 238454.55 points for a 1st level character. It is deadly at its native depth. It is magical, casting spells intelligently which produce nether balls, produce nether bolts, produce mana bolts, haste-self, cause mind blasting, summon an undead, terrify or blind; 1 time in 4. It can bash down doors. It is cold blooded. It is hurt by bright light. It is immune to lightning, fire, cold and poison. It resists water, nether, nexus, disenchantment and darkness. It cannot be confused, charmed or slept. It is fairly observant of intruders, which it may notice from 200 feet. It may carry up to 4 good armours, adornments or written items. It can claw to disenchant your armour and weapons for 11d11 damage, claw to disenchant your armour and weapons for 11d11 damage, bite to drain experience (by 80d6+) from you for 8d8 damage and bite to drain experience (by 80d6+) from you for 8d8 damage. The Great Wyrm of Chaos (Light Purple 'A') === Num:519 Lev:51 Rar:6 Spd:+10 Hp:3150 Ac:170 Exp:45000 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 is normally found on dungeon level 51 and moves quickly. A kill of this creature is worth 249545.45 points for a 1st level character. It is deadly at its native depth. and may breathe chaos or disenchantment powerfully; 1 time in 3 and is also magical, casting spells intelligently which summon a dragon, terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 3. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to fire. It resists disenchantment and chaos. It cannot be confused, charmed or slept. It pays very little attention to intruders, which it may notice from 400 feet. It may carry up to 7 good chests, armours or adornments. It can claw to wound you for 5d12 damage, claw to wound you for 5d12 damage and bite to space out you for 7d14 damage. The Nighthunter (Light Umber 'N') === Num:994 Lev:51 Rar:6 Spd:+20 Hp:1988 Ac:180 Exp:47000 Patient as death, this felinoid terror pads silently towards you, carving the air with its sleek and terrible strides. Its steely teeth and claws flex and retract with a deadly beauty, but the dreadful and unliving force with which it hunts you will end only with your extermination. This evil undead animal is normally found on dungeon level 51 and moves very quickly, but is larger or more powerful deeper in the dungeon. Destruction of this creature is worth 260636.36 points for a 1st level character. It is deadly at its native depth. It is magical, casting spells intelligently which invoke darkness storms, produce nether balls, produce nether bolts, produce mana bolts, cause mind blasting, summon an undead, terrify or blind; 1 time in 4. It can bash down doors. It is cold blooded. It is hurt by bright light. It is immune to lightning, fire, cold and poison. It resists water, nether, nexus, disenchantment and darkness. It cannot be confused, charmed or slept. It is observant of intruders, which it may notice from 200 feet. It may carry up to 4 good armours, adornments or written items. It can claw to disenchant your armour and weapons for 12d12 damage, claw to disenchant your armour and weapons for 12d12 damage, bite to drain charges from your wands and staffs for 9d9 damage and bite to drain charges from your wands and staffs for 9d9 damage. [U] Thuringwethil, the Vampire Messenger (Violet 'V') === Num:505 Lev:51 Rar:5 Spd:+20 Hp:3550 Ac:145 Exp:54000 Chief messenger between Sauron and Morgoth, she is surely the most deadly of her vampire race. At first she is charming to meet, but her wings and eyes give away her true form. This evil undead creature is normally found on dungeon level 51 and moves very quickly. Destroying this creature is worth 299454.55 points for a 1st level character. She is deadly at her native depth. She is magical, casting spells intelligently which produce nether balls , incur wraithform, drain mana, curse you, cause mind blasting, cause wounds, summon similar monsters, summon Greater Undead, terrify, blind or paralyze; 1 time in 2. She can open doors, bash down doors and fly over obstacles. She is cold blooded. She regenerates quickly. She is hurt by bright light. She is immune to cold and poison. She cannot be confused, charmed or slept. She is fairly observant of intruders, which she may notice from 200 feet. She may carry up to 7 good weapons, armours, garments, adornments, magical devices or written items. She can bite to drain experience (by 80d6+) from you for 6d6 damage, bite to drain experience (by 80d6+) from you for 6d6 damage, hit to confuse you for 6d6 damage and hit to confuse you for 6d6 damage. [U] Durin's Bane, the Balrog of Khazad-dum (Violet 'U') === Num:483 Lev:51 Rar:6 Spd:+20 Hp:2400 Ac:100 Exp:180000 A huge Balrog surrounded by raging pillars of fire, he is indeed a terrible opponent. The dark figure holds in its right hand a sword like a stabbing tongue of fire and a flaming whip of many thongs in its left. This Balrog was entombed beneath Baranzibar for many years until the dwarves of Khazad-dum, while extending their mithril-mine, roused it from its sleep. It is known as Durin's Bane, the slayer of Durin VI, Lord of Moria. Your death is at hand. This evil demon is normally found on dungeon level 51 and moves very quickly. Destroying this creature is worth 998181.82 points for a 1st level character. He is over powered at his native depth. He may lash to burn you for 12d12 damage and may breathe fire powerfully; 1 time in 2 and is also magical, casting spells which summon a demon, summon an undead, terrify or confuse powerfully enough to overcome your resistance; 1 time in 2. He can open doors , bash down doors and fly over obstacles. He is immune to acid, fire and poison. He resists magical spells and the effects of rods, staffs and wands. He cannot be confused, charmed or slept. He pays little attention to intruders, which he may notice from 200 feet. He usually appears with escorts. He may carry up to 7 good weapons, armours or written items. He can hit to burn you for 17d12 damage, lash to burn you for 12d12 damage and touch to drain charges from your wands and staffs. It is a dungeon guardian, impeding your progress further. The Shadow breeder (Blue Slate 'S') === Num:1222 Lev:52 Rar:11 Spd:+10 Hp:686 Ac:15 Exp:8300 The darkness gathers, heaves, and out loom the taloned legs and hairy face of an enormous Unlit spider. It craves the darkness, and breeds everywhere the shadows lie. This insect is normally found on dungeon level 52 and moves a bit erratically and quickly, but is larger deeper in the dungeon. A kill of this creature is worth 46781.82 points for a 1st level character. It is over powered at its native depth. and may breathe darkness; 1 time in 4. It can bash down doors. It is invisible. It is rarely detected by telepathy. It breeds explosively. It appears in a giant web. It is hurt by bright light. It resists darkness. It cannot be confused. It is observant of intruders, which it may notice from 250 feet. It usually appears with a friend. It can crawl to absorb light from you for 5d1 damage, sting to blind you for 2d9 damage, doubled against eye monsters and sting to paralyze you for 2d9 damage. The Black reaver (Light Dark 'L') === Num:524 Lev:52 Rar:6 Spd:+10 Hp:3150 Ac:170 Exp:53000 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 is normally found on dungeon level 52 and moves quickly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 298727.27 points for a 1st level character. It is deadly at its native depth. It is magical, casting spells intelligently which produce lightning balls, produce nether balls, invoke mana storms, teleport to, drain mana, cause mind blasting, cause wounds, summon an undead, blind, confuse or paralyze; 1 time in 3. It can open doors, bash down doors and bore through walls. It is cold blooded. It is immune to lightning, cold and poison. It resists darkness and edged weapons. It cannot be confused, charmed, slept or cut. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 5 good garments, adornments, magical devices or written items. It can hit to hurt you for 5d12 damage, hit to disenchant your armour and weapons for 6d8 damage, hit to reduce strength and size from you for 4d6 damage and hit to reduce constitution from you for 4d6 damage. The Great Wyrm of Stastis (Light Purple 'A') === Num:710 Lev:52 Rar:6 Spd:+10 Hp:3500 Ac:170 Exp:53000 A massive dragon, one of the mightiest of dragonkind. Time has stopped around it. It has travelled from between the space of seconds to destroy you. This evil dragon is normally found on dungeon level 52 and moves quickly. A kill of this creature is worth 298727.27 points for a 1st level character. It is deadly at its native depth. and may breathe fire, inertia or time powerfully ; 1 time in 3 and is also magical, casting spells intelligently which summon a dragon, summon Ancient Dragons, terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 3. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to fire. It cannot be confused, charmed or slept. It prefers to ignore intruders, which it may notice from 400 feet. It may carry up to 7 good chests, armours or adornments. It can claw to wound you for 5d12 damage, claw to wound you for 5d12 damage and bite to slow you with inertia for 7d12 damage. The Grey reaver (Slate 'L') === Num:971 Lev:52 Rar:6 Spd:+10 Hp:2450 Ac:170 Exp:54000 A humanoid form, dull grey and expressionless, advancing steadily and unstoppably, even the very rock of the dungeon cannot prevent it reaching you. This evil undead creature is normally found on dungeon level 52 and moves quickly, but is more powerful deeper in the dungeon. Destruction of this creature is worth 304363.64 points for a 1st level character. It is deadly at its native depth. It is magical, casting spells intelligently which produce fire balls, produce frost balls, produce nether balls, invoke mana storms, teleport to, drain mana, cause mind blasting, cause wounds, summon an undead, blind, confuse or paralyze; 1 time in 3. It can open doors, bash down doors and bore through walls. It is cold blooded. It is immune to lightning, fire, cold and poison. It resists nether, nexus, darkness and edged weapons. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 5 good garments, adornments, magical devices or written items. It can hit to disenchant your armour and weapons for 6d8 damage, hit to disenchant your armour and weapons for 6d8 damage, hit to reduce dexterity and agility from you for 4d6 damage and hit to reduce charisma from you for 4d6 damage. The Great Ethereal Wyrm (Orange 'A') === Num:1162 Lev:52 Rar:6 Spd:+15 Hp:3150 Ac:175 Exp:54000 A powerful wyrm with control over light and dark, the ethereal wyrm's eyes glare with white hatred from the shadows. This evil dragon is normally found on dungeon level 52 and moves very quickly. A kill of this creature is worth 304363.64 points for a 1st level character. It is deadly at its native depth. It may breathe light or darkness powerfully; 1 time in 3 and is also magical, casting spells intelligently which blind or confuse powerfully enough to overcome your resistance; 1 time in 3. It can pass through walls, fly over obstacles and track you over land, but not through water. It lights up the surroundings. It is invisible. It resists lite and darkness. It cannot be confused, charmed or slept. It pays little attention to intruders, which it may notice from 400 feet. It may carry up to 9 good chests, armours or adornments. It can claw to hurt you for 6d10 damage, claw to hurt you for 6d10 damage, bite to hurt you for 8d12 damage and bite to hurt you for 8d12 damage. The Dracolich|||es| (Light Green 'A') === Num:476 Lev:52 Rar:6 Spd:+10 Hp:2660 Ac:120 Exp:55000 The skeletal form of a once-great dragon, enchanted by magic most perilous. Its animated form strikes with speed and drains life from its prey to satisfy its hunger. This evil undead dragon is normally found on dungeon level 52 and moves quickly, but is larger or more powerful deeper in the dungeon. Destruction of this creature is worth 310000.00 points for a 1st level character. It is deadly at its native depth. It may breathe lightning or nether powerfully; 1 time in 5 and is also magical, casting spells intelligently which teleport to, terrify or confuse powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors, pick up objects , fly over obstacles and track you over land, but not through water. It is cold blooded. It is immune to lightning, cold and poison. It resists nether and edged weapons. It cannot be confused, charmed or slept. It pays little attention to intruders, which it may notice from 250 feet. It may carry up to 4 good chests, armours or adornments. It can claw to hurt you for 4d12 damage , claw to hurt you for 4d12 damage and bite to drain experience (by 80d6+) from you for 7d14 damage. The Demilich|||es| (Mud 'L') === Num:557 Lev:52 Rar:6 Spd:+10 Hp:2560 Ac:100 Exp:59000 A lich who is partially immaterial, on its way to a new, ethereal form. This evil undead creature is normally found on dungeon level 52 and moves quickly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 332545.45 points for a 1st level character. It is deadly at its native depth. It is magical, casting spells intelligently which heal-self, blink-self, teleport-self, teleport to, incur wraithform, drain mana , cause mind blasting, cause wounds, give resistance to the elements, summon a demon, summon an undead, cause amnesia, terrify, blind, confuse or paralyze; 1 time in 3. It can open doors and bash down doors. It is cold blooded. It is immune to lightning, cold and poison. It resists edged and blunt weapons. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 3 good garments, adornments, magical devices or written items. It can touch to drain experience (by 80d6+) from you, touch to drain charges from your wands and staffs, touch to reduce dexterity and agility from you for 4d12 damage and touch to reduce dexterity and agility from you for 4d12 damage. The 13-headed hydra (Light Slate 'y') === Num:1073 Lev:52 Rar:6 Spd:+20 Hp:1558 Ac:120 Exp:59000 A strange reptilian hybrid with thirteen heads. This animal is normally found on dungeon level 52 and moves very quickly, but is larger deeper in the dungeon . A kill of this creature is worth 332545.45 points for a 1st level character. It is deadly at its native depth. It may spit to blind you for 6d9 damage, doubled against eye monsters and may breathe plasma, confusion, inertia, gravity or chaos powerfully; 1 time in 3 and is also magical, casting spells which produce confusion balls, produce chaos balls, produce plasma bolts , blind or confuse powerfully enough to overcome your resistance; 1 time in 3. It can bash down doors, can eat bodies to regain strength and track you over land, but not through water. It is immune to acid, lightning, fire, cold and poison. It resists lava, blindness and chaos. It cannot be confused. It takes a while to see intruders, which it may notice from 350 feet. It may carry up to 9 treasures. It can bite to confuse you for 8d9 damage, bite to paralyze you for 8d9 damage, bite to space out you for 8d9 damage and spit to blind you for 6d9 damage, doubled against eye monsters. The Great Wyrm of Corruption (Light Pink 'A') === Num:1234 Lev:52 Rar:6 Spd:+10 Hp:3500 Ac:170 Exp:59000 A massive dragon, one of the mightiest of dragonkind. It has undisputed mastery of the magic around you. It has travelled through the great mana flows beyond space to destroy you. This evil dragon is normally found on dungeon level 52 and moves quickly. A kill of this creature is worth 332545.45 points for a 1st level character. It is deadly at its native depth. and may breathe poison, nexus or disease powerfully; 1 time in 3 and is also magical, casting spells intelligently which summon a dragon, summon Ancient Dragons, terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 3. It can bash down doors, fly over obstacles and track you over land, but not through water. It is cold blooded. It is immune to poison. It resists nexus and teleportation. It cannot be confused, charmed or slept. It prefers to ignore intruders, which it may notice from 400 feet. It may carry up to 7 good chests, armours or adornments. It can claw to wound you for 5d12 damage, claw to wound you for 5d12 damage and bite to infect you with disease for 7d12 damage. The Kraken (Deep Light Blue 'F') === Num:1273 Lev:52 Rar:6 Spd:+10 Hp:2095 Ac:75 Exp:60000 A huge many-tentacled creature, long forgotten but rising from the endless depths. An inky stench comes from its foul bulk, and its massive arms reach out to crush you and drag you below. This evil creature is normally found on dungeon level 52 and moves quickly, but is larger or more powerful deeper in the dungeon. A kill of this creature is worth 338181.82 points for a 1st level character. It is deadly at its native depth. It may breathe darkness powerfully; 1 time in 5 and is also magical, casting spells intelligently which produce water balls, teleport to, create darkness, cause wounds, probe your weaknesses, terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 5. It can bash down doors and swim under water. It is immune to acid, lightning, fire and poison. It resists darkness. It cannot be confused, charmed or slept. It pays little attention to intruders, which it may notice from 300 feet. It may carry one or two good garments, edible items or junk items. It can crush to hurt you, crush to hurt you, crush to hurt you and crush to hurt you. The Great Wyrm of Many Colours (Violet 'A') === Num:523 Lev:52 Rar:6 Spd:+10 Hp:3500 Ac:170 Exp:64000 A gigantic dragon whose scales shimmer in myriad hues. This evil dragon is normally found on dungeon level 52 and moves quickly. A kill of this creature is worth 360727.27 points for a 1st level character. It is over powered at its native depth. It may breathe acid, lightning, fire, frost or poison powerfully; 1 time in 3 and is also magical, casting spells intelligently which summon a dragon, summon Ancient Dragons, terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 3. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to acid, lightning, fire, cold and poison. It cannot be confused, charmed or slept. It pays very little attention to intruders, which it may notice from 400 feet. It may carry up to 7 good chests, armours or adornments . It can claw to burn you for 5d12 damage, claw to freeze you for 5d12 damage , claw to electrify you for 5d12 damage and bite to dissolve you for 7d14 damage. The Great Wyrm of Magic (Purple 'A') === Num:707 Lev:52 Rar:6 Spd:+10 Hp:3500 Ac:170 Exp:64000 A massive dragon, one of the mightiest of dragonkind. It has undisputed mastery of the magic around you. It has travelled through the great mana flows beyond space to destroy you. This evil dragon is normally found on dungeon level 52 and moves quickly. A kill of this creature is worth 360727.27 points for a 1st level character. It is over powered at its native depth. and may breathe frost, disenchantment or mana powerfully; 1 time in 3 and is also magical, casting spells intelligently which summon a dragon, summon Ancient Dragons, terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 3. It can bash down doors, fly over obstacles and track you over land, but not through water. It is cold blooded. It is immune to cold. It resists disenchantment, magical spells and the effects of rods, staffs and wands. It cannot be confused, charmed or slept. It prefers to ignore intruders, which it may notice from 400 feet. It may carry up to 7 good chests, armours or adornments. It can claw to wound you for 5d12 damage, claw to wound you for 5d12 damage and bite to drain charges from your wands and staffs for 7d12 damage. The Great Wyrm of Balance (Violet 'A') === Num:521 Lev:52 Rar:6 Spd:+10 Hp:3500 Ac:170 Exp:65000 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 is normally found on dungeon level 52 and moves quickly. A kill of this creature is worth 366363.64 points for a 1st level character. It is over powered at its native depth. and may breathe sound, shards, chaos or disenchantment powerfully; 1 time in 3 and is also magical, casting spells intelligently which summon a dragon, summon Ancient Dragons, terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 3. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to fire and cold. It resists disenchantment and chaos. It cannot be stunned, confused, charmed or slept. It pays very little attention to intruders, which it may notice from 400 feet. It may carry up to 7 good chests, armours or adornments. It can claw to wound you for 5d12 damage, claw to wound you for 5d12 damage and bite to hurt you for 7d14 damage . The Great Wyrm of Time and Space (Light Violet 'A') === Num:706 Lev:52 Rar:6 Spd:+10 Hp:3500 Ac:170 Exp:65000 A massive dragon, one of the mightiest of dragonkind. It is thousands of years old and newly hatched simultaneously. It has travelled through all of time to destroy you. This evil dragon is normally found on dungeon level 52 and moves quickly. A kill of this creature is worth 366363.64 points for a 1st level character. It is over powered at its native depth. and may breathe acid, darkness, nexus or time powerfully; 1 time in 3 and is also magical, casting spells intelligently which summon a dragon, summon Ancient Dragons, terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 3. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to acid and cold. It resists nexus and darkness. It cannot be confused, charmed or slept. It prefers to ignore intruders, which it may notice from 400 feet. It may carry up to 7 good chests, armours or adornments. It can claw to wound you for 5d12 damage, claw to wound you for 5d12 damage and bite to take you back in time for 7d12 damage. The Great Wyrm of the Galaxy (Blue 'A') === Num:709 Lev:52 Rar:6 Spd:+10 Hp:3500 Ac:170 Exp:65000 A massive dragon, one of the mightiest of dragonkind. It can crush worlds in its might grip of gravity. It has travelled from the event horizon of blackhole to destroy you. This evil dragon is normally found on dungeon level 52 and moves quickly. A kill of this creature is worth 366363.64 points for a 1st level character. It is over powered at its native depth. It may breathe lightning, plasma, light, darkness or gravity powerfully; 1 time in 3 and is also magical, casting spells intelligently which summon a dragon, summon Ancient Dragons, terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 3. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to lightning, fire and cold. It resists plasma, blindness, lite and darkness. It cannot be confused , charmed or slept. It prefers to ignore intruders, which it may notice from 400 feet. It may carry up to 7 good chests, armours or adornments. It can claw to wound you for 5d12 damage, claw to wound you for 5d12 damage, bite to blast you with plasma for 7d12 damage and bite to blast you with plasma for 7d14 damage. [U] Tevildo, Prince of Cats (Violet 'f') === Num:516 Lev:52 Rar:5 Spd:+20 Hp:3360 Ac:200 Exp:76000 Master of all things feline and mighty servant of Morgoth. A great cat, coal-black and evil to look upon. His eyes are long and very narrow and slanted, and gleam both red and green. His great grey whiskers are as stout and sharp as needles. His purr is like the roll of drums and his growl like thunder. This creature is normally found on dungeon level 52 and moves very quickly. Killing this creature is worth 428363.64 points for a 1st level character. He is deadly at his native depth. He is magical, casting spells which teleport to or summon similar monsters; 1 time in 3. He can open doors, bash down doors and track you over land, but not through water. He is invisible. He is immune to fire, cold and poison. He cannot be confused, charmed or slept. He is ever vigilant for intruders, which he may notice from 1000 feet. He usually appears with escorts. He may carry up to 4 good garments, adornments or junk items. He can claw to confuse you for 12d12 damage, claw to reduce dexterity and agility from you for 2d12 damage, claw to blind you for 10d5 damage, doubled against eye monsters and bite to paralyze you for 15d1 damage. [U] the Queen of Air (Light Green 'E') === Num:468 Lev:52 Rar:6 Spd:+20 Hp:2430 Ac:50 Exp:480000 A towering air elemental queen, she avoids your blows with her extreme speed. This creature is normally found on dungeon level 52 and moves a bit erratically and very quickly. Destroying this creature is worth 2705454.55 points for a 1st level character. She is deadly at her native depth. ; 1 time in 5 and is also magical, casting spells which produce lightning balls, produce frost balls, produce wind balls, produce lightning bolts, recover mana or summon monsters of the same group; 1 time in 5. She can bash down doors, fly over obstacles and easily evade blows and missiles. She is cold blooded. She is not detected by telepathy. She is immune to acid, lightning, cold, poison and blunt weapons. She resists blindness. She cannot be frightened, confused, charmed or slept. She tends to overlook intruders, which she may notice from 120 feet. She usually appears with escorts. She can hit to batter you for 4d6 damage, hit to batter you for 4d6 damage and hit to confuse you for 8d4 damage. The Gelugon (White 'U') === Num:570 Lev:53 Rar:6 Spd:+20 Hp:2800 Ac:100 Exp:74000 This demon from the ice planes is a truly terrifying sight. It has an extremely large, insect-like body towering a full twelve feet tall, with great claws on its hands and pincers on its mouth, and its head bulges with great multi-faceted eyes. Its tail is covered with razor-sharp spikes. This evil demon is normally found on dungeon level 53 and moves very quickly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 423818.18 points for a 1st level character. It is over powered at its native depth. It may breathe frost or shards powerfully; 1 time in 5 and is also magical, casting spells which produce frost balls, produce ice bolts, summon Greater Demons, terrify, slow or paralyze powerfully enough to overcome your resistance; 1 time in 5. It can open doors and bash down doors. It regenerates quickly. It is immune to acid, lightning and cold . It resists magical spells and the effects of rods, staffs and wands. It cannot be confused, charmed, slept or cut. It pays little attention to intruders, which it may notice from 200 feet. It may carry up to 4 good weapons, armours or written items. It can claw to freeze you for 6d8 damage, claw to freeze you for 6d8 damage, bite to freeze you for 9d9 damage and hit to paralyze you for 5d5 damage. The 14-headed hydra (Violet 'y') === Num:1074 Lev:53 Rar:6 Spd:+25 Hp:1702 Ac:130 Exp:76000 A strange reptilian hybrid with fourteen heads. This animal is normally found on dungeon level 53 and moves incredibly quickly, but is larger deeper in the dungeon. A kill of this creature is worth 435272.73 points for a 1st level character. It is over powered at its native depth. It may spit to blind you for 6d9 damage, doubled against eye monsters and may breathe plasma, light, darkness, confusion, sound, shards, chaos, disenchantment or nexus powerfully; 1 time in 2 and is also magical, casting spells which produce balls of light, invoke darkness storms, produce confusion balls, produce sound balls, produce chaos balls, produce water bolts, terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 2. It can bash down doors, can eat bodies to regain strength and track you over land, but not through water. It is immune to acid, lightning, fire, cold and poison. It resists lava, plasma, nexus, disenchantment, blindness, lite, darkness and chaos. It cannot be stunned, frightened, confused, charmed, slept or cut. It takes a while to see intruders, which it may notice from 350 feet. It may carry up to 9 treasures. It can bite to confuse you for 8d9 damage, bite to space out you for 8d9 damage , bite to terrify you for 8d9 damage and spit to blind you for 6d9 damage, doubled against eye monsters. The Eye Tyrant (Violet 'e') === Num:1163 Lev:53 Rar:6 Spd:+20 Hp:5460 Ac:80 Exp:80000 A beholder of great size and age, floating in the air. Her gaze seems to shred your soul and her spells crush your will. She is ancient, his history steeped in forgotten evils, her atrocities numerous and sickening. This evil creature is normally found on dungeon level 53 and moves very quickly, but is older, more powerful or specialised deeper in the dungeon. A kill of this creature is worth 458181.82 points for a 1st level character. She is over powered at her native depth. She may gaze to disenchant your armour and weapons for 6d6 damage, gaze to drain charges from your wands and staffs for 6d6 damage or gaze to reduce intelligence from you for 6d6 damage; 1 time in 1 and is also magical, casting spells intelligently which produce acid balls, produce fire balls, produce frost balls, invoke darkness storms, produce nether balls, produce mana bolts, drain mana, cause mind blasting, probe your weaknesses, summon similar monsters, cause amnesia, terrify, blind or confuse; 1 time in 1 . She can bash down doors, fly over obstacles and communicate telepathically with its own kind. She is immune to acid, fire, cold and poison. She resists magical spells and the effects of rods, staffs and wands. She cannot be stunned, frightened, confused, charmed or slept. She is fairly observant of intruders, which she may notice from 300 feet. She can gaze to disenchant your armour and weapons for 6d6 damage, gaze to drain charges from your wands and staffs for 6d6 damage, gaze to reduce intelligence from you for 6d6 damage and bite to drain experience (by 80d6+) from you for 8d8 damage. The Minotaur |lord|lady|lords| (Magenta-Pink 'H') === Num:1157 Lev:53 Rar:6 Spd:+20 Hp:3572 Ac:120 Exp:81000 A fearsome bull-headed monster, she swings a mighty axe as she curses all that defy her. This evil creature is normally found on dungeon level 53 and moves very quickly, but is more powerful deeper in the dungeon. A kill of this creature is worth 463909.09 points for a 1st level character. She is over powered at her native depth. She may lash to wound you or create a crossbow bolt to hurt you and may breathe force; 1 time in 5 and is also magical, casting spells which produce lightning balls, produce plasma bolts, produce mana bolts or slow; 1 time in 5. She can bash down doors and track you over land, but not through water. She is immune to fire and poison. She resists plasma. She cannot be stunned, confused, charmed or slept. She takes quite a while to see intruders, which she may notice from 300 feet. She may carry up to 3 good missile weapons, garments, adornments, edible items or junk items. She can trample to hurt you, hit to wound you and lash to wound you. [U] Khamul the Shadow of the East (Slate 'W') === Num:494 Lev:53 Rar:5 Spd:+10 Hp:4000 Ac:100 Exp:390000 Once a great warrior-King of the East, the Black Easterling is second in command of the fell Nazgul. His great power and skill in combat is superseded only by that of the Lord of Morgul himself. This evil undead creature is normally found on dungeon level 53 and moves quickly. Destroying this creature is worth 2233636.36 points for a 1st level character. He is deadly at his native depth. ; 1 time in 1 and is also magical, casting spells intelligently which produce fire balls, produce frost balls, produce nether balls, produce mana bolts, recover mana, cure-self, push through floor or ceiling, curse you, cause wounds, summon Greater Undead, terrify, blind or paralyze; 1 time in 1. He can open doors and bash down doors. He is cold blooded. He is hurt by bright light. He is immune to acid, fire, cold and poison. He resists darkness. He cannot be confused, charmed or slept. He is fairly observant of intruders, which he may notice from 900 feet. He may carry up to 7 good weapons, armours, garments, adornments, magical devices or potions. He can hit to hurt you for 9d10 damage, hit to hurt you for 9d10 damage and touch to drain experience (by 40d6+) from you for 14d7 damage. [U] the Sorcerer of Dol Goldur (Light Purple 'q') === Num:645 Lev:54 Rar:5 Spd:+20 Hp:5600 Ac:100 Exp:58000 A mysterious and evil sorcerer, wrapped in black robes and with a burning gaze. Some whisper that his power is as great as Sauron's. This evil man is normally found on dungeon level 54 and moves very quickly. Killing this creature is worth 337454.55 points for a 1st level character. He is deadly at his native depth. He is magical, casting spells intelligently which produce fire balls, invoke darkness storms, produce nether balls, invoke mana storms, produce water balls, produce plasma bolts, teleport to, create traps, cause wounds, summon monsters, summon Ancient Dragons, summon Greater Demons or paralyze; 1 time in 1. He can open doors and bash down doors. He is invisible. He is immune to lightning, fire and cold. He cannot be confused, charmed or slept. He is fairly observant of intruders, which he may notice from 600 feet. He may carry up to 6 good weapons, garments, lites, adornments , magical devices, written items, potions or edible items. He can hit to disenchant your armour and weapons for 6d8 damage, hit to disenchant your armour and weapons for 6d8 damage, hit to drain charges from your wands and staffs for 5d5 damage and hit to drain charges from your wands and staffs for 5d5 damage. It is a dungeon guardian, impeding your progress further. [U] Grima Wormtongue, Agent of Saruman (Yellow 'q') === Num:514 Lev:54 Rar:5 Spd:+15 Hp:4000 Ac:100 Exp:69000 He is a pathetic sniveling wretch. He has been spying for Saruman. This evil man is normally found on dungeon level 54 and moves very quickly. Killing this creature is worth 401454.55 points for a 1st level character. He is deadly at his native depth. He is magical, casting spells intelligently which produce acid balls, produce fire balls, produce frost balls, produce water balls, produce ice bolts, haste-self, recover mana, heal-self, teleport-self, give invisibility, teleport away, create traps, cause mind blasting, cause wounds, summon monsters, summon Ancient Dragons, summon a demon, summon an undead, cause amnesia, terrify or blind; 1 time in 1. He can carry a lite to see you, open doors and bash down doors. He needs lite to see you. He is immune to lightning, fire, cold and poison. He cannot be confused, charmed or slept. He is ever vigilant for intruders, which he may notice from 1000 feet. He may carry up to 7 exceptional weapons, garments, lites, adornments, magical devices, written items, potions or edible items. He can hit to disenchant your armour and weapons for 6d8 damage, hit to drain mana from you for 6d8 damage, plus spell points, hit to hurt you for 5d5 damage and hit to hurt you for 5d5 damage. It is a dungeon guardian, impeding your progress further. The Dreadlord (Red 'G') === Num:515 Lev:54 Rar:6 Spd:+10 Hp:2100 Ac:150 Exp:84000 It is a massive form of animated death, its colour deeper than black. It drinks in light, and space around it is twisted and torn by the weight of its evil. It is unlife and it knows nothing but the stealing of souls and the stench of death. Flee its hunger! This evil undead creature is normally found on dungeon level 54 and moves quickly, but is more powerful deeper in the dungeon. Destruction of this creature is worth 488727.27 points for a 1st level character. It is over powered at its native depth. It is magical, casting spells which produce nether balls, invoke mana storms, produce nether beams, blink-self, teleport-self, teleport to, drain mana, cause mind blasting , summon an undead, blind, confuse or paralyze; 1 time in 4. It can pass through walls, pick up objects and fly over obstacles. It is cold blooded. It is immune to cold, poison and blunt weapons. It cannot be stunned, confused, charmed, slept or cut. It is fairly observant of intruders, which it may notice from 200 feet. It may carry up to 7 garments, tools, musical items or junk items. It can hit to drain experience (by 40d6+) from you for 6d6 damage, hit to drain experience (by 40d6+) from you for 6d6 damage, hit to reduce strength and size from you for 4d6 damage and hit to reduce strength and size from you for 4d6 damage. The Pit Fiend (Orange 'U') === Num:572 Lev:54 Rar:6 Spd:+20 Hp:3040 Ac:120 Exp:85000 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 is normally found on dungeon level 54 and moves very quickly, but is more powerful deeper in the dungeon. Destruction of this creature is worth 494545.45 points for a 1st level character. It is over powered at its native depth. It may breathe fire, poison or chaos powerfully; 1 time in 5 and is also magical, casting spells which produce fire balls, cause wounds, summon Ancient Dragons, summon Greater Demons or terrify powerfully enough to overcome your resistance; 1 time in 5. It can open doors , bash down doors and fly over obstacles. It regenerates quickly. It is immune to acid, fire and poison. It resists chaos, magical spells and the effects of rods, staffs and wands. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 300 feet. It may carry up to 7 good weapons, armours or written items. It can claw to burn you for 6d10 damage, claw to burn you for 6d10 damage, bite to hurt and poison you for 5d10 damage and bite to reduce constitution from you for 5d10 damage. The Minor Death (Light Dark 'G') === Num:847 Lev:54 Rar:6 Spd:+10 Hp:1728 Ac:140 Exp:88000 It is implacable, inescapable, and yet only a shadow of its true master. This evil undead creature is normally found on dungeon level 54 and moves quickly. Destruction of this creature is worth 512000.00 points for a 1st level character. It is over powered at its native depth. It is magical, casting spells intelligently which teleport to, push through floor or ceiling, drain mana, cause mind blasting or cause wounds; 1 time in 5. It can pass through walls, pick up objects and fly over obstacles. It is cold blooded. It is immune to acid, cold, poison and blunt weapons. It resists water, nether, nexus and darkness. It cannot be stunned, confused, charmed, slept or cut. It is fairly observant of intruders, which it may notice from 200 feet. It may carry up to 6 garments, tools, musical items or junk items. It can hit to wound you for 18d6 damage, touch to drain experience (by 80d6+) from you and touch to reduce all stats from you. The Balrog (Violet 'U') === Num:573 Lev:54 Rar:7 Spd:+20 Hp:3600 Ac:140 Exp:100000 Originally of the semi-divine Maia, 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 is normally found on dungeon level 54 and moves very quickly, but is specialised deeper in the dungeon. Destruction of this creature is worth 581818.18 points for a 1st level character. It is over powered at its native depth. It may lash to burn you for 7d12 damage and may breathe fire, plasma or darkness powerfully; 1 time in 3 and is also magical, casting spells which produce fire balls, produce chaos balls, produce plasma bolts, produce cone of hellfire, summon a demon, summon Greater Demons, terrify, confuse or paralyze powerfully enough to overcome your resistance; 1 time in 3. It can open doors , bash down doors and fly over obstacles. It is immune to lightning, fire and poison. It resists lava, plasma, darkness, magical spells and the effects of rods, staffs and wands. It cannot be confused, charmed or slept. It pays little attention to intruders, which it may notice from 400 feet. It may carry up to 7 good weapons, armours or written items. It can hit to hurt you, lash to burn you for 7d12 damage and touch to drain charges from your wands and staffs. The Great Aether Wyrm (Light Violet 'A') === Num:1161 Lev:54 Rar:7 Spd:+15 Hp:2450 Ac:160 Exp:110000 An awesome wyrm of pure magic. It seems to be all colours and sizes and shapes, though the dominant form is that of a great dragon. This evil dragon is normally found on dungeon level 54 and moves very quickly. A kill of this creature is worth 640000.00 points for a 1st level character. It is over powered at its native depth. It may breathe acid, lightning, fire, frost, poison, plasma, light, darkness, confusion, sound, shards, inertia, gravity, force, chaos, disenchantment, nexus, nether, time or mana powerfully; 1 time in 3 and is also magical, casting spells intelligently which terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 3. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to acid, lightning, fire, cold and poison. It resists water, nether, lava, plasma, nexus, disenchantment, lite, darkness, chaos, magical spells and the effects of rods, staffs and wands. It cannot be stunned, confused, charmed, slept or cut. It pays little attention to intruders, which it may notice from 400 feet. It may carry up to 9 good chests, armours or adornments. It can claw to hurt you for 5d10 damage, claw to hurt you for 5d10 damage, bite to hurt you for 8d12 damage and bite to hurt you for 8d12 damage. [U] the Mouth of Sauron (Purple 'q') === Num:538 Lev:55 Rar:7 Spd:+30 Hp:5700 Ac:120 Exp:69000 The Mouth of Sauron is a mighty spell caster. So old that even he cannot remember his own name, his power and evil are undeniable. He believes unshakeably that he is unbeatable and laughs as he weaves his awesome spells. This evil undead man is normally found on dungeon level 55 and moves incredibly quickly. Destroying this creature is worth 407727.27 points for a 1st level character. He is deadly at his native depth. He may gaze to drain experience (by 80d6+) from you for 5d5 damage, gaze to drain experience (by 80d6+) from you for 5d5 damage or insult to do you no effect; 1 time in 3 and is also magical, casting spells intelligently which produce nether balls, produce water balls, produce ice bolts, produce mana bolts, teleport to, curse you, cause mind blasting, cause wounds, summon Greater Undead, terrify or slow ; 1 time in 1. He can open doors and bash down doors. He is cold blooded. He is immune to fire, cold and poison. He resists blindness. He cannot be frightened, confused, charmed or slept. He pays little attention to intruders, which he may notice from 200 feet. He may carry up to 7 exceptional weapons, garments, lites, adornments, magical devices, written items, potions or edible items. He can gaze to drain experience (by 80d6+) from you for 5d5 damage, gaze to drain experience (by 80d6+) from you for 5d5 damage, touch to poison you for 10d5 damage and insult to do you no effect. It is a dungeon guardian, impeding your progress further. The Bronze golem (Orange 'g') === Num:609 Lev:55 Rar:9 Spd:+10 Hp:2800 Ac:170 Exp:120000 A gigantic four-armed animated bronze statue of demonic shape, glowing with great heat. This demon is normally found on dungeon level 55 and moves quickly, but is larger, faster or more powerful deeper in the dungeon. Destruction of this creature is worth 709090.91 points for a 1st level character. It is over powered at its native depth. It may breathe fire; 1 time in 6 and is also magical, casting spells which produce lightning balls, produce fire balls, produce plasma bolts, teleport to or summon a demon; 1 time in 6. It can open doors and bash down doors. It is cold blooded. It is not detected by telepathy. It is immune to acid, lightning, fire, poison and edged weapons. It resists magical spells, the effects of rods, staffs and wands and blunt weapons. It cannot be frightened, confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry one or two precious metals. It can hit to hurt you for 10d10 damage, hit to hurt you for 10d10 damage, hit to hurt you for 10d10 damage and hit to hurt you for 10d10 damage. [U] Evil Iggy (Light Violet 'p') === Num:1158 Lev:55 Rar:8 Spd:+20 Hp:4550 Ac:180 Exp:150000 You have tales of him from a previous generation, but shouldn't he be in the mines of Moria? Old-timers speak of this pest with both loathing and fondness, cursing his name with a smile on their face as they reminisce about battling this nuisance. This evil man is normally found on dungeon level 55 and moves very quickly. Killing this creature is worth 886363.64 points for a 1st level character. He is over powered at his native depth. He is magical, casting spells intelligently which produce plasma bolts, produce ice bolts, produce nether bolts, produce water bolts, produce mana bolts, blink-self, teleport-self to, teleport to, create traps, cause mind blasting, summon an undead or summon Greater Undead; 1 time in 2. He can open doors, bash down doors and pick up objects. He is immune to acid, lightning, fire, cold and poison. He cannot be confused, charmed or slept. He is fairly observant of intruders, which he may notice from 400 feet. He may carry up to 9 good weapons, armours, garments, lites, adornments, written items, potions or edible items. He can touch to reduce strength and size from you for 6d8 damage, hit to disenchant your armour and weapons for 10d10 damage, hit to blind you for 10d10 damage, doubled against eye monsters and touch to steal items from you for 6d8 damage. [U] the Master of Earth (Umber 'E') === Num:466 Lev:55 Rar:9 Spd:+0 Hp:2257 Ac:97 Exp:160000 A towering stone elemental master stands before you. The walls and ceiling are reduced to rubble as it advances. This creature is normally found on dungeon level 55 and moves at normal speed. Destroying this creature is worth 945454.55 points for a 1st level character. It is over powered at its native depth. It may throw a boulder at to hurt you for 35d10 damage and may create earthquakes; 1 time in 5 and is also magical, casting spells which produce acid balls, produce acid bolts, recover mana or summon monsters of the same group; 1 time in 5. It can pass through walls and dig through earth and rubble . It is cold blooded. It is not detected by telepathy. It is hurt by rock remover. It is immune to lightning, fire, cold, poison and edged weapons. It resists blindness. It cannot be frightened, confused, charmed or slept. It pays little attention to intruders, which it may notice from 100 feet. It usually appears with escorts. It can hit to batter you for 9d6 damage, hit to batter you for 9d6 damage and hit to shatter you for 10d10 damage. [U] Fluithuin the Ogress, Consort of Morgoth (Violet 'O') === Num:585 Lev:56 Rar:8 Spd:+20 Hp:3816 Ac:140 Exp:120000 A powerful, fierce ogress, consort to Morgoth. This evil giant is normally found on dungeon level 56 and moves a bit erratically and very quickly. Killing this creature is worth 720000.00 points for a 1st level character. She is deadly at her native depth. She may throw a boulder at to hurt you for 35d10 damage; 1 time in 5 and is also magical, casting spells which produce acid balls, produce water balls, produce ice bolts or produce water bolts; 1 time in 5. She can bash down doors, can eat bodies to regain strength and track you over land, but not through water. She is immune to acid, fire, cold and poison. She takes quite a while to see intruders, which she may notice from 400 feet. She may carry up to 3 good chests, weapons, armours, garments, tools, edible items or junk items. She can hit to batter you for 11d10 damage , hit to batter you for 11d10 damage and hit to shatter you for 11d10 damage. [U] Saruman of Many Colours (Violet 'M') === Num:532 Lev:56 Rar:8 Spd:+20 Hp:5600 Ac:100 Exp:130000 Originally known as the White, Saruman fell prey to Sauron's wiles. He seeks to emulate him and breeds orcs and trolls to fight for him. He searches forever for the One Ring, to become a mighty Sorcerer-King of the world. This evil elf mage is normally found on dungeon level 56 and moves very quickly. Killing this creature is worth 780000.00 points for a 1st level character. He is over powered at his native depth. He is magical, casting spells intelligently which produce acid balls, produce fire balls, produce frost balls , invoke darkness storms, invoke mana storms, produce water balls, produce plasma bolts, produce ice bolts, haste-self, recover mana, heal-self, cure-self, teleport-self, teleport away, create traps, cause mind blasting, summon monsters, summon Ancient Dragons, summon Greater Demons, summon Greater Undead, cause amnesia, terrify, blind or paralyze; 1 time in 1. He can open doors and bash down doors. He is immune to acid, lightning, fire and cold. He cannot be confused, charmed or slept. He is fairly observant of intruders, which he may notice from 600 feet. He may carry up to 6 good weapons, armours or written items. He can hit to disenchant your armour and weapons for 6d8 damage, hit to drain mana from you for 6d8 damage, plus spell points, hit to remove enchantments from you for 5d5 damage and hit to remove enchantments from you for 5d5 damage. It is a dungeon guardian, impeding your progress further. [U] Glaurung, Father of the Dragons (Light Red 'A') === Num:481 Lev:56 Rar:7 Spd:+20 Hp:5400 Ac:140 Exp:150000 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 is normally found on dungeon level 56 and moves very quickly. Killing this creature is worth 900000.00 points for a 1st level character. He is deadly at his native depth. He may breathe fire or poison powerfully; 1 time in 2 and is also magical, casting spells intelligently which summon Ancient Dragons, terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 2. He can bash down doors, fly over obstacles and track you over land, but not through water. He is immune to fire and poison. He cannot be confused, charmed or slept. He tends to overlook intruders, which he may notice from 300 feet. He may carry up to 7 exceptional chests, armours or adornments. He can claw to hurt you for 5d12 damage, claw to hurt you for 5d12 damage, bite to hurt and poison you for 8d14 damage and bite to burn you for 8d14 damage. The Great Wyrm of Elements (Light Green 'A') === Num:708 Lev:56 Rar:9 Spd:+10 Hp:3500 Ac:170 Exp:150000 A massive dragon, one of the mightiest of dragonkind. It has powerful understanding of the flow of elemental forces. It has travelled from the elemental planes to destroy you. This evil dragon is normally found on dungeon level 56 and moves quickly. A kill of this creature is worth 900000.00 points for a 1st level character. It is over powered at its native depth. and may breathe fire, poison, shards or force powerfully; 1 time in 3 and is also magical, casting spells intelligently which summon a dragon, summon Ancient Dragons, terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 3. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to acid, lightning, fire, cold and poison. It cannot be confused, charmed, slept or cut. It prefers to ignore intruders, which it may notice from 400 feet. It may carry up to 7 good chests, armours or adornments. It can claw to wound you for 5d12 damage, claw to wound you for 5d12 damage and bite to impact you with force for 7d12 damage. The Diamond golem (White 'g') === Num:1164 Lev:56 Rar:9 Spd:+15 Hp:2870 Ac:275 Exp:150000 A gigantic animated diamond statue of demonic shape. This demon is normally found on dungeon level 56 and moves very quickly, but is larger, faster or more powerful deeper in the dungeon. Destruction of this creature is worth 900000.00 points for a 1st level character. It is over powered at its native depth. It may breathe fire or mana; 1 time in 5 and is also magical, casting spells which produce shard balls, invoke mana storms, produce mana bolts, teleport to or cause mind blasting; 1 time in 5. It can bash down doors. It is cold blooded. It is not detected by telepathy. It is immune to acid, lightning, fire, cold, poison and edged weapons. It resists magical spells and the effects of rods, staffs and wands. It cannot be stunned, frightened, confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 5 gem stones. It can hit to hurt you for 10d10 damage, hit to hurt you for 10d10 damage, hit to hurt you for 10d10 damage and hit to hurt you for 10d10 damage. The Horned Reaper (Light Blue 'U') === Num:571 Lev:56 Rar:9 Spd:+20 Hp:2888 Ac:120 Exp:160000 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 is normally found on dungeon level 56 and moves very quickly, but is more powerful deeper in the dungeon. Destruction of this creature is worth 960000.00 points for a 1st level character. It is over powered at its native depth. It is magical, casting spells which haste-self, incur beserk rage, summon Greater Demons, terrify or slow powerfully enough to overcome your resistance; 1 time in 5. It can open doors, bash down doors and can eat bodies to regain strength. It regenerates quickly. It is immune to acid, lightning, fire, cold and poison. It resists magical spells and the effects of rods, staffs and wands. It cannot be confused, charmed or slept. It pays little attention to intruders, which it may notice from 400 feet. It may carry up to 7 good weapons, armours or written items. It can hit to hurt you for 11d11 damage, hit to hurt you for 11d11 damage, hit to hurt you for 11d11 damage and hit to hurt you for 11d11 damage. The Archlich|||es| (Light Blue 'L') === Num:558 Lev:57 Rar:10 Spd:+10 Hp:3040 Ac:120 Exp:160000 A lich who has reached its ultimate evolutionary stage: a completely immaterial state. This evil undead creature is normally found on dungeon level 57 and moves quickly, but is more powerful or specialised deeper in the dungeon. Destruction of this creature is worth 974545.45 points for a 1st level character. It is over powered at its native depth. It is magical, casting spells intelligently which produce nether balls, heal-self, blink-self , teleport-self, teleport to, drain mana, cause mind blasting, cause wounds, give resistance to the elements, summon a demon, summon Greater Undead, cause amnesia, terrify or paralyze; 1 time in 3. It can open doors, bash down doors and pass through walls. It is cold blooded. It is immune to lightning, cold and poison. It resists blunt weapons. It cannot be confused, charmed or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 7 good garments, adornments, magical devices or written items. It can touch to drain experience (by 80d6+) from you, touch to drain charges from your wands and staffs, touch to reduce dexterity and agility from you for 8d12 damage and touch to reduce dexterity and agility from you for 8d12 damage . [U] Denethor, Steward of Gondor (Light Teal 't') === Num:1085 Lev:57 Rar:9 Spd:+20 Hp:3850 Ac:160 Exp:250000 The proud 'king' of Gondor, he has been driven mad by his contact with Sauron through the palantir, and by the death of his sons. You see the glint of a terrible fire in his eyes. This man warrior mage is normally found on dungeon level 57 and moves very quickly. Killing this creature is worth 1522727.27 points for a 1st level character. He is over powered at his native depth. He is magical, casting spells intelligently which produce fire balls, produce fire bolts, produce plasma bolts, produce mana bolts, haste-self, heal-self, teleport-self, teleport to, teleport away, create traps, cause mind blasting, cause wounds, summon similar monsters, summon monsters of the same class, cause amnesia, terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 1. He can carry a lite to see you, open doors, bash down doors and pick up objects. He needs lite to see you. He is immune to acid, lightning, fire, cold and poison. He resists plasma. He is fairly observant of intruders, which he may notice from 400 feet. He usually appears with escorts. He may carry up to 7 good weapons, garments, tools, lites, adornments, musical items, potions or edible items. He can hit to burn you for 9d12 damage, hit to burn you for 4d6 damage, hit to wound you for 10d10 damage and hit to wound you for 10d10 damage. It is a dungeon guardian, impeding your progress further. [U] Gandalf the White (White 'M') === Num:513 Lev:57 Rar:10 Spd:+20 Hp:5250 Ac:180 Exp:270000 The wizard who opposed Saruman, and in the end, was the only one of the Istari to succeed in his task. Gandalf is very wise and specializes in fire magic. This elf is normally found on dungeon level 57 and moves very quickly. Killing this creature is worth 1644545.45 points for a 1st level character. He is over powered at his native depth. He is magical, casting spells intelligently which produce fire balls, produce fire bolts, produce plasma bolts, produce mana bolts, haste-self, heal-self, teleport-self, teleport to, teleport away, create darkness, cause mind blasting, cause wounds, create a shield, summon similar monsters, cause amnesia, terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 1. He can open doors , bash down doors and pick up objects. He is immune to acid, lightning, fire, cold and poison. He is fairly observant of intruders, which he may notice from 400 feet. He may carry up to 7 good weapons, armours or written items. He can hit to disenchant your armour and weapons for 6d8 damage, hit to burn you for 4d6 damage, hit to hurt you for 10d10 damage and hit to hurt you for 10d10 damage. [U] Kronos, Lord of the Titans (Light Pink 'P') === Num:587 Lev:57 Rar:12 Spd:+10 Hp:4900 Ac:150 Exp:300000 The lord of the Titans, he has broken loose from his confinement in the nether hells to seek revenge on the world. This evil giant is normally found on dungeon level 57 and moves quickly. Killing this creature is worth 1827272.73 points for a 1st level character. He is over powered at his native depth. He may breathe fire, frost, sound or shards; 1 time in 3 and is also magical, casting spells intelligently which heal-self, teleport to, summon similar monsters or summon monsters; 1 time in 3. He can bash down doors and pick up objects. He is immune to acid, lightning, fire, cold and poison. He cannot be stunned or cut. He takes a while to see intruders, which he may notice from 300 feet. He usually appears with escorts. He may carry up to 7 good chests, musical items, potions or edible items. He can hit to batter you for 12d12 damage, hit to batter you for 12d12 damage, hit to confuse you for 12d12 damage and hit to confuse you for 12d12 damage. [U] Alatar the Blue (Light Blue 'M') === Num:510 Lev:57 Rar:11 Spd:+20 Hp:4200 Ac:170 Exp:350000 Sent by Orome as one of the five Istari sent to Middle-earth by the Valar. A powerful wizard, he traveled to the East with Saruman the White and his companion Pallando the Blue. There he was ensnared by Sauron and became one of his servants, never returning to the West again. This elf mage is normally found on dungeon level 57 and moves very quickly. Killing this creature is worth 2131818.18 points for a 1st level character. He is over powered at his native depth. He is magical, casting spells intelligently which produce nether balls, produce nether bolts, produce mana bolts, haste-self, heal-self, teleport-self, teleport to, teleport away, create traps, cause mind blasting, cause wounds, create a shield, summon similar monsters, summon monsters of the same class, cause amnesia, terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 1. He can open doors, bash down doors and pick up objects. He is immune to acid, lightning, fire, cold and poison. He resists blunt weapons. He is fairly observant of intruders, which he may notice from 400 feet. He may carry up to 7 good weapons, armours or written items. He can touch to drain experience (by 80d6+) from you, hit to blind you for 10d5 damage, doubled against eye monsters, hit to hurt you for 10d10 damage and hit to hurt you for 10d10 damage. [U] Palando the Blue (Blue 'M') === Num:509 Lev:57 Rar:11 Spd:+20 Hp:3850 Ac:160 Exp:370000 Sent by Orome as one of the five Istari sent to Middle-earth by the Valar. A powerful wizard, he traveled to the East with Saruman the White and his companion Alatar the Blue. There he was ensnared by Sauron and became one of his servants, never returning to the West again. This elf mage is normally found on dungeon level 57 and moves very quickly. Killing this creature is worth 2253636.36 points for a 1st level character. He is over powered at his native depth. He is magical, casting spells intelligently which produce fire balls, produce fire bolts, produce plasma bolts, produce mana bolts, haste-self, heal-self, teleport-self, teleport to, teleport away, create traps , cause mind blasting, cause wounds, create a shield, summon similar monsters, summon monsters of the same class, cause amnesia, terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 1. He can open doors , bash down doors and pick up objects. He is immune to acid, lightning, fire, cold and poison. He resists blunt weapons. He is fairly observant of intruders, which he may notice from 400 feet. He usually appears with a friend. He may carry up to 7 good weapons, armours or written items. He can hit to burn you for 9d12 damage, hit to burn you for 4d6 damage, hit to hurt you for 10d10 damage and hit to hurt you for 10d10 damage. [U] 15-headed Hydra (Light Violet 'y') === Num:1165 Lev:57 Rar:12 Spd:+25 Hp:4410 Ac:150 Exp:400000 A strange reptilian hybrid with fifteen heads. This animal is normally found on dungeon level 57 and moves incredibly quickly. Killing this creature is worth 2436363.64 points for a 1st level character. It is over powered at its native depth. It may breathe acid, lightning, fire, frost, poison or plasma powerfully; 1 time in 2 and is also magical, casting spells intelligently which produce acid balls, produce lightning balls, produce fire balls, produce frost balls, produce poison balls, produce storm balls, produce acid bolts, produce lightning bolts, produce fire bolts, produce frost bolts, produce poison bolts, produce plasma bolts, produce ice bolts, produce lightening beams , summon similar monsters or terrify powerfully enough to overcome your resistance; 1 time in 2. It can bash down doors, can eat bodies to regain strength and track you over land, but not through water. It lights up the surroundings. It is immune to acid, lightning, fire, cold and poison. It resists lava, plasma and blindness. It cannot be confused, charmed or slept. It takes a while to see intruders, which it may notice from 500 feet. It may carry up to 9 good treasures. It can bite to hurt and poison you for 8d10 damage, bite to freeze you for 8d10 damage, bite to burn you for 10d6 damage and bite to electrify you for 10d6 damage. [U] Shelob, Spider of Darkness (Purple 'S') === Num:530 Lev:58 Rar:12 Spd:+20 Hp:9100 Ac:160 Exp:180000 Shelob is an enormous bloated spider, the last daughter of Ungoliant the Unlight. Her poison is legendary, as is her ego. She normally guards the pass through Cirith Ungol, but occasionally goes out foraging for food to feed her voracious appetite. This evil insect is normally found on dungeon level 58 and moves very quickly. Killing this creature is worth 1112727.27 points for a 1st level character. She is over powered at her native depth. She may breathe poison or darkness; 1 time in 2 and is also magical, casting spells intelligently which invoke darkness storms, heal-self, create darkness, curse you, summon similar monsters, terrify, blind, confuse or slow; 1 time in 2. She can bash down doors and climb on walls and ceilings. She appears in a giant web. She is hurt by bright light. She is immune to acid and poison. She resists darkness. She cannot be confused, charmed or slept. She pays little attention to intruders, which she may notice from 400 feet. She may carry up to 4 good garments or junk items. She can claw to hurt and poison you for 8d6 damage, claw to hurt and poison you for 8d6 damage, bite to paralyze you for 8d10 damage and sting to reduce strength and size from you for 8d4 damage. It is a dungeon guardian, impeding your progress further. [U] Carcharoth, the Jaws of Thirst (Red 'C') === Num:544 Lev:58 Rar:10 Spd:+20 Hp:5600 Ac:160 Exp:200000 The first guard of Angband, Carcharoth, also known as 'The Red Maw', is the greatest wolf to ever walk the earth. He is highly intelligent and a deadly opponent in combat. This evil animal is normally found on dungeon level 58 and moves very quickly. Killing this creature is worth 1236363.64 points for a 1st level character. He is over powered at his native depth. He may breathe fire, poison, darkness or nether; 1 time in 3 and is also magical, casting spells intelligently which summon hounds; 1 time in 3. He can bash down doors, can eat bodies to regain strength and track you unerringly over land, but not through water. He is immune to fire and poison. He resists nether and darkness. He cannot be confused, charmed or slept. He is fairly observant of intruders, which he may notice from 500 feet. He may carry up to 4 good garments, edible items or junk items. He can claw to burn you for 9d12 damage, claw to burn you for 9d12 damage, bite to burn you for 9d12 damage and bite to burn you for 9d12 damage. [U] Huan, Wolfhound of the Valar (Light Slate 'C') === Num:543 Lev:58 Rar:11 Spd:+20 Hp:5600 Ac:160 Exp:210000 The wolfhound of the Valar, Huan has served many masters in his time, from Celegorm son of Feanor to Beren son of Barahir: but now he runs wild and acknowledges no master save himself, as he hunts alone for his nemesis - Carcharoth, the terrible wolf of Angband. This animal is normally found on dungeon level 58 and moves very quickly. Killing this creature is worth 1298181.82 points for a 1st level character. He is over powered at his native depth. He may breathe frost, light, sound or shards; 1 time in 5. He can bash down doors, can eat bodies to regain strength and track you unerringly over land, but not through water. He is immune to acid, lightning and cold. He resists lite. He cannot be stunned, frightened, confused, charmed, slept or cut. He is fairly observant of intruders, which he may notice from 500 feet. He may carry up to 4 good garments, edible items or junk items. He can claw to freeze you for 9d12 damage, claw to freeze you for 9d12 damage, bite to freeze you for 9d12 damage and bite to freeze you for 9d12 damage. The Great Power Serpent (Violet 'J') === Num:1166 Lev:58 Rar:11 Spd:+20 Hp:4200 Ac:200 Exp:220000 The most powerful breed of serpent. It appears to be every color at once. Nobody has survived long enough to know all the different ways it can breathe. This evil dragon is normally found on dungeon level 58 and moves very quickly. A kill of this creature is worth 1360000.00 points for a 1st level character. It is over powered at its native depth. It may breathe acid, lightning, fire, frost, poison, light, darkness, confusion, sound, chaos, disenchantment, nexus or nether powerfully; 1 time in 3 and is also magical, casting spells intelligently which summon a dragon, summon Ancient Dragons, terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 3. It can bash down doors and swim under water. It is immune to acid, lightning, fire, cold and poison. It resists nether, lava, plasma, nexus, disenchantment, lite , darkness and chaos. It cannot be stunned, confused, charmed or slept. It pays little attention to intruders, which it may notice from 400 feet. It may carry up to 7 good garments, edible items or junk items. It can claw to hurt you for 8d12 damage, claw to hurt you for 8d12 damage, bite to hurt you for 9d14 damage and bite to hurt you for 9d14 damage. [U] the Lord of the Paths of the Dead (Light Purple 'G') === Num:522 Lev:58 Rar:12 Spd:+20 Hp:4550 Ac:150 Exp:280000 The mightiest of the oath breakers who lie in the Paths of the Dead. His powerful blows and fell magic rain down on you, for you are not an heir of Isildur. This evil undead creature is normally found on dungeon level 58 and moves very quickly. Destroying this creature is worth 1730909.09 points for a 1st level character. He is over powered at his native depth. ; 1 time in 2 and is also magical, casting spells which invoke darkness storms, produce nether balls, summon similar monsters, summon Greater Undead, summon Ring Wraiths, blind, confuse or paralyze; 1 time in 2. He can pass through walls and fly over obstacles. He is cold blooded. He is immune to cold, poison and blunt weapons. He cannot be stunned, confused, charmed, slept or cut. He is fairly observant of intruders, which he may notice from 200 feet. He may carry up to 7 good garments, tools, musical items or junk items. He can hit to hurt you for 10d10 damage, hit to hurt you for 10d10 damage and touch to reduce strength and size from you for 8d6 damage. It is a dungeon guardian, impeding your progress further. [U] Caradhras, the Mountain (Violet 'P') === Num:586 Lev:58 Rar:12 Spd:+10 Hp:4200 Ac:160 Exp:380000 The greatest peak of the Misty Mountains, created by Morgoth to stop Orome's progress into the East. Not even Gandalf was a match for its terrible strength. Turn back while you can! This evil giant is normally found on dungeon level 58 and moves quickly. Killing this creature is worth 2349090.91 points for a 1st level character. It is over powered at its native depth. It may throw a boulder at to hurt you and may breathe wind; 1 time in 5 and is also magical, casting spells intelligently which produce wind balls, produce storm balls or produce ice bolts; 1 time in 5. It can bash down doors, bore through walls and pick up objects. It is hurt by rock remover. It is immune to acid, lightning, fire, cold and poison. It takes a while to see intruders, which it may notice from 300 feet. It may carry up to 4 good chests, musical items, potions or edible items. It can hit to shatter you for 26d13 damage and hit to confuse you for 26d13 damage. [U] Lungorthin, the Balrog of White Fire (Light Yellow 'U') === Num:540 Lev:58 Rar:10 Spd:+20 Hp:5250 Ac:125 Exp:460000 A massive form cloaked in flame. Lungorthin stares balefully at you with eyes that smoulder red. The dungeon floor where he stands is scorched by the heat of his body. This evil demon is normally found on dungeon level 58 and moves very quickly. Destroying this creature is worth 2843636.36 points for a 1st level character. He is over powered at his native depth. and may breathe fire or plasma powerfully; 1 time in 3 and is also magical, casting spells which summon Greater Demons, summon an undead, terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 3. He can open doors , bash down doors and fly over obstacles. He is immune to fire, cold and poison. He resists lava, plasma, magical spells and the effects of rods, staffs and wands. He cannot be confused, charmed or slept. He pays little attention to intruders, which he may notice from 200 feet. He usually appears with escorts. He may carry up to 7 good weapons, armours or written items. He can hit to burn you for 18d12 damage, crush to hurt you for 12d12 damage and touch to drain charges from your wands and staffs. The Tarrasque (Violet 'R') === Num:1167 Lev:59 Rar:11 Spd:+20 Hp:5950 Ac:185 Exp:230000 A tarrasque is a massive reptile of legend, rumoured to be unkillable and immune to magic. Fear its anger, for its devastation is unmatched! This animal is normally found on dungeon level 59 and moves very quickly, but is more powerful deeper in the dungeon. A kill of this creature is worth 1442727.27 points for a 1st level character. It is over powered at its native depth. It may breathe fire, frost or disenchantment powerfully; 1 time in 2. It can open doors, bash down doors, can eat bodies to regain strength and track you over land, but not through water. It is immune to fire and cold. It resists lava and disenchantment. It cannot be stunned, confused, charmed or slept. It takes a while to see intruders, which it may notice from 500 feet. It may carry up to 5 good garments or junk items. It can hit to hurt you for 10d10 damage, hit to hurt you for 10d10 damage, touch to drain charges from your wands and staffs and touch to drain charges from your wands and staffs. The Great wyrm of Power (Light Blue 'A') === Num:1229 Lev:59 Rar:11 Spd:+20 Hp:3870 Ac:70 Exp:270000 A gigantic wyrm, in command of forces elemental and ethereal. You shudder as you turn to face an emperor of Dragons, a despot of Life and Death, and slowly realize that you have just encountered what might quite possibly be your doom. This dragon is normally found on dungeon level 59 and moves very quickly. A kill of this creature is worth 1693636.36 points for a 1st level character. It is over powered at its native depth. It may breathe acid, lightning, fire, frost, poison, plasma, light, darkness, confusion, sound, shards, inertia, gravity, force, chaos, disenchantment, nexus, nether or time powerfully; 1 time in 3 and is also magical, casting spells intelligently which cause mind blasting, cause wounds, summon Ancient Dragons, blind, confuse, slow or paralyze powerfully enough to overcome your resistance; 1 time in 3. It can bash down doors, fly over obstacles and track you over land, but not through water. It is immune to acid, lightning, fire, cold and poison. It resists nether, plasma, nexus, disenchantment, lite, darkness and chaos. It cannot be stunned, confused, charmed, slept or cut. It pays very little attention to intruders, which it may notice from 250 feet. It usually appears with escorts. It may carry up to 9 good chests, armours or adornments. It can claw to wound you for 5d18 damage, claw to wound you for 5d18 damage and bite to batter you for 6d18 damage. [U] Vampire-Sauron (Light Purple 'V') === Num:1369 Lev:59 Rar:11 Spd:+20 Hp:7350 Ac:160 Exp:290000 Sauron's form as a vampire, great as a dark cloud across the moon. This evil undead creature is found on dungeon level 59 and moves very quickly. Killing this creature is worth 1819090.91 points for a 1st level character. He is over powered at his native depth. He is magical, casting spells intelligently which produce acid balls, produce fire balls, produce poison balls, invoke darkness storms, produce storm balls, produce plasma bolts, produce ice bolts, produce mana bolts, produce nether beams, recover mana, heal-self, blink-self, teleport-self, push through floor or ceiling, dispel enchantments on you, cause mind blasting, cause wounds, summon Greater Undead, cause amnesia, terrify, blind or confuse; 1 time in 2. He can open doors, bash down doors, fly over obstacles and easily evade blows and missiles. He regenerates quickly. He is immune to acid, lightning, cold and poison. He resists blindness. He cannot be stunned, frightened, confused, charmed, slept, slowed or paralyzed. He is ever vigilant for intruders, which he may notice from 1000 feet. He can bite to drain experience (by 80d6+) from you for 6d12 damage, claw to terrify you for 8d12 damage, touch to drain charges from your wands and staffs and touch to drain health from you. [U] Serpent-Sauron (Light Purple 'J') === Num:1368 Lev:59 Rar:22 Spd:+20 Hp:7350 Ac:160 Exp:310000 Sauron's form as a serpent: poisonous, biting, spitting, and threatening to crush you in its mighty coils. This evil dragon is found on dungeon level 59 and moves very quickly. Killing this creature is worth 1944545.45 points for a 1st level character. He is over powered at his native depth. He may spit to dissolve you for 4d12 damage and may breathe acid, poison or chaos; 1 time in 1 and is also magical, casting spells intelligently which recover mana, heal-self, blink-self, teleport-self, push through floor or ceiling, dispel enchantments on you, cause mind blasting, cause wounds, summon Ancient Dragons , cause amnesia, terrify, blind or confuse; 1 time in 4. He can open doors and bash down doors. He regenerates quickly. He is immune to acid, lightning , fire, cold, poison and edged weapons. He resists blindness. He cannot be stunned, frightened, confused, slowed or paralyzed. He is ever vigilant for intruders, which he may notice from 1000 feet. He can bite to hurt and poison you for 7d12 damage, bite to hurt and poison you for 7d12 damage, crush to hurt you for 8d12 damage and spit to dissolve you for 4d12 damage. [U] Sauron, the Sorcerer (Light Purple 'q') === Num:546 Lev:59 Rar:11 Spd:+20 Hp:7350 Ac:160 Exp:410000 He is Morgoth's most powerful servant. Mighty in spells and enchantments, he created the One Ring. His eyes glow with power and his gaze seeks to destroy your soul. He has many servants, and rarely fights without them. This evil man is found on dungeon level 59 and moves very quickly. Killing this creature is worth 2571818.18 points for a 1st level character. He is over powered at his native depth. He is magical, casting spells intelligently which produce fire balls, invoke darkness storms, produce nether balls, invoke mana storms, produce water balls, produce plasma bolts, produce ice bolts, produce mana bolts, heal-self, teleport-self, push through floor or ceiling, cause mind blasting, cause wounds, summon monsters, summon Ancient Dragons, summon Greater Demons, summon Unique Monsters, summon Greater Undead, summon Ring Wraiths, cause amnesia, terrify or blind; 1 time in 1. He can open doors and bash down doors. He regenerates quickly. He is immune to lightning, fire, cold and poison. He resists blindness. He cannot be frightened, confused, charmed or slept. He is ever vigilant for intruders, which he may notice from 1000 feet. He may carry up to 7 exceptional weapons, garments, lites, adornments, magical devices, written items, potions or edible items. He can hit to disenchant your armour and weapons for 10d12 damage, hit to drain mana from you for 10d12 damage, plus spell points, hit to drain charges from your wands and staffs for 8d12 damage and hit to drain charges from your wands and staffs for 8d12 damage. It is a dungeon guardian, impeding your progress further. [U] the Witch-King of Angmar, Lord of the Nazgul (Light Violet 'W') === Num:535 Lev:59 Rar:7 Spd:+20 Hp:4560 Ac:120 Exp:420000 The Chief of the Ringwraiths. A fell being of devastating power. His spells are lethal and his combat blows crushingly hard. He moves at speed, and commands legions of evil to do his bidding. It is said that he is fated never to die by the hand of mortal man. This evil undead creature is normally found on dungeon level 59 and moves very quickly. Destroying this creature is worth 2634545.45 points for a 1st level character. He is deadly at his native depth. ; 1 time in 1 and is also magical, casting spells intelligently which produce nether balls, produce mana bolts, produce nether beams, cure-self, teleport away, curse you, cause mind blasting, cause wounds, summon similar monsters, summon monsters, summon Ancient Dragons, summon Greater Demons, summon Greater Undead, summon Ring Wraiths, terrify, blind or paralyze; 1 time in 1. He can open doors and bash down doors. He is cold blooded. He is hurt by bright light. He is immune to cold and poison. He cannot be confused, charmed or slept. He is fairly observant of intruders, which he may notice from 900 feet. He may carry up to 7 exceptional weapons, armours, garments, adornments, magical devices or potions. He can hit to hurt you for 10d10 damage, hit to hurt you for 10d10 damage and hit to drain experience (by 80d6+) from you for 7d7 damage. It is a dungeon guardian, impeding your progress further. [U] Wolf-Sauron (Light Purple 'C') === Num:1367 Lev:59 Rar:16 Spd:+30 Hp:7350 Ac:160 Exp:430000 Sauron's form as the mightiest wolf that had yet walked the world. This evil animal is found on dungeon level 59 and moves incredibly quickly. Killing this creature is worth 2697272.73 points for a 1st level character. He is over powered at his native depth. He may breathe fire or nether; 1 time in 1 and is also magical, casting spells intelligently which invoke darkness storms , heal-self, blink-self, teleport-self, push through floor or ceiling, cause wounds, summon monsters, terrify, blind or confuse; 1 time in 3. He can open doors and bash down doors. He regenerates quickly. He is immune to acid, fire, cold and poison. He resists blindness, magical spells and the effects of rods, staffs and wands. He cannot be stunned, frightened, charmed, slept, slowed or paralyzed. He is ever vigilant for intruders, which he may notice from 1000 feet. He can bite to hurt and poison you for 6d10 damage, bite to hurt and poison you for 6d10 damage, claw to confuse you for 4d8 damage and claw to drain mana from you for 4d8 damage, plus spell points. [U] Ancalagon the Black (Light Dark 'A') === Num:511 Lev:59 Rar:11 Spd:+20 Hp:7000 Ac:170 Exp:570000 "Rushing Jaws" is his name, and death is his game; the greatest and most terrible of all dragonkind, his power dismayed even the Valar for a time. This evil dragon is normally found on dungeon level 59 and moves very quickly. Killing this creature is worth 3575454.55 points for a 1st level character. He is over powered at his native depth. He may breathe acid, lightning, fire, frost or poison powerfully; 1 time in 2 and is also magical, casting spells intelligently which summon similar monsters or summon Ancient Dragons; 1 time in 2. He can bash down doors, fly over obstacles and track you over land, but not through water. He is immune to acid, lightning, fire, cold and poison. He resists lava. He cannot be confused, charmed or slept. He tends to overlook intruders, which he may notice from 400 feet. He usually appears with escorts. He may carry up to 7 exceptional chests, armours or adornments. He can claw to hurt you for 6d12 damage, claw to hurt you for 6d12 damage, bite to hurt you for 10d14 damage and bite to hurt you for 10d14 damage. It is a dungeon guardian, impeding your progress further. [U] Gothmog, the High Captain of Balrogs (Light Violet 'U') === Num:545 Lev:59 Rar:12 Spd:+20 Hp:5760 Ac:140 Exp:880000 Gothmog is the Chief Balrog in Morgoth's personal guard. He is renowned for slaying Feanor and Fingon, two of the High Kings of the Noldor Elves, and has never been defeated in combat. With his whip of flame and awesome fiery breath he saved his master from Ungoliant's rage. This evil demon is normally found on dungeon level 59 and moves very quickly. Destroying this creature is worth 5520000.00 points for a 1st level character. He is over powered at his native depth. He may lash to burn you for 18d12 damage and may breathe fire or plasma powerfully; 1 time in 2 and is also magical, casting spells which summon Greater Demons, summon Greater Undead, terrify, blind or confuse powerfully enough to overcome your resistance; 1 time in 2. He can open doors , bash down doors and fly over obstacles. He is immune to acid, lightning, fire and cold. He resists plasma, magical spells and the effects of rods, staffs and wands. He cannot be confused, charmed or slept. He is ever vigilant for intruders, which he may notice from 1000 feet. He usually appears with escorts. He may carry up to 7 exceptional weapons, armours or written items. He can hit to hurt you for 19d12 damage, lash to burn you for 18d12 damage and touch to drain charges from your wands and staffs. It is a dungeon guardian, impeding your progress further. [U] Giant-Sauron (Light Purple 'P') === Num:1370 Lev:59 Rar:15 Spd:+20 Hp:7350 Ac:160 Exp:1900000 Sauron's form as a giant, a tall armoured impassive figure. This evil mix of man and giant is found on dungeon level 59 and moves very quickly. Killing this creature is worth 11918181.82 points for a 1st level character. He is over powered at his native depth. He may create a crossbow bolt to drain charges from your wands and staffs for 8d12 damage; 1 time in 2 and is also magical, casting spells intelligently which heal-self, teleport-self, cause mind blasting, cause wounds, summon monsters of the same class, summon giants, cause amnesia, cause hallucinations, terrify or blind; 1 time in 2. He can open doors and bash down doors. He regenerates quickly. He is immune to lightning, fire, cold and poison. He resists blindness. He cannot be stunned , frightened, confused, charmed, slept, cut, slowed or paralyzed. He is ever vigilant for intruders, which he may notice from 1000 feet. He can hit to shatter you for 10d12 damage, hit to shatter you for 10d12 damage and hit to drain charges from your wands and staffs for 8d12 damage. [U] Ungoliant, the Unlight (Violet 'S') === Num:542 Lev:59 Rar:19 Spd:+20 Hp:11200 Ac:180 Exp:4600000 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 evil insect is normally found on dungeon level 59 and moves very quickly. Killing this creature is worth 28854545.45 points for a 1st level character. She is over powered at her native depth. and may breathe poison or darkness; 1 time in 1 and is also magical, casting spells intelligently which produce fire balls, invoke darkness storms, produce nether balls, invoke mana storms, produce mana bolts, teleport-self, cause mind blasting, cause wounds, summon similar monsters, summon monsters, summon Greater Demons, summon Greater Undead, terrify or blind; 1 time in 1. She can open doors, bash down doors and climb on walls and ceilings. She is cold blooded. She appears in a giant web. She is immune to lightning, fire, cold and poison. She resists darkness. She cannot be confused, charmed or slept. She is ever vigilant for intruders, which she may notice from 1000 feet. She usually appears with escorts. She may carry up to 7 exceptional garments or junk items. She can bite to drain experience (by 80d6+) from you for 7d12 damage, bite to hurt and poison you for 7d12 damage and sting to drain charges from your wands and staffs for 7d12 damage. [U] Eye-Sauron (Light Purple 'e') === Num:1371 Lev:59 Rar:18 Spd:+10 Hp:7350 Ac:160 Exp:4900000 Sauron's form as a giant lidless flaming eye, surrounded by lightning, endless searching for you. This evil demon is found on dungeon level 59 and moves quickly. Killing this creature is worth 30736363.64 points for a 1st level character. He is over powered at his native depth. He may gaze to disenchant your armour and weapons for 10d12 damage or gaze to drain charges from your wands and staffs for 8d12 damage and may breathe lightning, fire or plasma; 1 time in 1 and is also magical, casting spells intelligently which produce fire balls, invoke darkness storms, produce nether balls, produce plasma bolts, produce lightening beams, recover mana, heal-self, teleport-self, push through floor or ceiling, cause mind blasting, cause wounds, summon Greater Demons, cause amnesia, terrify or blind; 1 time in 1. He can open doors and bash down doors. He lights up the surroundings. He regenerates quickly. He is immune to acid, lightning, fire, poison and blunt weapons. He cannot be stunned, frightened, confused, charmed, slept, cut, slowed or paralyzed. He is ever vigilant for intruders, which he may notice from 1000 feet. He can gaze to disenchant your armour and weapons for 10d12 damage and gaze to drain charges from your wands and staffs for 8d12 damage. [U] Morgoth, Lord of Darkness (Light Dark 'M') === Num:547 Lev:60 Rar:26 Spd:+30 Hp:14000 Ac:150 Exp:4100000 He is the Master of the Pits of Angband. His figure is like a black mountain crowned with lightning. He rages with everlasting anger, his body scarred by Fingolfin's eight mighty wounds. He can never rest from his pain, but seeks forever to dominate all that is light and good in the world. He is the origin of man's fear of darkness and created many foul creatures with his evil powers. Orcs, Dragons, and Trolls are his most foul corruptions, causing much pain and suffering in the world to please him. His disgusting visage, twisted with evil, is crowned with iron, the two remaining Silmarils forever burning him. Grond, the mighty Hammer of the Underworld, cries defiance as he strides towards you to crush you to a pulp! This evil elf is found on dungeon level 60 and moves incredibly quickly. Killing this creature is worth 26090909.09 points for a 1st level character. He is over powered at his native depth. He may create earthquakes; 1 time in 2 and is also magical, casting spells intelligently which produce nether balls, invoke mana storms, produce mana bolts, incur wraithform, curse you, cause mind blasting, summon similar monsters, summon monsters, summon Ancient Dragons, summon Greater Demons, summon Unique Monsters, summon Greater Undead or summon Ring Wraiths; 1 time in 2. He can bore through walls. He regenerates quickly. He is immune to acid, lightning, fire, cold and poison. He resists blindness. He cannot be frightened, confused, charmed or slept. He is ever vigilant for intruders, which he may notice from 1000 feet. He may carry up to 9 exceptional weapons, armours or written items. He can hit to shatter you for 20d10 damage, hit to shatter you for 20d10 damage, hit to reduce all stats from you for 10d12 damage and touch to drain charges from your wands and staffs. It is a dungeon guardian, impeding your progress further. [U] Morgoth, Lord of Darkness (Light Dark 'M') === Num:715 Lev:60 Rar:25 Spd:+30 Hp:14000 Ac:150 Exp:4100000 He is the Master of the Pits of Angband. His figure is like a black mountain crowned with lightning. He rages with everlasting anger, his body scarred by Fingolfin's eight mighty wounds. He can never rest from his pain, but seeks forever to dominate all that is light and good in the world. He is the origin of man's fear of darkness and created many foul creatures with his evil powers. Orcs, Dragons, and Trolls are his most foul corruptions, causing much pain and suffering in the world to please him. His disgusting visage, twisted with evil, is crowned with iron, the two remaining Silmarils forever burning him. Grond, the mighty Hammer of the Underworld, cries defiance as he strides towards you to crush you to a pulp! This evil elf is found on dungeon level 60 and moves incredibly quickly. Killing this creature is worth 26090909.09 points for a 1st level character. He is over powered at his native depth. He may create earthquakes; 1 time in 2 and is also magical, casting spells intelligently which produce nether balls, invoke mana storms, produce mana bolts, cause mind blasting, summon monsters, summon Unique Monsters, summon Greater Undead or summon Ring Wraiths; 1 time in 2. He can bore through walls . He regenerates quickly. He is immune to acid, lightning, fire, cold and poison. He resists blindness. He cannot be frightened, confused, charmed or slept. He is ever vigilant for intruders, which he may notice from 1000 feet. He may carry up to 9 exceptional weapons, armours or written items. He can hit to shatter you for 20d10 damage, hit to shatter you for 20d10 damage, hit to reduce all stats from you for 10d12 damage and touch to drain charges from your wands and staffs. [U] Melkor, Song of Ruin (Violet 'M') === Num:716 Lev:60 Rar:31 Spd:+40 Hp:14000 Ac:100 Exp:4100000 He is Melkor of the original song. His figure is like a many colour harp vibrating with thunder. He sings with unending temptation, his soul corrupting all around him. He can never turn from his purpose, but seeks forever to draw to him all that is light and good in the world, like moths to a candle. He is the origin of all that is imperfect twisting the natural creatures of the world to demonic and unnatural forms. The fallen Maia are his most tragic companions, causing inadvertent anguish and trembling to forgotten dreams. His beautiful visage, smiling and simple, is crowned with silver, the socket where the third Silmaril would be forever haunting him. Grond, the mighty Hammer of the Underworld, sings defiance as he strides towards you to tear you apart! This evil elf is found on dungeon level 60 and moves incredibly quickly. Killing this creature is worth 26090909.09 points for a 1st level character. He is over powered at his native depth. He may breathe sound; 1 time in 2 and is also magical, casting spells intelligently which produce nether beams, produce cone of hellfire, blink-self, curse you, summon similar monsters, summon Greater Demons, raise Unique Monsters from the dead or summon Ring Wraiths; 1 time in 2. He can fly over obstacles and easily evade blows and missiles. He regenerates quickly. He is immune to acid, lightning, fire, cold and poison. He resists blindness. He cannot be frightened, confused, charmed or slept. He is ever vigilant for intruders, which he may notice from 1000 feet. He usually appears with escorts. He may carry up to 9 exceptional weapons, armours or written items. He can hit to drain health from you for 20d10 damage, hit to drain health from you for 20d10 damage, hit to drain mana from you for 10d12 damage, plus spell points and touch to reduce all stats from you . [U] Morgoth, Despair of Arda (Light Dark 'M') === Num:717 Lev:60 Rar:21 Spd:+30 Hp:14000 Ac:150 Exp:4100000 He is the Despair of the world of Arda. His figure is like a swirling vortex twisting into nothing. He hates life with everlasting malice, his mind vaulted with every memory since the dawn of time. He can never forgive or forget, but seeks forver to destroy all that is light and good in the world. He is the final solution to man's hopes and aspirations and has taken much that was good and true and ground it to blood and dust. He will use anything in his grasp to unmake the world and let him rest. His unspeakable expression, rigid in hatred, is crowned with steel, the two remaining Silmarils forever tormenting him. Grond, the mighty Hammer of the Underworld, weeps defiance as he strides towards you to crush you to a pulp! This evil elf is found on dungeon level 60 and moves incredibly quickly. Killing this creature is worth 26090909.09 points for a 1st level character. He is over powered at his native depth. He is magical, casting spells intelligently which invoke mana storms, produce water balls, produce mana bolts, incur wraithform, curse you, cause mind blasting, summon Ancient Dragons or summon Ring Wraiths; 1 time in 2. He can swim under water. He regenerates quickly. He is immune to acid, lightning, fire, cold and poison. He resists blindness. He cannot be frightened, confused, charmed or slept. He is ever vigilant for intruders, which he may notice from 1000 feet. He may carry up to 9 exceptional weapons, armours or written items. He can hit to wound you for 20d10 damage, hit to batter you for 20d10 damage and hit to reduce all stats from you for 10d12 damage.