NPPAngband Monster Info

Monster Spoilers for NPPAngband Version 0.5.0
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The Filthy street urchin (L.Dark ‘t’)
=== Num:1 Lev:0 Rar:2 Spd:+0 Hp:1d4 Ac:1 Exp:0
He looks squalid and thoroughly revolting.
This creature lives in the town, and moves a bit erratically at normal
speed. He can open doors. He takes quite a while to see intruders, which
he may notice from 40 feet. He usually appears in groups. He can beg.

The Scrawny cat (L.Umber ‘f’)
=== Num:2 Lev:0 Rar:3 Spd:+0 Hp:1d2 Ac:1 Exp:0
A skinny little furball with sharp claws and a menacing look.
This natural creature lives in the town, and moves a bit erratically at
normal speed. It is fairly observant of intruders, which it may notice
from 300 feet. It can claw to attack with damage 1d1.

The Scruffy little dog (L.Umber ‘C’)
=== Num:3 Lev:0 Rar:3 Spd:+0 Hp:1d3 Ac:1 Exp:0
A thin flea-ridden mutt, growling as you get close.
This natural creature lives in the town, and moves a bit erratically at
normal speed. It is observant of intruders, which it may notice from 200
feet. It can bite to attack with damage 1d1.

[U] Lotho Pimple (White ‘h’)
=== Num:4 Lev:0 Rar:4 Spd:+0 Hp:210 Ac:10 Exp:0
A wicked, power-hungry hobbit who’s bitten off more than he can chew. He
is absolutely drunk with power. He won’t be “Chief Shirriff” for long!
This evil creature lives in the town, and moves a bit erratically at
normal speed. He may shoot little arrows. He is magical, casting spells
intelligently which blink-self about 20 percent of the time. He can open
doors and pick up objects. He pays very little attention to intruders,
which he may notice from 150 feet. He may carry up to 4 good objects. He
can hit to attack with damage 2d2, and touch to steal items.

The Blubbering idiot (L.Slate ‘t’)
=== Num:5 Lev:0 Rar:1 Spd:+0 Hp:1d2 Ac:1 Exp:0
He tends to blubber a lot.
This creature lives in the town, and moves a bit erratically at normal
speed. He can pick up objects. He is ever vigilant for intruders, which
he may notice from 60 feet. He can drool on you.

The Boil-covered wretch (Green ‘t’)
=== Num:6 Lev:0 Rar:1 Spd:+0 Hp:1d2 Ac:1 Exp:0
Ugly doesn’t begin to describe him.
This creature lives in the town, and moves a bit erratically at normal
speed. He can open doors, bash down doors and pick up objects. He is
ever vigilant for intruders, which he may notice from 60 feet. He can
drool on you.

The Village idiot (L.Green ‘t’)
=== Num:7 Lev:0 Rar:1 Spd:+10 Hp:4d4 Ac:1 Exp:0
Drooling and comical, but then, what do you expect?
This creature lives in the town, and moves a bit erratically, and quickly.
He can pick up objects. He is ever vigilant for intruders, which he may
notice from 60 feet. He can drool on you.

The Pitiful-looking beggar (L.Umber ‘t’)
=== Num:8 Lev:0 Rar:1 Spd:+0 Hp:1d4 Ac:1 Exp:0
You just can’t help feeling sorry for him.
This creature lives in the town, and moves a bit erratically at normal
speed. He can open doors and pick up objects. He takes quite a while to
see intruders, which he may notice from 100 feet. He can beg.

The Mangy-looking leper (Umber ‘t’)
=== Num:9 Lev:0 Rar:1 Spd:+0 Hp:1 Ac:1 Exp:0
You feel it isn’t safe to touch him.
This creature lives in the town, and moves a bit erratically at normal
speed. He can open doors and pick up objects. He tends to overlook
intruders, which he may notice from 100 feet. He can beg.

The Squint-eyed rogue (Blue ‘t’)
=== Num:10 Lev:0 Rar:1 Spd:+0 Hp:2d8 Ac:8 Exp:0
A hardy, street-wise crook that knows an easy catch when it sees one.
This evil creature lives in the town, and moves at normal speed. He can
open doors, bash down doors and pick up objects. He pays very little
attention to intruders, which he may notice from 100 feet. He may carry a
n object or treasure. He can hit to attack with damage 1d6, touch to
steal items, and insult.

The Singing, happy drunk (Yellow ‘t’)
=== Num:11 Lev:0 Rar:1 Spd:+0 Hp:2d3 Ac:1 Exp:0
He makes you glad to be sober.
This creature lives in the town, and moves somewhat erratically at normal
speed. He can use a light source, open doors, bash down doors and pick up
objects. He is ever vigilant for intruders, which he may notice from 100
feet. He may carry a treasure. He can beg.

The Aimless-looking merchant (Orange ‘t’)
=== Num:12 Lev:0 Rar:1 Spd:+0 Hp:3d3 Ac:1 Exp:0
The typical ponce around town, with purse jingling, and looking for more
amulets of adornment to buy.
This creature lives in the town, and moves somewhat erratically at normal
speed. He can use a light source, open doors, bash down doors and pick up
objects. He prefers to ignore intruders, which he may notice from 100
feet. He may carry a treasure. He can hit to attack with damage 1d3.

The Mean-looking mercenary (Red ‘t’)
=== Num:13 Lev:0 Rar:1 Spd:+0 Hp:5d8 Ac:20 Exp:0
No job is too low for him.
This evil creature lives in the town, and moves somewhat erratically at
normal speed. He can use a light source, open doors, bash down doors and
pick up objects. He prefers to ignore intruders, which he may notice from
100 feet. He may carry an object or treasure. He can hit to attack with
damage 1d10.

The Battle-scarred veteran (L.Blue ‘t’)
=== Num:14 Lev:0 Rar:1 Spd:+0 Hp:7d8 Ac:30 Exp:0
He doesn’t take to strangers kindly.
This creature lives in the town, and moves somewhat erratically at normal
speed. He can use a light source, open doors, bash down doors and pick up
objects. He prefers to ignore intruders, which he may notice from 100
feet. He may carry an object or treasure. He can hit to attack with
damage 2d6.

The Grey mold (Slate ‘m’)
=== Num:15 Lev:1 Rar:1 Spd:+0 Hp:1d2 Ac:1 Exp:1
A small strange grey growth.
This creature is normally found on dungeon level 1, and moves at normal
speed, but does not deign to chase intruders. It is not detected by
telepathy. It resists poison. It cannot be frightened, confused or slept.
It is ever vigilant for intruders, which it may notice from 20 feet. It
can release spores to attack with damage 1d4, and release spores to attack
with damage 1d4.

The Grey mushroom patch (Slate ‘,’)
=== Num:16 Lev:1 Rar:1 Spd:+0 Hp:1d2 Ac:1 Exp:1
Yum! It looks quite tasty.
This creature is normally found on dungeon level 1, and moves at normal
speed, but does not deign to chase intruders. It is not detected by
telepathy. It resists poison. It cannot be frightened, confused or slept.
It is ever vigilant for intruders, which it may notice from 20 feet. It
can release spores to confuse with damage 1d4.

The White icky thing (White ‘i’)
=== Num:17 Lev:1 Rar:1 Spd:+0 Hp:2d5 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. It is not detected by telepathy. It is
fairly observant of intruders, which it may notice from 120 feet. It can
touch to attack with damage 1d2.

The Giant white mouse (White ‘r’)
=== Num:18 Lev:1 Rar:1 Spd:+0 Hp:1d3 Ac:4 Exp:1
It is about three feet long with large teeth.
This natural creature is normally found on dungeon level 1, and moves
somewhat erratically at normal speed. It breeds explosively. It takes a
while to see intruders, which it may notice from 80 feet. It can bite to
attack with damage 1d2.

The Floating eye (Orange ‘e’)
=== Num:19 Lev:1 Rar:1 Spd:+0 Hp:3d6 Ac:6 Exp:1
A disembodied eye, floating a few feet above the ground.
This flying creature is normally found on dungeon level 1, and moves at
normal speed, but does not deign to chase intruders. 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.

The Jackal (L.Umber ‘C’)
=== Num:20 Lev:1 Rar:1 Spd:+0 Hp:1d4 Ac:3 Exp:1
It is a yapping snarling dog, dangerous when in a pack.
This natural creature is normally found on dungeon level 1, and moves at
normal speed. It is fairly observant of intruders, which it may notice
from 100 feet. It usually appears in groups. It can bite to attack with
damage 1d1.

The Fruit bat (Orange ‘b’)
=== Num:21 Lev:1 Rar:1 Spd:+10 Hp:1d6 Ac:3 Exp:1
A fast-moving pest.
This flying natural creature is normally found on dungeon level 1, and
moves quickly. It can dodge attacks. It is fairly observant of
intruders, which it may notice from 200 feet. It can bite to attack with
damage 1d1.

The Giant yellow centipede (Yellow ‘c’)
=== Num:22 Lev:1 Rar:1 Spd:+0 Hp:2d6 Ac:12 Exp:2
It is about four feet long and carnivorous.
This natural creature is normally found on dungeon level 1, and moves at
normal speed. 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 can bite to attack with damage 1d3, and sting to attack
with damage 1d3.

The Giant white centipede (White ‘c’)
=== Num:23 Lev:1 Rar:1 Spd:+0 Hp:3d5 Ac:10 Exp:2
It is about four feet long and carnivorous.
This natural creature is normally found on dungeon level 1, and moves
somewhat erratically at normal speed. 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 can bite to attack with damage 1d2,
and sting to attack with damage 1d2.

The Clear icky thing (White ‘i’)
=== Num:24 Lev:1 Rar:1 Spd:+0 Hp:2d5 Ac:6 Exp:2
It is a smallish, slimy, icky, blobby creature.
This creature is normally found on dungeon level 1, and moves extremely
erratically at normal speed. 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 attack with damage 1d2.

The Large white snake (White ‘J’)
=== Num:25 Lev:1 Rar:1 Spd:-10 Hp:3d6 Ac:30 Exp:2
It is about eight feet long.
This natural creature is normally found on dungeon level 1, and moves
somewhat erratically, and slowly. It can bash down doors. It pays very
little attention to intruders, which it may notice from 40 feet. It can
bite to attack with damage 1d1, and crush to attack with damage 1d1.

The White worm mass (White ‘w’)
=== Num:26 Lev:1 Rar:1 Spd:-10 Hp:4d4 Ac:1 Exp:2
It is a large slimy mass of worms.
This natural creature is normally found on dungeon level 1, and moves
extremely erratically, and slowly. It is rarely detected by telepathy.
It breeds explosively. It is hurt by bright light. It resists poison.
It cannot be frightened. It is fairly observant of intruders, which it
may notice from 70 feet. It can crawl on you to poison with damage 1d2.

The Rock lizard (L.Umber ‘R’)
=== Num:27 Lev:1 Rar:1 Spd:+0 Hp:3d4 Ac:4 Exp:2
It is a small lizard with a hardened hide.
This natural creature is normally found on dungeon level 1, and moves at
normal speed. It takes a while to see intruders, which it may notice from
200 feet. It can bite to attack with damage 1d1.

The Large brown snake (Umber ‘J’)
=== Num:28 Lev:1 Rar:1 Spd:-10 Hp:4d6 Ac:35 Exp:3
It is about eight feet long.
This natural creature is normally found on dungeon level 1, and moves a bit
erratically, and slowly. It can bash down doors. It pays very little
attention to intruders, which it may notice from 40 feet. It can bite to
attack with damage 1d3, and crush to attack with damage 1d4.

The Soldier ant (L.Slate ‘a’)
=== Num:29 Lev:1 Rar:1 Spd:+0 Hp:2d5 Ac:3 Exp:3
A large ant with powerful mandibles.
This natural creature is normally found on dungeon level 1, and moves at
normal speed. 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 attack with damage 1d2.

The Small kobold (Yellow ‘k’)
=== Num:30 Lev:1 Rar:1 Spd:+0 Hp:2d7 Ac:16 Exp:5
It is a squat and ugly humanoid figure with a canine face.
This evil creature is normally found on dungeon level 1, and moves at
normal speed. It can open doors and bash down doors. It resists poison.
It is fairly observant of intruders, which it may notice from 200 feet.
It may carry an object or treasure. It can hit to attack with damage 1d5.

The Shrieker mushroom patch (L.Red ‘,’)
=== Num:31 Lev:2 Rar:1 Spd:+0 Hp:1 Ac:1 Exp:1
Yum! It looks quite tasty. It doesn’t sound so nice, though…
This creature is normally found on dungeon level 2, and moves at normal
speed, but does not deign to chase intruders. It may shriek for help. It
is not detected by telepathy. It resists poison. It cannot be slowed,
frightened, confused or slept. It is ever vigilant for intruders, which
it may notice from 40 feet. It has no physical attacks.

The Yellow mushroom patch (Yellow ‘,’)
=== Num:32 Lev:2 Rar:1 Spd:+0 Hp:1 Ac:1 Exp:2
Yum! It looks quite tasty.
This creature is normally found on dungeon level 2, and moves at normal
speed, but does not deign to chase intruders. It is not detected by
telepathy. It resists poison. It cannot be frightened, confused or slept.
It is ever vigilant for intruders, which it may notice from 20 feet. It
can release spores to terrify with damage 1d6.

The Metallic green centipede (Green ‘c’)
=== Num:33 Lev:2 Rar:1 Spd:+10 Hp:4d4 Ac:4 Exp:3
It is about four feet long and carnivorous.
This natural creature is normally found on dungeon level 2, and moves
somewhat erratically, and quickly. It can bash down doors. It is rarely
detected by telepathy. It is fairly observant of intruders, which it may
notice from 50 feet. It can crawl on you to attack with damage 1d1.

The Green worm mass (Green ‘w’)
=== Num:34 Lev:2 Rar:1 Spd:-10 Hp:6d4 Ac:3 Exp:3
It is a large slimy mass of worms.
This natural creature is normally found on dungeon level 2, and moves
extremely erratically, and slowly. It is rarely detected by telepathy.
It breeds explosively. It is hurt by bright light. It resists acid. It
cannot be frightened. It is fairly observant of intruders, which it may
notice from 70 feet. It can crawl on you to shoot acid with damage 1d3.

The Blue yeek (Blue ‘y’)
=== Num:35 Lev:2 Rar:1 Spd:+0 Hp:2d6 Ac:14 Exp:4
A small humanoid figure.
This natural creature is normally found on dungeon level 2, and moves at
normal speed. It can open doors and bash down doors. It resists acid.
It is fairly observant of intruders, which it may notice from 180 feet.
It may carry an object or treasure. It can hit to attack with damage 1d5.

The Kobold (L.Green ‘k’)
=== Num:36 Lev:2 Rar:1 Spd:+0 Hp:3d7 Ac:16 Exp:5
It is a small, dog-headed humanoid.
This evil creature is normally found on dungeon level 2, and moves at
normal speed. It can open doors and bash down doors. It resists poison.
It is fairly observant of intruders, which it may notice from 200 feet.
It may carry an object or treasure. It can hit to attack with damage 1d8.

The White harpy (White ‘H’)
=== Num:37 Lev:2 Rar:1 Spd:+0 Hp:2d5 Ac:17 Exp:5
A flying, screeching bird with a woman’s face.
This flying natural evil creature is normally found on dungeon level 2, and
moves somewhat erratically at normal speed. She is fairly observant of
intruders, which she may notice from 160 feet. She can claw to attack
with damage 1d1, claw to attack with damage 1d1, and bite to attack with
damage 1d2.

The Novice warrior (Umber ‘p’)
=== Num:38 Lev:2 Rar:1 Spd:+0 Hp:9d4 Ac:16 Exp:6
He looks inexperienced but tough.
This creature is normally found on dungeon level 2, and moves at normal
speed. He can use a light source, open doors and bash down doors. He is
observant of intruders, which he may notice from 200 feet. He may carry a
n object or treasure. He can hit to attack with damage 1d7, and hit to
attack with damage 1d7.

The Novice rogue (Blue ‘p’)
=== Num:39 Lev:2 Rar:1 Spd:+0 Hp:8d4 Ac:12 Exp:6
A rather shifty individual.
This evil creature is normally found on dungeon level 2, and moves at
normal speed. He can open doors, bash down doors and pick up objects. He
is observant of intruders, which he may notice from 200 feet. He may carry
an object or treasure. He can hit to attack with damage 1d6, and touch to
steal gold.

The Novice priest (Green ‘p’)
=== Num:40 Lev:2 Rar:1 Spd:+0 Hp:7d4 Ac:10 Exp:6
He is tripping over his priestly robes.
This creature is normally found on dungeon level 2, and moves at normal
speed. He is magical, casting spells which produce orbs of draining,
heal-self, or terrify about 8 percent of the time. He can use a light
source, open doors and bash down doors. He is fairly observant of
intruders, which he may notice from 200 feet. He may carry an object or
treasure. He can hit to attack with damage 1d5.

The Novice mage (Red ‘p’)
=== Num:41 Lev:2 Rar:1 Spd:+0 Hp:6d4 Ac:6 Exp:6
He is leaving behind a trail of dropped spell components.
This creature is normally found on dungeon level 2, and moves at normal
speed. He is magical, casting spells which casts magic missiles, restore
mana, or blink-self about 8 percent of the time. He can use a light source,

The Giant green frog (Green ‘R’)
=== Num:42 Lev:2 Rar:1 Spd:+0 Hp:2d8 Ac:8 Exp:6
It is as big as a wolf.
This natural creature is normally found on dungeon level 2, and moves a bit
erratically at normal speed. It can bash down doors. It takes quite a
while to see intruders, which it may notice from 120 feet. It can bite to
attack with damage 1d3.

The Cave spider (L.Dark ‘S’)
=== Num:43 Lev:2 Rar:1 Spd:+10 Hp:2d6 Ac:16 Exp:7
It is a black spider that moves in fits and starts.
This natural creature is normally found on dungeon level 2, and moves
quickly. 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 attack with damage 1d4.

The Blubbering icky thing (L.Slate ‘i’)
=== Num:44 Lev:2 Rar:1 Spd:+0 Hp:5d6 Ac:4 Exp:8
It is a smallish, slimy, icky, hungry creature.
This creature is normally found on dungeon level 2, and moves somewhat
erratically at normal speed. It can destroy weaker monsters and pick up
objects. It is not detected by telepathy. It resists poison. It is
fairly observant of intruders, which it may notice from 140 feet. It may
carry an object or treasure. It can crawl on you to poison with damage 1d4,
and crawl on you to eat your food.

The Giant black ant (L.Dark ‘a’)
=== Num:45 Lev:2 Rar:1 Spd:+0 Hp:3d6 Ac:20 Exp:8
It is about three feet long.
This natural creature is normally found on dungeon level 2, and moves a bit
erratically at normal speed. 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 can bite to attack with damage 1d4.

The Wild cat (L.Umber ‘f’)
=== Num:46 Lev:2 Rar:2 Spd:+10 Hp:3d5 Ac:12 Exp:8
A larger than normal feline, hissing loudly. Its velvet paws conceal a
fistful of needles.
This natural creature is normally found on dungeon level 2, and moves
quickly. It can bash down doors. It is ever vigilant for intruders,
which it may notice from 400 feet. It can claw to attack with damage 1d3,
and claw to attack with damage 1d3.

The Crow (Slate ‘B’)
=== Num:47 Lev:2 Rar:2 Spd:+10 Hp:3d5 Ac:12 Exp:8
It is a hooded crow, gray except for the black wings and head.
This flying natural creature is normally found on dungeon level 2, and
moves quickly. It is ever vigilant for intruders, which it may notice
from 400 feet. It can bite to attack with damage 1d3, and bite to attack
with damage 1d3.

The Large yellow snake (Yellow ‘J’)
=== Num:48 Lev:2 Rar:1 Spd:-10 Hp:4d8 Ac:38 Exp:9
It is about ten feet long.
This natural creature is normally found on dungeon level 2, and moves a bit
erratically, and slowly. It can bash down doors. It tends to overlook
intruders, which it may notice from 50 feet. It can bite to attack with
damage 1d4, and crush to attack with damage 1d6.

The White jelly (White ‘j’)
=== Num:49 Lev:2 Rar:1 Spd:+10 Hp:8d8 Ac:1 Exp:10
Its a large pile of white flesh.
This creature is normally found on dungeon level 2, and moves quickly, but
does not deign to chase intruders. It is not detected by telepathy. It
is hurt by bright light. It resists poison. It cannot be frightened,
confused or slept. It pays very little attention to intruders, which it
may notice from 20 feet. It can touch to poison with damage 1d2.

The Salamander (Orange ‘R’)
=== Num:50 Lev:2 Rar:1 Spd:+0 Hp:4d6 Ac:20 Exp:10
A small black and orange lizard.
This natural creature is normally found on dungeon level 2, and moves a bit
erratically at normal speed. It resists fire. It pays little attention
to intruders, which it may notice from 80 feet. It can bite to burn with
damage 1d3.

[U] Grip, Farmer Maggot’s dog (L.Umber ‘C’)
=== Num:51 Lev:2 Rar:1 Spd:+10 Hp:25 Ac:30 Exp:30
A rather vicious dog belonging to Farmer Maggot. It thinks you are
stealing mushrooms.
This natural creature is normally found on dungeon level 2, and moves a bit
erratically, and quickly. It can bash down doors. It cannot be confused
or slept. It is ever vigilant for intruders, which it may notice from 300
feet. It can bite to attack with damage 1d4.

[U] Fang, Farmer Maggot’s dog (L.Umber ‘C’)
=== Num:52 Lev:2 Rar:1 Spd:+10 Hp:25 Ac:30 Exp:30
A rather vicious dog belonging to Farmer Maggot. It thinks you are
stealing mushrooms.
This natural creature is normally found on dungeon level 2, and moves a bit
erratically, and quickly. It can bash down doors. It cannot be confused
or slept. It is ever vigilant for intruders, which it may notice from 300
feet. It can bite to attack with damage 1d4.

The Giant white louse (White ‘l’)
=== Num:53 Lev:3 Rar:1 Spd:+10 Hp:1 Ac:5 Exp:1
It is six inches long.
This natural creature is normally found on dungeon level 3, and moves
extremely erratically, and quickly. 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 attack with damage 1d1.

The Spotted mushroom patch (Orange ‘,’)
=== Num:54 Lev:3 Rar:1 Spd:+0 Hp:1 Ac:1 Exp:1
Yum! It looks quite tasty.
This creature is normally found on dungeon level 3, and moves at normal
speed, but does not deign to chase intruders. It is not detected by
telepathy. It resists poison. It cannot be frightened, confused or slept.
It is ever vigilant for intruders, which it may notice from 20 feet. It
can release spores to poison with damage 2d4.

The Green ooze (Green ‘j’)
=== Num:55 Lev:3 Rar:2 Spd:+10 Hp:3d4 Ac:16 Exp:4
It’s green and it’s oozing.
This creature is normally found on dungeon level 3, and moves extremely
erratically, and quickly. It is not detected by telepathy. It resists
acid and poison. It cannot be frightened, confused or slept. It pays
little attention to intruders, which it may notice from 80 feet. It may
carry an object or treasure. It can crawl on you to shoot acid with damage
1d3.

The Scruffy looking hobbit (Blue ‘h’)
=== Num:56 Lev:3 Rar:1 Spd:+0 Hp:3d5 Ac:8 Exp:4
A short little guy, in bedraggled clothes. He appears to be looking for a
good tavern.
This evil creature is normally found on dungeon level 3, and moves at
normal speed. He can open doors, bash down doors and pick up objects. He
is fairly observant of intruders, which he may notice from 160 feet. He
may carry an object or treasure. He can hit to attack with damage 1d4,
and touch to steal gold.

The Yellow worm mass (Yellow ‘w’)
=== Num:57 Lev:3 Rar:2 Spd:-10 Hp:4d8 Ac:4 Exp:4
It is a large slimy mass of worms.
This natural creature is normally found on dungeon level 3, and moves
extremely erratically, and slowly. It is rarely detected by telepathy.
It breeds explosively. It is hurt by bright light. It resists acid and
poison. It cannot be frightened. It is fairly observant of intruders,
which it may notice from 70 feet. It can crawl on you to reduce dexterity
with damage 1d3.

The Clear worm mass (White ‘w’)
=== Num:58 Lev:3 Rar:2 Spd:-10 Hp:4d4 Ac:1 Exp:4
It is a disgusting mass of poisonous worms.
This natural creature is normally found on dungeon level 3, and moves
extremely erratically, and slowly. It is invisible. It is rarely
detected by telepathy. It breeds explosively. It is hurt by bright light.
It resists poison. It cannot be frightened. It is fairly observant of
intruders, which it may notice from 70 feet. It can crawl on you to
poison with damage 1d2.

The Radiation eye (L.Red ‘e’)
=== Num:59 Lev:3 Rar:1 Spd:+0 Hp:3d6 Ac:6 Exp:6
A disembodied eye, crackling with energy.
This flying creature is normally found on dungeon level 3, and moves at
normal speed, but does not deign to chase intruders. It is magical,
casting spells which drain mana about 9 percent of the time. 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 with damage 1d6.

The Metallic blue centipede (Blue ‘c’)
=== Num:60 Lev:3 Rar:1 Spd:+10 Hp:4d5 Ac:6 Exp:7
It is about four feet long and carnivorous.
This natural creature is normally found on dungeon level 3, and moves
somewhat erratically, and quickly. 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 can crawl on you to attack with damage 1d2.

The Giant white ant (White ‘a’)
=== Num:61 Lev:3 Rar:1 Spd:+0 Hp:3d6 Ac:16 Exp:7
It is about two feet long and has sharp pincers.
This natural creature is normally found on dungeon level 3, and moves at
normal speed. 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 can bite to attack with damage 1d4.

The Poltergeist (L.Slate ‘G’)
=== Num:62 Lev:3 Rar:1 Spd:+20 Hp:2d5 Ac:15 Exp:9
It is a ghastly, ghostly form.
This flying evil undead creature is normally found on dungeon level 3, and
moves extremely erratically, and very quickly. It is magical, casting
spells which blink-self about 6 percent of the time. It can pass through
walls and pick up objects. It is invisible. It is cold blooded. It is
hurt by bright light and fire. It resists cold and poison. It cannot be
frightened or slept. It is fairly observant of intruders, which it may
notice from 80 feet. It may carry one or two objects or treasures. It
can touch to terrify.

The Yellow mold (Yellow ‘m’)
=== Num:63 Lev:3 Rar:1 Spd:+0 Hp:8d8 Ac:10 Exp:9
It is a strange yellow growth on the dungeon floor.
This creature is normally found on dungeon level 3, and moves at normal
speed, but does not deign to chase intruders. It is not detected by
telepathy. It resists poison. It cannot be frightened, confused or slept.
It pays very little attention to intruders, which it may notice from 20
feet. It can release spores to attack with damage 1d4.

The Silver jelly (Slate ‘j’)
=== Num:64 Lev:3 Rar:2 Spd:+10 Hp:10d8 Ac:1 Exp:12
It is a large pile of silver flesh that sucks all light from its
surroundings.
This creature is normally found on dungeon level 3, and moves quickly, but
does not deign to chase intruders. It is magical, casting spells which
drain mana about 6 percent of the time. It is not detected by telepathy.
It is surrounded by darkness. It is hurt by bright light. It resists
poison. It cannot be frightened, confused or slept. It pays very little
attention to intruders, which it may notice from 20 feet. It can touch to
absorb light with damage 1d3, and touch to absorb light with damage 1d3.

The Yellow jelly (Yellow ‘j’)
=== Num:65 Lev:3 Rar:1 Spd:+10 Hp:10d8 Ac:1 Exp:12
It’s a large pile of yellow flesh.
This creature is normally found on dungeon level 3, and moves quickly, but
does not deign to chase intruders. It is magical, casting spells which
drain mana about 6 percent of the time. It is not detected by telepathy.
It is hurt by bright light. It resists poison. It cannot be frightened,
confused or slept. It pays very little attention to intruders, which it
may notice from 20 feet. It can touch to poison with damage 1d3.

The Metallic red centipede (Red ‘c’)
=== Num:66 Lev:3 Rar:1 Spd:+10 Hp:4d8 Ac:9 Exp:12
It is about four feet long and carnivorous.
This natural creature is normally found on dungeon level 3, and moves a bit
erratically, and quickly. 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 can crawl on you to attack with damage 1d2.

The Kobold shaman (Red ‘k’)
=== Num:67 Lev:3 Rar:1 Spd:+0 Hp:3d6 Ac:16 Exp:15
It is a kobold dressed in skins and gesturing wildly.
This evil creature is normally found on dungeon level 3, and moves at
normal speed. It is magical, casting spells which casts magic missiles,
heal-self, cause light wounds, or confuse about 20 percent of the time.
It can open doors and bash down doors. It resists poison. It is fairly
observant of intruders, which it may notice from 200 feet. It may carry a
n object or treasure. It can hit to attack with damage 1d8.

The Black naga (L.Dark ‘n’)
=== Num:68 Lev:3 Rar:1 Spd:+0 Hp:6d8 Ac:40 Exp:20
A large black serpent’s body with a female torso.
This evil creature is normally found on dungeon level 3, and moves a bit
erratically at normal speed. She can bash down doors. She pays very
little attention to intruders, which she may notice from 160 feet. She
may carry an object or treasure. She can crush to attack with damage 1d8.

[U] Wolf, Farmer Maggot’s dog (L.Umber ‘C’)
=== Num:69 Lev:3 Rar:1 Spd:+10 Hp:36 Ac:30 Exp:30
The biggest and most vicious dog belonging to Farmer Maggot
This natural creature is normally found on dungeon level 3, and moves a bit
erratically, and quickly. It can bash down doors. It cannot be confused
or slept. It is ever vigilant for intruders, which it may notice from 300
feet. It can bite to attack with damage 1d5.

[U] Smeagol (L.Blue ‘h’)
=== Num:70 Lev:3 Rar:2 Spd:+10 Hp:400 Ac:12 Exp:50
Usually known as Gollum. He’s been sneaking, and he wants his ‘precious.’
This evil creature is normally found on dungeon level 3, and moves a bit
erratically, and quickly. He can open doors, bash down doors and pick up
objects. He is invisible. He resists disenchantment. He cannot be slept.
He is observant of intruders, which he may notice from 200 feet. He may
carry an exceptional object. He can touch to steal gold with damage 1d4.

The Giant white rat (L.Slate ‘r’)
=== Num:71 Lev:4 Rar:1 Spd:+0 Hp:2d2 Ac:7 Exp:1
It is a very vicious rodent.
This natural creature is normally found on dungeon level 4, and moves a bit
erratically at normal speed. It breeds explosively. It takes quite a
while to see intruders, which it may notice from 80 feet. It can bite to
poison with damage 1d3.

The Silver mouse (Slate ‘r’)
=== Num:72 Lev:4 Rar:1 Spd:+0 Hp:1d3 Ac:4 Exp:1
It is about three feet long with large teeth. As the light of your lamp
falls on it, it seems to grow stronger.
This natural creature is normally found on dungeon level 4, and moves
somewhat erratically at normal speed. It breeds explosively. It takes a
while to see intruders, which it may notice from 80 feet. It can bite to
absorb light with damage 1d2.

The Blue worm mass (Blue ‘w’)
=== Num:73 Lev:4 Rar:1 Spd:-10 Hp:5d8 Ac:12 Exp:5
It is a large slimy mass of worms.
This natural creature is normally found on dungeon level 4, and moves
extremely erratically, and slowly. It is cold blooded. It is rarely
detected by telepathy. It breeds explosively. It is hurt by bright light.
It resists cold. It cannot be frightened. It is fairly observant of
intruders, which it may notice from 70 feet. It can crawl on you to
freeze with damage 1d4.

The Cave lizard (Umber ‘R’)
=== Num:74 Lev:4 Rar:1 Spd:+0 Hp:3d6 Ac:16 Exp:8
It is an armoured lizard with a powerful bite.
This natural creature is normally found on dungeon level 4, and moves at
normal speed. It pays little attention to intruders, which it may notice
from 80 feet. It can bite to attack with damage 1d5.

The Creeping copper coins (Umber ‘$’)
=== Num:75 Lev:4 Rar:3 Spd:-10 Hp:7d8 Ac:24 Exp:9
It appears to be a pile of copper coins.
This creature is normally found on dungeon level 4, and moves slowly. It
can bash down doors. It is cold blooded. It is not detected by
telepathy. It resists lightning and poison. It cannot be confused or
slept. It is fairly observant of intruders, which it may notice from 30
feet. It may carry one or two treasures. It can hit to stun with damage
1d4, and touch to poison with damage 2d4.

The Raven (L.Dark ‘B’)
=== Num:76 Lev:4 Rar:2 Spd:+10 Hp:4d5 Ac:12 Exp:10
Larger than a crow, and pitch black.
This flying natural creature is normally found on dungeon level 4, and
moves quickly. It is ever vigilant for intruders, which it may notice
from 400 feet. It can bite to attack with damage 1d4, and bite to attack
with damage 1d4.

The Blue jelly (Blue ‘j’)
=== Num:77 Lev:4 Rar:1 Spd:+0 Hp:12d8 Ac:1 Exp:14
It’s a large pile of pulsing blue flesh.
This creature is normally found on dungeon level 4, and moves at normal
speed, but does not deign to chase intruders. It is cold blooded. It is
not detected by telepathy. It is hurt by bright light. It resists cold.
It cannot be frightened, confused or slept. It pays very little attention
to intruders, which it may notice from 20 feet. It can touch to freeze
with damage 1d6.

The Large grey snake (Slate ‘J’)
=== Num:78 Lev:4 Rar:1 Spd:-10 Hp:6d8 Ac:41 Exp:14
It is about ten feet long.
This natural creature is normally found on dungeon level 4, and moves a bit
erratically, and slowly. It can bash down doors. It tends to overlook
intruders, which it may notice from 60 feet. It can bite to attack with
damage 1d5, and crush to attack with damage 1d8.

The Novice ranger (L.Slate ‘p’)
=== Num:79 Lev:4 Rar:1 Spd:+0 Hp:6d8 Ac:8 Exp:18
An agile hunter, ready and relaxed.
This creature is normally found on dungeon level 4, and moves at normal
speed. He may shoot little arrows. He is magical, casting spells which
cure what ails it about 12 percent of the time. He can use a light source,
open doors and bash down doors. He is observant of intruders, which he
may notice from 200 feet. He may carry an object or treasure. He can hit
to attack with damage 1d5, and hit to attack with damage 1d5.

The Novice paladin (White ‘p’)
=== Num:80 Lev:4 Rar:1 Spd:+0 Hp:6d8 Ac:16 Exp:18
An adventurer both devoutly religious and skillful in combat.
This creature is normally found on dungeon level 4, and moves at normal
speed. He is magical, casting spells which produce orbs of draining or
terrify about 12 percent of the time. He can use a light source, open
doors and bash down doors. He is observant of intruders, which he may
notice from 200 feet. He may carry an object or treasure. He can hit to
attack with damage 1d7, and hit to attack with damage 1d7.

The Kobold archer (L.Slate ‘k’)
=== Num:81 Lev:4 Rar:1 Spd:+0 Hp:6d7 Ac:16 Exp:20
It is an ugly dog-headed humanoid wielding a bow.
This evil creature is normally found on dungeon level 4, and moves at
normal speed. It may shoot little arrows. It can open doors and bash
down doors. It resists poison. It is fairly observant of intruders,
which it may notice from 200 feet. It may carry an object or treasure.
It can hit to attack with damage 1d9.

The Red worm mass (Red ‘w’)
=== Num:82 Lev:5 Rar:1 Spd:-10 Hp:5d8 Ac:12 Exp:6
It is a large slimy mass of worms.
This natural creature is normally found on dungeon level 5, and moves
extremely erratically, and slowly. It can bash down doors. It is not
detected by telepathy. It breeds explosively. It is hurt by bright light.
It resists fire. It cannot be frightened. It is fairly observant of
intruders, which it may notice from 70 feet. It can crawl on you to burn
with damage 1d6.

The Blue ooze (Blue ‘j’)
=== Num:83 Lev:5 Rar:1 Spd:+0 Hp:3d4 Ac:16 Exp:7
It’s blue and it’s oozing.
This creature is normally found on dungeon level 5, and moves extremely
erratically at normal speed. It is not detected by telepathy. It resists
cold. It cannot be frightened, confused or slept. It pays little
attention to intruders, which it may notice from 80 feet. It may carry an
object or treasure. It can crawl on you to freeze with damage 1d4.

The Grey icky thing (Slate ‘i’)
=== Num:84 Lev:5 Rar:1 Spd:+0 Hp:4d8 Ac:12 Exp:10
It is a smallish, slimy, icky, nasty creature.
This creature is normally found on dungeon level 5, and moves somewhat
erratically at normal speed. It is not detected by telepathy. It takes a
while to see intruders, which it may notice from 140 feet. It can touch
to attack with damage 1d5.

The Skeleton kobold (White ‘s’)
=== Num:85 Lev:5 Rar:1 Spd:+0 Hp:5d8 Ac:26 Exp:12
It is a small animated kobold skeleton.
This evil undead creature is normally found on dungeon level 5, and moves
at normal speed. It can open doors and bash down doors. It is cold
blooded. It is not detected by telepathy. It resists cold and poison.
It cannot be frightened, confused or slept. It takes quite a while to see
intruders, which it may notice from 200 feet. It can hit to attack with
damage 1d6.

The Green glutton ghost (Green ‘G’)
=== Num:86 Lev:5 Rar:1 Spd:+20 Hp:3d4 Ac:20 Exp:15
It is a very ugly green ghost with a voracious appetite.
This flying evil undead creature is normally found on dungeon level 5, and
moves extremely erratically, and very quickly. It can pass through walls.
It is invisible. It is cold blooded. It is hurt by fire. It cannot be
frightened or slept. It is fairly observant of intruders, which it may
notice from 100 feet. It may carry one or two objects or treasures. It
can slime to eat your food with damage 1d1.

The Copperhead snake (Orange ‘J’)
=== Num:87 Lev:5 Rar:1 Spd:+0 Hp:4d6 Ac:20 Exp:15
It has a copper head and sharp venomous fangs.
This natural creature is normally found on dungeon level 5, and moves
somewhat erratically at normal speed. It can bash down doors. It resists
poison. It is vigilant for intruders, which it may notice from 60 feet.
It can bite to poison with damage 2d4.

The Rot jelly (Umber ‘j’)
=== Num:88 Lev:5 Rar:1 Spd:+10 Hp:20d8 Ac:30 Exp:15
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 5, and moves quickly, but
does not deign to chase intruders. It is not detected by telepathy. It
is hurt by bright light. It resists poison. It cannot be frightened,
confused or slept. It pays very little attention to intruders, which it
may notice from 20 feet. It can touch to eat your food with damage 2d3,
and touch to reduce charisma with damage 2d3.

The Green jelly (Green ‘j’)
=== Num:89 Lev:5 Rar:1 Spd:+10 Hp:22d8 Ac:1 Exp:18
It is a large pile of pulsing green flesh.
This creature is normally found on dungeon level 5, and moves quickly, but
does not deign to chase intruders. It is not detected by telepathy. It
is hurt by bright light. It resists acid. It cannot be frightened,
confused or slept. It pays very little attention to intruders, which it
may notice from 20 feet. It can touch to shoot acid with damage 1d2.

The Disenchanter eye (Violet ‘e’)
=== Num:90 Lev:5 Rar:2 Spd:-10 Hp:7d8 Ac:6 Exp:20
A disembodied eye, crackling with magic.
This flying creature is normally found on dungeon level 5, and moves slowly,
but does not deign to chase intruders. It is magical, casting spells
which drain mana about 12 percent of the time. 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 disenchant.

The Large kobold (Blue ‘k’)
=== Num:91 Lev:5 Rar:1 Spd:+0 Hp:13d9 Ac:32 Exp:25
It a man-sized figure with the all too recognizable face of a kobold.
This evil creature is normally found on dungeon level 5, and moves at
normal speed. It can open doors and bash down doors. It resists poison.
It takes quite a while to see intruders, which it may notice from 200
feet. It may carry an object or treasure. It can hit to attack with
damage 1d10.

The Green naga (Green ‘n’)
=== Num:92 Lev:5 Rar:1 Spd:+0 Hp:9d8 Ac:40 Exp:30
A large green serpent with a female’s torso. Her green skin glistens with
acid.
This evil creature is normally found on dungeon level 5, and moves a bit
erratically at normal speed. She can bash down doors and pick up objects.
She resists acid. She pays very little attention to intruders, which she
may notice from 180 feet. She may carry an object or treasure. She can
crush to attack with damage 1d8, and spit to shoot acid with damage 2d6.

[U] Bullroarer the Hobbit (L.Umber ‘h’)
=== Num:93 Lev:5 Rar:3 Spd:+10 Hp:60 Ac:8 Exp:90
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. He
can open doors and bash down doors. He cannot be slowed or slept. He is
fairly observant of intruders, which he may notice from 160 feet. He may
carry up to 4 good objects. He can hit to attack with damage 1d8, and hit
to attack with damage 1d8.

The Purple mushroom patch (Violet ‘,’)
=== Num:94 Lev:6 Rar:2 Spd:+0 Hp:1 Ac:1 Exp:3
Yum! It looks quite tasty.
This creature is normally found on dungeon level 6, and moves at normal
speed, but does not deign to chase intruders. It is not detected by
telepathy. It cannot be frightened, confused or slept. It is ever
vigilant for intruders, which it may notice from 20 feet. It can release
spores to reduce constitution with damage 1d2, release spores to reduce
constitution with damage 1d2, and release spores to reduce constitution
with damage 1d2.

The Novice mage (Red ‘p’)
=== Num:95 Lev:6 Rar:2 Spd:+0 Hp:6d4 Ac:6 Exp:6
He is leaving behind a trail of dropped spell components.
This creature is normally found on dungeon level 6, and moves at normal
speed. He is magical, casting spells which casts magic missiles, restore
mana, blink-self, blind, or confuse about 8 percent of the time. He can
use a light source, open doors and bash down doors. He is fairly
observant of intruders, which he may notice from 200 feet. He usually
appears in groups. He may carry an object or treasure. He can hit to
attack with damage 1d4.

The Novice priest (Green ‘p’)
=== Num:96 Lev:6 Rar:2 Spd:+0 Hp:7d4 Ac:10 Exp:6
He is tripping over his priestly robes.
This creature is normally found on dungeon level 6, and moves at normal
speed. He is magical, casting spells which produce orbs of draining,
heal-self, or terrify about 8 percent of the time. He can use a light
source, open doors and bash down doors. He is observant of intruders,
which he may notice from 200 feet. He usually appears in groups. He may
carry an object or treasure. He can hit to attack with damage 1d5.

The Novice warrior (Umber ‘p’)
=== Num:97 Lev:6 Rar:2 Spd:+0 Hp:9d4 Ac:16 Exp:6
He looks inexperienced but tough.
This creature is normally found on dungeon level 6, and moves at normal
speed. He can use a light source, open doors and bash down doors. He is
observant of intruders, which he may notice from 200 feet. He usually
appears in groups. He may carry an object or treasure. He can hit to
attack with damage 1d7, and hit to attack with damage 1d7.

The Novice rogue (Blue ‘p’)
=== Num:98 Lev:6 Rar:2 Spd:+0 Hp:8d4 Ac:12 Exp:6
A rather shifty individual.
This evil creature is normally found on dungeon level 6, and moves at
normal speed. He can open doors, bash down doors and pick up objects. He
is observant of intruders, which he may notice from 200 feet. He usually
appears in groups. He may carry an object or treasure. He can hit to
attack with damage 1d6, and touch to steal gold.

The Giant brown bat (Umber ‘b’)
=== Num:99 Lev:6 Rar:1 Spd:+20 Hp:3d8 Ac:15 Exp:10
It screeches as it attacks.
This flying natural creature is normally found on dungeon level 6, and
moves somewhat erratically, and very quickly. It can dodge attacks. It
takes quite a while to see intruders, which it may notice from 100 feet.
It can bite to attack with damage 1d3.

The Snaga (L.Umber ‘o’)
=== Num:100 Lev:6 Rar:1 Spd:+0 Hp:8d8 Ac:32 Exp:15
He is one of the many weaker ‘slave’ orcs, often mistakenly known as a
goblin.
This evil orc is normally found on dungeon level 6, and moves at normal
speed. He can open doors and bash down doors. He is hurt by bright light.
He takes quite a while to see intruders, which he may notice from 200
feet. He usually appears in groups. He may carry an object or treasure.
He can hit to attack with damage 1d8.

The Creeping silver coins (Slate ‘$’)
=== Num:101 Lev:6 Rar:3 Spd:-10 Hp:12d8 Ac:30 Exp:18
It appears to be a pile of silver coins.
This creature is normally found on dungeon level 6, and moves slowly. It
can bash down doors. It is cold blooded. It is not detected by
telepathy. It resists lightning and poison. It cannot be confused or
slept. It is fairly observant of intruders, which it may notice from 40
feet. It may carry up to 3 treasures. It can hit to stun with damage 1d6,
and touch to poison with damage 2d6.

The Brown mold (Umber ‘m’)
=== Num:102 Lev:6 Rar:1 Spd:+0 Hp:15d8 Ac:12 Exp:20
A strange brown growth on the dungeon floor.
This creature is normally found on dungeon level 6, and moves at normal
speed, but does not deign to chase intruders. It is not detected by
telepathy. It resists poison. It cannot be frightened, confused or slept.
It pays very little attention to intruders, which it may notice from 20
feet. It can release spores to confuse with damage 1d4.

The Rattlesnake (Red ‘J’)
=== Num:103 Lev:6 Rar:1 Spd:+0 Hp:6d7 Ac:24 Exp:20
It is recognized by the hard-scaled end of its body that is often rattled
to frighten its prey.
This natural creature is normally found on dungeon level 6, and moves
somewhat erratically at normal speed. It may spit at you from a distance.
It can bash down doors. It resists poison. It is vigilant for intruders,
which it may notice from 60 feet. It can bite to poison with damage 2d5.

[U] Skeleton (White ‘s’)
=== Num:645 Lev:6 Rar:3 Spd:+0 Hp:100 Ac:40 Exp:75
An animated skeleton, creaking as it advances.
This evil undead creature is normally found on dungeon level 6, and moves
at normal speed. It can open doors and bash down doors. It is a player
ghost template. It is cold blooded. It is not detected by telepathy. It
resists cold and poison. It cannot be stunned, frightened, confused or
slept. It is ever vigilant for intruders, which it may notice from 200
feet. It may carry one or two good objects. It can hit to attack with
damage 3d5, and hit to attack with damage 3d5.

The Zombified kobold (Slate ‘z’)
=== Num:104 Lev:7 Rar:1 Spd:+0 Hp:6d8 Ac:14 Exp:14
It is an animated kobold corpse. Flesh falls off in large chunks as it
shambles forward.
This evil undead creature is normally found on dungeon level 7, and moves
at normal speed. It can open doors and bash down doors. It is cold
blooded. It is not detected by telepathy. It is hurt by fire. It
resists cold and poison. It cannot be frightened, confused or slept. It
takes quite a while to see intruders, which it may notice from 200 feet.
It can hit to attack with damage 1d2, and hit to attack with damage 1d2.

The Wood spider (L.Umber ‘S’)
=== Num:105 Lev:7 Rar:3 Spd:+10 Hp:3d6 Ac:16 Exp:15
It scuttles towards you.
This natural creature is normally found on dungeon level 7, and moves
quickly. It can bash down doors. It is rarely detected by telepathy. It
resists poison. It pays little attention to intruders, which it may
notice from 80 feet. It usually appears in groups. It can bite to attack
with damage 1d3, and sting to poison with damage 1d4.

The Bloodshot eye (Red ‘e’)
=== Num:106 Lev:7 Rar:3 Spd:+0 Hp:10d8 Ac:6 Exp:15
A disembodied eye, bloodshot and nasty.
This flying creature is normally found on dungeon level 7, and moves at
normal speed, but does not deign to chase intruders. It is magical,
casting spells which drain mana about 15 percent of the time. It does not
leave its native terrain. 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 with damage 2d6.

The Manes (Umber ‘u’)
=== Num:107 Lev:7 Rar:2 Spd:+0 Hp:8d8 Ac:32 Exp:16
It is a minor but aggressive demon.
This evil demon is normally found on dungeon level 7, and moves at normal
speed. It can open doors and bash down doors. It resists fire. 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
attack with damage 1d8.

The Giant red frog (Red ‘R’)
=== Num:108 Lev:7 Rar:1 Spd:+0 Hp:5d8 Ac:16 Exp:16
It looks poisonous.
This natural creature is normally found on dungeon level 7, and moves
somewhat erratically at normal speed. It can bash down doors. It tends
to overlook intruders, which it may notice from 120 feet. It can bite to
reduce strength with damage 2d4.

The Green icky thing (Green ‘i’)
=== Num:109 Lev:7 Rar:2 Spd:+0 Hp:5d8 Ac:12 Exp:18
It is a smallish, slimy, icky, acidic creature.
This creature is normally found on dungeon level 7, and moves somewhat
erratically at normal speed. It is not detected by telepathy. It resists
acid. It takes a while to see intruders, which it may notice from 140
feet. It can touch to shoot acid with damage 2d5.

The Lost soul (L.Blue ‘G’)
=== Num:110 Lev:7 Rar:2 Spd:+0 Hp:2d8 Ac:10 Exp:18
It is almost insubstantial.
This flying evil undead creature is normally found on dungeon level 7, and
moves somewhat erratically at normal speed. It is magical, casting spells
which teleport-self or drain mana about 6 percent of the time. It can
pass through walls and pick up objects. It is invisible. It is cold
blooded. It is hurt by fire. It resists cold. It cannot be frightened
or slept. It is fairly observant of intruders, which it may notice from
120 feet. It may carry one or two objects or treasures. It can hit to
attack with damage 2d2, and touch to reduce wisdom.

The Cave orc (L.Green ‘o’)
=== Num:111 Lev:7 Rar:1 Spd:+0 Hp:11d9 Ac:32 Exp:20
He is often found in huge numbers in deep caves.
This evil orc is normally found on dungeon level 7, and moves at normal
speed. He can open doors and bash down doors. He is hurt by bright light.
He takes quite a while to see intruders, which he may notice from 200
feet. He usually appears in groups. He may carry an object or treasure.
He can hit to attack with damage 1d8.

The Dark elf (L.Dark ‘h’)
=== Num:112 Lev:7 Rar:2 Spd:+0 Hp:7d10 Ac:16 Exp:25
An elven figure with jet black skin and white hair, his eyes are large and
twisted with evil.
This evil creature is normally found on dungeon level 7, and moves at
normal speed. He may whip poisoned darts. He is magical, casting spells
which create darkness, cause hunger, or confuse about 10 percent of the
time. He can open doors and bash down doors. He is hurt by bright light.
He takes a while to see intruders, which he may notice from 200 feet. He
may carry an object or treasure. He can hit to attack with damage 1d6,
and hit to attack with damage 1d6.

The Red jelly (Red ‘j’)
=== Num:113 Lev:7 Rar:1 Spd:+0 Hp:26d8 Ac:1 Exp:26
It is a large pulsating mound of red flesh.
This creature is normally found on dungeon level 7, and moves at normal
speed, but does not deign to chase intruders. It is not detected by
telepathy. It is hurt by bright light. It resists acid and poison. It
cannot be frightened, confused or slept. It pays very little attention to
intruders, which it may notice from 20 feet. It can touch to reduce
strength with damage 1d5.

The Night lizard (Blue ‘R’)
=== Num:114 Lev:7 Rar:2 Spd:+0 Hp:4d8 Ac:16 Exp:35
It is a black lizard with overlapping scales and a powerful jaw.
This natural creature is normally found on dungeon level 7, and moves at
normal speed. It takes quite a while to see intruders, which it may
notice from 200 feet. It can bite to attack with damage 1d6, and bite to
attack with damage 1d6.

The Red naga (Red ‘n’)
=== Num:115 Lev:7 Rar:2 Spd:+0 Hp:11d8 Ac:40 Exp:40
A large red snake with a woman’s torso.
This evil creature is normally found on dungeon level 7, and moves a bit
erratically at normal speed. She can bash down doors and pick up objects.
She pays very little attention to intruders, which she may notice from 200
feet. She may carry an object or treasure. She can crush to attack with
damage 1d10, and bite to reduce strength with damage 1d4.

[U] Mughash the Kobold Lord (Violet ‘k’)
=== Num:116 Lev:7 Rar:3 Spd:+0 Hp:150 Ac:20 Exp:90
Strong and powerful, for a kobold.
This evil creature is normally found on dungeon level 7, and moves at
normal speed. He can open doors and bash down doors. He resists poison.
He takes a while to see intruders, which he may notice from 200 feet. He
usually appears with escorts. He may carry one or two good objects. He
can hit to attack with damage 1d10, hit to attack with damage 1d10, and
hit to attack with damage 1d10.

The Brown yeek (Umber ‘y’)
=== Num:117 Lev:8 Rar:1 Spd:+0 Hp:4d8 Ac:18 Exp:11
It is a strange small humanoid.
This natural creature is normally found on dungeon level 8, and moves at
normal speed. It can open doors and bash down doors. It resists acid.
It is fairly observant of intruders, which it may notice from 180 feet.
It may carry an object or treasure. It can hit to attack with damage 1d6.

The Lemure (L.Umber ‘u’)
=== Num:118 Lev:8 Rar:3 Spd:+0 Hp:13d9 Ac:32 Exp:16
It is the larval form of a major demon.
This evil demon is normally found on dungeon level 8, and moves at normal
speed. It can open doors and bash down doors. It resists fire. 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
attack with damage 1d8.

The Novice ranger (L.Slate ‘p’)
=== Num:119 Lev:8 Rar:2 Spd:+0 Hp:6d8 Ac:8 Exp:18
An agile hunter, ready and relaxed.
This creature is normally found on dungeon level 8, and moves at normal
speed. He may shoot little arrows. He is magical, casting spells which
cure what ails it about 12 percent of the time. He can use a light source,
open doors and bash down doors. He is observant of intruders, which he
may notice from 200 feet. He usually appears in groups. He may carry an
object or treasure. He can hit to attack with damage 1d5, and hit to
attack with damage 1d5.

The Novice paladin (White ‘p’)
=== Num:120 Lev:8 Rar:2 Spd:+0 Hp:6d8 Ac:16 Exp:18
An adventurer both devoutly religious and skillful in combat.
This creature is normally found on dungeon level 8, and moves at normal
speed. He is magical, casting spells which produce orbs of draining or
terrify about 12 percent of the time. He can use a light source, open
doors and bash down doors. He is observant of intruders, which he may
notice from 200 feet. He usually appears in groups. He may carry an
object or treasure. He can hit to attack with damage 1d7, and hit to
attack with damage 1d7.

The Nighthawk (Umber ‘B’)
=== Num:121 Lev:8 Rar:2 Spd:+10 Hp:8d8 Ac:25 Exp:22
Trained to hunt and kill without fear.
This flying natural creature is normally found on dungeon level 8, and
moves quickly. It cannot be frightened. It is fairly observant of
intruders, which it may notice from 300 feet. It can claw to attack with
damage 1d3, claw to attack with damage 1d3, and bite to attack with damage
1d4.

The Hill orc (Umber ‘o’)
=== Num:122 Lev:8 Rar:1 Spd:+0 Hp:13d9 Ac:32 Exp:25
He is a hardy well-weathered survivor.
This evil orc is normally found on dungeon level 8, and moves at normal
speed. He can open doors and bash down doors. He takes quite a while to
see intruders, which he may notice from 200 feet. He usually appears in
groups. He may carry an object or treasure. He can hit to attack with
damage 1d10.

The Skeleton orc (White ‘s’)
=== Num:123 Lev:8 Rar:1 Spd:+0 Hp:10d8 Ac:36 Exp:26
It is an animated orc skeleton.
This evil undead orc is normally found on dungeon level 8, and moves at
normal speed. It can open doors and bash down doors. It is cold blooded.
It is not detected by telepathy. It resists cold and poison. It cannot
be frightened, confused or slept. It takes quite a while to see
intruders, which it may notice from 200 feet. It can hit to attack with
damage 2d5.

The Bandit (Blue ‘p’)
=== Num:124 Lev:8 Rar:2 Spd:+0 Hp:8d8 Ac:24 Exp:26
He is after your cash!
This evil creature is normally found on dungeon level 8, and moves at
normal speed. He may sling pebbles. He can open doors, bash down doors
and pick up objects. He is fairly observant of intruders, which he may
notice from 200 feet. He may carry one or two objects or treasures. He
can hit to attack with damage 2d4, and touch to steal gold.

The Green mold (Green ‘m’)
=== Num:125 Lev:8 Rar:1 Spd:+0 Hp:21d8 Ac:14 Exp:28
It is a strange growth on the dungeon floor.
This creature is normally found on dungeon level 8, and moves at normal
speed, but does not deign to chase intruders. It is not detected by
telepathy. It resists acid and poison. It cannot be frightened, confused
or slept. It tends to overlook intruders, which it may notice from 20
feet. It can release spores to terrify with damage 1d4.

The Giant salamander (Yellow ‘R’)
=== Num:126 Lev:8 Rar:1 Spd:+0 Hp:6d7 Ac:40 Exp:50
A large black and yellow lizard. You’d better run away!
This natural creature is normally found on dungeon level 8, and moves a bit
erratically at normal speed. It may breathe fire about 12 percent of the
time. It is hurt by cold. It resists fire. It is vigilant for
intruders, which it may notice from 60 feet. It can bite to burn with
damage 3d6.

[U] Lagduf, the Snaga (Yellow ‘o’)
=== Num:127 Lev:8 Rar:2 Spd:+0 Hp:190 Ac:32 Exp:80
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 8, and moves at normal
speed. He can open doors and bash down doors. 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 objects. He can hit to attack with
damage 1d10, hit to attack with damage 1d10, hit to attack with damage 1d9,
and hit to attack with damage 1d9.

The Giant grey rat (Slate ‘r’)
=== Num:128 Lev:9 Rar:1 Spd:+0 Hp:2d3 Ac:12 Exp:2
It is a rodent of unusual size.
This natural creature is normally found on dungeon level 9, and moves a bit
erratically at normal speed. It breeds explosively. It resists poison.
It takes a while to see intruders, which it may notice from 80 feet. It
can bite to poison with damage 1d4.

The Black harpy (L.Dark ‘H’)
=== Num:129 Lev:9 Rar:1 Spd:+10 Hp:3d8 Ac:22 Exp:19
A woman’s face on the body of a vicious black bird.
This flying natural evil creature is normally found on dungeon level 9, and
moves a bit erratically, and quickly. She is fairly observant of
intruders, which she may notice from 160 feet. She can claw to attack
with damage 1d2, claw to attack with damage 1d2, and bite to attack with
damage 1d3.

The Giant red ant (Red ‘a’)
=== Num:130 Lev:9 Rar:2 Spd:+0 Hp:4d8 Ac:34 Exp:22
It is large and has venomous mandibles.
This natural creature is normally found on dungeon level 9, and moves at
normal speed. It can bash down doors. It is rarely detected by
telepathy. It tends to overlook intruders, which it may notice from 120
feet. It can bite to attack with damage 1d4, and sting to reduce strength
with damage 1d4.

The Bloodshot icky thing (Red ‘i’)
=== Num:131 Lev:9 Rar:3 Spd:+0 Hp:7d8 Ac:18 Exp:24
It is a strange, slimy, icky creature.
This creature is normally found on dungeon level 9, and moves somewhat
erratically at normal speed. It is magical, casting spells which drain
mana about 9 percent of the time. It is not detected by telepathy. It
resists poison. It takes a while to see intruders, which it may notice
from 140 feet. It can touch to attack with damage 1d4, and crawl on you
to shoot acid with damage 2d4.

The Cave bear (Umber ‘q’)
=== Num:132 Lev:9 Rar:1 Spd:+0 Hp:8d8 Ac:35 Exp:25
A large bear appears to have made its home in this cave. It is hungry,
and you are trespassing in its territory.
This natural creature is normally found on dungeon level 9, and moves a bit
erratically at normal speed. It can bash down doors. It is fairly
observant of intruders, which it may notice from 100 feet. It can claw to
attack with damage 1d6, claw to attack with damage 1d6, and bite to attack
with damage 1d8.

The King cobra (Green ‘J’)
=== Num:133 Lev:9 Rar:2 Spd:+0 Hp:8d10 Ac:30 Exp:28
It is a large snake with a hooded face.
This natural creature is normally found on dungeon level 9, and moves
somewhat erratically at normal speed. It may spit at you from a distance.
It can bash down doors. It resists poison. It is vigilant for intruders,
which it may notice from 80 feet. It can spit to blind with damage 1d2,
and bite to poison with damage 3d4.

The Yeti (White ‘Y’)
=== Num:134 Lev:9 Rar:3 Spd:+0 Hp:11d9 Ac:24 Exp:30
A large white figure covered in shaggy fur.
This natural creature is normally found on dungeon level 9, and moves at
normal speed. It can open doors and bash down doors. It is hurt by fire.
It resists cold. It is fairly observant of intruders, which it may notice
from 200 feet. It can claw to attack with damage 1d3, claw to attack with
damage 1d3, and bite to attack with damage 1d4.

The Orc shaman (Red ‘o’)
=== Num:135 Lev:9 Rar:1 Spd:+0 Hp:9d8 Ac:15 Exp:30
An orc dressed in skins who gestures wildly.
This evil orc is normally found on dungeon level 9, and moves at normal
speed. He is magical, casting spells which casts magic missiles,
blink-self, or cause light wounds about 15 percent of the time. He can
open doors and bash down doors. He is hurt by bright light. He takes a
while to see intruders, which he may notice from 200 feet. He may carry a
n object or treasure. He can hit to attack with damage 1d6, and hit to
attack with damage 1d6.

The Baby blue dragon (Blue ‘d’)
=== Num:136 Lev:9 Rar:2 Spd:+0 Hp:100 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 9, and moves at normal
speed. It may breathe lightning about 8 percent of the time. It can open
doors and bash down doors. It resists lightning. It tends to overlook
intruders, which it may notice from 200 feet. It may carry up to 3
treasures. It can claw to attack with damage 1d3, claw to attack with
damage 1d3, and bite to attack with damage 1d5.

The Baby white dragon (White ‘d’)
=== Num:137 Lev:9 Rar:2 Spd:+0 Hp:100 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 9, and moves at normal
speed. It may breathe frost about 8 percent of the time. It can open
doors and bash down doors. It is hurt by fire. It resists cold. It
tends to overlook intruders, which it may notice from 200 feet. It may
carry up to 3 treasures. It can claw to attack with damage 1d3, claw to
attack with damage 1d3, and bite to attack with damage 1d5.

The Baby green dragon (Green ‘d’)
=== Num:138 Lev:9 Rar:2 Spd:+0 Hp:100 Ac:30 Exp:35
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 9, and moves at normal
speed. It may breathe poison about 8 percent of the time. It can open
doors and bash down doors. It resists poison. It tends to overlook
intruders, which it may notice from 200 feet. It may carry up to 3
treasures. It can claw to attack with damage 1d3, claw to attack with
damage 1d3, and bite to attack with damage 1d5.

The Baby black dragon (Slate ‘d’)
=== Num:139 Lev:9 Rar:2 Spd:+0 Hp:100 Ac:30 Exp:35
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 9, and moves at normal
speed. It may breathe acid about 8 percent of the time. It can open doors
and bash down doors. It resists acid. It tends to overlook intruders,
which it may notice from 200 feet. It may carry up to 3 treasures. It
can claw to attack with damage 1d3, claw to attack with damage 1d3, and
bite to attack with damage 1d5.

The Baby red dragon (Red ‘d’)
=== Num:140 Lev:9 Rar:2 Spd:+0 Hp:100 Ac:30 Exp:35
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 9, and moves at normal
speed. It may breathe fire about 8 percent of the time. It can radiate
natural light, open doors and bash down doors. It is hurt by cold. It
resists fire. It tends to overlook intruders, which it may notice from
200 feet. It may carry up to 3 treasures. It can claw to attack with
damage 1d3, claw to attack with damage 1d3, and bite to burn with damage
1d5.

The Baby bronze dragon (L.Umber ‘d’)
=== Num:141 Lev:9 Rar:2 Spd:+0 Hp:100 Ac:30 Exp:35
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 9, and moves at normal
speed. It may breathe confusion about 8 percent of the time. It can open
doors and bash down doors. It cannot be confused. It tends to overlook
intruders, which it may notice from 200 feet. It may carry up to 3
treasures. It can claw to attack with damage 1d3, claw to attack with
damage 1d3, and bite to attack with damage 1d5.

The Baby gold dragon (Yellow ‘d’)
=== Num:142 Lev:9 Rar:2 Spd:+0 Hp:100 Ac:30 Exp:35
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 9, and moves at normal
speed. It may breathe sound about 8 percent of the time. It can open
doors and bash down doors. It tends to overlook intruders, which it may
notice from 200 feet. It may carry up to 3 treasures. It can claw to
attack with damage 1d3, claw to attack with damage 1d3, and bite to attack
with damage 1d5.

[U] Brodda, the Easterling (L.Umber ‘p’)
=== Num:143 Lev:9 Rar:2 Spd:+0 Hp:210 Ac:25 Exp:100
A nasty piece of work, Brodda picks on defenseless women and children.
This creature is normally found on dungeon level 9, and moves at normal
speed. He can use a light source, open doors and bash down doors. He
takes a while to see intruders, which he may notice from 200 feet. He may
carry one or two good objects. He can hit to attack with damage 1d12, hit
to attack with damage 1d12, hit to attack with damage 1d12, and hit to
attack with damage 1d12.

The Giant fruit fly (L.Green ‘I’)
=== Num:144 Lev:10 Rar:3 Spd:+10 Hp:2d2 Ac:14 Exp:1
A fast-breeding, annoying pest.
This flying natural creature is normally found on dungeon level 10, and
moves extremely erratically, and quickly. 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 attack with damage 1d2.

The Clear mushroom patch (White ‘,’)
=== Num:145 Lev:10 Rar:2 Spd:+10 Hp:3d3 Ac:1 Exp:3
Yum! It looks quite tasty.
This creature is normally found on dungeon level 10, and moves quickly,
but does not deign to chase intruders. It is invisible. It is cold
blooded. It is not detected by telepathy. It breeds explosively. It
cannot be frightened, confused or slept. It is ever vigilant for
intruders, which it may notice from 40 feet. It can release spores to
attack with damage 1d3.

The Panther (Umber ‘f’)
=== Num:146 Lev:10 Rar:2 Spd:+10 Hp:10d8 Ac:30 Exp:25
A large black cat, stalking you with intent. It thinks you’re its next
meal.
This natural creature is normally found on dungeon level 10, and moves
quickly. It can bash down doors. It is ever vigilant for intruders,
which it may notice from 400 feet. It can claw to wound with damage 1d8,
and claw to wound with damage 1d8.

The Giant white tick (White ‘S’)
=== Num:147 Lev:10 Rar:2 Spd:-10 Hp:12d8 Ac:40 Exp:27
It is moving slowly towards you.
This natural creature is normally found on dungeon level 10, and moves
slowly. It can bash down doors. It is rarely detected by telepathy. It
resists poison. It takes a while to see intruders, which it may notice
from 120 feet. It can bite to poison with damage 2d6.

The Wolf (Umber ‘C’)
=== Num:148 Lev:10 Rar:1 Spd:+10 Hp:6d6 Ac:30 Exp:30
It howls and snaps at you.
This natural creature is normally found on dungeon level 10, and moves a
bit erratically, and quickly. It can bash down doors. It takes a while
to see intruders, which it may notice from 300 feet. It usually appears
in groups. It can bite to attack with damage 1d6.

The Hairy mold (Orange ‘m’)
=== Num:149 Lev:10 Rar:1 Spd:+0 Hp:15d8 Ac:15 Exp:32
It is a strange hairy growth on the dungeon floor.
This creature is normally found on dungeon level 10, and moves at normal
speed, but does not deign to chase intruders. It is not detected by
telepathy. It resists poison. It cannot be frightened, confused or slept.
It tends to overlook intruders, which it may notice from 20 feet. It can
release spores to poison with damage 1d3.

The Creeping gold coins (Yellow ‘$’)
=== Num:150 Lev:10 Rar:3 Spd:-10 Hp:18d8 Ac:36 Exp:32
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 10, and moves slowly. It
can bash down doors. It is cold blooded. It is not detected by
telepathy. It resists acid, lightning and poison. It cannot be confused
or slept. It is fairly observant of intruders, which it may notice from
50 feet. It may carry up to 3 treasures. It can hit to stun with damage
2d5, and touch to poison with damage 3d5.

The Giant spider (Violet ‘S’)
=== Num:151 Lev:10 Rar:2 Spd:+0 Hp:10d10 Ac:16 Exp:35
It is a vast black spider whose bulbous body is bloated with poison.
This natural creature is normally found on dungeon level 10, and moves at
normal speed. It can bash down doors. It is rarely detected by
telepathy. It resists poison. It pays little attention to intruders,
which it may notice from 80 feet. It can bite to attack with damage 1d10,
bite to poison with damage 1d6, bite to poison with damage 1d6, and bite
to attack with damage 1d10.

The Brigand (Blue ‘p’)
=== Num:152 Lev:10 Rar:2 Spd:+0 Hp:9d8 Ac:32 Exp:35
He is eyeing your backpack.
This evil creature is normally found on dungeon level 10, and moves at
normal speed. He may sling pebbles. He is magical, casting spells which
teleport away about 20 percent of the time. He can open doors, bash down
doors and pick up objects. He is fairly observant of intruders, which he
may notice from 200 feet. He may carry one or two objects or treasures.
He can hit to attack with damage 2d4, and touch to steal items.

The Disenchanter mold (Violet ‘m’)
=== Num:153 Lev:10 Rar:1 Spd:+0 Hp:16d8 Ac:20 Exp:40
It is a strange glowing growth on the dungeon floor.
This creature is normally found on dungeon level 10, and moves at normal
speed, but does not deign to chase intruders. It is magical, casting
spells which drain mana about 9 percent of the time. It is not detected
by telepathy. It resists poison. It resists disenchantment. It cannot
be slowed, frightened, confused or slept. It tends to overlook intruders,
which it may notice from 20 feet. It can release spores to disenchant
with damage 1d6.

The Tengu (L.Red ‘u’)
=== Num:154 Lev:10 Rar:1 Spd:+10 Hp:16d9 Ac:32 Exp:40
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 10, and moves quickly.
It is magical, casting spells which blink-self, teleport toward you, or
teleport to about 33 percent of the time. It can dodge attacks, open doors
and bash down doors. It resists fire. It cannot be frightened. It takes
quite a while to see intruders, which it may notice from 200 feet. It can
hit to attack with damage 1d8.

The Dark elven mage (L.Red ‘h’)
=== Num:155 Lev:10 Rar:1 Spd:+10 Hp:7d10 Ac:16 Exp:50
A dark elven figure, dressed all in black, hurling spells at you.
This evil creature is normally found on dungeon level 10, and moves quickly.

The Dark elven warrior (Umber ‘h’)
=== Num:156 Lev:10 Rar:1 Spd:+0 Hp:10d11 Ac:16 Exp:50
A dark elven figure in armour and ready with his sword.
This evil creature is normally found on dungeon level 10, and moves at
normal speed. He may fire bolts. He can open doors and bash down doors.
He is hurt by bright light. He takes a while to see intruders, which he
may notice from 200 feet. He may carry one or two objects or treasures.
He can hit to attack with damage 1d8, and hit to attack with damage 1d8.

[U] Orfax, Son of Boldor (L.Blue ‘y’)
=== Num:157 Lev:10 Rar:3 Spd:+5 Hp:120 Ac:20 Exp:75
He’s just like his daddy! He knows mighty spells, but fortunately he is a
yeek.
This natural evil creature is normally found on dungeon level 10, and moves
somewhat quickly. He is magical, casting spells intelligently which
restore mana, heal-self, blink-self, teleport to, confuse, or slow, or
summon a monster about 25 percent of the time. He can open doors and bash
down doors. He resists acid. He is fairly observant of intruders, which
he may notice from 180 feet. He usually appears with escorts. He may
carry a good object. He can hit to attack with damage 1d9, hit to attack
with damage 1d8, insult, and insult.

The Pseudo-dragon (Orange ‘d’)
=== Num:158 Lev:10 Rar:2 Spd:+0 Hp:200 Ac:30 Exp:150
A small relative of the dragon that inhabits dark caves.
This evil dragon is normally found on dungeon level 10, and moves at
normal speed. It may breathe light or darkness, and is also magical,
casting spells which terrify or confuse about 9 percent of the time. It
can radiate natural light and bash down doors. It tends to overlook
intruders, which it may notice from 200 feet. It may carry an object or
treasure. It can claw to attack with damage 1d3, claw to attack with
damage 1d3, and bite to attack with damage 1d5.

[U] Grishnakh, the Hill Orc (Yellow ‘o’)
=== Num:159 Lev:10 Rar:3 Spd:+0 Hp:230 Ac:20 Exp:160
He is a cunning and devious orc with a chaotic nature.
This evil orc is normally found on dungeon level 10, and moves at normal
speed. He can open doors and bash down doors. He resists poison. He
takes a while to see intruders, which he may notice from 200 feet. He
usually appears with escorts. He may carry one or two good objects. He
can hit to attack with damage 1d12, hit to attack with damage 1d10, hit to
attack with damage 1d12, and hit to attack with damage 1d10.

[U] Wormtongue, Agent of Saruman (L.Blue ‘p’)
=== Num:160 Lev:10 Rar:1 Spd:+5 Hp:250 Ac:30 Exp:170
He’s been spying for Saruman. He is a snivelling wretch with no morals
and disgusting habits.
This evil creature is normally found on dungeon level 10, and moves
somewhat quickly. He is magical, casting spells which produce stinking
clouds, produce frost bolts, heal-self, create traps, or slow about 20
percent of the time. He can use a light source, open doors, bash down
doors and pick up objects. He cannot be slowed, confused or slept. He
takes a while to see intruders, which he may notice from 200 feet. He may
carry one or two exceptional objects. He can hit to attack with damage 1d5,

The Hippogriff (L.Umber ‘H’)
=== Num:161 Lev:11 Rar:1 Spd:+0 Hp:20d9 Ac:14 Exp:30
A strange hybrid of eagle and horse. It looks weird.
This flying natural creature is normally found on dungeon level 11, and
moves at normal speed. It can bash down doors. It is fairly observant of
intruders, which it may notice from 120 feet. It can hit to wound with
damage 2d5, and bite to wound with damage 2d5.

The Zombified orc (Slate ‘z’)
=== Num:162 Lev:11 Rar:1 Spd:+0 Hp:11d8 Ac:24 Exp:30
It is a shambling orcish corpse leaving behind a trail of flesh.
This evil undead orc is normally found on dungeon level 11, and moves at
normal speed. It can open doors and bash down doors. It is cold blooded.
It is not detected by telepathy. It is hurt by fire. It resists cold and
poison. It cannot be frightened, confused or slept. It takes a while to
see intruders, which it may notice from 200 feet. It can hit to attack
with damage 1d4, hit to attack with damage 1d4, and hit to attack with
damage 1d4.

The Gnome mage (Red ‘h’)
=== Num:163 Lev:11 Rar:2 Spd:+0 Hp:7d8 Ac:20 Exp:38
A mage of short stature.
This evil creature is normally found on dungeon level 11, and moves at
normal speed. He is magical, casting spells which produce frost bolts,
casts magic missiles, restore mana, blink-self, or create darkness, or
summon a monster about 25 percent of the time. He can open doors and bash
down doors. He is fairly observant of intruders, which he may notice from
180 feet. He may carry one or two objects or treasures. He can hit to
attack with damage 1d5.

The Baby chromatic dragon (Violet ‘d’)
=== Num:164 Lev:11 Rar:2 Spd:+0 Hp:130 Ac:30 Exp:45
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 11, and moves at
normal speed. It may breathe acid, lightning, fire, frost, or poison
about 8 percent of the time. It can open doors and bash down doors. It
resists 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 attack with damage 1d4, claw to attack with
damage 1d4, and bite to burn with damage 1d6.

The Nether worm mass (L.Dark ‘w’)
=== Num:165 Lev:12 Rar:3 Spd:-10 Hp:5d8 Ac:15 Exp:6
It is a disgusting mass of dark worms, eating each other, the floor, the
air, you….
This natural creature is normally found on dungeon level 12, and moves
extremely erratically, and slowly. It can bash down doors. It is rarely
detected by telepathy. It breeds explosively. It is hurt by bright light.
It cannot be frightened. It is very observant of intruders, which it may
notice from 100 feet. It can touch to lower experience (by 10d6+) with
damage 2d2.

The White wolf (White ‘C’)
=== Num:166 Lev:12 Rar:1 Spd:+10 Hp:7d7 Ac:30 Exp:25
A large and muscled wolf from the northern wastes. Its breath is cold and
icy and its fur coated in frost.
This natural creature is normally found on dungeon level 12, and moves a
bit erratically, and quickly. It can bash down doors. It is hurt by fire.
It resists cold. It takes a while to see intruders, which it may notice
from 300 feet. It usually appears in groups. It can bite to attack with
damage 1d3, and bite to attack with damage 1d4.

The Master yeek (L.Umber ‘y’)
=== Num:167 Lev:12 Rar:2 Spd:+0 Hp:12d9 Ac:24 Exp:28
A small humanoid that radiates some power.
This natural evil creature is normally found on dungeon level 12, and moves
at normal speed. It is magical, casting spells which produce stinking
clouds, restore mana, blink-self, teleport-self, teleport toward you,
cause hunger, blind, or slow, or summon a monster about 25 percent of the
time. It can open doors and bash down doors. It resists acid. It is
fairly observant of intruders, which it may notice from 180 feet. It may
carry an object or treasure. It can hit to attack with damage 1d8.

The Spotted jelly (Orange ‘j’)
=== Num:168 Lev:12 Rar:3 Spd:+10 Hp:13d8 Ac:18 Exp:33
A strange jelly thing, covered in discoloured blotches.
This creature is normally found on dungeon level 12, and moves quickly,
but does not deign to chase intruders. It is cold blooded. It is not
detected by telepathy. It is hurt by bright light. It resists acid and
poison. It cannot be frightened, confused or slept. It is vigilant for
intruders, which it may notice from 120 feet. It can touch to shoot acid
with damage 1d10, touch to shoot acid with damage 2d6, and touch to shoot
acid with damage 2d6.

The Zombified human (Slate ‘z’)
=== Num:169 Lev:12 Rar:1 Spd:+0 Hp:12d8 Ac:24 Exp:34
It is a shambling human corpse dropping chunks of flesh behind it.
This evil undead creature is normally found on dungeon level 12, and moves
at normal speed. It can open doors and bash down doors. It is cold
blooded. It is not detected by telepathy. It is hurt by fire. It
resists cold and poison. It cannot be frightened, confused or slept. It
takes a while to see intruders, which it may notice from 200 feet. It can
hit to attack with damage 1d4, and hit to attack with damage 1d4.

The Priest (Green ‘p’)
=== Num:170 Lev:12 Rar:1 Spd:+0 Hp:12d8 Ac:22 Exp:36
A robed man, dedicated to his god.
This evil creature is normally found on dungeon level 12, and moves at
normal speed. He is magical, casting spells intelligently which produce
orbs of draining, heal-self, cure what ails it, or terrify, or summon a
monster about 45 percent of the time. He can use a light source, open
doors and bash down doors. He takes quite a while to see intruders, which
he may notice from 200 feet. He may carry one or two objects or treasures.
He can hit to attack with damage 2d3, and hit to attack with damage 2d3.

The Skeleton human (White ‘s’)
=== Num:171 Lev:12 Rar:1 Spd:+0 Hp:10d8 Ac:30 Exp:38
It is an animated human skeleton.
This evil undead creature is normally found on dungeon level 12, and moves
at normal speed. It can open doors and bash down doors. It is cold
blooded. It is not detected by telepathy. It resists cold and poison.
It cannot be frightened, confused or slept. It takes quite a while to see
intruders, which it may notice from 200 feet. It can hit to attack with
damage 1d8.

The Black mamba (L.Dark ‘J’)
=== Num:172 Lev:12 Rar:3 Spd:+10 Hp:10d8 Ac:32 Exp:40
It has glistening black skin, a sleek body and highly venomous fangs.
This natural creature is normally found on dungeon level 12, and moves
somewhat erratically, and quickly. It may spit at you from a distance.
It can bash down doors. It resists poison. It is vigilant for intruders,
which it may notice from 100 feet. It can bite to poison with damage 4d4.

The Air spirit (L.Blue ‘E’)
=== Num:173 Lev:12 Rar:2 Spd:+15 Hp:8d8 Ac:40 Exp:40
A whirlwind of sentient air.
This flying creature is normally found on dungeon level 12, and moves
extremely erratically, and exceedingly quickly. It can dodge attacks and
bash down doors. It is invisible. It is cold blooded. It is not
detected by telepathy. It resists lightning and poison. It cannot be
slowed, stunned, frightened, confused or slept. It takes a while to see
intruders, which it may notice from 120 feet. It can hit to attack with
damage 1d3.

The Tiger (Orange ‘f’)
=== Num:174 Lev:12 Rar:2 Spd:+10 Hp:12d10 Ac:40 Exp:40
One of the largest of its species, a sleek orange and black shape creeps
towards you, ready to pounce.
This natural creature is normally found on dungeon level 12, and moves
quickly. It can bash down doors. It is ever vigilant for intruders,
which it may notice from 400 feet. It can claw to wound with damage 1d8,
claw to wound with damage 1d8, and bite to attack with damage 1d6.

The Swordsman (Umber ‘p’)
=== Num:175 Lev:12 Rar:1 Spd:+0 Hp:12d8 Ac:34 Exp:40
A warrior of considerable skill.
This creature is normally found on dungeon level 12, and moves at normal
speed. He can use a light source, open doors and bash down doors. He
takes a while to see intruders, which he may notice from 200 feet. He may
carry one or two objects or treasures. He can hit to wound with damage 3d5,
and hit to wound with damage 3d5.

The Stegocentipede (Umber ‘c’)
=== Num:176 Lev:12 Rar:2 Spd:+10 Hp:13d8 Ac:30 Exp:40
It is a vast armoured centipede with massive mandibles and a spiked tail.
This natural creature is normally found on dungeon level 12, and moves
quickly. 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 can bite to attack with damage 2d4, bite to attack with damage 2d4, and
sting to attack with damage 2d4.

The Moaning spirit (Umber ‘G’)
=== Num:177 Lev:12 Rar:2 Spd:+10 Hp:5d8 Ac:20 Exp:44
A ghostly apparition that shrieks horribly.
This flying evil undead creature is normally found on dungeon level 12, and
moves a bit erratically, and quickly. It is magical, casting spells which
teleport-self or terrify about 6 percent of the time. It can pass through
walls. It is invisible. It is cold blooded. It is hurt by fire. It
resists cold. It cannot be frightened or slept. It is fairly observant
of intruders, which it may notice from 140 feet. It may carry one or two
objects or treasures. It can wail to terrify, and touch to reduce
dexterity with damage 1d8.

The Dark elven priest (Green ‘h’)
=== Num:178 Lev:12 Rar:1 Spd:+10 Hp:7d10 Ac:30 Exp:50
A dark elven figure, dressed all in black, chanting curses and waiting to
deliver your soul to hell.
This evil creature is normally found on dungeon level 12, and moves quickly.

The Grape jelly (Violet ‘j’)
=== Num:179 Lev:12 Rar:3 Spd:+0 Hp:52d8 Ac:1 Exp:60
Yum! It looks quite tasty. It is a pulsing mound of glowing flesh.
This creature is normally found on dungeon level 12, and moves at normal
speed, but does not deign to chase intruders. It is magical, casting
spells which drain mana about 9 percent of the time. It can radiate
natural light. It is not detected by telepathy. It is hurt by bright
light. It resists poison. It cannot be frightened, confused or slept.
It pays very little attention to intruders, which it may notice from 20
feet. It can touch to lower experience (by 10d6+).

[U] Zombie (Slate ‘z’)
=== Num:646 Lev:12 Rar:4 Spd:+0 Hp:200 Ac:25 Exp:150
A rotting corpse animated by dark magic. Flesh falls off in large chunks
as it shambles forward.
This evil undead creature is normally found on dungeon level 12, and moves
at normal speed. It can open doors and bash down doors. It is a player
ghost template. It is cold blooded. It is not detected by telepathy. It
regenerates quickly. It is hurt by fire. It resists cold and poison. It
cannot be stunned, frightened, confused or slept. It is ever vigilant for
intruders, which it may notice from 200 feet. It may carry an exceptional
object. It can hit to attack with damage 4d7, and hit to poison with
damage 4d7.

[U] Golfimbul, the Hill Orc Chief (L.Umber ‘o’)
=== Num:180 Lev:12 Rar:3 Spd:+0 Hp:240 Ac:60 Exp:230
A leader of a band of raiding orcs, he picks on hobbits.
This evil orc is normally found on dungeon level 12, and moves at normal
speed. He can open doors and bash down doors. He resists lightning, fire,
cold and 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 4 good
objects. He can hit to attack with damage 1d12, hit to attack with damage
1d12, hit to attack with damage 1d10, and hit to attack with damage 1d10.

The Giant flea (Slate ‘I’)
=== Num:181 Lev:13 Rar:3 Spd:+10 Hp:2d2 Ac:25 Exp:1
It makes you itch just to look at it.
This natural creature is normally found on dungeon level 13, and moves
extremely erratically, and quickly. 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 attack with
damage 1d2.

The Giant black louse (L.Dark ‘l’)
=== Num:182 Lev:13 Rar:1 Spd:+10 Hp:1d2 Ac:7 Exp:1
It makes you itch just to look at it.
This natural creature is normally found on dungeon level 13, and moves
somewhat erratically, and quickly. 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 attack with damage 1d2.

The Giant white dragon fly (White ‘F’)
=== Num:183 Lev:13 Rar:2 Spd:+0 Hp:3d8 Ac:20 Exp:10
It is a large fly that drips frost.
This flying natural creature is normally found on dungeon level 13, and
moves somewhat erratically at normal speed. It may breathe frost about 10
percent of the time. It can dodge attacks and bash down doors. It is
rarely detected by telepathy. It is hurt by fire. It resists cold. It
tends to overlook intruders, which it may notice from 120 feet. It can
bite to freeze with damage 1d6.

The Killer brown beetle (Umber ‘K’)
=== Num:184 Lev:13 Rar:1 Spd:+0 Hp:13d8 Ac:40 Exp:38
It is a vicious insect with a tough carapace.
This natural creature is normally found on dungeon level 13, and moves at
normal speed. 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 attack with damage 3d4.

The Creeping mithril coins (L.Blue ‘$’)
=== Num:185 Lev:13 Rar:3 Spd:+0 Hp:20d8 Ac:50 Exp:45
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 13, and moves at normal
speed. It can bash down doors. It is cold blooded. It is not detected
by telepathy. It resists acid, lightning and poison. It cannot be
confused or slept. It is fairly observant of intruders, which it may
notice from 50 feet. It may carry up to 5 treasures. It can hit to stun
with damage 2d5, and touch to poison with damage 3d5.

The Black orc (L.Dark ‘o’)
=== Num:186 Lev:13 Rar:1 Spd:+0 Hp:12d10 Ac:36 Exp:45
He is a large orc with powerful arms and deep black skin.
This evil orc is normally found on dungeon level 13, and moves at normal
speed. He may shoot little arrows. He can open doors and bash down doors.
He is hurt by bright light. He takes a while to see intruders, which he
may notice from 200 feet. He usually appears in groups. He may carry an
object or treasure. He can hit to attack with damage 3d4, and hit to
attack with damage 3d4.

The Ogre (L.Umber ‘O’)
=== Num:187 Lev:13 Rar:2 Spd:+0 Hp:13d9 Ac:33 Exp:50
A hideous, smallish giant that is often found near or with orcs.
This evil giant is normally found on dungeon level 13, and moves at normal
speed. It can open doors and bash down doors. It takes quite a while to
see intruders, which it may notice from 200 feet. It usually appears in
groups. It may carry an object or treasure. It can hit to stun with
damage 2d8.

The Illusionist (L.Red ‘p’)
=== Num:188 Lev:13 Rar:2 Spd:+10 Hp:12d8 Ac:10 Exp:50
A deceptive spell caster.
This evil creature is normally found on dungeon level 13, and moves quickly.

The Drider (Blue ‘S’)
=== Num:189 Lev:13 Rar:2 Spd:+0 Hp:10d13 Ac:30 Exp:55
A dark elven torso merged with the bloated form of a giant spider.
This evil creature is normally found on dungeon level 13, and moves at
normal speed. It is magical, casting spells which create darkness, cause
medium wounds, or confuse about 15 percent of the time. It can bash down
doors. It resists poison. It pays little attention to intruders, which
it may notice from 80 feet. It can hit to attack with damage 1d12, hit to
attack with damage 1d12, and bite to poison with damage 1d6.

[U] Boldor, King of the Yeeks (Violet ‘y’)
=== Num:190 Lev:13 Rar:3 Spd:+10 Hp:180 Ac:24 Exp:200
A great yeek, powerful in magic and sorcery, but a yeek all the same.
This natural evil creature is normally found on dungeon level 13, and moves
quickly. He is magical, casting spells intelligently which restore mana,
heal-self, blink-self, teleport-self, blind, or slow, or summon his minions
or a monster about 40 percent of the time. He can open doors and bash
down doors. He resists acid. 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 objects. He can hit to attack with damage 1d9, hit to
attack with damage 1d9, and hit to attack with damage 1d8.

The Blue icky thing (Blue ‘i’)
=== Num:191 Lev:14 Rar:4 Spd:-10 Hp:10d6 Ac:20 Exp:20
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 14, and moves
somewhat erratically, and slowly. It is magical, casting spells which
terrify, blind, or confuse about 15 percent of the time. It can open doors
and bash down doors. It breeds explosively. It resists poison. It takes
a while to see intruders, which it may notice from 150 feet. It can crawl
on you to poison with damage 1d4, crawl on you to eat your food, hit to
attack with damage 1d4, and hit to attack with damage 1d4.

The Ochre jelly (L.Umber ‘j’)
=== Num:192 Lev:14 Rar:3 Spd:+10 Hp:13d8 Ac:18 Exp:40
A fast moving highly acidic jelly thing, that is eating away the floor it
rests on.
This creature is normally found on dungeon level 14, and moves quickly.
It can open doors, bash down doors and pick up objects. It is cold
blooded. It is not detected by telepathy. It resists acid and poison.
It cannot be frightened, confused or slept. It is vigilant for intruders,
which it may notice from 120 feet. It can touch to shoot acid with damage
1d10, touch to shoot acid with damage 2d6, and touch to shoot acid with
damage 2d6.

The Warg (Slate ‘C’)
=== Num:193 Lev:14 Rar:2 Spd:+10 Hp:8d8 Ac:20 Exp:40
It is a large wolf with eyes full of cunning.
This natural evil creature is normally found on dungeon level 14, and moves
a bit erratically, and quickly. It can bash down doors. It takes quite a
while to see intruders, which it may notice from 200 feet. It usually
appears in groups. It can bite to attack with damage 1d8.

The Druid (L.Green ‘p’)
=== Num:194 Lev:14 Rar:2 Spd:+0 Hp:12d12 Ac:10 Exp:50
A priest devoted to Nature.
This evil creature is normally found on dungeon level 14, and moves at
normal speed. He is magical, casting spells intelligently which produce
lightning bolts, produce fire bolts, haste-self, restore mana, cure what
ails it, blink-self, blind, slow, or paralyze, or summon ants or natural
creatures about 40 percent of the time. He can use a light source, open
doors and bash down doors. He is fairly observant of intruders, which he
may notice from 200 feet. He may carry one or two objects or treasures.
He can hit to attack with damage 2d4, and hit to attack with damage 2d4.

The Flesh golem (L.Red ‘g’)
=== Num:195 Lev:14 Rar:2 Spd:+0 Hp:12d8 Ac:30 Exp:50
A shambling humanoid monster with long scars.
This creature is normally found on dungeon level 14, and moves at normal
speed. It can bash down doors. It is not detected by telepathy. It
resists lightning. It cannot be frightened, confused or slept. It is
fairly observant of intruders, which it may notice from 120 feet. It can
hit to attack with damage 1d6, and hit to attack with damage 1d6.

The Lurker (White ‘.’)
=== Num:196 Lev:14 Rar:3 Spd:+0 Hp:200 Ac:25 Exp:80
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 14, and moves at normal
speed, but does not deign to chase intruders. It is invisible. It is
cold blooded. It is not detected by telepathy. It cannot be frightened,
confused or slept. It is fairly observant of intruders, which it may
notice from 300 feet. It can hit to attack with damage 1d8, and hit to
attack with damage 1d8.

[U] Ufthak of Cirith Ungol (Green ‘o’)
=== Num:197 Lev:14 Rar:3 Spd:+0 Hp:320 Ac:50 Exp:250
A strong orc guarding the pass of Cirith Ungol. He is mortally afraid of
spiders.
This evil orc is normally found on dungeon level 14, and moves at normal
speed. He can open doors and bash down doors. He resists cold and poison.
He takes a while to see intruders, which he may notice from 200 feet. He
usually appears with escorts. He may carry one or two good objects. He
can hit to attack with damage 3d4, hit to attack with damage 3d4, hit to
attack with damage 3d4, and hit to attack with damage 3d4.

The Magic mushroom patch (L.Blue ‘,’)
=== Num:198 Lev:15 Rar:2 Spd:+25 Hp:3d3 Ac:10 Exp:10
Yum! It looks quite tasty. It seems to glow with an unusual light.
This creature is normally found on dungeon level 15, and moves extremely
quickly, but does not deign to chase intruders. It is magical, casting
spells which blink-self, create darkness, terrify, or slow about 75
percent of the time. It can radiate natural light and dodge attacks. It
is not detected by telepathy. It cannot be frightened, confused or slept.
It is ever vigilant for intruders, which it may notice from 400 feet. It
can release spores to confuse, release spores to confuse, release spores
to induce hallucinations, and release spores to induce hallucinations.

The Giant tan bat (L.Umber ‘b’)
=== Num:199 Lev:15 Rar:2 Spd:+20 Hp:3d8 Ac:20 Exp:18
A giant bat, the beating of whose wings produces a strangely unnerving
noise.
This flying natural creature is normally found on dungeon level 15, and
moves somewhat erratically, and very quickly. It can dodge attacks. It
tends to overlook intruders, which it may notice from 120 feet. It can
bite to terrify with damage 1d3, claw to attack with damage 1d2, and claw
to attack with damage 1d2.

The Giant clear centipede (White ‘c’)
=== Num:200 Lev:15 Rar:2 Spd:+0 Hp:5d8 Ac:30 Exp:20
It is about four feet long and carnivorous.
This natural creature is normally found on dungeon level 15, and moves at
normal speed. 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 can bite to attack with damage 2d4, and
sting to attack with damage 2d4.

The Mirkwood spider (Green ‘S’)
=== Num:201 Lev:15 Rar:2 Spd:+10 Hp:9d8 Ac:25 Exp:25
A strong and powerful spider from Mirkwood forest. Cunning and evil, it
seeks to taste your juicy insides.
This natural evil creature is normally found on dungeon level 15, and moves
quickly. It can bash down doors. It is rarely detected by telepathy. It
resists poison. It pays little attention to intruders, which it may
notice from 150 feet. It usually appears in groups. It can bite to
attack with damage 1d8, bite to poison with damage 1d6, and bite to poison
with damage 1d6.

The Homunculus (Yellow ‘u’)
=== Num:202 Lev:15 Rar:3 Spd:+0 Hp:8d8 Ac:32 Exp:40
It is a small demonic spirit full of malevolence.
This evil demon is normally found on dungeon level 15, and moves at normal
speed. It can open doors and bash down doors. It resists fire. It
cannot be frightened. It takes quite a while to see intruders, which it
may notice from 200 feet. It can hit to paralyze with damage 1d2, and hit
to attack with damage 1d10.

The Gnome mage (Red ‘h’)
=== Num:203 Lev:15 Rar:2 Spd:+0 Hp:7d8 Ac:20 Exp:40
A mage of short stature.
This evil creature is normally found on dungeon level 15, and moves at
normal speed. He is magical, casting spells which produce frost bolts,
casts magic missiles, restore mana, blink-self, or create darkness, or
summon a monster about 25 percent of the time. He can open doors and bash
down doors. He takes a while to see intruders, which he may notice from
200 feet. He usually appears in groups. He may carry an object or
treasure. He can hit to attack with damage 1d5.

The Clear hound (White ‘Z’)
=== Num:204 Lev:15 Rar:1 Spd:+0 Hp:6d6 Ac:30 Exp:40
A completely translucent hound.
This natural creature is normally found on dungeon level 15, and moves at
normal speed. It can bash down doors. It is invisible. It is ever
vigilant for intruders, which it may notice from 300 feet. It usually
appears in groups. It can claw to attack with damage 1d6, claw to attack
with damage 1d6, and bite to attack with damage 1d8.

The Wererat (L.Dark ‘r’)
=== Num:205 Lev:15 Rar:2 Spd:+0 Hp:20d8 Ac:10 Exp:45
A large rat with glowing red eyes. The wererat is a disgusting creature,
relishing in filth and disease.
This natural evil creature is normally found on dungeon level 15, and moves
at normal speed. It is magical, casting spells which produce stinking
clouds, produce frost bolts, blink-self, or cause light wounds about 12
percent of the time. It can open doors and bash down doors. It is fairly
observant of intruders, which it may notice from 100 feet. It may carry a
treasure. It can claw to attack with damage 1d8, claw to attack with
damage 1d8, and bite to cause disease with damage 2d6.

The Light hound (Orange ‘Z’)
=== Num:206 Lev:15 Rar:1 Spd:+0 Hp:6d6 Ac:30 Exp:45
A brilliant canine form whose light hurts your eyes, even at this distance.
This natural creature is normally found on dungeon level 15, and moves at
normal speed. It may breathe light about 20 percent of the time. It can
radiate natural light and bash down doors. It is ever vigilant for
intruders, which it may notice from 300 feet. It usually appears in
groups. It can claw to attack with damage 1d4, claw to attack with damage
1d4, and bite to attack with damage 1d6.

The Dark hound (L.Dark ‘Z’)
=== Num:207 Lev:15 Rar:1 Spd:+0 Hp:6d6 Ac:30 Exp:45
A hole in the air in the shape of a huge hound. No light falls upon its
form.
This natural creature is normally found on dungeon level 15, and moves at
normal speed. It may breathe darkness about 20 percent of the time. It
can bash down doors. It is ever vigilant for intruders, which it may
notice from 300 feet. It usually appears in groups. It can claw to
attack with damage 1d4, claw to attack with damage 1d4, and bite to attack
with damage 1d6.

The Half-orc (Slate ‘o’)
=== Num:208 Lev:15 Rar:2 Spd:+0 Hp:16d10 Ac:40 Exp:50
He is a hideous deformed cross-breed with man and orc, combining man’s
strength and cunning with orcish evil. The traitorous wizard Saruman is
generally believed to be responsible for this abomination.
This evil orc is normally found on dungeon level 15, and moves at normal
speed. He can open doors and bash down doors. He takes a while to see
intruders, which he may notice from 200 feet. He usually appears in
groups. He may carry an object or treasure. He can hit to attack with
damage 3d4, and hit to attack with damage 3d4.

The Clay golem (L.Umber ‘g’)
=== Num:209 Lev:15 Rar:2 Spd:+0 Hp:14d8 Ac:30 Exp:60
It is a massive animated statue made out of hardened clay.
This creature is normally found on dungeon level 15, and moves at normal
speed. It can bash down doors. It is cold blooded. It is not detected
by telepathy. It is hurt by rock remover. It resists lightning, fire,
cold and poison. It cannot be slowed, stunned, frightened, confused or
slept. It is fairly observant of intruders, which it may notice from 120
feet. It can hit to attack with damage 1d8, and hit to attack with damage
1d8.

The Giant tarantula (Orange ‘S’)
=== Num:210 Lev:15 Rar:3 Spd:+10 Hp:10d15 Ac:32 Exp:70
A giant spider with hairy black and red legs.
This natural creature is normally found on dungeon level 15, and moves
quickly. It can bash down doors. It is rarely detected by telepathy. It
resists poison. It pays little attention to intruders, which it may
notice from 80 feet. It can bite to poison with damage 1d6, bite to
poison with damage 1d6, and bite to poison with damage 1d6.

The Griffon (Umber ‘H’)
=== Num:211 Lev:15 Rar:1 Spd:+0 Hp:30d8 Ac:15 Exp:70
It is half lion, half eagle. It flies menacingly towards you.
This flying natural creature is normally found on dungeon level 15, and
moves at normal speed. It can bash down doors. It is fairly observant of
intruders, which it may notice from 120 feet. It can hit to wound with
damage 3d4, and bite to wound with damage 2d6.

The Black ogre (L.Dark ‘O’)
=== Num:212 Lev:15 Rar:2 Spd:+0 Hp:20d9 Ac:33 Exp:75
A massive orc-like figure with black skin and powerful arms.
This evil giant is normally found on dungeon level 15, and moves a bit
erratically at normal speed. It can open doors and bash down doors. It
takes quite a while to see intruders, which it may notice from 200 feet.
It usually appears in groups. It may carry an object or treasure. It can
hit to stun with damage 2d8, and hit to stun with damage 2d8.

The Guardian naga (L.Blue ‘n’)
=== Num:213 Lev:15 Rar:2 Spd:+0 Hp:24d11 Ac:65 Exp:80
A giant snake-like figure with a woman’s torso.
This evil creature is normally found on dungeon level 15, and moves a bit
erratically at normal speed. She can open doors and bash down doors. She
pays very little attention to intruders, which she may notice from 200
feet. She may carry up to 3 objects or treasures. She can crush to
attack with damage 2d8, bite to attack with damage 1d8, and bite to attack
with damage 1d8.

The Hummerhorn (Yellow ‘I’)
=== Num:214 Lev:16 Rar:4 Spd:+10 Hp:2d2 Ac:14 Exp:2
A giant buzzing wasp, its stinger drips venom.
This flying natural creature is normally found on dungeon level 16, and
moves extremely erratically, and quickly. 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 confuse with damage 2d2.

The Giant green dragon fly (Green ‘F’)
=== Num:215 Lev:16 Rar:2 Spd:+0 Hp:5d8 Ac:20 Exp:15
A vast, foul-smelling dragonfly.
This flying natural creature is normally found on dungeon level 16, and
moves extremely erratically at normal speed. It may breathe poison about
10 percent of the time. It can dodge attacks and bash down doors. It is
rarely detected by telepathy. It resists poison. It tends to overlook
intruders, which it may notice from 120 feet. It can bite to poison with
damage 1d6.

The Crebain (L.Dark ‘B’)
=== Num:216 Lev:16 Rar:4 Spd:+10 Hp:3d5 Ac:12 Exp:20
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 flying natural creature is normally found on dungeon level 16, and
moves quickly. It may shriek for help. It is ever vigilant for
intruders, which it may notice from 400 feet. It usually appears in
groups. It can claw to attack with damage 1d4, and claw to attack with
damage 1d4.

The Creeping opal gems (L.Slate ‘$’)
=== Num:217 Lev:16 Rar:3 Spd:+0 Hp:20d10 Ac:50 Exp:45
It appears to be a pile of opals, slithering toward you on lots of tiny
legs.
This creature is normally found on dungeon level 16, and moves at normal
speed. It can bash down doors. It is cold blooded. It is not detected
by telepathy. It resists acid, lightning and poison. It cannot be
confused or slept. It is fairly observant of intruders, which it may
notice from 50 feet. It may carry up to 3 treasures. It can bite to
poison with damage 3d4, and touch to poison with damage 3d5.

The Quasit (Orange ‘u’)
=== Num:218 Lev:16 Rar:2 Spd:+0 Hp:6d8 Ac:30 Exp:50
The chaotic evil master’s favourite pet.
This evil demon is normally found on dungeon level 16, and moves a bit
erratically at normal speed. It is magical, casting spells intelligently
which blink-self, teleport-self, teleport toward you, teleport to,
teleport level, terrify, blind, or confuse about 10 percent of the time.
It can bash down doors. It is invisible. It resists fire. It takes a
while to see intruders, which it may notice from 200 feet. It may carry
one or two objects. It can bite to reduce dexterity with damage 1d6, claw
to attack with damage 1d3, and claw to attack with damage 1d3.

The Grizzly bear (L.Umber ‘q’)
=== Num:219 Lev:16 Rar:2 Spd:+0 Hp:12d12 Ac:35 Exp:55
A huge, beastly bear, more savage than most of its kind.
This natural creature is normally found on dungeon level 16, and moves at
normal speed. It can bash down doors. It is fairly observant of
intruders, which it may notice from 100 feet. It can claw to attack with
damage 1d8, claw to attack with damage 1d8, bite to attack with damage 1d12,
and crush to attack with damage 1d10.

The Uruk (L.Blue ‘o’)
=== Num:220 Lev:16 Rar:1 Spd:+0 Hp:80 Ac:50 Exp:60
A cunning orc of power, as tall as a man, and stronger. It fears little.
This evil orc is normally found on dungeon level 16, and moves at normal
speed. He may shoot little arrows. He can open doors and bash down doors.
He resists poison. He takes a while to see intruders, which he may notice
from 200 feet. He usually appears in groups. He may carry an object or
treasure. He can hit to attack with damage 3d5, and hit to attack with
damage 3d5.

The Umber hulk (L.Umber ‘X’)
=== Num:221 Lev:16 Rar:1 Spd:+0 Hp:20d10 Ac:50 Exp:75
This bizarre creature has glaring eyes and large mandibles capable of
slicing through rock.
This natural evil creature is normally found on dungeon level 16, and moves
at normal speed. It can bash down doors and bore through walls. It is
cold blooded. It is not detected by telepathy. It is hurt by rock remover.

The Gelatinous cube (L.Green ‘j’)
=== Num:222 Lev:16 Rar:4 Spd:+0 Hp:360 Ac:18 Exp:100
It is a strange, vast gelatinous structure that assumes cubic proportions
as it lines all four walls of the corridors it patrols. Through its
transparent jelly structure you can see treasures it has engulfed, and a
few corpses as well.
This creature is normally found on dungeon level 16, and moves at normal
speed. It can open doors, bash down doors and pick up objects. It is
cold blooded. It is not detected by telepathy. It resists acid,
lightning, fire, cold and poison. It resists chaos, nether, water, plasma,
nexus and disenchantment. It cannot be slowed, stunned, frightened,
confused or slept. It is vigilant for intruders, which it may notice from
120 feet. It may carry up to 10 objects or treasures. It can touch to
shoot acid with damage 1d10, touch to shoot acid with damage 1d10, and
touch to shoot acid with damage 1d10.

[U] Ulfast, Son of Ulfang (L.Umber ‘p’)
=== Num:223 Lev:16 Rar:3 Spd:+0 Hp:340 Ac:40 Exp:200
A short and swarthy Easterling.
This evil creature is normally found on dungeon level 16, and moves at
normal speed. He can use a light source, open doors, bash down doors and
pick up objects. He takes quite a while to see intruders, which he may
notice from 200 feet. He may carry a good object. He can hit to attack
with damage 3d5, hit to attack with damage 3d5, hit to attack with damage
3d5, and hit to attack with damage 3d5.

The Imp (Green ‘u’)
=== Num:224 Lev:17 Rar:2 Spd:+0 Hp:6d8 Ac:30 Exp:55
The lawful evil master’s favourite pet.
This evil demon is normally found on dungeon level 17, and moves a bit
erratically at normal speed. It is magical, casting spells intelligently
which blink-self, teleport-self, teleport toward you, teleport to,
teleport level, terrify, blind, or confuse about 10 percent of the time.
It can bash down doors. It is invisible. It is cold blooded. It resists
fire. It takes a while to see intruders, which it may notice from 200
feet. It may carry one or two objects. It can hit to poison with damage
3d4, and hit to poison with damage 3d4.

The Water spirit (Blue ‘E’)
=== Num:225 Lev:17 Rar:2 Spd:+10 Hp:9d8 Ac:28 Exp:58
A whirlpool of sentient liquid.
This flying creature is normally found on dungeon level 17, and moves a bit
erratically, and quickly. It can bash down doors. It is cold blooded.
It is not detected by telepathy. It resists acid and poison. It resists
water. It cannot be frightened, confused or slept. It takes quite a
while to see intruders, which it may notice from 120 feet. It can hit to
attack with damage 2d4, and hit to attack with damage 2d4.

The Giant red scorpion (Red ‘S’)
=== Num:226 Lev:17 Rar:1 Spd:+0 Hp:11d8 Ac:44 Exp:62
It is fast and poisonous.
This natural creature is normally found on dungeon level 17, and moves at
normal speed. It can bash down doors. It is rarely detected by
telepathy. It takes a while to see intruders, which it may notice from
120 feet. It can bite to attack with damage 2d4, and sting to reduce
strength with damage 1d7.

The Earth spirit (Umber ‘E’)
=== Num:227 Lev:17 Rar:2 Spd:+10 Hp:13d8 Ac:40 Exp:64
A whirling form of sentient rock.
This creature is normally found on dungeon level 17, and moves a bit
erratically, and quickly. It can pass through walls. It is cold blooded.
It is not detected by telepathy. It is hurt by rock remover. It resists
lightning, fire, cold and poison. It cannot be slowed, stunned,
frightened, confused or slept. It tends to overlook intruders, which it
may notice from 100 feet. It can hit to stun with damage 1d8, and hit to
stun with damage 1d8.

The Forest troll (Green ‘T’)
=== Num:228 Lev:17 Rar:1 Spd:+0 Hp:20d10 Ac:50 Exp:70
He is green skinned and ugly.
This evil troll is normally found on dungeon level 17, and moves at normal
speed. He can open doors and bash down doors. He regenerates quickly.
He is hurt by bright light. He takes quite a while to see intruders,
which he may notice from 200 feet. He usually appears in groups. He may
carry an object or treasure. He can hit to attack with damage 1d4, hit to
attack with damage 1d4, and bite to attack with damage 1d6.

The 2-headed hydra (Umber ‘M’)
=== Num:229 Lev:17 Rar:2 Spd:+0 Hp:100d3 Ac:60 Exp:80
A strange reptilian hybrid with two heads, guarding its hoard.
This natural creature is normally found on dungeon level 17, and moves at
normal speed. It is magical, casting spells which terrify about 9 percent
of the time. It can open doors and bash down doors. 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 attack with damage 2d6, and bite to attack with
damage 2d6.

[U] Nar, the Dwarf (Yellow ‘h’)
=== Num:230 Lev:17 Rar:2 Spd:+0 Hp:450 Ac:70 Exp:250
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 creature is normally found on dungeon level 17, and moves at normal
speed. He is magical, casting spells which heal-self, cause mind blasting,
cause serious wounds, blind, or confuse about 18 percent of the time. He
can open doors and bash down doors. He resists fire, cold and poison. He
cannot be confused or slept. He takes a while to see intruders, which he
may notice from 250 feet. He may carry one or two good objects. He can
hit to attack with damage 3d5, hit to attack with damage 3d5, hit to
attack with damage 3d5, and hit to attack with damage 3d5.

The Giant black dragon fly (Slate ‘F’)
=== Num:231 Lev:18 Rar:2 Spd:+10 Hp:3d8 Ac:20 Exp:15
The size of a large bird, this fly drips caustic acid.
This flying natural creature is normally found on dungeon level 18, and
moves extremely erratically, and quickly. It may breathe acid about 10
percent of the time. It can dodge attacks and bash down doors. It is
rarely detected by telepathy. It resists acid. It tends to overlook
intruders, which it may notice from 120 feet. It has no physical attacks.

The Blink dog (L.Blue ‘C’)
=== Num:232 Lev:18 Rar:2 Spd:+10 Hp:8d8 Ac:20 Exp:45
A strange magical member of the canine race, its form seems to shimmer and
fade in front of your very eyes.
This natural creature is normally found on dungeon level 18, and moves a
bit erratically, and quickly. It is magical, casting spells which
blink-self, teleport toward you, or teleport to about 25 percent of the
time. It can dodge attacks and bash down doors. It is fairly observant
of intruders, which it may notice from 200 feet. It usually appears in
groups. It can bite to attack with damage 1d8.

The Potion mimic (White ‘!’)
=== Num:233 Lev:18 Rar:3 Spd:+0 Hp:10d10 Ac:30 Exp:60
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 18, and moves at normal
speed, but does not deign to chase intruders. It is magical, casting
spells which produce frost bolts, cause medium wounds, terrify, blind, or
confuse about 18 percent of the time. It is cold blooded. It is not
detected by telepathy. It cannot be stunned, frightened, confused or
slept. It is ever vigilant for intruders, which it may notice from 250
feet. It can hit to poison with damage 3d4, hit to attack with damage 2d3,
and hit to attack with damage 2d3.

The Fire hound (Red ‘Z’)
=== Num:234 Lev:18 Rar:1 Spd:+0 Hp:10d6 Ac:30 Exp:70
Flames lick at its feet and its tongue is a blade of fire. You can feel a
furnace heat radiating from the creature.
This natural creature is normally found on dungeon level 18, and moves at
normal speed. It may breathe fire about 10 percent of the time. It can
radiate natural light and bash down doors. It is hurt by cold. It
resists fire. It is ever vigilant for intruders, which it may notice from
300 feet. It usually appears in groups. It can claw to attack with damage
3d3, claw to attack with damage 3d3, and bite to burn with damage 2d6.

The Cold hound (White ‘Z’)
=== Num:235 Lev:18 Rar:1 Spd:+0 Hp:10d6 Ac:30 Exp:70
A hound as tall as a man, this creature appears to be composed of angular
planes of ice. Cold radiates from it and freezes your breath in the air.
This natural creature is normally found on dungeon level 18, and moves at
normal speed. It may breathe frost about 10 percent of the time. It can
bash down doors. It is hurt by fire. It resists cold. It is ever
vigilant for intruders, which it may notice from 300 feet. It usually
appears in groups. It can claw to attack with damage 3d3, claw to attack
with damage 3d3, and bite to freeze with damage 2d6.

The Energy hound (Blue ‘Z’)
=== Num:236 Lev:18 Rar:1 Spd:+0 Hp:10d6 Ac:30 Exp:70
Saint Elmo’s Fire forms a ghostly halo around this hound, and sparks sting
your fingers as energy builds up in the air around you.
This natural creature is normally found on dungeon level 18, and moves at
normal speed. It may breathe lightning about 10 percent of the time. It
can radiate natural light and bash down doors. It resists lightning. It
is ever vigilant for intruders, which it may notice from 300 feet. It
usually appears in groups. It can claw to attack with damage 3d3, claw to
attack with damage 3d3, and bite to electrocute with damage 2d6.

The Fire spirit (Red ‘E’)
=== Num:237 Lev:18 Rar:2 Spd:+10 Hp:10d9 Ac:30 Exp:75
A whirlwind of sentient flame.
This flying creature is normally found on dungeon level 18, and moves a bit
erratically, and quickly. It can radiate natural light and bash down doors.

The Shambling mound (Green ‘,’)
=== Num:238 Lev:18 Rar:2 Spd:+0 Hp:20d6 Ac:16 Exp:75
A pile of rotting vegetation that slides towards you with a disgusting
stench, waking all it nears.
This evil creature is normally found on dungeon level 18, and moves at
normal speed. It may shriek for help. It can open doors and bash down
doors. It is not detected by telepathy. It cannot be slowed, stunned,
frightened, confused 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 attack with damage 1d8, and hit to attack with damage 1d8.

The Orc captain (Orange ‘o’)
=== Num:239 Lev:18 Rar:3 Spd:+0 Hp:20d10 Ac:59 Exp:80
An armoured orc with an air of authority.
This evil orc is normally found on dungeon level 18, and moves at normal
speed. He may fire bolts. He can open doors and bash down doors. He
resists poison. He takes a while to see intruders, which he may notice
from 200 feet. He usually appears with escorts. He may carry an object or
treasure. He can hit to attack with damage 3d5, hit to attack with damage
3d5, and hit to attack with damage 3d5.

The Evil eye (Green ‘e’)
=== Num:240 Lev:18 Rar:3 Spd:+0 Hp:15d8 Ac:6 Exp:80
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 flying evil creature is normally found on dungeon level 18, and moves
at normal speed, but does not deign to chase intruders. It is magical,
casting spells which teleport to or paralyze about 15 percent of the time.
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
lower experience (by 10d6+), and gaze to lower experience (by 10d6+).

[U] Spirit (White ‘G’)
=== Num:647 Lev:18 Rar:4 Spd:+5 Hp:400 Ac:55 Exp:240
A ghostly apparition that shrieks horribly.
This flying evil undead creature is normally found on dungeon level 18, and
moves a bit erratically, and somewhat quickly. It is magical, casting
spells which create darkness, drain mana, terrify, or blind about 25
percent of the time with a mana rating of 67 and a spell power of 10. It
can pass through walls. It is a player ghost template. It is invisible.
It is cold blooded. It is hurt by fire. It resists cold and poison. It
cannot be slowed, stunned, frightened or slept. It is ever vigilant for
intruders, which it may notice from 200 feet. It may carry an exceptional
object. It can touch to attack with damage 4d6, touch to terrify with
damage 1d4, and touch to reduce dexterity with damage 1d4.

The Neekerbreeker (L.Dark ‘I’)
=== Num:241 Lev:19 Rar:4 Spd:+10 Hp:3d6 Ac:18 Exp:4
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 flying natural evil creature is normally found on dungeon level 19,
and moves extremely erratically, and quickly. It may shriek for help. 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
poison with damage 3d3.

The Giant gold dragon fly (Yellow ‘F’)
=== Num:242 Lev:19 Rar:2 Spd:+10 Hp:3d8 Ac:20 Exp:15
Large beating wings support this dazzling insect. A loud buzzing noise
pervades the air.
This flying natural creature is normally found on dungeon level 19, and
moves extremely erratically, and quickly. It may breathe sound about 10
percent of the time. It can dodge attacks and bash down doors. It is
rarely detected by telepathy. It resists fire. It tends to overlook
intruders, which it may notice from 120 feet. It can bite to attack with
damage 1d3.

The Creeping sapphire gems (Blue ‘$’)
=== Num:243 Lev:19 Rar:3 Spd:+5 Hp:20d13 Ac:50 Exp:50
It appears to be a pile of sapphires, slithering toward you on lots of
tiny legs.
This creature is normally found on dungeon level 19, and moves somewhat
quickly. It can bash down doors. It is cold blooded. It is not detected
by telepathy. It resists acid, lightning and poison. It cannot be
confused or slept. It is fairly observant of intruders, which it may
notice from 50 feet. It may carry up to 5 treasures. It can bite to
poison with damage 3d4, and touch to poison with damage 3d5.

The Red mold (Red ‘m’)
=== Num:244 Lev:19 Rar:1 Spd:+0 Hp:17d8 Ac:16 Exp:64
It is a strange red growth on the dungeon floor; it seems to burn with
flame.
This creature is normally found on dungeon level 19, and moves at normal
speed, but does not deign to chase intruders. It can radiate natural light.

The Stone golem (L.Slate ‘g’)
=== Num:245 Lev:19 Rar:2 Spd:-10 Hp:28d8 Ac:75 Exp:100
It is a massive animated statue.
This creature is normally found on dungeon level 19, and moves slowly. It
can bash down doors. It is cold blooded. It is not detected by
telepathy. It is hurt by rock remover. It resists lightning, fire, cold
and poison. It cannot be slowed, stunned, frightened, confused or slept.
It is fairly observant of intruders, which it may notice from 120 feet.
It can hit to stun with damage 1d10, and hit to stun with damage 1d10.

[U] Shagrat, the Orc Captain (L.Green ‘o’)
=== Num:246 Lev:19 Rar:2 Spd:+5 Hp:400 Ac:60 Exp:400
He is an orc of power and great cunning, leader of the garrison at Cirith
Ungol.
This evil orc is normally found on dungeon level 19, and moves somewhat
quickly. He can open doors and bash down doors. He resists poison. He
takes a while to see intruders, which he may notice from 200 feet. He
usually appears with escorts. He may carry one or two good objects. He
can hit to attack with damage 3d8, hit to attack with damage 3d8, hit to
attack with damage 3d5, and hit to attack with damage 3d5.

[U] Gorbag, the Orc Captain (Green ‘o’)
=== Num:247 Lev:19 Rar:2 Spd:+5 Hp:400 Ac:60 Exp:400
He is an orc of power and great cunning, leader of the garrison at Minas
Morgul.
This evil orc is normally found on dungeon level 19, and moves somewhat
quickly. He can open doors and bash down doors. He resists poison. He
takes a while to see intruders, which he may notice from 200 feet. He
usually appears with escorts. He may carry one or two good objects. He
can hit to attack with damage 3d8, hit to attack with damage 3d8, hit to
attack with damage 3d5, and hit to attack with damage 3d5.

The Water vortex (Slate ‘v’)
=== Num:248 Lev:20 Rar:1 Spd:+0 Hp:9d9 Ac:30 Exp:25
A caustic spinning whirlpool of water.
This flying creature is normally found on dungeon level 20, and moves
somewhat erratically at normal speed. It may breathe acid powerfully
about 18 percent of the time. It can bash down doors. It is not detected
by telepathy. It resists acid. It resists water. It cannot be slowed,
stunned, frightened, confused or slept. It is ever vigilant for
intruders, which it may notice from 1000 feet. It can engulf to shoot acid
with damage 3d3.

The Ranger (L.Slate ‘p’)
=== Num:249 Lev:20 Rar:1 Spd:+0 Hp:15d11 Ac:40 Exp:55
A warrior who is at one with nature. A master of both bow and sword, with
minor spellcasting skills, and animals come to do his bidding.
This creature is normally found on dungeon level 20, and moves at normal
speed. He may shoot arrows or fire missiles. He is magical, casting
spells which produce lightning bolts, produce frost bolts, or blink-self,
or summon natural creatures about 90 percent of the time. He can use a
light source, open doors, bash down doors and pick up objects. He takes
quite a while to see intruders, which he may notice from 200 feet. He may
carry one or two objects or treasures. He can hit to attack with damage
5d4, and hit to attack with damage 5d4.

The Paladin (White ‘p’)
=== Num:250 Lev:20 Rar:1 Spd:+0 Hp:15d11 Ac:40 Exp:55
A warrior for a holy cause. Unfortunately, his god is not yours, and
there is rivalry even between the various gods of Good, so he is your
enemy.
This creature is normally found on dungeon level 20, and moves at normal
speed. He is magical, casting spells which heal-self, terrify, blind, or
slow about 25 percent of the time. He can use a light source, open doors,
bash down doors and pick up objects. He takes quite a while to see
intruders, which he may notice from 200 feet. He may carry one or two
objects or treasures. He can hit to attack with damage 4d5, and hit to
attack with damage 4d5.

The Phase spider (L.Blue ‘S’)
=== Num:251 Lev:20 Rar:2 Spd:+10 Hp:6d8 Ac:25 Exp:60
A spider that never seems quite there. Everywhere you look it is just
half-seen in the corner of one eye.
This natural creature is normally found on dungeon level 20, and moves
quickly. It is magical, casting spells which blink-self, teleport toward
you, or teleport to about 20 percent of the time. It can dodge attacks
and bash down doors. It is rarely detected by telepathy. It resists
poison. It pays little attention to intruders, which it may notice from
150 feet. It usually appears in groups. It can bite to attack with damage
1d8, bite to poison with damage 1d6, and bite to poison with damage 1d6.

The Sabre-tooth tiger (Yellow ‘f’)
=== Num:252 Lev:20 Rar:2 Spd:+10 Hp:20d14 Ac:50 Exp:120
A fierce and dangerous cat, its huge tusks and sharp claws would lacerate
even the strongest armour.
This natural creature is normally found on dungeon level 20, and moves
quickly. It can bash down doors. It is ever vigilant for intruders,
which it may notice from 400 feet. It can claw to wound with damage 1d10,
claw to wound with damage 1d10, bite to attack with damage 1d10, and bite
to attack with damage 1d10.

The Quylthulg (Yellow ‘Q’)
=== Num:253 Lev:20 Rar:1 Spd:+0 Hp:6d8 Ac:1 Exp:125
It is a strange pulsing mound of flesh.
This natural creature is normally found on dungeon level 20, and moves at
normal speed, but does not deign to chase intruders. It is magical,
casting spells which blink-self, or summon a monster about 55 percent of
the time. It is invisible. It is not detected by telepathy. It cannot
be slowed, stunned, frightened, confused or slept. It is ever vigilant
for intruders, which it may notice from 100 feet. It has no physical
attacks.

The Werewolf (L.Dark ‘C’)
=== Num:254 Lev:20 Rar:1 Spd:+0 Hp:20d22 Ac:30 Exp:150
It is a huge wolf with eyes that glow with manly intelligence.
This natural evil creature is normally found on dungeon level 20, and moves
a bit erratically at normal speed. It can open doors, bash down doors and
pick up objects. It tends to overlook intruders, which it may notice from
150 feet. It can claw to wound with damage 2d6, claw to wound with damage
2d6, and bite to attack with damage 2d10.

The Earth hound (Umber ‘Z’)
=== Num:255 Lev:20 Rar:1 Spd:+0 Hp:15d8 Ac:30 Exp:200
A beautiful crystalline shape does not disguise the danger this hound
clearly presents. Your flesh tingles as it approaches.
This natural creature is normally found on dungeon level 20, and moves at
normal speed. It may breathe shards about 10 percent of the time. It can
bash down doors. It is ever vigilant for intruders, which it may notice
from 300 feet. It usually appears in groups. It can bite to attack with
damage 1d8, bite to attack with damage 1d8, claw to attack with damage 3d3,
and claw to attack with damage 3d3.

The Air hound (Green ‘Z’)
=== Num:256 Lev:20 Rar:1 Spd:+0 Hp:15d8 Ac:30 Exp:200
Swirling vapours surround this beast as it floats towards you, seemingly
walking on air. Noxious gases sting your throat.
This flying natural creature is normally found on dungeon level 20, and
moves at normal speed. It may breathe poison about 10 percent of the time.
It can bash down doors. It resists poison. It is ever vigilant for
intruders, which it may notice from 300 feet. It usually appears in
groups. It can bite to poison with damage 1d8, bite to poison with damage
1d8, claw to attack with damage 3d3, and claw to attack with damage 3d3.

The Water hound (Slate ‘Z’)
=== Num:257 Lev:20 Rar:1 Spd:+0 Hp:15d8 Ac:30 Exp:200
Liquid footprints follow this hound as it pads around the dungeon. An
acrid smell of acid rises from the dog’s pelt.
This natural creature is normally found on dungeon level 20, and moves at
normal speed. It may breathe acid about 10 percent of the time. It can
bash down doors. It resists acid. 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 shoot acid with damage 1d8, bite to shoot acid
with damage 1d8, claw to attack with damage 3d3, and claw to attack with
damage 3d3.

The Chimaera (Red ‘H’)
=== Num:258 Lev:20 Rar:2 Spd:+0 Hp:20d15 Ac:15 Exp:200
It is a strange concoction of goat, lion and dragon, with the heads of all
three beasts.
This natural creature is normally found on dungeon level 20, and moves at
normal speed. It may breathe fire about 10 percent of the time. It can
bash down doors. It is hurt by cold. It resists fire. It is fairly
observant of intruders, which it may notice from 120 feet. It can butt to
stun with damage 2d8, bite to wound with damage 2d10, and bite to burn
with damage 2d6.

The Dark elven lord (Slate ‘h’)
=== Num:259 Lev:20 Rar:2 Spd:+10 Hp:18d15 Ac:40 Exp:500
A dark elven figure in armour and radiating evil power.
This evil creature is normally found on dungeon level 20, and moves quickly.

[U] Bolg, Son of Azog (Violet ‘o’)
=== Num:260 Lev:20 Rar:4 Spd:+10 Hp:500 Ac:50 Exp:800
A large and powerful orc, he looks just like his father. He is tall and
fast, but fortunately blessed with orcish brains.
This evil orc is normally found on dungeon level 20, and moves quickly.
He may shoot arrows. He can open doors and bash down doors. He resists
poison. He takes a while to see intruders, which he may notice from 200
feet. He usually appears with escorts. He may carry up to 4 good objects.
He can hit to attack with damage 3d6, hit to attack with damage 3d6, hit
to attack with damage 3d6, and hit to attack with damage 3d6.

The Blue dragon bat (Blue ‘b’)
=== Num:261 Lev:21 Rar:1 Spd:+20 Hp:4d4 Ac:26 Exp:10
It is a glowing blue bat with a sharp tail.
This flying natural creature is normally found on dungeon level 21, and
moves somewhat erratically, and very quickly. It may breathe lightning
about 25 percent of the time. It can dodge attacks and bash down doors.
It resists lightning. It tends to overlook intruders, which it may notice
from 120 feet. It can bite to electrocute with damage 1d3.

The Fire vortex (Red ‘v’)
=== Num:262 Lev:21 Rar:1 Spd:+0 Hp:9d9 Ac:30 Exp:25
A whirling maelstrom of fire.
This flying creature is normally found on dungeon level 21, and moves
somewhat erratically at normal speed. It may breathe fire powerfully
about 18 percent of the time. It can radiate natural light and bash down
doors. It is not detected by telepathy. It is hurt by cold. It resists
fire. It cannot be slowed, stunned, frightened, confused or slept. It is
ever vigilant for intruders, which it may notice from 1000 feet. It can
engulf to burn with damage 3d3.

The Cold vortex (White ‘v’)
=== Num:263 Lev:21 Rar:1 Spd:+0 Hp:9d9 Ac:30 Exp:25
A twisting whirlpool of frost.
This flying creature is normally found on dungeon level 21, and moves
somewhat erratically at normal speed. It may breathe frost powerfully
about 18 percent of the time. It can bash down doors. It is not detected
by telepathy. It is hurt by fire. It resists cold. It cannot be slowed,
stunned, frightened, confused or slept. It is ever vigilant for
intruders, which it may notice from 1000 feet. It can engulf to freeze
with damage 3d3.

The Mummified orc (White ‘z’)
=== Num:264 Lev:21 Rar:1 Spd:+0 Hp:15d8 Ac:28 Exp:56
It is an orcish figure covered in wrappings.
This evil undead orc is normally found on dungeon level 21, and moves at
normal speed. It can open doors and bash down doors. It is cold blooded.
It is not detected by telepathy. It is hurt by fire. It resists cold and
poison. It cannot be slowed, stunned, frightened, confused or slept. It
tends to overlook intruders, which it may notice from 200 feet. It may
carry an object or treasure. It can hit to attack with damage 2d4, and
hit to attack with damage 2d4.

The Scroll mimic (White ‘?’)
=== Num:265 Lev:21 Rar:3 Spd:+0 Hp:10d14 Ac:40 Exp:70
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 21, and moves at normal
speed, but does not deign to chase intruders. It is magical, casting
spells which produce fire bolts, cause medium wounds, terrify, blind, or
confuse, or summon a monster about 20 percent of the time. It is cold
blooded. It is not detected by telepathy. It cannot be stunned,
frightened, confused or slept. It is ever vigilant for intruders, which
it may notice from 300 feet. It can hit to poison with damage 3d4, hit to
poison with damage 3d4, hit to attack with damage 2d3, and hit to attack
with damage 2d3.

The Energy vortex (Blue ‘v’)
=== Num:266 Lev:21 Rar:1 Spd:+0 Hp:9d9 Ac:30 Exp:100
A shimmering tornado of air, sparks crackle along its length.
This flying creature is normally found on dungeon level 21, and moves
somewhat erratically at normal speed. It may breathe lightning powerfully,
and is also magical, casting spells which shoot sparks of lightning about
18 percent of the time. It can radiate natural light and bash down doors.
It is not detected by telepathy. It resists lightning. It resists
disenchantment. It cannot be slowed, stunned, frightened, confused or
slept. It is ever vigilant for intruders, which it may notice from 1000
feet. It can engulf to electrocute with damage 3d3.

The Sasquatch (Green ‘Y’)
=== Num:267 Lev:21 Rar:3 Spd:+10 Hp:20d19 Ac:40 Exp:180
A tall shaggy, furry humanoid, it could call the yeti brother.
This natural creature is normally found on dungeon level 21, and moves
quickly. It can open doors and bash down doors. It is hurt by fire. It
resists cold. It is fairly observant of intruders, which it may notice
from 150 feet. It can claw to attack with damage 1d10, claw to attack
with damage 1d10, and bite to attack with damage 2d8.

The 3-headed hydra (Orange ‘M’)
=== Num:268 Lev:21 Rar:2 Spd:+5 Hp:100d5 Ac:65 Exp:350
A strange reptilian hybrid with three heads, guarding its hoard.
This natural creature is normally found on dungeon level 21, and moves
somewhat quickly. It is magical, casting spells which terrify about 11
percent of the time. It can open doors and bash down doors. 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 attack with damage 2d6, bite to attack
with damage 2d6, and bite to attack with damage 2d6.

[U] Lugdush, the Uruk (Blue ‘o’)
=== Num:269 Lev:21 Rar:4 Spd:+5 Hp:640 Ac:90 Exp:550
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 somewhat
quickly. He can open doors and bash down doors. He resists poison. He
takes a while to see intruders, which he may notice from 200 feet. He
usually appears with escorts. He may carry one or two good objects. He
can hit to attack with damage 3d7, hit to attack with damage 3d7, hit to
attack with damage 3d5, and hit to attack with damage 3d5.

The Giant yellow scorpion (Yellow ‘S’)
=== Num:270 Lev:22 Rar:1 Spd:+0 Hp:12d8 Ac:38 Exp:60
It is a giant scorpion with a sharp stinger.
This natural creature is normally found on dungeon level 22, and moves at
normal speed. It can bash down doors. It is rarely detected by
telepathy. It takes a while to see intruders, which it may notice from
120 feet. It can bite to attack with damage 1d8, and sting to poison with
damage 2d5.

The Killer stag beetle (Green ‘K’)
=== Num:271 Lev:22 Rar:1 Spd:+0 Hp:15d8 Ac:55 Exp:80
It is a giant beetle with vicious claws.
This natural creature is normally found on dungeon level 22, and moves a
bit erratically at normal speed. 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 can claw to wound with damage 1d12, and claw
to wound with damage 1d12.

The Iron golem (Slate ‘g’)
=== Num:272 Lev:22 Rar:2 Spd:+0 Hp:80d12 Ac:80 Exp:160
It is a massive metal statue that moves steadily towards you.
This creature is normally found on dungeon level 22, and moves at normal
speed. It is magical, casting spells which slow about 15 percent of the
time. It can bash down doors. It is cold blooded. It is not detected by
telepathy. It resists lightning, fire, cold and poison. It cannot be
slowed, stunned, frightened, confused or slept. It is fairly observant of
intruders, which it may notice from 120 feet. It can hit to attack with
damage 1d12.

The Ice ogre (White ‘O’)
=== Num:273 Lev:22 Rar:1 Spd:+0 Hp:40d10 Ac:40 Exp:200
He is a white ogre with powerfully clawed hands.
This evil giant is normally found on dungeon level 22, and moves at normal
speed. He can open doors and bash down doors. He is hurt by bright light
and fire. He resists cold. He is ever vigilant for intruders, which he
may notice from 250 feet. He usually appears in groups. He may carry an
object or treasure. He can hit to stun with damage 1d5, hit to stun with
damage 1d5, and bite to freeze with damage 2d6.

The Wyvern (L.Green ‘d’)
=== Num:274 Lev:22 Rar:2 Spd:+10 Hp:5d80 Ac:66 Exp:250
A fast-moving and deadly draconian animal. Beware its poisonous sting!
This natural evil dragon is normally found on dungeon level 22, and moves
quickly. It can open doors and bash down doors. It resists poison. It
tends to overlook intruders, which it may notice from 200 feet. It may
carry up to 4 treasures. It can bite to attack with damage 2d6, bite to
attack with damage 2d6, and sting to poison with damage 2d6.

[U] Ugluk, the Uruk (Blue ‘o’)
=== Num:275 Lev:22 Rar:3 Spd:+5 Hp:720 Ac:95 Exp:600
A strong and cunning orc warrior, the commander of Saruman’s orcish horde.
This evil orc is normally found on dungeon level 22, and moves somewhat
quickly. He can open doors and bash down doors. He resists fire, cold
and poison. He cannot be confused 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 objects. He can hit to attack with
damage 3d8, hit to attack with damage 3d8, hit to attack with damage 3d5,
and hit to attack with damage 3d5.

The Black ooze (L.Dark ‘j’)
=== Num:276 Lev:23 Rar:1 Spd:-20 Hp:6d8 Ac:6 Exp:7
It is a strangely moving puddle.
This creature is normally found on dungeon level 23, and moves somewhat
erratically, and very slowly. It is magical, casting spells which drain
mana about 9 percent of the time. It can open doors, bash down doors,
destroy weaker monsters and pick up objects. It is not detected by
telepathy. It breeds explosively. It resists poison. It cannot be
frightened, confused or slept. It is vigilant for intruders, which it may
notice from 100 feet. It may carry an object or treasure. It can touch
to shoot acid with damage 2d6.

The Giant bronze dragon fly (L.Umber ‘F’)
=== Num:277 Lev:23 Rar:2 Spd:+10 Hp:3d8 Ac:20 Exp:15
This vast gleaming bronze fly has wings which beat mesmerically fast.
This flying natural creature is normally found on dungeon level 23, and
moves extremely erratically, and quickly. It may breathe confusion about
10 percent of the time. It can dodge attacks and bash down doors. It is
rarely detected by telepathy. It cannot be confused or slept. It tends
to overlook intruders, which it may notice from 120 feet. It has no
physical attacks.

The Giant silver ant (Slate ‘a’)
=== Num:278 Lev:23 Rar:1 Spd:+0 Hp:9d8 Ac:38 Exp:45
A giant silver ant with a caustic bite.
This natural creature is normally found on dungeon level 23, and moves a
bit erratically at normal speed. 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 shoot acid with damage 4d4.

The Creeping ruby gems (Red ‘$’)
=== Num:279 Lev:23 Rar:3 Spd:+5 Hp:20d17 Ac:50 Exp:55
It appears to be a pile of rubies, slithering toward you on lots of tiny
legs.
This creature is normally found on dungeon level 23, and moves somewhat
quickly. It can bash down doors. It is cold blooded. It is not detected
by telepathy. It resists acid, lightning and poison. It cannot be
confused or slept. It is fairly observant of intruders, which it may
notice from 50 feet. It may carry up to 7 treasures. It can bite to
poison with damage 3d5, touch to poison with damage 3d5, and hit to stun
with damage 1d8.

The Hardened warrior (L.Umber ‘p’)
=== Num:280 Lev:23 Rar:1 Spd:+0 Hp:15d11 Ac:40 Exp:60
A scarred warrior who moves with confidence.
This evil creature is normally found on dungeon level 23, and moves at
normal speed. He may fire crossbow quarrels. He can use a light source,
open doors, bash down doors and pick up objects. He takes quite a while
to see intruders, which he may notice from 200 feet. He may carry one or
two objects or treasures. He can hit to wound with damage 6d5, and hit to
wound with damage 6d5.

The Red dragon bat (Red ‘b’)
=== Num:281 Lev:23 Rar:1 Spd:+20 Hp:4d8 Ac:28 Exp:60
It is a sharp-tailed bat, wreathed in fire.
This flying natural creature is normally found on dungeon level 23, and
moves somewhat erratically, and very quickly. It may breathe fire about
25 percent of the time. It can radiate natural light, dodge attacks and
bash down doors. It is hurt by cold. It resists fire. It tends to
overlook intruders, which it may notice from 120 feet. It can bite to
burn with damage 3d3.

The Killer white beetle (White ‘K’)
=== Num:282 Lev:23 Rar:1 Spd:+0 Hp:18d8 Ac:55 Exp:85
It is looking for prey.
This natural creature is normally found on dungeon level 23, and moves a
bit erratically at normal speed. It can bash down doors. 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 attack with damage 4d5.

The Master rogue (Blue ‘p’)
=== Num:283 Lev:23 Rar:2 Spd:+5 Hp:15d9 Ac:30 Exp:110
A thief of great power and shifty speed.
This evil creature is normally found on dungeon level 23, and moves
somewhat quickly. He may sling leaden pellets or whip poisoned darts. He
is magical, casting spells which teleport toward you about 25 percent of
the time. He can open doors, bash down doors and pick up objects. He
takes quite a while to see intruders, which he may notice from 200 feet.
He may carry up to 4 objects or treasures. He can hit to attack with
damage 2d8, hit to attack with damage 2d8, and hit to steal gold with
damage 4d4.

[U] Azog, King of the Uruk-hai (Violet ‘o’)
=== Num:284 Lev:23 Rar:5 Spd:+10 Hp:900 Ac:80 Exp:1000
He is also known as the King of Khazad-dum. His ego is renowned to be
bigger than his head.
This evil orc is normally found on dungeon level 23, and moves quickly.
He may shoot seeker arrows. He can open doors and bash down doors. He
resists poison. He takes a while to see intruders, which he may notice
from 200 feet. He usually appears with escorts. He may carry up to 4 good
objects. He can hit to attack with damage 5d5, hit to attack with damage
5d5, and hit to attack with damage 5d5.

The Giant firefly (Red ‘I’)
=== Num:285 Lev:24 Rar:4 Spd:+10 Hp:3d2 Ac:18 Exp:1
Clouds of these monsters light up the dungeon – so brightly that you can
barely see through them.
This flying natural creature is normally found on dungeon level 24, and
moves extremely erratically, and quickly. It can radiate natural light.
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 with damage 1d2.

The Vampire bat (L.Dark ‘b’)
=== Num:286 Lev:24 Rar:2 Spd:+10 Hp:9d10 Ac:40 Exp:50
A blood-sucking bat that flies at your neck hungrily.
This flying natural evil undead creature is normally found on dungeon
level 24, and moves somewhat erratically, and quickly. It can dodge
attacks. It is cold blooded. It regenerates quickly. It is hurt by fire.
It resists cold and poison. It cannot be frightened, confused or slept.
It tends to overlook intruders, which it may notice from 120 feet. It can
bite to lower experience (by 40d6+) with damage 1d4, and bite to lower
experience (by 40d6+) with damage 1d4.

The Banshee (Blue ‘G’)
=== Num:287 Lev:24 Rar:2 Spd:+10 Hp:8d10 Ac:24 Exp:60
It is a ghostly woman’s form that wails mournfully.
This flying evil undead creature is normally found on dungeon level 24, and
moves somewhat erratically, and quickly. She is magical, casting spells
which teleport-self or drain mana about 6 percent of the time. She can
pass through walls and pick up objects. She is invisible. She is cold
blooded. She is hurt by fire. She resists cold and poison. She cannot
be frightened or slept. She is fairly observant of intruders, which she
may notice from 200 feet. She may carry one or two objects or treasures.
She can wail to terrify, and touch to lower experience (by 20d6+).

The Mummified human (White ‘z’)
=== Num:288 Lev:24 Rar:1 Spd:+0 Hp:17d9 Ac:34 Exp:70
It is a human form encased in mouldy wrappings.
This evil undead creature is normally found on dungeon level 24, and moves
at normal speed. It can open doors and bash down doors. It is cold
blooded. It is not detected by telepathy. It is hurt by fire. It
resists cold and poison. It cannot be stunned, frightened, confused or
slept. It tends to overlook intruders, which it may notice from 200 feet.
It may carry an object. It can hit to attack with damage 2d4, and hit to
attack with damage 2d4.

The Forest wight (Green ‘W’)
=== Num:289 Lev:24 Rar:1 Spd:+0 Hp:12d10 Ac:30 Exp:140
It is a ghostly apparition with a humanoid form.
This evil undead creature is normally found on dungeon level 24, and moves
at normal speed. It is magical, casting spells which drain mana or
terrify about 10 percent of the time. It can open doors and bash down
doors. It is cold blooded. It is hurt by bright light and fire. It
resists cold and poison. It cannot be frightened or slept. It takes
quite a while to see intruders, which it may notice from 200 feet. It may
carry one or two objects or treasures. It can hit to attack with damage
1d6, hit to attack with damage 1d6, and touch to lower experience (by
20d6+) with damage 2d6.

The Werebear (L.Dark ‘q’)
=== Num:290 Lev:24 Rar:2 Spd:+0 Hp:25d25 Ac:50 Exp:200
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 natural evil creature is normally found on dungeon level 24, and moves
at normal speed. It can open doors and bash down doors. It takes a while
to see intruders, which it may notice from 200 feet. It may carry one or
two objects or treasures. It can claw to attack with damage 1d10, claw to
attack with damage 1d10, bite to attack with damage 2d8, and crush to
attack with damage 2d6.

[U] Sangahyando of Umbar (L.Umber ‘p’)
=== Num:291 Lev:24 Rar:2 Spd:+0 Hp:800 Ac:80 Exp:400
A Black Numenorean with a blacker heart.
This evil creature is normally found on dungeon level 24, and moves at
normal speed. He is magical, casting spells which slow about 25 percent
of the time. He can use a light source, open doors and bash down doors.
He resists lightning and fire. He cannot be confused or slept. He takes
a while to see intruders, which he may notice from 250 feet. He may carry
up to 3 good objects. He can hit to attack with damage 4d6, hit to attack
with damage 4d6, hit to attack with damage 4d6, and hit to attack with
damage 4d6.

[U] Angamaite of Umbar (L.Umber ‘p’)
=== Num:292 Lev:24 Rar:2 Spd:+0 Hp:800 Ac:80 Exp:400
A Black Numenorean who hates the men of the west.
This evil creature is normally found on dungeon level 24, and moves at
normal speed. He is magical, casting spells which slow about 25 percent
of the time. He can use a light source, open doors and bash down doors.
He resists lightning and fire. He cannot be confused or slept. He takes
a while to see intruders, which he may notice from 250 feet. He may carry
up to 3 good objects. He can hit to attack with damage 4d6, hit to attack
with damage 4d6, hit to attack with damage 4d6, and hit to attack with
damage 4d6.

The 4-headed hydra (Yellow ‘M’)
=== Num:293 Lev:24 Rar:2 Spd:+5 Hp:100d6 Ac:70 Exp:450
A strange reptilian hybrid with four heads, guarding its hoard.
This natural creature is normally found on dungeon level 24, and moves
somewhat quickly. It is magical, casting spells which terrify about 13
percent of the time. It can open doors and bash down doors. 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 attack with damage 2d6, bite to attack
with damage 2d6, bite to attack with damage 2d6, and bite to attack with
damage 2d6.

[U] Ibun, Son of Mim (Orange ‘h’)
=== Num:294 Lev:24 Rar:2 Spd:+5 Hp:820 Ac:80 Exp:600
One of the last of the Petty-dwarves. Ibun is a tricky sorcerous little
being, full of mischief.
This creature is normally found on dungeon level 24, and moves somewhat
quickly. He is magical, casting spells which produce fire bolts,
heal-self, or slow about 15 percent of the time. He can open doors and
bash down doors. He resists fire and cold. He cannot be confused or
slept. He is fairly observant of intruders, which he may notice from 200
feet. He may carry one or two good objects. He can hit to attack with
damage 3d6, hit to attack with damage 3d6, hit to attack with damage 3d6,
and hit to disenchant.

[U] Khim, Son of Mim (Orange ‘h’)
=== Num:295 Lev:24 Rar:2 Spd:+5 Hp:820 Ac:80 Exp:600
One of the last of the Petty-dwarves. Khim is a tricky sorcerous little
being, full of mischief.
This creature is normally found on dungeon level 24, and moves somewhat
quickly. He is magical, casting spells which produce fire bolts,
heal-self, or slow about 15 percent of the time. He can open doors and
bash down doors. He resists fire and cold. He cannot be confused or
slept. He is fairly observant of intruders, which he may notice from 200
feet. He may carry one or two good objects. He can hit to attack with
damage 3d6, hit to attack with damage 3d6, hit to attack with damage 3d6,
and hit to disenchant.

[U] Mummy (Slate ‘z’)
=== Num:648 Lev:24 Rar:4 Spd:+5 Hp:750 Ac:35 Exp:800
A larger-than life figure covered in wrappings. Twin flames burn in its
head.
This evil undead creature is normally found on dungeon level 24, and moves
somewhat quickly. It is magical, casting spells intelligently which
terrify or blind about 25 percent of the time with a mana rating of 67 and
a spell power of 12. It can open doors and bash down doors. It is a
player ghost template. It is cold blooded. It is not detected by
telepathy. It regenerates quickly. It resists poison. It cannot be
slowed, stunned, frightened or slept. It is ever vigilant for intruders,
which it may notice from 200 feet. It may carry an exceptional object.
It can hit to attack with damage 2d10, hit to attack with damage 2d10, hit
to poison with damage 3d10, and hit to poison with damage 3d10.

The Giant brown tick (Umber ‘S’)
=== Num:296 Lev:25 Rar:2 Spd:+0 Hp:18d8 Ac:50 Exp:47
It is moving slowly towards you.
This natural creature is normally found on dungeon level 25, and moves at
normal speed. It can bash down doors. It is rarely detected by
telepathy. It resists poison. It takes a while to see intruders, which
it may notice from 120 feet. It can bite to poison with damage 2d6, and
sting to blind with damage 1d1.

The Carrion crawler (Orange ‘c’)
=== Num:297 Lev:25 Rar:2 Spd:+0 Hp:20d12 Ac:40 Exp:60
A hideous centipede covered in slime and with glowing tentacles around its
head.
This natural creature is normally found on dungeon level 25, and moves a
bit erratically at normal speed. It can bash down doors. It is rarely
detected by telepathy. It resists poison. It is fairly observant of
intruders, which it may notice from 150 feet. It can sting to paralyze
with damage 2d6, and sting to paralyze with damage 2d6.

The Stone troll (L.Slate ‘T’)
=== Num:298 Lev:25 Rar:1 Spd:+0 Hp:23d10 Ac:40 Exp:85
He is a giant troll with scabrous black skin.
This evil troll is normally found on dungeon level 25, and moves at normal
speed. He can open doors and bash down doors. He regenerates quickly.
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 an object or treasure. He can hit to stun with
damage 1d6, hit to stun with damage 1d6, and bite to wound with damage 3d4.

The Killer red beetle (Red ‘K’)
=== Num:299 Lev:25 Rar:1 Spd:+0 Hp:20d8 Ac:50 Exp:90
It is a giant beetle with poisonous mandibles.
This natural creature is normally found on dungeon level 25, and moves a
bit erratically at normal speed. It can bash down doors. 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 with damage 4d4.

The Hill giant (L.Umber ‘P’)
=== Num:300 Lev:25 Rar:1 Spd:+0 Hp:30d15 Ac:45 Exp:150
A ten foot tall humanoid with powerful muscles.
This evil giant is normally found on dungeon level 25, and moves at normal
speed. It may throw rocks. It can open doors and bash down doors. It
tends to overlook intruders, which it may notice from 200 feet. It may
carry an object or treasure. It can hit to attack with damage 4d8, and
hit to attack with damage 4d8.

The Wereworm (L.Dark ‘w’)
=== Num:301 Lev:25 Rar:3 Spd:+0 Hp:100d11 Ac:70 Exp:300
A huge wormlike shape dripping acid, twisted by evil sorcery into a foul
monster that breeds on death.
This natural creature is normally found on dungeon level 25, and moves at
normal speed. It can bash down doors. It resists acid. It takes a while
to see intruders, which it may notice from 150 feet. It can gaze to lower
experience (by 20d6+), crawl on you to shoot acid with damage 2d4, bite to
attack with damage 1d10, and bite to poison with damage 1d6.

The Dark elven druid (L.Green ‘h’)
=== Num:302 Lev:25 Rar:3 Spd:+10 Hp:20d20 Ac:75 Exp:500
A powerful dark elf, with mighty nature-controlling enchantments.
This evil creature is normally found on dungeon level 25, and moves quickly.

The Pukel-man (L.Dark ‘g’)
=== Num:303 Lev:25 Rar:3 Spd:+0 Hp:80d12 Ac:80 Exp:600
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 25, and moves at normal
speed. It is magical, casting spells which produce acid bolts, confuse,
or slow about 25 percent of the time. It can bash down doors. It is cold
blooded. It is not detected by telepathy. It is hurt by rock remover.
It resists lightning, fire, cold and poison. It cannot be slowed, stunned,
frightened, confused or slept. It is fairly observant of intruders, which
it may notice from 120 feet. It can hit to attack with damage 1d12, and
hit to attack with damage 3d6.

The White wraith (White ‘W’)
=== Num:304 Lev:26 Rar:1 Spd:+0 Hp:15d8 Ac:40 Exp:20
It is a tangible but ghostly form made of white fog.
This flying evil undead creature is normally found on dungeon level 26, and
moves at normal speed. It is magical, casting spells which create darkness,

The Disenchanter bat (Violet ‘b’)
=== Num:305 Lev:26 Rar:4 Spd:+20 Hp:6d8 Ac:28 Exp:75
A giant bat which feeds on raw magical energy.
This flying natural creature is normally found on dungeon level 26, and
moves somewhat erratically, and very quickly. It can dodge attacks. It
resists disenchantment. It tends to overlook intruders, which it may
notice from 120 feet. It can hit to disenchant with damage 2d3, and bite
to drain mana with damage 2d3.

The Giant grey ant (Slate ‘a’)
=== Num:306 Lev:26 Rar:1 Spd:+0 Hp:19d8 Ac:40 Exp:90
It is an ant encased in shaggy grey fur.
This natural creature is normally found on dungeon level 26, and moves a
bit erratically at normal speed. It can bash down doors and destroy
weaker monsters. 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
attack with damage 2d12.

The Giant fire tick (L.Red ‘S’)
=== Num:307 Lev:26 Rar:1 Spd:+0 Hp:16d8 Ac:54 Exp:90
It is smoking and burning with great heat.
This natural creature is normally found on dungeon level 26, and moves a
bit erratically at normal speed. It can radiate natural light and bash
down doors. It is rarely detected by telepathy. It is hurt by cold. It
resists fire. It takes a while to see intruders, which it may notice from
140 feet. It can bite to burn with damage 3d6.

The Ghoul (L.Umber ‘z’)
=== Num:308 Lev:26 Rar:2 Spd:+0 Hp:15d10 Ac:30 Exp:95
Flesh is falling off in chunks from this decaying abomination.
This evil undead creature is normally found on dungeon level 26, and moves
at normal speed. It is magical, casting spells which terrify or paralyze
about 12 percent of the time. It can open doors and bash down doors. It
is cold blooded. It is hurt by bright light and fire. It resists cold
and poison. It cannot be frightened or slept. It takes a while to see
intruders, which it may notice from 300 feet. It usually appears in
groups. It may carry an object or treasure. It can claw to paralyze with
damage 1d4, claw to paralyze with damage 1d4, and bite to poison with
damage 1d6.

The Displacer beast (L.Dark ‘f’)
=== Num:309 Lev:26 Rar:2 Spd:+0 Hp:25d10 Ac:100 Exp:100
It is a huge black panther, clubbed tentacles sprouting from its shoulders.
This natural creature is normally found on dungeon level 26, and moves at
normal speed. It can dodge attacks and bash down doors. It is invisible.
It takes a while to see intruders, which it may notice from 350 feet. It
can bite to attack with damage 2d8, hit to attack with damage 1d10, hit to
attack with damage 1d10, and hit to attack with damage 1d10.

The Cave ogre (Umber ‘O’)
=== Num:310 Lev:26 Rar:2 Spd:+0 Hp:30d9 Ac:33 Exp:100
A giant orc-like figure with an awesomely muscled frame.
This evil giant is normally found on dungeon level 26, and moves at normal
speed. It can open doors and bash down doors. It takes quite a while to
see intruders, which it may notice from 200 feet. It usually appears in
groups. It may carry an object or treasure. It can hit to stun with
damage 3d8, and hit to stun with damage 3d8.

The Creeping diamond gems (White ‘$’)
=== Num:311 Lev:26 Rar:3 Spd:+10 Hp:20d20 Ac:150 Exp:100
It appears to be a pile of diamonds, slithering toward you on lots of tiny
legs.
This creature is normally found on dungeon level 26, and moves quickly.
It can bash down doors. It is cold blooded. It is not detected by
telepathy. It resists acid, lightning and poison. It cannot be confused
or slept. It is fairly observant of intruders, which it may notice from
50 feet. It may carry up to 5 treasures. It can bite to poison with
damage 3d6, touch to poison with damage 3d6, hit to stun with damage 1d10,
and hit to stun with damage 1d11.

The Troll priest (L.Green ‘T’)
=== Num:312 Lev:26 Rar:1 Spd:+0 Hp:300 Ac:50 Exp:120
A troll who is so bright he knows how to read.
This evil troll is normally found on dungeon level 26, and moves at normal
speed. He is magical, casting spells which blink-self, create darkness,
cause medium wounds, or terrify about 20 percent of the time. He can open
doors and bash down doors. He regenerates quickly. He is hurt by bright
light. He cannot be confused or slept. He takes quite a while to see
intruders, which he may notice from 200 feet. He may carry an object or
treasure. He can hit to attack with damage 1d8, hit to attack with damage
1d8, and bite to attack with damage 3d4.

The Wolf chieftain (L.Dark ‘C’)
=== Num:313 Lev:26 Rar:5 Spd:+10 Hp:484 Ac:20 Exp:120
A great wolf-chieftain whose pack is in the service of the Dark Lord, and
whose howls strike fear into even the boldest heart.
This natural evil creature is normally found on dungeon level 26, and moves
quickly. He is magical, casting spells intelligently which create darkness
about 15 percent of the time. He can open doors and bash down doors. He
resists acid and cold. He cannot be frightened. He is observant of
intruders, which he may notice from 200 feet. He usually appears with
escorts. He can claw to attack with damage 2d6, claw to attack with damage
2d6, bite to attack with damage 2d10, and wail to terrify.

The Half ogre (L.Umber ‘O’)
=== Num:314 Lev:26 Rar:1 Spd:+0 Hp:25d14 Ac:50 Exp:250
A large, ugly half-human looking for a fight.
This evil giant is normally found on dungeon level 26, and moves at normal
speed. He can open doors and bash down doors. He tends to overlook
intruders, which he may notice from 200 feet. He usually appears in
groups. He may carry an object or treasure. He can hit to stun with
damage 3d6, hit to stun with damage 3d6, and bite to wound with damage 2d8.

[U] Ulwarth, Son of Ulfang (L.Umber ‘p’)
=== Num:315 Lev:26 Rar:4 Spd:+0 Hp:850 Ac:40 Exp:500
A short and swarthy Easterling.
This evil creature is normally found on dungeon level 26, and moves at
normal speed. He can use a light source, open doors, bash down doors and
pick up objects. He takes quite a while to see intruders, which he may
notice from 200 feet. He may carry a good object. He can hit to attack
with damage 4d6, hit to attack with damage 4d6, and hit to attack with
damage 4d6.

The Creeping adamantite coins (L.Green ‘$’)
=== Num:316 Lev:27 Rar:3 Spd:+15 Hp:20d25 Ac:50 Exp:70
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 27, and moves exceedingly
quickly. It can bash down doors. It is cold blooded. It is not detected
by telepathy. It resists acid, lightning and poison. It cannot be
confused or slept. It is fairly observant of intruders, which it may
notice from 50 feet. It may carry up to 5 treasures. It can bite to
poison with damage 3d7, touch to poison with damage 3d7, hit to stun with
damage 1d12, and hit to stun with damage 1d12.

The Killer fire beetle (L.Red ‘K’)
=== Num:317 Lev:27 Rar:1 Spd:+0 Hp:22d8 Ac:45 Exp:95
It is a giant beetle wreathed in flames.
This natural creature is normally found on dungeon level 27, and moves at
normal speed. It can radiate natural light and bash down doors. It is
rarely detected by telepathy. It is hurt by cold. It resists fire. It
takes quite a while to see intruders, which it may notice from 140 feet.
It can bite to attack with damage 3d4, and spit to burn with damage 4d5.

The Shimmering mold (Blue ‘m’)
=== Num:318 Lev:27 Rar:1 Spd:+0 Hp:32d8 Ac:24 Exp:140
It is a strange growth on the dungeon floor, glowing and crackling with
sparks.
This creature is normally found on dungeon level 27, and moves at normal
speed, but does not deign to chase intruders. It is magical, casting
spells which shoot sparks of lightning about 20 percent of the time. It
can radiate natural light. It is not detected by telepathy. It resists
lightning and poison. It cannot be slowed, stunned, frightened, confused
or slept. It tends to overlook intruders, which it may notice from 20
feet. It can release spores to electrocute with damage 5d4, and release
spores to electrocute with damage 5d4.

The Algroth (Orange ‘T’)
=== Num:319 Lev:27 Rar:1 Spd:+0 Hp:21d12 Ac:60 Exp:150
A powerful troll form. Venom drips from its needlelike claws.
This evil troll is normally found on dungeon level 27, and moves at normal
speed. It can open doors and bash down doors. It regenerates quickly.
It resists poison. It takes quite a while to see intruders, which it may
notice from 200 feet. It usually appears in groups. It may carry an
object or treasure. It can claw to poison with damage 3d3, claw to poison
with damage 3d3, and bite to attack with damage 1d6.

The Vampire (L.Slate ‘V’)
=== Num:320 Lev:27 Rar:1 Spd:+5 Hp:25d12 Ac:45 Exp:185
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
somewhat quickly. It is magical, casting spells which teleport toward you,
teleport to, create darkness, cause mind blasting, cause serious wounds,
terrify, or paralyze about 12 percent of the time. It can open doors and
bash down doors. It is cold blooded. It regenerates quickly. It is hurt
by bright light and fire. It resists cold and poison. It cannot be
frightened, confused or slept. It is fairly observant of intruders, which
it may notice from 200 feet. It may carry up to 3 objects or treasures.
It can hit to attack with damage 1d6, hit to attack with damage 1d6, bite
to lower experience (by 20d6+) with damage 2d6, and bite to lower
experience (by 20d6+) with damage 2d6.

The Vibration hound (Yellow ‘Z’)
=== Num:321 Lev:27 Rar:2 Spd:+0 Hp:25d10 Ac:30 Exp:250
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 natural creature is normally found on dungeon level 27, and moves at
normal speed. It may breathe sound about 20 percent of the time. It can
bash down doors. It cannot be confused or slept. It is ever vigilant for
intruders, which it may notice from 300 feet. It usually appears in
groups. It can bite to attack with damage 2d8, bite to attack with damage
2d8, claw to attack with damage 3d3, and claw to attack with damage 3d3.

The Nexus hound (Violet ‘Z’)
=== Num:322 Lev:27 Rar:2 Spd:+0 Hp:25d10 Ac:30 Exp:250
A locus of conflicting points coalesce to form the vague shape of a huge
hound. Or is it just your imagination?
This natural creature is normally found on dungeon level 27, and moves at
normal speed. It may breathe nexus about 20 percent of the time. It can
bash down doors. It resists nexus. It cannot be confused or slept. It
is ever vigilant for intruders, which it may notice from 300 feet. It
usually appears in groups. It can bite to attack with damage 2d8, bite to
attack with damage 2d8, claw to attack with damage 3d3, and claw to attack
with damage 3d3.

The Ogre mage (Red ‘O’)
=== Num:323 Lev:27 Rar:2 Spd:+0 Hp:25d12 Ac:40 Exp:300
A hideous ogre wrapped in black sorcerous robes.
This evil giant is normally found on dungeon level 27, and moves at normal
speed. It is magical, casting spells which produce frost balls, heal-self,
create traps, or paralyze, or summon a monster about 25 percent of the time.

The Ogre shaman (L.Green ‘O’)
=== Num:324 Lev:27 Rar:2 Spd:+0 Hp:25d12 Ac:55 Exp:300
It is an ogre wrapped in furs and covered in grotesque body paints.
This evil giant is normally found on dungeon level 27, and moves at normal
speed. It is magical, casting spells which produce fire bolts, cast mana
bolts, teleport-self, create traps, cause medium wounds, terrify, or
paralyze, or summon a monster about 20 percent of the time. It can open
doors and bash down doors. It takes quite a while to see intruders, which
it may notice from 200 feet. It may carry an object. It can hit to
attack with damage 3d6, hit to attack with damage 3d6, and hit to attack
with damage 3d6.

The Gorgimaera (Orange ‘H’)
=== Num:325 Lev:27 Rar:2 Spd:+0 Hp:25d20 Ac:55 Exp:400
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 natural creature is normally found on dungeon level 27, and moves at
normal speed. It may breathe fire about 15 percent of the time. It can
bash down doors. It is hurt by cold. It resists fire. It is fairly
observant of intruders, which it may notice from 120 feet. It can butt to
attack with damage 2d10, bite to burn with damage 2d10, and gaze to
paralyze with damage 2d6.

The Colbran (Yellow ‘g’)
=== Num:326 Lev:27 Rar:2 Spd:+10 Hp:80d12 Ac:80 Exp:900
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 27, and moves quickly.
It is magical, casting spells which produce lightning bolts or shoot
sparks of lightning about 33 percent of the time. It can radiate natural
light and bash down doors. It is cold blooded. It is not detected by
telepathy. It resists lightning and poison. It cannot be slowed, stunned,
frightened, confused or slept. It is fairly observant of intruders, which
it may notice from 120 feet. It can hit to electrocute with damage 3d8,
and hit to electrocute with damage 3d8.

[U] Mim, Betrayer of Turin (Orange ‘h’)
=== Num:327 Lev:27 Rar:4 Spd:+10 Hp:1100 Ac:80 Exp:1100
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 creature is normally found on dungeon level 27, and moves quickly.

The Spirit naga (White ‘n’)
=== Num:328 Lev:28 Rar:2 Spd:+0 Hp:30d15 Ac:75 Exp:60
A wraithly snake-like form with the torso of a beautiful woman, it is the
most powerful of its kind.
This flying evil creature is normally found on dungeon level 28, and moves
at normal speed. She is magical, casting spells which heal-self, create
darkness, cause mind blasting, or blind about 25 percent of the time. She
can open doors and bash down doors. She is invisible. She cannot be
confused or slept. She pays very little attention to intruders, which she
may notice from 200 feet. She may carry up to 5 objects. She can crush
to attack with damage 2d8, crush to attack with damage 2d8, bite to attack
with damage 1d8, and bite to attack with damage 1d8.

The Bat of Gorgoroth (Green ‘b’)
=== Num:329 Lev:28 Rar:3 Spd:+10 Hp:20d10 Ac:30 Exp:100
Fed with horrid meats and grown to enormous size, this slavering creature
seeks livelier prey.
This flying natural creature is normally found on dungeon level 28, and
moves a bit erratically, and quickly. It may breathe poison or darkness,
and is also magical, casting spells which cause hunger or terrify about 15
percent of the time. It can dodge attacks and bash down doors. It is
rarely detected by telepathy. It resists poison. It takes quite a while
to see intruders, which it may notice from 200 feet. It usually appears
in groups. It may carry an object or treasure. It can bite to poison
with damage 1d10, and claw to attack with damage 1d4.

The Mage (Red ‘p’)
=== Num:330 Lev:28 Rar:1 Spd:+0 Hp:15d8 Ac:40 Exp:150
A mage of some power – you can tell by the size of his hat.
This evil creature is normally found on dungeon level 28, and moves at
normal speed. He is magical, casting spells intelligently which produce
lightning bolts, produce fire bolts, produce frost bolts, haste-self,
restore mana, teleport-self, teleport to, blind, or confuse, or summon a
monster about 40 percent of the time. He can use a light source, open
doors and bash down doors. He is fairly observant of intruders, which he
may notice from 200 feet. He may carry one or two objects. He can hit to
attack with damage 2d5, and hit to attack with damage 2d5.

The Spectator (L.Blue ‘e’)
=== Num:331 Lev:28 Rar:2 Spd:+0 Hp:195 Ac:1 Exp:150
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 flying creature is normally found on dungeon level 28, and moves at
normal speed. It is magical, casting spells which cause critical wounds,
slow, or paralyze about 18 percent of the time. It cannot be frightened,
confused or slept. It is observant of intruders, which it may notice from
300 feet. It can gaze to paralyze with damage 1d4, gaze to confuse with
damage 1d4, and bite to attack with damage 1d8.

The Frost giant (White ‘P’)
=== Num:332 Lev:28 Rar:1 Spd:+0 Hp:32d15 Ac:50 Exp:180
A twelve foot tall giant covered in furs.
This evil giant is normally found on dungeon level 28, and moves at normal
speed. It may throw rocks. It can open doors and bash down doors. It is
hurt by fire. It resists cold. It tends to overlook intruders, which it
may notice from 200 feet. It may carry an object or treasure. It can hit
to freeze with damage 5d8, and hit to freeze with damage 5d8.

The Mind flayer (Violet ‘h’)
=== Num:333 Lev:28 Rar:1 Spd:+0 Hp:150 Ac:60 Exp:200
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 28, and moves at
normal speed. It is magical, casting spells which restore mana, cause
mind blasting, cause brain smashing, terrify, blind, or paralyze about 15
percent of the time. It can open doors and bash down doors. It cannot be
confused or slept. It is fairly observant of intruders, which it may
notice from 200 feet. It may carry up to 3 objects. It can gaze to
reduce intelligence with damage 2d6, and gaze to reduce wisdom with damage
2d6.

The Ice troll (White ‘T’)
=== Num:334 Lev:28 Rar:1 Spd:+0 Hp:24d10 Ac:56 Exp:200
He is a white troll with powerfully clawed hands.
This evil troll is normally found on dungeon level 28, and moves at normal
speed. He can open doors and bash down doors. He regenerates quickly.
He is hurt by bright light and fire. He resists cold. He tends to
overlook intruders, which he may notice from 200 feet. He usually appears
in groups. He may carry an object or treasure. He can hit to stun with
damage 1d5, hit to stun with damage 1d5, bite to freeze with damage 2d6,
and bite to freeze with damage 2d6.

The Two headed ogre (Yellow ‘O’)
=== Num:335 Lev:28 Rar:1 Spd:+0 Hp:21d9 Ac:33 Exp:200
A large, hideous giant with two heads.
This evil giant is normally found on dungeon level 28, and moves at normal
speed. He can open doors and bash down doors. He takes quite a while to
see intruders, which he may notice from 200 feet. He usually appears in
groups. He may carry an object or treasure. He can hit to stun with
damage 2d6, hit to stun with damage 2d6, bite to wound with damage 2d8,
and bite to wound with damage 2d8.

The Black knight (Slate ‘p’)
=== Num:336 Lev:28 Rar:1 Spd:+10 Hp:30d10 Ac:70 Exp:240
He is a figure encased in deep black plate armour; he looks at you
menacingly.
This evil creature is normally found on dungeon level 28, and moves quickly.

The Basilisk (Slate ‘R’)
=== Num:337 Lev:28 Rar:3 Spd:+10 Hp:20d30 Ac:90 Exp:300
An evil reptile that preys on unsuspecting travellers. Its eyes stare
deeply at you and your soul starts to wilt!
This natural creature is normally found on dungeon level 28, and moves
quickly. It may breathe poison about 15 percent of the time. It can open
doors and bash down doors. It cannot be confused or slept. It takes
quite a while to see intruders, which it may notice from 150 feet. It may
carry one or two objects. It can gaze to paralyze, bite to attack with
damage 2d12, bite to attack with damage 2d12, and bite to attack with
damage 2d12.

[U] Uldor the Accursed (L.Umber ‘p’)
=== Num:338 Lev:28 Rar:4 Spd:+0 Hp:1000 Ac:70 Exp:600
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 creature is normally found on dungeon level 28, and moves at
normal speed. He is magical, casting spells which summon his minions
about 10 percent of the time. He can use a light source, open doors, bash
down doors and pick up objects. He takes quite a while to see intruders,
which he may notice from 200 feet. He may carry one or two good objects.
He can hit to attack with damage 4d6, hit to attack with damage 4d6, hit
to attack with damage 4d6, and hit to attack with damage 4d6.

[U] Draebor, the Imp (Violet ‘u’)
=== Num:339 Lev:28 Rar:5 Spd:+10 Hp:520 Ac:50 Exp:750
An intensely irritating git of a monster.
This evil demon is normally found on dungeon level 28, and moves a bit
erratically, and quickly. It is magical, casting spells intelligently
which restore mana, blink-self, teleport-self, teleport toward you,
teleport to, teleport away, teleport level, terrify, blind, or confuse, or
summon its minions about 20 percent of the time. It can dodge attacks and
bash down doors. It is invisible. It resists fire. It takes a while to
see intruders, which it may notice from 200 feet. It usually appears with
escorts. It may carry up to 8 good objects. It can hit to poison with
damage 3d4, hit to poison with damage 3d4, hit to attack with damage 3d4,
and insult.

[U] Beorn, the Shape-Changer (L.Dark ‘q’)
=== Num:340 Lev:28 Rar:3 Spd:+10 Hp:1400 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 natural creature is normally found on dungeon level 28, and moves
quickly. He can bash down doors. He takes a while to see intruders,
which he may notice from 250 feet. He usually appears with escorts. He
may carry up to 4 good objects. He can claw to attack with damage 2d10,
claw to attack with damage 2d10, bite to attack with damage 4d8, and crush
to attack with damage 3d6.

The Ring mimic (White ‘=’)
=== Num:341 Lev:29 Rar:3 Spd:+10 Hp:10d35 Ac:60 Exp:200
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 29, and moves quickly,
but does not deign to chase intruders. It is magical, casting spells
which produce acid bolts, produce lightning bolts, produce fire bolts,
produce frost bolts, cause serious wounds, terrify, blind, or confuse, or
summon a monster about 25 percent of the time. It is cold blooded. It is
not detected by telepathy. It cannot be slowed, stunned, frightened,
confused or slept. It pays very little attention to intruders, which it
may notice from 300 feet. It can hit to poison with damage 3d4, hit to
poison with damage 3d4, hit to poison with damage 3d4, and hit to poison
with damage 3d4.

The Purple worm (Violet ‘w’)
=== Num:342 Lev:29 Rar:3 Spd:+0 Hp:65d8 Ac:65 Exp:400
It is a massive worm form, many feet in length. Its vast maw drips acid
and poison.
This natural creature is normally found on dungeon level 29, and moves at
normal speed. It can bash down doors. It resists acid and poison. It
takes quite a while to see intruders, which it may notice from 140 feet.
It can hit to attack with damage 1d8, bite to shoot acid with damage 2d8,
and sting to poison with damage 1d8.

The Catoblepas (Green ‘q’)
=== Num:343 Lev:29 Rar:2 Spd:+0 Hp:30d10 Ac:55 Exp:400
A strange ox-like form with a huge head but a thin, weak neck, it looks
likes the creation of some deranged alchemist.
This natural creature is normally found on dungeon level 29, and moves at
normal speed. It can bash down doors. It resists poison. It takes quite
a while to see intruders, which it may notice from 150 feet. It may carry
up to 4 treasures. It can gaze to terrify with damage 2d4, gaze to blind
with damage 2d4, butt to attack with damage 2d6, and bite to attack with
damage 2d12.

The Young blue dragon (Blue ‘d’)
=== Num:344 Lev:29 Rar:1 Spd:+0 Hp:270 Ac:50 Exp:500
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 29, and moves at
normal speed. It may breathe lightning, and is also magical, casting
spells which terrify about 10 percent of the time. It can open doors and
bash down doors. It resists lightning. It cannot be frightened. It
tends to overlook intruders, which it may notice from 200 feet. It may
carry up to 4 objects or treasures. It can claw to attack with damage 2d4,
claw to attack with damage 2d4, and bite to electrocute with damage 2d6.

The Young white dragon (White ‘d’)
=== Num:345 Lev:29 Rar:1 Spd:+0 Hp:270 Ac:50 Exp:500
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 29, and moves at
normal speed. It may breathe frost, and is also magical, casting spells
which terrify about 10 percent of the time. It can open doors and bash
down doors. It is hurt by fire. It resists cold. It cannot be
frightened. It tends to overlook intruders, which it may notice from 200
feet. It may carry up to 4 objects or treasures. It can claw to attack
with damage 2d4, claw to attack with damage 2d4, and bite to freeze with
damage 2d6.

The Young green dragon (Green ‘d’)
=== Num:346 Lev:29 Rar:1 Spd:+0 Hp:270 Ac:50 Exp:500
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 29, and moves at
normal speed. It may breathe poison, and is also magical, casting spells
which terrify about 10 percent of the time. It can open doors and bash
down doors. It resists poison. It cannot be frightened. It tends to
overlook intruders, which it may notice from 200 feet. It may carry up to
4 objects or treasures. It can claw to attack with damage 2d4, claw to
attack with damage 2d4, and bite to poison with damage 2d6.

The Young bronze dragon (L.Umber ‘d’)
=== Num:347 Lev:29 Rar:1 Spd:+0 Hp:270 Ac:50 Exp:500
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 29, and moves at
normal speed. It may breathe confusion, and is also magical, casting
spells which terrify about 10 percent of the time. It can open doors and
bash down doors. It cannot be frightened or confused. It tends to
overlook intruders, which it may notice from 200 feet. It may carry up to
4 objects or treasures. It can claw to attack with damage 2d4, claw to
attack with damage 2d4, and bite to confuse with damage 2d6.

The 5-headed hydra (White ‘M’)
=== Num:348 Lev:29 Rar:2 Spd:+5 Hp:100d8 Ac:80 Exp:650
A strange reptilian hybrid with five heads.
This natural creature is normally found on dungeon level 29, and moves
somewhat quickly. It is magical, casting spells which produce frost balls,
produce frost bolts, or terrify about 17 percent of the time. It can open
doors and bash down doors. It is hurt by fire. It resists cold. 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 with damage 4d4, bite to
freeze with damage 4d4, bite to freeze with damage 4d4, and bite to freeze
with damage 4d4.

The Giant blue ant (Blue ‘a’)
=== Num:349 Lev:30 Rar:2 Spd:+0 Hp:8d8 Ac:50 Exp:80
It is a giant ant that crackles with energy.
This natural creature is normally found on dungeon level 30, and moves a
bit erratically at normal speed. It can bash down doors. It is rarely
detected by telepathy. It resists lightning. It tends to overlook
intruders, which it may notice from 100 feet. It can bite to electrocute
with damage 5d5.

The Giant army ant (Orange ‘a’)
=== Num:350 Lev:30 Rar:3 Spd:+10 Hp:19d6 Ac:40 Exp:90
An armoured form moving with purpose. Powerful on its own, flee when
hordes of them march.
This natural creature is normally found on dungeon level 30, and moves a
bit erratically, and quickly. It can bash down doors and destroy weaker
monsters. 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 attack with damage 2d12.

The Ghast (Umber ‘z’)
=== Num:351 Lev:30 Rar:3 Spd:+10 Hp:30d10 Ac:50 Exp:130
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 30, and moves
quickly. It is magical, casting spells which terrify or paralyze about 15
percent of the time. It can open doors and bash down doors. It is cold
blooded. It is hurt by bright light and fire. It resists cold and poison.
It cannot be frightened or slept. It takes a while to see intruders,
which it may notice from 300 feet. It usually appears with escorts. It
may carry an object or treasure. It can claw to paralyze with damage 2d4,
claw to paralyze with damage 2d4, bite to reduce constitution with damage
2d4, and bite to reduce charisma with damage 2d4.

The Grave wight (Blue ‘W’)
=== Num:352 Lev:30 Rar:1 Spd:+0 Hp:12d15 Ac:50 Exp:150
It is a ghostly form with eyes that haunt you.
This evil undead creature is normally found on dungeon level 30, and moves
at normal speed. It is magical, casting spells which create darkness,
cause medium wounds, or terrify about 15 percent of the time. It can open
doors and bash down doors. It is cold blooded. It is hurt by bright light
and fire. It resists cold and poison. It cannot be frightened or slept.
It takes quite a while to see intruders, which it may notice from 200
feet. It may carry one or two objects. It can hit to attack with damage
1d7, hit to attack with damage 1d7, and touch to lower experience (by
20d6+) with damage 2d7.

The Killer slicer beetle (Yellow ‘K’)
=== Num:353 Lev:30 Rar:2 Spd:+0 Hp:25d10 Ac:60 Exp:200
It is a beetle with deadly sharp cutting mandibles and a rock-hard
carapace.
This natural creature is normally found on dungeon level 30, and moves at
normal speed. It can bash down doors. 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 with damage 5d8, and bite to wound
with damage 5d8.

The Fire giant (Red ‘P’)
=== Num:354 Lev:30 Rar:1 Spd:+0 Hp:34d16 Ac:60 Exp:220
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. It may throw rocks. It can use a light source, open doors and
bash down doors. It is hurt by cold. It resists fire. It tends to
overlook intruders, which it may notice from 200 feet. It may carry an
object or treasure. It can hit to burn with damage 6d8, and hit to burn
with damage 6d8.

The Skeleton troll (White ‘s’)
=== Num:355 Lev:30 Rar:1 Spd:+0 Hp:20d10 Ac:55 Exp:225
It is a troll skeleton animated by dark dweomers.
This evil undead troll is normally found on dungeon level 30, and moves at
normal speed. It can open doors and bash down doors. It is cold blooded.
It is not detected by telepathy. It regenerates quickly. It resists cold
and poison. It cannot be frightened, confused or slept. It takes a while
to see intruders, which it may notice from 200 feet. It can hit to stun
with damage 1d6, hit to stun with damage 1d6, and bite to wound with damage
3d4.

The Manticore (Yellow ‘H’)
=== Num:356 Lev:30 Rar:2 Spd:+10 Hp:250 Ac:15 Exp:300
It is a winged lion’s body with a human torso and a tail covered in
vicious spikes.
This flying evil creature is normally found on dungeon level 30, and moves
quickly. It may fire heavy missiles. It can bash down doors. It is
fairly observant of intruders, which it may notice from 120 feet. It can
hit to attack with damage 3d4, hit to attack with damage 3d4, hit to
attack with damage 3d4, and hit to attack with damage 3d4.

The Ogre chieftain (Blue ‘O’)
=== Num:357 Lev:30 Rar:5 Spd:+10 Hp:30d15 Ac:55 Exp:600
This ogre is leader of his tribe. He sneers at you as he advances towards
you, wielding a huge club and pushing his own followers rudely aside.
This evil giant is normally found on dungeon level 30, and moves quickly.
He can open doors and bash down doors. He takes quite a while to see
intruders, which he may notice from 200 feet. He usually appears with
escorts. He may carry an object. He can hit to attack with damage 3d8,
hit to attack with damage 3d8, hit to attack with damage 3d8, and hit to
attack with damage 3d8.

[U] Wight (Slate ‘W’)
=== Num:649 Lev:30 Rar:5 Spd:+5 Hp:975 Ac:45 Exp:1000
This eldritch form rises from a grave shrouded in dust. As it reaches out
towards you, your panicked soul cowers away.
This evil undead creature is normally found on dungeon level 30, and moves
somewhat quickly. It is magical, casting spells intelligently which
create darkness, cause serious wounds, terrify, or paralyze about 20
percent of the time with a mana rating of 80 and a spell power of 16. It
can open doors, bash down doors and pick up objects. It is a player ghost
template. It is cold blooded. It is hurt by bright light and fire. It
resists cold and poison. It cannot be slowed, stunned, frightened or
slept. It is ever vigilant for intruders, which it may notice from 200
feet. It may carry a chest. It can wail to terrify with damage 1d5,
touch to attack with damage 1d14, touch to lower experience (by 40d6+)
with damage 2d5, and touch to attack with damage 4d14.

The Death watch beetle (L.Dark ‘K’)
=== Num:358 Lev:31 Rar:3 Spd:+0 Hp:25d12 Ac:60 Exp:220
It is a giant beetle that produces a chilling sound.
This natural creature is normally found on dungeon level 31, and moves at
normal speed. It can bash down doors. 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 attack with damage 5d4, and wail to terrify
with damage 5d6.

The Ghost (White ‘G’)
=== Num:359 Lev:31 Rar:1 Spd:+10 Hp:13d8 Ac:30 Exp:350
You don’t believe in it. But it believes in you…
This flying evil undead creature is normally found on dungeon level 31, and
moves a bit erratically, and quickly. It is magical, casting spells which
drain mana, blind, or paralyze about 6 percent of the time. It can pass
through walls and pick up objects. It is invisible. It is cold blooded.
It is hurt by fire. It resists cold and poison. It cannot be frightened
or slept. It is fairly observant of intruders, which it may notice from
200 feet. It may carry up to 3 objects or treasures. It can wail to
terrify, touch to lower experience (by 20d6+), claw to reduce intelligence
with damage 1d6, and claw to reduce wisdom with damage 1d6.

The Mithril golem (L.Blue ‘g’)
=== Num:360 Lev:31 Rar:4 Spd:+0 Hp:80d15 Ac:100 Exp:500
It is a massive statue of purest mithril. It looks expensive!
This creature is normally found on dungeon level 31, and moves at normal
speed. It can bash down doors. It is cold blooded. It is not detected
by telepathy. It resists lightning, fire, cold and poison. It cannot be
slowed, stunned, frightened, confused or slept. It is fairly observant of
intruders, which it may notice from 120 feet. It may carry up to 4
treasures. It can hit to attack with damage 3d8, hit to attack with damage
3d8, hit to attack with damage 5d5, and hit to attack with damage 5d5.

The Young red dragon (Red ‘d’)
=== Num:361 Lev:31 Rar:1 Spd:+0 Hp:300 Ac:60 Exp:600
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 31, and moves at
normal speed. It may breathe fire, and is also magical, casting spells
which terrify about 10 percent of the time. It can radiate natural light,
open doors and bash down doors. It is hurt by cold. It resists fire. It
cannot be frightened. It tends to overlook intruders, which it may notice
from 200 feet. It may carry up to 6 objects or treasures. It can claw to
attack with damage 2d6, claw to attack with damage 2d6, and bite to burn
with damage 2d8.

The Young black dragon (Slate ‘d’)
=== Num:362 Lev:31 Rar:1 Spd:+0 Hp:300 Ac:60 Exp:700
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 31, and moves at
normal speed. It may breathe acid, and is also magical, casting spells
which terrify about 10 percent of the time. It can open doors and bash
down doors. It resists acid. It cannot be frightened. It tends to
overlook intruders, which it may notice from 200 feet. It may carry up to
6 objects or treasures. It can claw to attack with damage 2d6, claw to
attack with damage 2d6, and bite to shoot acid with damage 2d8.

The Young gold dragon (Yellow ‘d’)
=== Num:363 Lev:31 Rar:1 Spd:+0 Hp:300 Ac:60 Exp:700
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 31, and moves at
normal speed. It may breathe sound, and is also magical, casting spells
which terrify about 10 percent of the time. It can open doors and bash
down doors. It cannot be frightened. It tends to overlook intruders,
which it may notice from 200 feet. It may carry up to 6 objects or
treasures. It can claw to attack with damage 2d6, claw to attack with
damage 2d6, and bite to confuse with damage 2d8.

The Nexus quylthulg (Violet ‘Q’)
=== Num:365 Lev:32 Rar:1 Spd:+0 Hp:10d12 Ac:1 Exp:150
It is a very unstable, strange pulsing mound of flesh.
This natural creature is normally found on dungeon level 32, and moves at
normal speed, but does not deign to chase intruders. It is magical,
casting spells which blink-self or teleport away about 100 percent of the
time. It is invisible. It is not detected by telepathy. It resists
nexus. It cannot be slowed, stunned, frightened, confused or slept. It
is ever vigilant for intruders, which it may notice from 100 feet. It has
no physical attacks.

The Doombat (L.Red ‘b’)
=== Num:366 Lev:32 Rar:2 Spd:+10 Hp:24d14 Ac:75 Exp:250
It is a fast moving creature of chaos, a gigantic black bat surrounded by
flickering bright red flames.
This flying natural creature is normally found on dungeon level 32, and
moves quickly. It can radiate natural light and bash down doors. It is
rarely detected by telepathy. It is hurt by cold. It resists fire. It
takes quite a while to see intruders, which it may notice from 160 feet.
It can bite to burn with damage 5d4, bite to burn with damage 5d4, and
bite to burn with damage 5d4.

The Ninja (Yellow ‘p’)
=== Num:367 Lev:32 Rar:2 Spd:+10 Hp:13d12 Ac:60 Exp:300
A humanoid clothed in black who moves with blinding speed.
This evil creature is normally found on dungeon level 32, and moves quickly.

The Young chromatic dragon (Violet ‘d’)
=== Num:368 Lev:32 Rar:1 Spd:+0 Hp:320 Ac:60 Exp:900
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. It may breathe acid, lightning, fire, frost, or poison, and
is also magical, casting spells which terrify about 15 percent of the time.
It can open doors and bash down doors. It resists acid, lightning, fire,
cold and poison. It cannot be frightened. It tends to overlook
intruders, which it may notice from 200 feet. It may carry up to 8 object
s or treasures. It can claw to burn with damage 3d6, claw to freeze with
damage 3d6, and bite to poison with damage 4d8.

[U] Lokkak, the Ogre Chieftain (Violet ‘O’)
=== Num:369 Lev:32 Rar:2 Spd:+10 Hp:1500 Ac:100 Exp:1500
An ogre renowned for acts of surpassing cruelty, Lokkak quickly became the
leader of a large band of violent ogres.
This evil giant is normally found on dungeon level 32, and moves quickly.
He can open doors and bash down doors. He resists poison. He takes a
while to see intruders, which he may notice from 200 feet. He usually
appears with escorts. He may carry up to 4 good objects. He can hit to
attack with damage 6d6, hit to attack with damage 6d6, and hit to attack
with damage 6d6.

The Barrow wight (Violet ‘W’)
=== Num:370 Lev:33 Rar:3 Spd:+0 Hp:15d10 Ac:40 Exp:150
It is a ghostly nightmare of a entity.
This evil undead creature is normally found on dungeon level 33, and moves
at normal speed. It is magical, casting spells which create darkness,
cause medium wounds, terrify, or paralyze about 15 percent of the time.
It can open doors and bash down doors. It is cold blooded. It is hurt by
bright light and fire. It resists cold and poison. It cannot be
frightened or slept. It is fairly observant of intruders, which it may
notice from 200 feet. It usually appears in groups. It may carry an
object or treasure. It can hit to attack with damage 1d8, hit to attack
with damage 1d8, and touch to lower experience (by 40d6+).

The Stone giant (L.Slate ‘P’)
=== Num:371 Lev:33 Rar:1 Spd:+0 Hp:35d18 Ac:75 Exp:250
It is eighteen feet tall and looking at you.
This evil giant is normally found on dungeon level 33, and moves at normal
speed. It may throw rocks. It can open doors, bash down doors and pick
up objects. It tends to overlook intruders, which it may notice from 200
feet. It may carry an object or treasure. It can hit to attack with
damage 7d8, and hit to attack with damage 7d8.

The Skeleton ettin (White ‘s’)
=== Num:372 Lev:33 Rar:1 Spd:+0 Hp:450 Ac:50 Exp:325
It is the animated form of a massive two-headed troll.
This evil undead troll is normally found on dungeon level 33, and moves at
normal speed. It can open doors and bash down doors. It is cold blooded.
It is not detected by telepathy. It regenerates quickly. It resists cold
and poison. It cannot be frightened, confused or slept. It takes a while
to see intruders, which it may notice from 200 feet. It can hit to stun
with damage 1d9, hit to stun with damage 1d9, bite to attack with damage
1d5, and bite to attack with damage 1d5.

The Water elemental (Blue ‘E’)
=== Num:373 Lev:33 Rar:2 Spd:+0 Hp:25d8 Ac:40 Exp:325
It is a towering tempest of water.
This creature is normally found on dungeon level 33, and moves a bit
erratically at normal speed. It is magical, casting spells which produce
little storms, produce frost bolts, or restore mana about 18 percent of
the time. It can bash down doors, destroy weaker monsters and destroy
objects. It is cold blooded. It is not detected by telepathy. It
resists acid, fire, cold and poison. It resists water. It cannot be
slowed, stunned, frightened, confused or slept. It tends to overlook
intruders, which it may notice from 120 feet. It can hit to attack with
damage 1d10, hit to attack with damage 1d10, and hit to attack with damage
1d10.

The Cave troll (Umber ‘T’)
=== Num:374 Lev:33 Rar:1 Spd:+0 Hp:24d12 Ac:50 Exp:350
He is a vicious monster, feared for his ferocity.
This evil troll is normally found on dungeon level 33, and moves at normal
speed. He can open doors and bash down doors. He regenerates quickly.
He is hurt by bright light. He resists poison. He tends to overlook
intruders, which he may notice from 200 feet. He usually appears in
groups. He may carry an object or treasure. He can hit to stun with
damage 3d5, hit to stun with damage 3d5, bite to attack with damage 1d8,
and bite to attack with damage 1d8.

The Shade (L.Dark ‘G’)
=== Num:375 Lev:33 Rar:3 Spd:+10 Hp:14d20 Ac:30 Exp:350
A shadowy form clutches at you from the darkness. A powerful undead
creature with a deadly touch.
This flying evil undead creature is normally found on dungeon level 33, and
moves a bit erratically, and quickly. It is magical, casting spells which
drain mana, blind, or paralyze about 6 percent of the time. It can pass
through walls and pick up objects. It is invisible. It is cold blooded.
It is hurt by fire. It resists cold and poison. It cannot be frightened
or slept. It is fairly observant of intruders, which it may notice from
200 feet. It may carry up to 5 objects. It can wail to terrify, touch to
lower experience (by 40d6+), and claw to reduce intelligence with damage
1d10.

The Fire elemental (Red ‘E’)
=== Num:376 Lev:33 Rar:2 Spd:+0 Hp:30d8 Ac:50 Exp:350
It is a towering inferno of flames.
This creature is normally found on dungeon level 33, and moves a bit
erratically at normal speed. It is magical, casting spells which produce
fire bolts or restore mana about 18 percent of the time. It can radiate
natural light, bash down doors, destroy weaker monsters and destroy objects.

The Mystic (Orange ‘p’)
=== Num:377 Lev:33 Rar:3 Spd:+10 Hp:350 Ac:50 Exp:450
An adept at unarmed combat, the mystic strikes with stunning power. He can
summon help from nature and is able to focus his power to ease any pain.
This creature is normally found on dungeon level 33, and moves quickly.
He is magical, casting spells which heal-self or cure what ails it, or
summon ants, spiders, or natural creatures about 18 percent of the time.
He can open doors and bash down doors. He is invisible. He resists acid
and poison. He cannot be confused or slept. He is observant of
intruders, which he may notice from 300 feet. He may carry one or two
objects. He can kick to attack with damage 10d2, kick to attack with
damage 10d2, kick to attack with damage 10d2, and kick to attack with
damage 10d2.

The Shadow drake (L.Green ‘d’)
=== Num:378 Lev:33 Rar:3 Spd:+0 Hp:300 Ac:70 Exp:1100
It is a dragon-like form wrapped in shadow. Glowing red eyes shine out in
the dark, and it is surrounded by an aura of unearthly cold that chills
the soul rather than the body.
This flying evil dragon is normally found on dungeon level 33, and moves
at normal speed. It may breathe nether, and is also magical, casting
spells which create darkness, terrify, confuse, or slow about 18 percent
of the time. It can pass through walls. It is invisible. It resists
nether. It cannot be frightened. It tends to overlook intruders, which
it may notice from 200 feet. It may carry up to 6 objects. It can claw
to wound with damage 2d4, claw to wound with damage 2d4, and bite to lower
experience (by 10d6+) with damage 3d6.

The Ethereal drake (Orange ‘d’)
=== Num:379 Lev:33 Rar:3 Spd:+0 Hp:400 Ac:70 Exp:1200
A dragon of great power, with control over light and dark, the ethereal
drake’s eyes glare with white hatred from the shadows.
This flying evil dragon is normally found on dungeon level 33, and moves
at normal speed. It may breathe light or darkness, and is also magical,
casting spells which terrify, confuse, or slow about 18 percent of the time.

The Crystal drake (Umber ‘d’)
=== Num:380 Lev:33 Rar:3 Spd:+0 Hp:450 Ac:70 Exp:1350
A dragon of strange crystalline form. Light shines through it, dazzling
your eyes with spectrums of colour.
This flying evil dragon is normally found on dungeon level 33, and moves
at normal speed. It may breathe shards, and is also magical, casting
spells which terrify, confuse, or slow about 18 percent of the time. It
can radiate natural light and bash down doors. It resists cold. It
cannot be frightened. It tends to overlook intruders, which it may notice
from 200 feet. It may carry up to 6 objects. It can claw to wound with
damage 2d4, claw to wound with damage 2d4, and bite to attack with damage
3d6.

The Chaos drake (Violet ‘d’)
=== Num:381 Lev:33 Rar:3 Spd:+0 Hp:500 Ac:70 Exp:1400
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 flying evil dragon is normally found on dungeon level 33, and moves
at normal speed. It may breathe chaos or disenchantment, and is also
magical, casting spells which terrify, confuse, or slow about 18 percent
of the time. It can bash down doors. It resists fire. It resists chaos
and disenchantment. It cannot be frightened. It tends to overlook
intruders, which it may notice from 200 feet. It may carry up to 6 object
s. It can claw to wound with damage 2d4, claw to wound with damage 2d4,
and bite to confuse with damage 3d6.

The Law drake (L.Blue ‘d’)
=== Num:382 Lev:33 Rar:3 Spd:+0 Hp:500 Ac:70 Exp:1400
This dragon is clever and cunning. It laughs at your puny efforts to
disturb it.
This flying evil dragon is normally found on dungeon level 33, and moves
at normal speed. It may breathe sound or shards, and is also magical,
casting spells which terrify, confuse, or slow about 18 percent of the time.

The Balance drake (Violet ‘d’)
=== Num:383 Lev:33 Rar:3 Spd:+0 Hp:600 Ac:70 Exp:1600
A mighty dragon, the balance drake seeks to maintain the Cosmic Balance,
and despises your feeble efforts to destroy evil.
This flying evil dragon is normally found on dungeon level 33, and moves
at normal speed. It may breathe sound, shards, chaos, or disenchantment,
and is also magical, casting spells which terrify, confuse, or slow about
18 percent of the time. It can bash down doors. It resists fire and cold.
It resists chaos and disenchantment. It cannot be frightened. It tends
to overlook intruders, which it may notice from 200 feet. It may carry up
to 6 objects. It can claw to wound with damage 2d4, claw to wound with
damage 2d4, and bite to attack with damage 3d6.

The Carrion crawler (Orange ‘c’)
=== Num:384 Lev:34 Rar:2 Spd:+0 Hp:20d12 Ac:40 Exp:100
A hideous centipede covered in slime and with glowing tentacles around its
head.
This natural creature is normally found on dungeon level 34, and moves a
bit erratically at normal speed. It can bash down doors. It is rarely
detected by telepathy. It resists poison. It is fairly observant of
intruders, which it may notice from 150 feet. It usually appears in
groups. It can sting to paralyze with damage 2d6, and sting to paralyze
with damage 2d6.

The Giant grey scorpion (Slate ‘S’)
=== Num:385 Lev:34 Rar:4 Spd:+10 Hp:18d20 Ac:50 Exp:275
It is a giant grey scorpion. It looks poisonous.
This natural creature is normally found on dungeon level 34, and moves
quickly. It can bash down doors. It is rarely detected by telepathy. It
resists poison. It takes quite a while to see intruders, which it may
notice from 120 feet. It can bite to attack with damage 1d6, and sting to
poison with damage 1d4.

The Spectre (L.Umber ‘G’)
=== Num:386 Lev:34 Rar:3 Spd:+10 Hp:14d20 Ac:30 Exp:350
A phantasmal shrieking spirit. Its wail drives the intense cold of pure
evil deep within your body.
This flying evil undead creature is normally found on dungeon level 34, and
moves a bit erratically, and quickly. It is magical, casting spells which
drain mana, blind, or paralyze about 6 percent of the time. It can pass
through walls and pick up objects. It is invisible. It is cold blooded.
It is hurt by fire. It resists cold and poison. It cannot be frightened
or slept. It is fairly observant of intruders, which it may notice from
200 feet. It may carry up to 5 objects. It can wail to terrify, touch to
lower experience (by 40d6+), and claw to reduce wisdom with damage 5d5.

The Master thief (L.Blue ‘p’)
=== Num:387 Lev:34 Rar:2 Spd:+20 Hp:18d10 Ac:30 Exp:350
Cool and confident, fast and lithe; protect your possessions quickly!
This evil creature is normally found on dungeon level 34, and moves very
quickly. He may sling leaden pellets. He is magical, casting spells
which blink-self, teleport toward you, or create traps about 18 percent of
the time. He can open doors, bash down doors and pick up objects. He
takes quite a while to see intruders, which he may notice from 200 feet.
He may carry up to 5 objects or treasures. He can hit to attack with
damage 2d8, hit to attack with damage 3d4, hit to steal gold with damage
4d4, and hit to steal items with damage 4d5.

The Earth elemental (L.Umber ‘E’)
=== Num:388 Lev:34 Rar:2 Spd:-10 Hp:30d10 Ac:60 Exp:375
It is a towering form composed of rock with fists of awesome power.
This creature is normally found on dungeon level 34, and moves slowly. It
is magical, casting spells which produce whirlwinds of shards, produce
acid bolts, or restore mana about 15 percent of the time. It can pass
through walls, destroy weaker monsters and destroy objects. It is cold
blooded. It is not detected by telepathy. It is hurt by rock remover.
It resists lightning, fire, cold and poison. It cannot be slowed, stunned,
frightened, confused or slept. It pays little attention to intruders,
which it may notice from 100 feet. It can hit to stun with damage 4d6,
hit to stun with damage 4d6, and hit to attack with damage 4d6.

The Air elemental (L.Blue ‘E’)
=== Num:389 Lev:34 Rar:2 Spd:+10 Hp:30d5 Ac:50 Exp:390
It is a towering tornado of winds.
This flying creature is normally found on dungeon level 34, and moves a bit
erratically, and quickly. It is magical, casting spells which produce
explosions of light, produce lightning bolts, or restore mana about 15
percent of the time. It can dodge attacks, bash down doors, destroy
weaker monsters and destroy objects. It is cold blooded. It is not
detected by telepathy. It resists acid, lightning, cold and poison. It
cannot be slowed, stunned, frightened, confused or slept. It tends to
overlook intruders, which it may notice from 120 feet. It can hit to
attack with damage 1d10, hit to confuse with damage 1d4, and hit to attack
with damage 1d10.

The Half-troll (L.Umber ‘T’)
=== Num:390 Lev:34 Rar:2 Spd:+0 Hp:25d14 Ac:50 Exp:400
A huge, ugly, half-human in search of plunder.
This evil troll is normally found on dungeon level 34, and moves at normal
speed. He can open doors and bash down doors. He regenerates quickly.
He resists poison. He tends to overlook intruders, which he may notice
from 200 feet. He usually appears in groups. He may carry an object. He
can claw to stun with damage 1d5, claw to stun with damage 1d5, bite to
attack with damage 2d6, and bite to attack with damage 2d6.

The Lich (Orange ‘L’)
=== Num:391 Lev:34 Rar:2 Spd:+0 Hp:300 Ac:60 Exp:1000
It is a skeletal form dressed in robes. It radiates vastly evil power.
This evil undead creature is normally found on dungeon level 34, and moves
at normal speed. It is magical, casting spells intelligently which
restore mana, blink-self, teleport to, teleport away, drain mana, cause
brain smashing, cause critical wounds, terrify, blind, slow, or paralyze
about 25 percent of the time. It can open doors and bash down doors. It
is cold blooded. It is hurt by bright light and fire. It resists cold
and poison. It cannot be frightened, confused or slept. It tends to
overlook intruders, which it may notice from 200 feet. It may carry one
or two objects or treasures. It can touch to lower experience (by 40d6+)
with damage 2d2, touch to drain charges with damage 2d2, touch to reduce
dexterity with damage 2d8, and touch to reduce dexterity with damage 2d8.

[U] Ulfang the Black (L.Umber ‘p’)
=== Num:392 Lev:34 Rar:5 Spd:+10 Hp:1000 Ac:90 Exp:1200
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 creature is normally found on dungeon level 34, and moves quickly.

The Eog golem (Umber ‘g’)
=== Num:393 Lev:34 Rar:4 Spd:-10 Hp:100d20 Ac:125 Exp:1200
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 34, and moves slowly. It
can bash down doors. It is cold blooded. It is not detected by
telepathy. It resists lightning, fire, cold and poison. It cannot be
slowed, stunned, frightened, confused or slept. It is fairly observant of
intruders, which it may notice from 120 feet. It may carry up to 4
treasures. It can hit to attack with damage 8d6, hit to attack with damage
8d6, hit to attack with damage 6d6, and hit to attack with damage 6d6.

The Mature white dragon (White ‘d’)
=== Num:394 Lev:34 Rar:1 Spd:+5 Hp:400 Ac:70 Exp:1200
A large dragon, scales gleaming bright white.
This flying evil dragon is normally found on dungeon level 34, and moves
somewhat quickly. It may breathe frost, and is also magical, casting
spells which terrify about 12 percent of the time. It can bash down doors.
It is hurt by fire. It resists cold. It cannot be slowed, frightened or
slept. It tends to overlook intruders, which it may notice from 200 feet.
It may carry up to 8 objects or treasures. It can claw to attack with
damage 2d8, claw to attack with damage 2d8, and bite to freeze with damage
4d8.

The Mature blue dragon (Blue ‘d’)
=== Num:395 Lev:34 Rar:1 Spd:+5 Hp:400 Ac:70 Exp:1200
A large dragon, scales tinted deep blue.
This flying evil dragon is normally found on dungeon level 34, and moves
somewhat quickly. It may breathe lightning, and is also magical, casting
spells which terrify about 12 percent of the time. It can bash down doors.
It resists lightning. It cannot be slowed, frightened or slept. It tends
to overlook intruders, which it may notice from 200 feet. It may carry up
to 8 objects or treasures. It can claw to attack with damage 2d8, claw to
attack with damage 2d8, and bite to electrocute with damage 4d8.

The Mature green dragon (L.Green ‘d’)
=== Num:396 Lev:34 Rar:1 Spd:+5 Hp:400 Ac:70 Exp:1200
A large dragon, scales tinted deep green.
This flying evil dragon is normally found on dungeon level 34, and moves
somewhat quickly. It may breathe poison, and is also magical, casting
spells which terrify about 12 percent of the time. It can bash down doors.
It resists poison. It cannot be slowed, frightened or slept. It tends to
overlook intruders, which it may notice from 200 feet. It may carry up to
8 objects or treasures. It can claw to attack with damage 2d8, claw to
attack with damage 2d8, and bite to poison with damage 4d8.

The Mature bronze dragon (L.Umber ‘d’)
=== Num:397 Lev:34 Rar:1 Spd:+5 Hp:400 Ac:70 Exp:1200
A large dragon with scales of rich bronze.
This flying evil dragon is normally found on dungeon level 34, and moves
somewhat quickly. It may breathe confusion, and is also magical, casting
spells which terrify or confuse about 12 percent of the time. It can bash
down doors. It cannot be slowed, frightened, confused or slept. It tends
to overlook intruders, which it may notice from 200 feet. It may carry up
to 8 objects or treasures. It can claw to attack with damage 2d8, claw to
attack with damage 2d8, and bite to confuse with damage 4d8.

[U] Bert the Stone Troll (Slate ‘T’)
=== Num:398 Lev:34 Rar:7 Spd:+10 Hp:1100 Ac:70 Exp:2000
Big, brawny, powerful and with a taste for hobbit. He has friends called
Bill and Tom.
This evil troll is normally found on dungeon level 34, and moves quickly.
He may throw boulders. He is magical, casting spells which summon his
friends about 15 percent of the time. He can open doors, bash down doors
and pick up objects. He regenerates quickly. He is hurt by rock remover
and bright light. He resists cold and poison. He tends to overlook
intruders, which he may notice from 200 feet. He usually appears with
escorts. He may carry one or two good objects. He can hit to attack with
damage 6d6, hit to attack with damage 6d6, and bite to wound with damage
3d10.

[U] Bill the Stone Troll (Slate ‘T’)
=== Num:399 Lev:34 Rar:7 Spd:+10 Hp:1100 Ac:70 Exp:2000
Big, brawny, powerful and with a taste for hobbit. He has friends called
Bert and Tom.
This evil troll is normally found on dungeon level 34, and moves quickly.
He may throw boulders. He is magical, casting spells which summon his
friends about 15 percent of the time. He can open doors, bash down doors
and pick up objects. He regenerates quickly. He is hurt by rock remover
and bright light. He resists cold and poison. He tends to overlook
intruders, which he may notice from 200 feet. He usually appears with
escorts. He may carry one or two good objects. He can hit to attack with
damage 6d6, hit to attack with damage 6d6, and bite to wound with damage
3d10.

[U] Tom the Stone Troll (Slate ‘T’)
=== Num:400 Lev:34 Rar:7 Spd:+10 Hp:1100 Ac:70 Exp:2000
Big, brawny, powerful and with a taste for hobbit. He has friends called
Bert and Bill.
This evil troll is normally found on dungeon level 34, and moves quickly.
He may throw boulders. He is magical, casting spells which summon his
friends about 15 percent of the time. He can open doors, bash down doors
and pick up objects. He regenerates quickly. He is hurt by rock remover
and bright light. He resists cold and poison. He tends to overlook
intruders, which he may notice from 200 feet. He usually appears with
escorts. He may carry one or two good objects. He can hit to attack with
damage 6d6, hit to attack with damage 6d6, and bite to wound with damage
3d10.

The Acidic cytoplasm (Slate ‘j’)
=== Num:401 Lev:35 Rar:5 Spd:+10 Hp:400 Ac:18 Exp:180
A disgusting animated blob of destruction. Flee its gruesome hunger!
This creature is normally found on dungeon level 35, and moves quickly.
It can open doors, bash down doors and pick up objects. It is cold
blooded. It is not detected by telepathy. It resists acid, lightning,
fire, cold and poison. It cannot be slowed, stunned, frightened, confused
or slept. It is vigilant for intruders, which it may notice from 120
feet. It may carry up to 10 objects or treasures. It can touch to shoot
acid with damage 1d10, touch to shoot acid with damage 1d10, touch to
shoot acid with damage 1d10, and touch to shoot acid with damage 1d10.

The Chest mimic (Slate ‘~’)
=== Num:402 Lev:35 Rar:4 Spd:+0 Hp:15d40 Ac:40 Exp:250
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 35, and moves at normal
speed, but does not deign to chase intruders. It is magical, casting
spells which produce stinking clouds, cause medium wounds, terrify, blind,
or confuse, or summon a monster about 20 percent of the time. It is cold
blooded. It is not detected by telepathy. It cannot be slowed, stunned,
frightened, confused or slept. It is ever vigilant for intruders, which
it may notice from 300 feet. It may carry up to 4 objects or treasures.
It can bite to poison with damage 4d4, bite to poison with damage 4d4,
butt to confuse with damage 4d4, and spit to blind with damage 4d4.

The Invisible stalker (Yellow ‘E’)
=== Num:403 Lev:35 Rar:3 Spd:+20 Hp:19d12 Ac:46 Exp:300
It is impossible to define its form but its violence is legendary.
This evil creature is normally found on dungeon level 35, and moves
somewhat erratically, and very quickly. It can open doors and bash down
doors. It is invisible. It is cold blooded. It is not detected by
telepathy. It resists lightning and poison. It cannot be slowed, stunned,
frightened, confused or slept. It takes a while to see intruders, which
it may notice from 200 feet. It can hit to attack with damage 1d6, hit to
attack with damage 1d6, and hit to attack with damage 1d6.

The Giant fire ant (L.Red ‘a’)
=== Num:404 Lev:35 Rar:1 Spd:+0 Hp:200 Ac:49 Exp:350
A giant ant covered in shaggy fur. Its powerful jaws glow with heat.
This natural creature is normally found on dungeon level 35, and moves at
normal speed. It can radiate natural light, bash down doors and destroy
weaker monsters. It is rarely detected by telepathy. It is hurt by cold.
It resists 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
with damage 3d12, and bite to burn with damage 3d12.

The Gravity hound (L.Slate ‘Z’)
=== Num:405 Lev:35 Rar:2 Spd:+0 Hp:35d10 Ac:30 Exp:400
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 flying natural creature is normally found on dungeon level 35, and
moves at normal speed. It may breathe gravity about 20 percent of the time.

The Water troll (L.Blue ‘T’)
=== Num:406 Lev:35 Rar:1 Spd:+0 Hp:360 Ac:50 Exp:420
He is a troll that reeks of brine.
This evil troll is normally found on dungeon level 35, and moves at normal
speed. He can open doors and bash down doors. He regenerates quickly.
He is hurt by bright light. He resists cold and poison. He tends to
overlook intruders, which he may notice from 200 feet. He usually appears
in groups. He may carry an object or treasure. He can hit to stun with
damage 1d9, hit to stun with damage 1d9, bite to attack with damage 2d2,
and bite to attack with damage 2d2.

The Dagashi (L.Red ‘p’)
=== Num:407 Lev:35 Rar:4 Spd:+10 Hp:13d25 Ac:70 Exp:500
A human warrior, moving with lightning speed.
This evil creature is normally found on dungeon level 35, and moves quickly.

The Inertia hound (L.Slate ‘Z’)
=== Num:408 Lev:35 Rar:2 Spd:+0 Hp:35d10 Ac:30 Exp:500
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 natural creature is normally found on dungeon level 35, and moves at
normal speed. It may breathe inertia about 20 percent of the time. It
can bash down doors. It cannot be slowed, confused or slept. It is ever
vigilant for intruders, which it may notice from 300 feet. It usually
appears in groups. It can claw to attack with damage 2d8, claw to attack
with damage 2d8, bite to attack with damage 2d8, and bite to attack with
damage 2d8.

The Impact hound (Umber ‘Z’)
=== Num:409 Lev:35 Rar:2 Spd:+0 Hp:35d10 Ac:30 Exp:500
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 natural creature is normally found on dungeon level 35, and moves at
normal speed. It may breathe force about 20 percent of the time. It can
bash down doors. It cannot be slowed, stunned, confused or slept. It is
ever vigilant for intruders, which it may notice from 300 feet. It
usually appears in groups. It can claw to attack with damage 2d8, claw to
attack with damage 2d8, bite to attack with damage 2d8, and bite to attack
with damage 2d8.

The Hellhound (Red ‘C’)
=== Num:410 Lev:35 Rar:3 Spd:+10 Hp:400 Ac:80 Exp:600
It is a giant dog that glows with heat. Flames pour from its nostrils.
This natural evil creature is normally found on dungeon level 35, and moves
a bit erratically, and quickly. It may breathe fire about 20 percent of
the time. It can radiate natural light and bash down doors. It is hurt
by cold. It resists fire. It takes quite a while to see intruders, which
it may notice from 250 feet. It can bite to burn with damage 3d12, bite
to burn with damage 3d12, and bite to burn with damage 3d12.

The Dread (Orange ‘G’)
=== Num:411 Lev:35 Rar:2 Spd:+10 Hp:25d20 Ac:30 Exp:600
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 flying evil undead creature is normally found on dungeon level 35, and
moves a bit erratically, and quickly. It is magical, casting spells which
hurls black bolts of nether, drain mana, blind, confuse, or paralyze about
6 percent of the time. It can pass through walls and pick up objects. It
is invisible. It is cold blooded. It is hurt by fire. It resists cold
and poison. It cannot be frightened or slept. It is fairly observant of
intruders, which it may notice from 200 feet. It may carry up to 5 object
s. It can hit to attack with damage 6d6, hit to attack with damage 6d6,
and hit to reduce strength with damage 3d4.

The Silent watcher (Red ‘g’)
=== Num:412 Lev:35 Rar:3 Spd:+0 Hp:80d25 Ac:80 Exp:800
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 35, and moves at
normal speed, but does not deign to chase intruders. It may shriek for
help. It is magical, casting spells which drain mana, cause mind blasting,
confuse, or paralyze, or summon a monster or monsters about 18 percent of
the time. It is cold blooded. It is not detected by telepathy. It is
hurt by rock remover and bright light. It resists lightning, fire, cold
and poison. It cannot be slowed, stunned, frightened, confused or slept.
It is fairly observant of intruders, which it may notice from 420 feet.
It can gaze to terrify, gaze to paralyze, gaze to reduce strength, and
gaze to induce hallucinations.

The Mumak (Slate ‘q’)
=== Num:413 Lev:35 Rar:3 Spd:+0 Hp:90d10 Ac:55 Exp:2100
A massive elephantine form with eyes twisted by madness.
This natural creature is normally found on dungeon level 35, and moves at
normal speed. It can bash down doors. It pays very little attention to
intruders, which it may notice from 200 feet. It can butt to attack with
damage 4d6, butt to attack with damage 4d6, and crush to attack with damage
4d4.

The Vorpal bunny (L.Umber ‘r’)
=== Num:414 Lev:36 Rar:2 Spd:+10 Hp:5d10 Ac:18 Exp:35
A fast-breeding, fast-moving vermin with light brown fur and big dark
eyes. Nothing that looks so innocent has ever been so dangerous.
This natural creature is normally found on dungeon level 36, and moves
somewhat erratically, and quickly. It breeds explosively. It is fairly
observant of intruders, which it may notice from 80 feet. It can bite to
confuse with damage 1d5, and bite to blind with damage 1d5.

The Xorn (Umber ‘X’)
=== Num:415 Lev:36 Rar:2 Spd:+0 Hp:160 Ac:80 Exp:100
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 36, and moves at normal
speed. It can pass through walls and destroy objects. It is cold
blooded. It is not detected by telepathy. It is hurt by rock remover.
It resists lightning, fire, cold and poison. It cannot be confused or
slept. It is fairly observant of intruders, which it may notice from 200
feet. It can hit to attack with damage 1d6, hit to attack with damage 1d6,
hit to attack with damage 1d6, and hit to attack with damage 1d6.

The Grey wraith (Slate ‘W’)
=== Num:416 Lev:36 Rar:1 Spd:+0 Hp:190 Ac:50 Exp:200
A tangible but ghostly form, made of grey fog. The air around it feels
deathly cold.
This flying evil undead creature is normally found on dungeon level 36, and
moves at normal speed. It is magical, casting spells which create darkness,

The Ooze elemental (Green ‘E’)
=== Num:417 Lev:36 Rar:3 Spd:+0 Hp:13d10 Ac:80 Exp:300
It is a towering mass of filth, an eyesore of ooze.
This creature is normally found on dungeon level 36, and moves at normal
speed. It is magical, casting spells which produce acid balls, produce
acid bolts, or restore mana about 20 percent of the time. It can bash
down doors, destroy weaker monsters and destroy objects. It is cold
blooded. It is not detected by telepathy. It resists acid, fire, cold
and poison. It cannot be slowed, stunned, frightened, confused or slept.
It pays little attention to intruders, which it may notice from 100 feet.
It can touch to shoot acid with damage 1d10, touch to shoot acid with
damage 1d10, and touch to shoot acid with damage 1d10.

The Smoke elemental (L.Red ‘E’)
=== Num:418 Lev:36 Rar:3 Spd:+10 Hp:15d10 Ac:80 Exp:375
It is a towering blackened form, crackling with heat.
This creature is normally found on dungeon level 36, and moves quickly.
It is magical, casting spells which produce fire bolts, restore mana, or
create darkness about 20 percent of the time. It can bash down doors,
destroy weaker monsters and destroy objects. It is not detected by
telepathy. It resists lightning, fire, cold and poison. It cannot be
slowed, stunned, frightened, confused or slept. It pays little attention
to intruders, which it may notice from 100 feet. It can engulf to attack
with damage 2d6, and engulf to attack with damage 2d6.

The Shadow (L.Dark ‘G’)
=== Num:419 Lev:36 Rar:3 Spd:+10 Hp:10d20 Ac:30 Exp:400
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 flying evil undead creature is normally found on dungeon level 36, and
moves quickly. It is magical, casting spells which casts a nether bolt,
teleport to, or slow about 15 percent of the time. It can pass through
walls. It is invisible. It is cold blooded. It is hurt by fire. It
resists cold and poison. It cannot be frightened or slept. It takes a
while to see intruders, which it may notice from 300 feet. It may carry
one or two objects. It can touch to lower experience (by 80d6+), touch to
lower experience (by 40d6+), claw to reduce intelligence with damage 1d10,
and claw to reduce wisdom with damage 1d10.

The Phantom (Violet ‘G’)
=== Num:420 Lev:36 Rar:3 Spd:+10 Hp:20d25 Ac:30 Exp:400
An unholy creature of darkness, the aura emanating from this evil being
saps your very soul.
This flying evil undead creature is normally found on dungeon level 36, and
moves quickly. It can pass through walls. It is invisible. It is cold
blooded. It is hurt by fire. It resists cold and poison. It cannot be
frightened or slept. It takes a while to see intruders, which it may
notice from 300 feet. It may carry one or two objects. It can touch to
lower experience (by 80d6+), touch to lower experience (by 40d6+), claw to
reduce intelligence with damage 1d10, and claw to reduce wisdom with damage
1d10.

The Olog (Yellow ‘T’)
=== Num:421 Lev:36 Rar:1 Spd:+5 Hp:420 Ac:50 Exp:450
It is a massive intelligent troll with needle-sharp fangs.
This evil troll is normally found on dungeon level 36, and moves somewhat
quickly. It can open doors and bash down doors. It regenerates quickly.
It resists poison. It tends to overlook intruders, which it may notice
from 200 feet. It usually appears in groups. It may carry an object or
treasure. It can hit to stun with damage 1d12, hit to stun with damage
1d12, bite to wound with damage 2d3, and bite to wound with damage 2d3.

The Trapper (White ‘.’)
=== Num:422 Lev:36 Rar:3 Spd:+10 Hp:600 Ac:75 Exp:480
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 36, and moves quickly,
but does not deign to chase intruders. It is invisible. It is cold
blooded. It is not detected by telepathy. It cannot be slowed, stunned,
frightened, confused or slept. It is fairly observant of intruders, which
it may notice from 300 feet. It can hit to attack with damage 3d8, hit to
attack with damage 3d8, hit to paralyze with damage 15d1, and hit to
paralyze with damage 15d1.

The Cloud giant (Blue ‘P’)
=== Num:423 Lev:36 Rar:1 Spd:+0 Hp:35d20 Ac:60 Exp:500
It is a twenty foot tall giant wreathed in clouds.
This evil giant is normally found on dungeon level 36, and moves at normal
speed. It may throw rocks. It can open doors, bash down doors and pick
up objects. It resists lightning. It tends to overlook intruders, which
it may notice from 200 feet. It may carry an object or treasure. It can
hit to electrocute with damage 8d8, and hit to electrocute with damage 8d8.

The Gauth (L.Dark ‘e’)
=== Num:424 Lev:36 Rar:2 Spd:+0 Hp:300 Ac:50 Exp:600
Another lesser relative of the beholder, this six-eyed creature feeds on
magic.
This flying evil creature is normally found on dungeon level 36, and moves
at normal speed. It is magical, casting spells which produce frost balls,
produce lightning bolts, teleport away, drain mana, cause critical wounds,
or paralyze about 20 percent of the time. It can bash down doors. It
takes a while to see intruders, which it may notice from 200 feet. It can
gaze to disenchant with damage 5d2, gaze to disenchant with damage 5d2,
gaze to drain charges with damage 5d2, and gaze to drain charges with
damage 5d2.

The Necromancer (L.Red ‘p’)
=== Num:425 Lev:36 Rar:2 Spd:+0 Hp:280 Ac:50 Exp:630
A gaunt figure, clothed in black robes.
This evil creature is normally found on dungeon level 36, and moves at
normal speed. He is magical, casting spells intelligently which casts a
nether bolt, cast mana bolts, haste-self, restore mana, teleport-self,
teleport to, cause critical wounds, terrify, blind, or paralyze, or summon
an undead about 45 percent of the time. He can use a light source, open
doors and bash down doors. He is fairly observant of intruders, which he
may notice from 200 feet. He may carry one or two objects. He can hit to
attack with damage 2d6, and hit to attack with damage 2d6.

The Demonologist (L.Red ‘p’)
=== Num:426 Lev:36 Rar:2 Spd:+5 Hp:280 Ac:50 Exp:650
A figure twisted by evil standing in robes of deepest crimson.
This evil creature is normally found on dungeon level 36, and moves
somewhat quickly. He is magical, casting spells intelligently which
produce fire bolts, cast mana bolts, restore mana, teleport-self, or
paralyze, or summon a demon about 60 percent of the time. He can use a
light source, open doors and bash down doors. He is fairly observant of
intruders, which he may notice from 200 feet. He may carry one or two
objects. He can hit to attack with damage 2d6, hit to attack with damage
2d6, and hit to attack with damage 2d6.

The Master vampire (Green ‘V’)
=== Num:427 Lev:36 Rar:1 Spd:+5 Hp:340 Ac:60 Exp:750
It is a humanoid form dressed in robes. Power emanates from its chilling
frame.
This evil undead creature is normally found on dungeon level 36, and moves
somewhat quickly. It is magical, casting spells which casts a nether bolt,
teleport toward you, teleport to, create darkness, cause mind blasting,
cause critical wounds, terrify, confuse, or paralyze about 18 percent of
the time. It can open doors and bash down doors. It is cold blooded. It
regenerates quickly. It is hurt by bright light and fire. It resists
cold and poison. It cannot be frightened or slept. It is fairly
observant of intruders, which it may notice from 200 feet. It may carry
up to 8 objects or treasures. It can hit to attack with damage 2d6, hit
to attack with damage 2d6, bite to lower experience (by 40d6+) with damage
3d6, and bite to lower experience (by 40d6+) with damage 3d6.

The Bodak (Red ‘u’)
=== Num:428 Lev:36 Rar:2 Spd:+0 Hp:35d10 Ac:68 Exp:750
It is a humanoid form composed of flames and hatred.
This evil demon is normally found on dungeon level 36, and moves at normal
speed. It is magical, casting spells which produce fire balls or produce
fire bolts, or summon a demon about 25 percent of the time. It can
radiate natural light, open doors, bash down doors and pick up objects.
It resists fire and poison. It cannot be confused or slept. It pays
little attention to intruders, which it may notice from 100 feet. It can
hit to burn with damage 4d6, hit to burn with damage 4d6, and gaze to
lower experience (by 20d6+).

The Greater mummy (Yellow ‘z’)
=== Num:429 Lev:36 Rar:5 Spd:+5 Hp:340 Ac:68 Exp:800
Once a powerful ruler, now an even more powerful undead menace.
This evil undead creature is normally found on dungeon level 36, and moves
somewhat quickly. It is magical, casting spells intelligently which
produce frost balls, produce poison balls, casts a nether bolt, haste-self,
heal-self, create darkness, drain mana, cause mind blasting, terrify, or
blind, or summon an undead about 33 percent of the time. It can open doors,

The Colossus (L.Green ‘g’)
=== Num:430 Lev:36 Rar:4 Spd:-10 Hp:3000 Ac:150 Exp:850
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 36, and moves slowly. It
can bash down doors. It is cold blooded. It is not detected by
telepathy. It resists lightning, fire, cold and poison. It cannot be
slowed, stunned, frightened, confused or slept. It is fairly observant of
intruders, which it may notice from 120 feet. It can hit to attack with
damage 10d10, hit to attack with damage 10d10, hit to attack with damage
6d6, and hit to attack with damage 6d6.

[U] Lorgan, Chief of the Easterlings (Violet ‘p’)
=== Num:431 Lev:36 Rar:2 Spd:+10 Hp:1800 Ac:100 Exp:1200
A mighty warrior from the east, Lorgan hates everything that he cannot
control.
This evil creature is normally found on dungeon level 36, and moves quickly.

[U] Ghost (L.Slate ‘G’)
=== Num:650 Lev:36 Rar:5 Spd:+5 Hp:1200 Ac:45 Exp:1250
A phantasm, a shadow given life. The nimbus of corpse-light around it
illuminates nothing.
This flying evil undead creature is normally found on dungeon level 36, and
moves somewhat quickly. It is magical, casting spells intelligently which
create darkness, drain mana, terrify, blind, or paralyze about 25 percent
of the time with a mana rating of 83 and a spell power of 20. It can pass
through walls. It is a player ghost template. It is invisible. It is
cold blooded. It is hurt by fire. It resists cold and poison. It cannot
be slowed, stunned, frightened, confused or slept. It is ever vigilant
for intruders, which it may notice from 200 feet. It may carry a chest.
It can wail to terrify with damage 1d6, touch to lower experience (by
20d6+) with damage 2d6, claw to reduce intelligence with damage 4d7, and
claw to reduce wisdom with damage 4d7.

The Mature red dragon (Red ‘d’)
=== Num:432 Lev:36 Rar:1 Spd:+5 Hp:500 Ac:80 Exp:1400
A large dragon, scales tinted deep red.
This flying evil dragon is normally found on dungeon level 36, and moves
somewhat quickly. It may breathe fire, and is also magical, casting spells
which terrify or confuse about 12 percent of the time. It can radiate
natural light and bash down doors. It is hurt by cold. It resists fire.
It cannot be slowed, frightened or slept. It tends to overlook intruders,
which it may notice from 200 feet. It may carry up to 10 objects or
treasures. It can claw to attack with damage 2d10, claw to attack with
damage 2d10, and bite to burn with damage 4d10.

The Mature black dragon (Slate ‘d’)
=== Num:433 Lev:36 Rar:1 Spd:+5 Hp:500 Ac:80 Exp:1500
A large dragon, with scales of deepest black.
This flying evil dragon is normally found on dungeon level 36, and moves
somewhat quickly. It may breathe acid, and is also magical, casting spells
which terrify about 12 percent of the time. It can bash down doors. It
resists acid. It cannot be slowed, frightened or slept. It tends to
overlook intruders, which it may notice from 200 feet. It may carry up to
10 objects or treasures. It can claw to attack with damage 2d10, claw to
attack with damage 2d10, and bite to shoot acid with damage 4d10.

The Black pudding (L.Dark ‘j’)
=== Num:434 Lev:37 Rar:5 Spd:+0 Hp:400 Ac:18 Exp:50
A lump of rotting black flesh that slurrrrrrrps across the dungeon floor.
This creature is normally found on dungeon level 37, and moves at normal
speed. It can open doors, bash down doors and pick up objects. It is
cold blooded. It is not detected by telepathy. It resists acid,
lightning, fire, cold and poison. It cannot be slowed, stunned,
frightened, confused 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
objects or treasures. It can touch to shoot acid with damage 1d10, touch
to shoot acid with damage 1d10, touch to shoot acid with damage 1d10, and
touch to shoot acid with damage 1d10.

The Mummified troll (White ‘z’)
=== Num:435 Lev:37 Rar:1 Spd:+0 Hp:190 Ac:50 Exp:420
It is a massive figure clothed in wrappings. You are wary of its massive
fists.
This evil undead troll is normally found on dungeon level 37, and moves at
normal speed. It can open doors and bash down doors. It is cold blooded.
It is not detected by telepathy. It regenerates quickly. It is hurt by
fire. It resists cold and poison. It cannot be slowed, stunned,
frightened, confused or slept. It tends to overlook intruders, which it
may notice from 200 feet. It may carry an object or treasure. It can hit
to attack with damage 2d6, and hit to attack with damage 2d6.

The Ice elemental (White ‘E’)
=== Num:436 Lev:37 Rar:3 Spd:+0 Hp:35d10 Ac:60 Exp:650
It is a towering glacier of ice.
This creature is normally found on dungeon level 37, and moves at normal
speed. It is magical, casting spells which produce frost balls, produce
ice bolts, or restore mana about 20 percent of the time. It can bash down
doors, destroy weaker monsters and destroy objects. It is cold blooded.
It is not detected by telepathy. It is hurt by fire. It resists acid,
lightning, cold and poison. It cannot be slowed, stunned, frightened,
confused or slept. It pays little attention to intruders, which it may
notice from 100 feet. It can touch to freeze with damage 4d3, hit to
attack with damage 4d6, and touch to freeze with damage 4d3.

The Shardstorm (Umber ‘v’)
=== Num:437 Lev:37 Rar:1 Spd:+10 Hp:32d10 Ac:12 Exp:700
A howling blast of razor-sharp mountain fragments, kept intact by perilous
magics.
This creature is normally found on dungeon level 37, and moves somewhat
erratically, and quickly. It may breathe shards powerfully about 25
percent of the time. It can bash down doors. It is not detected by
telepathy. It cannot be slowed, stunned, frightened, confused or slept.
It is ever vigilant for intruders, which it may notice from 400 feet. It
can engulf to attack with damage 6d6.

The Nexus vortex (Violet ‘v’)
=== Num:438 Lev:37 Rar:1 Spd:+10 Hp:32d10 Ac:40 Exp:800
A maelstrom of potent magical energy.
This flying creature is normally found on dungeon level 37, and moves
extremely erratically, and quickly. It may breathe nexus powerfully about
18 percent of the time. It can bash down doors. It is not detected by
telepathy. It resists nexus. It cannot be slowed, stunned, frightened,
confused or slept. It is ever vigilant for intruders, which it may notice
from 1000 feet. It can engulf to attack with damage 5d5.

The Plasma vortex (L.Red ‘v’)
=== Num:439 Lev:37 Rar:1 Spd:+10 Hp:32d10 Ac:40 Exp:800
A whirlpool of intense flame, charring the stones at your feet.
This flying creature is normally found on dungeon level 37, and moves
extremely erratically, and quickly. It may breathe plasma powerfully
about 18 percent of the time. It can radiate natural light and bash down
doors. It is not detected by telepathy. It is hurt by cold. It resists
lightning and fire. It resists plasma. It cannot be slowed, stunned,
frightened, confused or slept. It is ever vigilant for intruders, which
it may notice from 1000 feet. It can engulf to burn with damage 4d8, and
engulf to electrocute with damage 4d8.

The Eldrak (Red ‘T’)
=== Num:440 Lev:37 Rar:3 Spd:+5 Hp:750 Ac:80 Exp:800
A massive troll, larger and stronger than many men together.
This evil troll is normally found on dungeon level 37, and moves somewhat
quickly. It can open doors, bash down doors and pick up objects. It
resists poison. It cannot be confused or slept. It tends to overlook
intruders, which it may notice from 200 feet. It may carry an object or
treasure. It can hit to stun with damage 3d4, hit to stun with damage 3d4,
and hit to stun with damage 3d4.

The Killer iridescent beetle (Violet ‘K’)
=== Num:441 Lev:37 Rar:2 Spd:+0 Hp:375 Ac:60 Exp:850
It is a giant beetle, whose carapace shimmers with vibrant energies.
This natural creature is normally found on dungeon level 37, and moves at
normal speed. It can bash down doors. It is rarely detected by
telepathy. It resists lightning. It takes quite a while to see
intruders, which it may notice from 160 feet. It can claw to electrocute
with damage 1d12, claw to electrocute with damage 1d12, and gaze to
paralyze.

The Magma elemental (Orange ‘E’)
=== Num:442 Lev:37 Rar:3 Spd:+0 Hp:35d10 Ac:70 Exp:950
It is a towering glowing form of molten hate.
This creature is normally found on dungeon level 37, and moves at normal
speed. It is magical, casting spells which produce fire balls, produce
plasma bolts, or restore mana about 15 percent of the time. It can
radiate natural light, bore through walls, destroy weaker monsters and
destroy objects. It is not detected by telepathy. It is hurt by cold.
It resists acid, lightning, fire and poison. It resists plasma. It
cannot be slowed, stunned, frightened, confused or slept. It pays little
attention to intruders, which it may notice from 100 feet. It can hit to
burn with damage 3d7, hit to attack with damage 4d6, and hit to burn with
damage 3d7.

The Mature gold dragon (Yellow ‘d’)
=== Num:444 Lev:37 Rar:1 Spd:+5 Hp:500 Ac:80 Exp:1500
A large dragon with scales of gleaming gold.
This flying evil dragon is normally found on dungeon level 37, and moves
somewhat quickly. It may breathe sound, and is also magical, casting
spells which terrify or confuse about 12 percent of the time. It can bash
down doors. It cannot be slowed, frightened or slept. It tends to
overlook intruders, which it may notice from 200 feet. It may carry up to
10 objects or treasures. It can claw to attack with damage 2d10, claw to
attack with damage 2d10, and bite to confuse with damage 4d10.

The Inertia drake (L.Slate ‘d’)
=== Num:445 Lev:37 Rar:2 Spd:+0 Hp:450 Ac:70 Exp:1500
A dragon that seems to be hardly moving at all, yet it approaches you with
deadly menace.
This flying evil dragon is normally found on dungeon level 37, and moves
at normal speed. It may breathe inertia, and is also magical, casting
spells which terrify, confuse, or slow about 18 percent of the time. It
can bash down doors. It cannot be frightened or slept. It tends to
overlook intruders, which it may notice from 300 feet. It may carry up to
8 objects. It can claw to attack with damage 4d3, claw to attack with
damage 4d3, and bite to attack with damage 4d6.

The Lesser Servant of Yavanna (L.Green ‘A’)
=== Num:665 Lev:37 Rar:4 Spd:+0 Hp:450 Ac:60 Exp:1600
A Maia that serves Yavanna, wife of Aule and the Vala of living earth.
This creature is normally found on dungeon level 37, and moves at normal
speed. It is magical, casting spells intelligently which haste-self,
heal-self, cure what ails it, or blink-self, or summon natural creatures
about 20 percent of the time. It can radiate natural light, open doors,
bash down doors and pick up objects. It resists acid, lightning, fire,
cold and poison. It cannot be slowed, stunned, frightened, confused or
slept. It pays very little attention to intruders, which it may notice
from 300 feet. It may carry up to 8 objects. It can hit to attack with
damage 10d4, hit to attack with damage 10d4, and touch to poison with
damage 6d4.

The Lesser Servant of Irmo (Orange ‘A’)
=== Num:666 Lev:37 Rar:4 Spd:+0 Hp:450 Ac:60 Exp:1600
A Maia that serves Irmo, the Master of Dreams and Visions.
This creature is normally found on dungeon level 37, and moves at normal
speed. It is magical, casting spells intelligently which produce
explosions of light, produce balls of darkness, haste-self, heal-self,
cure what ails it, or blink-self about 20 percent of the time. It can
radiate natural light, open doors, bash down doors and pick up objects.
It resists acid, lightning, fire, cold and poison. It cannot be slowed,
stunned, frightened, confused or slept. It pays very little attention to
intruders, which it may notice from 300 feet. It may carry up to 8 object
s. It can hit to attack with damage 10d4, hit to attack with damage 10d4,
and touch to blind with damage 6d4.

The Lesser Servant of Tulkas (Umber ‘A’)
=== Num:667 Lev:37 Rar:4 Spd:+0 Hp:750 Ac:60 Exp:1600
A Maia that serves Tulkas, the Champion of the Valar.
This creature is normally found on dungeon level 37, and moves at normal
speed. It may throw boulders. It is magical, casting spells intelligently
which haste-self, heal-self, cure what ails it, or blink-self about 10
percent of the time. It can radiate natural light, open doors, bash down
doors and pick up objects. It resists acid, lightning, fire, cold and
poison. It cannot be slowed, stunned, frightened, confused or slept. It
pays very little attention to intruders, which it may notice from 300
feet. It may carry up to 8 objects. It can hit to attack with damage 16d4,

[U] Maglor, Son of Feanor (Orange ‘h’)
=== Num:446 Lev:37 Rar:2 Spd:+5 Hp:900 Ac:68 Exp:2000
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 creature is normally found on dungeon level 37, and moves
somewhat quickly. He may shoot seeker arrows. He is magical, casting
spells intelligently which haste-self, heal-self, blind, or confuse about
40 percent of the time. He can open doors, bash down doors and pick up
objects. He resists fire, cold and poison. He cannot be confused or
slept. He prefers to ignore intruders, which he may notice from 300 feet.
He may carry up to 6 good objects. He can hit to attack with damage 6d6,
hit to attack with damage 6d6, hit to attack with damage 6d5, and hit to
attack with damage 6d5.

[U] The Queen Ant (Violet ‘a’)
=== Num:447 Lev:37 Rar:2 Spd:+10 Hp:1500 Ac:100 Exp:2000
She’s upset because you hurt her children.
This natural creature is normally found on dungeon level 37, and moves
quickly. She is magical, casting spells which summon ants about 75
percent of the time. She can open doors and bash down doors. She is
rarely detected by telepathy. She cannot be confused 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 4 good objects. She
can bite to attack with damage 2d12, bite to attack with damage 2d12, bite
to attack with damage 2d8, and bite to attack with damage 2d8.

The Aranea (L.Red ‘S’)
=== Num:448 Lev:38 Rar:3 Spd:+0 Hp:300 Ac:45 Exp:250
An intelligent arachnid whose hairy legs weave spells in the air.
This natural evil creature is normally found on dungeon level 38, and moves
at normal speed. It is magical, casting spells intelligently which
produce fire bolts, slow, or paralyze about 18 percent of the time. It
can open doors and bash down doors. It is hurt by bright light. It
resists poison. It tends to overlook intruders, which it may notice from
200 feet. It usually appears in groups. It can claw to poison with damage
2d8, claw to poison with damage 2d8, bite to poison with damage 2d6, and
bite to poison with damage 2d6.

The Staff mimic (Slate ‘_’)
=== Num:449 Lev:38 Rar:4 Spd:+0 Hp:17d40 Ac:40 Exp:260
A strange creature that disguises itself as a staff to lure unsuspecting
adventurers within reach of its venomous claws. The first that most
adventurers realise of the deception is when the harmless stick on the
ground grows teeth and then bites into the adventurer’s hand.
This creature is normally found on dungeon level 38, and moves at normal
speed, but does not deign to chase intruders. It may shriek for help. It
is magical, casting spells which create darkness, create traps, drain mana,
terrify, blind, confuse, or slow, or summon a monster about 30 percent of
the time. It is cold blooded. It is not detected by telepathy. It
cannot be slowed, stunned, frightened, confused or slept. It is ever
vigilant for intruders, which it may notice from 300 feet. It may carry
up to 4 objects or treasures. It can bite to poison with damage 4d4, bite
to poison with damage 4d4, butt to confuse with damage 4d4, and spit to
blind with damage 4d4.

The Will o’ the wisp (L.Slate ‘E’)
=== Num:450 Lev:38 Rar:4 Spd:+20 Hp:200 Ac:150 Exp:500
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 flying creature is normally found on dungeon level 38, and moves
somewhat erratically, and very quickly. It is magical, casting spells
intelligently which blink-self, teleport-self, teleport to, cause serious
wounds, or confuse about 50 percent of the time. It can radiate natural
light, dodge attacks and pass through walls. It is invisible. It is not
detected by telepathy. It resists acid, lightning, fire, cold and poison.
It cannot be frightened, confused or slept. It is ever vigilant for
intruders, which it may notice from 300 feet. It can hit to attack with
damage 1d9, hit to attack with damage 1d9, and hit to induce hallucinations
with damage 1d9.

The Time vortex (L.Blue ‘v’)
=== Num:451 Lev:38 Rar:4 Spd:+20 Hp:32d10 Ac:40 Exp:700
You haven’t seen it yet.
This flying creature is normally found on dungeon level 38, and moves
extremely erratically, and very quickly. It may breathe time powerfully
about 18 percent of the time. It can dodge attacks and bash down doors.
It is not detected by telepathy. It cannot be slowed, stunned, frightened,
confused or slept. It is ever vigilant for intruders, which it may notice
from 1000 feet. It can engulf to lower experience (by 20d6+) with damage
5d5.

The Shimmering vortex (Orange ‘v’)
=== Num:452 Lev:38 Rar:4 Spd:+30 Hp:32d10 Ac:40 Exp:700
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 flying creature is normally found on dungeon level 38, and moves
extremely erratically, and incredibly quickly. It may shriek for help.
It may breathe light powerfully about 25 percent of the time. It can
radiate natural light and bash down doors. It is not detected by
telepathy. It cannot be slowed, stunned, frightened, confused or slept.
It is ever vigilant for intruders, which it may notice from 1000 feet. It
can engulf to blind with damage 4d4, and engulf to blind with damage 4d4.

The Erinyes (Umber ‘U’)
=== Num:453 Lev:38 Rar:2 Spd:+0 Hp:240 Ac:50 Exp:1000
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 38, and moves at normal
speed. She is magical, casting spells which produce fire bolts, blind, or
confuse about 15 percent of the time. She can open doors and bash down
doors. She resists fire and poison. She cannot be confused or slept.
She pays little attention to intruders, which she may notice from 200
feet. She may carry an object. She can hit to attack with damage 3d4,
and touch to reduce strength with damage 1d5.

The Ettin (Blue ‘T’)
=== Num:454 Lev:38 Rar:3 Spd:+5 Hp:1500 Ac:100 Exp:1000
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 38, and moves somewhat
quickly. It can open doors and bash down doors. It regenerates quickly.
It resists poison. It cannot be confused or slept. It takes quite a
while to see intruders, which it may notice from 200 feet. It may carry
one or two objects. It can hit to stun with damage 3d6, hit to stun with
damage 3d6, and bite to wound with damage 3d6.

The Death knight (L.Dark ‘p’)
=== Num:455 Lev:38 Rar:1 Spd:+10 Hp:600 Ac:100 Exp:1100
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 creature is normally found on dungeon level 38, and moves quickly.

[U] Castamir the Usurper (Violet ‘p’)
=== Num:456 Lev:38 Rar:5 Spd:+10 Hp:880 Ac:90 Exp:1600
A Gondorian noble who usurped the throne of Gondor, he is treacherous and
evil.
This evil creature is normally found on dungeon level 38, and moves quickly.

The Emperor wight (Red ‘W’)
=== Num:457 Lev:38 Rar:2 Spd:+10 Hp:380 Ac:40 Exp:1600
Your life force is torn from your body as this powerful unearthly being
approaches.
This evil undead creature is normally found on dungeon level 38, and moves
quickly. It is magical, casting spells which casts a nether bolt, cause
mortal wounds, terrify, or paralyze about 18 percent of the time. It can
open doors and bash down doors. It is cold blooded. It is hurt by bright
light and fire. It resists cold and poison. It cannot be frightened,
confused or slept. It is fairly observant of intruders, which it may
notice from 200 feet. It may carry up to 9 objects. It can hit to attack
with damage 1d12, hit to attack with damage 1d12, touch to lower
experience (by 80d6+), and touch to lower experience (by 80d6+).

The Black wraith (L.Dark ‘W’)
=== Num:458 Lev:38 Rar:2 Spd:+10 Hp:500 Ac:55 Exp:1700
A figure that seems made of void, its strangely human shape is cloaked in
shadow. It reaches out at you.
This flying evil undead creature is normally found on dungeon level 38, and
moves quickly. It is magical, casting spells which hurls black bolts of
nether, cause mortal wounds, terrify, blind, or paralyze about 15 percent
of the time. It can open doors and bash down doors. It is cold blooded.
It is hurt by bright light and fire. It resists cold and poison. It
cannot be frightened or slept. It is fairly observant of intruders, which
it may notice from 200 feet. It may carry up to 6 objects. It can hit to
attack with damage 1d12, hit to attack with damage 1d12, touch to lower
experience (by 40d6+), and touch to lower experience (by 40d6+).

The Mature chromatic dragon (Violet ‘d’)
=== Num:459 Lev:38 Rar:1 Spd:+5 Hp:600 Ac:80 Exp:1800
A large dragon, scales shimmering many colours.
This flying evil dragon is normally found on dungeon level 38, and moves
somewhat quickly. It may breathe acid, lightning, fire, frost, or poison,
and is also magical, casting spells which terrify, blind, or confuse about
20 percent of the time. It can open doors and bash down doors. It is
surrounded by an ever-changing cloud of elements. It resists acid,
lightning, fire, cold and poison. It cannot be slowed, frightened or
slept. It tends to overlook intruders, which it may notice from 200 feet.
It may carry up to 12 objects or treasures. It can claw to wound with
damage 3d12, claw to wound with damage 3d12, and bite to attack with damage
4d16.

The Thunder drake (Yellow ‘d’)
=== Num:460 Lev:39 Rar:1 Spd:+0 Hp:400 Ac:100 Exp:1500
A blurry dragon-like form which seems to be moving as fast as the eye can
follow.
This flying evil dragon is normally found on dungeon level 39, and moves
at normal speed. It may breathe sound, and is also magical, casting spells
which terrify, blind, or confuse about 18 percent of the time. It can
bash down doors. It cannot be frightened. It tends to overlook
intruders, which it may notice from 300 feet. It may carry up to 8 object
s. It can claw to attack with damage 3d5, claw to attack with damage 3d5,
and bite to attack with damage 3d8.

The Nether wraith (L.Green ‘W’)
=== Num:461 Lev:39 Rar:2 Spd:+10 Hp:480 Ac:55 Exp:1600
A form that hurts the eye, death permeates the air around it. As it nears
you, a coldness saps your soul.
This flying evil undead creature is normally found on dungeon level 39, and
moves quickly. It is magical, casting spells which hurls black bolts of
nether, hurl lances of nether, restore mana, create darkness, cause mind
blasting, cause mortal wounds, terrify, or blind about 18 percent of the
time. It can pass through walls. It is invisible. It is cold blooded.
It is hurt by bright light and fire. It resists cold and poison. It
resists nether. It cannot be frightened or slept. It is fairly observant
of intruders, which it may notice from 200 feet. It may carry up to 9
objects. It can hit to attack with damage 1d12, hit to attack with damage
1d12, touch to lower experience (by 80d6+), and touch to lower experience
(by 80d6+).

The 6-headed hydra (L.Green ‘M’)
=== Num:462 Lev:39 Rar:2 Spd:+10 Hp:100d10 Ac:90 Exp:1800
A strange reptilian hybrid with six heads dripping venom.
This natural creature is normally found on dungeon level 39, and moves
quickly. It may breathe poison, and is also magical, casting spells which
produce poison balls or terrify about 20 percent of the time. It can open
doors and bash down doors. It resists poison. It takes a while to see
intruders, which it may notice from 200 feet. It may carry up to 8
treasures. It can bite to poison with damage 3d9, bite to poison with
damage 3d9, bite to poison with damage 3d9, and spit to blind with damage
3d9.

[U] Maedhros, Son of Feanor (Orange ‘h’)
=== Num:463 Lev:39 Rar:2 Spd:+10 Hp:900 Ac:68 Exp:2500
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 creature is normally found on dungeon level 39, and moves quickly.

The Night mare (L.Green ‘q’)
=== Num:464 Lev:39 Rar:3 Spd:+10 Hp:1500 Ac:85 Exp:2900
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 39, and moves
quickly. It can open doors and bash down doors. It is cold blooded. It
resists cold and poison. It cannot be frightened or slept. It is ever
vigilant for intruders, which it may notice from 300 feet. It may carry
up to 4 treasures. It can bite to lower experience (by 80d6+) with damage
2d6, hit to attack with damage 3d8, hit to attack with damage 3d8, and hit
to confuse with damage 6d6.

The Disenchanter worm mass (Violet ‘w’)
=== Num:465 Lev:40 Rar:3 Spd:-10 Hp:10d8 Ac:5 Exp:10
It is a strange mass of squirming worms. Magical energy crackles around
its disgusting form.
This natural creature is normally found on dungeon level 40, and moves
somewhat erratically, and slowly. It can bash down doors. It is rarely
detected by telepathy. It breeds explosively. It is hurt by bright light.
It resists disenchantment. It cannot be frightened. It is fairly
observant of intruders, which it may notice from 70 feet. It can crawl on
you to disenchant with damage 2d4.

The Wand mimic (Slate ‘-’)
=== Num:466 Lev:40 Rar:4 Spd:+0 Hp:20d30 Ac:40 Exp:300
A strange creature that disguises itself as a wand to lure unsuspecting
adventurers within reach of its venomous teeth. The first that most
adventurers realise of the deception is when the dormant wand suddenly
starts lobbing spells at them from across the room.
This creature is normally found on dungeon level 40, and moves at normal
speed, but does not deign to chase intruders. It is magical, casting
spells which produce blasts of shards, produce poison bolts, cast mana
bolts, shoot sparks of lightning, terrify, blind, or confuse, or summon a
monster about 30 percent of the time. It is cold blooded. It is not
detected by telepathy. It cannot be slowed, stunned, frightened, confused
or slept. It is ever vigilant for intruders, which it may notice from 300
feet. It may carry up to 4 objects or treasures. It can bite to poison
with damage 4d4, bite to poison with damage 4d4, butt to confuse with
damage 4d4, and claw to confuse with damage 4d4.

The Spirit troll (L.Green ‘G’)
=== Num:467 Lev:40 Rar:3 Spd:+0 Hp:1000 Ac:90 Exp:900
A weird ghostly troll-like being from the ethereal plane.
This flying evil undead troll is normally found on dungeon level 40, and
moves at normal speed. It can pass through walls. It is invisible. It
regenerates quickly. It is hurt by fire. It resists lightning, cold and
poison. It cannot be frightened or slept. It is observant of intruders,
which it may notice from 200 feet. It may carry an object or treasure.
It can hit to stun with damage 3d6, hit to stun with damage 3d6, and hit
to attack with damage 3d6.

The Storm giant (L.Blue ‘P’)
=== Num:468 Lev:40 Rar:1 Spd:+10 Hp:800 Ac:60 Exp:1000
It is a twenty-five foot tall giant wreathed in lightning.
This evil giant is normally found on dungeon level 40, and moves quickly.
It may throw boulders. It is magical, casting spells which produce
lightning balls, produce little storms, produce lightning bolts,
blink-self, teleport to, terrify, or confuse about 15 percent of the time.
It can use a light source, open doors, bash down doors and pick up objects.
It resists lightning and cold. It takes quite a while to see intruders,
which it may notice from 200 feet. It may carry one or two objects or
treasures. It can hit to electrocute with damage 10d8, and hit to
electrocute with damage 10d8.

The Giant roc (Umber ‘B’)
=== Num:469 Lev:40 Rar:3 Spd:+0 Hp:80d13 Ac:70 Exp:1000
A vast legendary bird, its iron talons rake the most impenetrable of
surfaces and its screech echoes through the many winding dungeon corridors.
This flying natural creature is normally found on dungeon level 40, and
moves at normal speed. It can bash down doors. It resists lightning. It
is fairly observant of intruders, which it may notice from 200 feet. It
can peck to wound with damage 8d12, crush to attack with damage 8d12, and
hit to electrocute with damage 12d12.

The Death quasit (L.Dark ‘u’)
=== Num:470 Lev:40 Rar:3 Spd:+20 Hp:440 Ac:80 Exp:1000
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 40, and moves very
quickly. It is magical, casting spells intelligently which cause critical
wounds, terrify, blind, or confuse, or summon a demon about 10 percent of
the time. It can pass through walls. It is invisible. It resists fire
and poison. It cannot be slowed, stunned, frightened, confused or slept.
It is ever vigilant for intruders, which it may notice from 200 feet. It
may carry up to 13 objects. It can bite to reduce dexterity with damage
3d6, claw to attack with damage 3d3, and claw to attack with damage 3d3.

The Xaren (Slate ‘X’)
=== Num:471 Lev:40 Rar:1 Spd:+10 Hp:320 Ac:80 Exp:1200
It is a tougher relative of the Xorn. Its hide glitters with metal ores.
This creature is normally found on dungeon level 40, and moves quickly.
It can pass through walls and destroy objects. It is cold blooded. It is
not detected by telepathy. It is hurt by rock remover. It resists
lightning, fire, cold and poison. It cannot be confused or slept. It is
fairly observant of intruders, which it may notice from 200 feet. It may
carry up to 4 treasures. It can hit to attack with damage 3d4, hit to
attack with damage 3d4, hit to attack with damage 3d4, and hit to attack
with damage 3d4.

The Lesser Servant of Morgoth (L.Dark ‘A’)
=== Num:661 Lev:40 Rar:4 Spd:+0 Hp:550 Ac:60 Exp:1600
A Maia, corrupted by Morgoth from the service of another Vala.
This evil creature is normally found on dungeon level 40, and moves at
normal speed. It is magical, casting spells intelligently which produce
balls of darkness, haste-self, heal-self, cure what ails it, blink-self,
or blind about 20 percent of the time. It can radiate natural light, open
doors, bash down doors and pick up objects. It resists acid, lightning,
fire, cold and poison. It cannot be slowed, stunned, frightened, confused
or slept. It pays very little attention to intruders, which it may notice
from 300 feet. It may carry up to 8 objects. It can hit to attack with
damage 12d4, hit to attack with damage 12d4, and touch to confuse with
damage 8d4.

The Lesser Servant of Aule (L.Umber ‘A’)
=== Num:662 Lev:40 Rar:4 Spd:+0 Hp:550 Ac:60 Exp:1600
A Maia that serves Aule, the Great Smith and the Vala of the unliving
earth.
This creature is normally found on dungeon level 40, and moves at normal
speed. It is magical, casting spells intelligently which produce acid
balls, produce acid bolts, haste-self, heal-self, cure what ails it, or
blink-self about 20 percent of the time. It can radiate natural light,
open doors, bash down doors and pick up objects. It resists acid,
lightning, fire, cold and poison. It cannot be slowed, stunned,
frightened, confused or slept. It pays very little attention to
intruders, which it may notice from 300 feet. It may carry up to 8 object
s. It can hit to attack with damage 12d4, hit to attack with damage 12d4,
and touch to disenchant with damage 8d4.

The Lesser Servant of Orome (Slate ‘A’)
=== Num:663 Lev:40 Rar:4 Spd:+0 Hp:550 Ac:60 Exp:1600
A Maia that serves Orome, the Huntsman of the Valar.
This creature is normally found on dungeon level 40, and moves at normal
speed. It may shoot seeker arrows. It is magical, casting spells
intelligently which haste-self, heal-self, cure what ails it, or
blink-self about 15 percent of the time. It can radiate natural light,
open doors, bash down doors and pick up objects. It resists acid,
lightning, fire, cold and poison. It cannot be slowed, stunned,
frightened, confused or slept. It pays very little attention to
intruders, which it may notice from 300 feet. It may carry up to 8 object
s. It can hit to attack with damage 12d4, hit to attack with damage 12d4,
and touch to wound with damage 8d4.

The Lesser Servant of Mandos (Green ‘A’)
=== Num:664 Lev:40 Rar:4 Spd:+5 Hp:550 Ac:60 Exp:1600
A Maia that serves Mandos, the Judge of the Valar and the dead.
This creature is normally found on dungeon level 40, and moves somewhat
quickly. It is magical, casting spells intelligently which produce
powerful orbs of draining, haste-self, heal-self, cure what ails it, or
blink-self about 20 percent of the time. It can radiate natural light,
open doors, bash down doors and pick up objects. It resists acid,
lightning, fire, cold and poison. It cannot be slowed, stunned,
frightened, confused or slept. It pays very little attention to
intruders, which it may notice from 300 feet. It may carry up to 8 object
s. It can hit to attack with damage 12d4, hit to attack with damage 12d4,
and touch to lower experience (by 20d6+) with damage 8d4.

The Patriarch (L.Green ‘p’)
=== Num:472 Lev:40 Rar:2 Spd:+10 Hp:520 Ac:60 Exp:1800
An evil priest, dressed all in black. Deadly spells hit you at an
alarming rate as his black spiked mace rains down blow after blow on your
pitiful frame.
This evil creature is normally found on dungeon level 40, and moves quickly.

The Ancient blue dragon (Blue ‘D’)
=== Num:473 Lev:40 Rar:1 Spd:+10 Hp:720 Ac:90 Exp:2000
A huge draconic form. Lightning crackles along its length.
This flying evil dragon is normally found on dungeon level 40, and moves
quickly. It may breathe lightning powerfully, and is also magical,
casting spells intelligently which terrify, blind, or confuse about 18
percent of the time. It can bash down doors. It is surrounded by
lightning. It resists lightning. It cannot be slowed, frightened,
confused or slept. It pays little attention to intruders, which it may
notice from 200 feet. It may carry up to 14 objects or treasures. It can
claw to attack with damage 4d8, claw to attack with damage 4d8, bite to
electrocute with damage 6d8, and bite to electrocute with damage 6d8.

The Ancient bronze dragon (L.Umber ‘D’)
=== Num:474 Lev:40 Rar:1 Spd:+10 Hp:720 Ac:90 Exp:2000
A huge draconic form enveloped in a cascade of colour.
This flying evil dragon is normally found on dungeon level 40, and moves
quickly. It may breathe confusion powerfully, and is also magical,
casting spells intelligently which terrify, blind, or confuse about 18
percent of the time. It can bash down doors. It is surrounded by
powerful forces. It cannot be slowed, frightened, confused or slept. It
pays little attention to intruders, which it may notice from 200 feet. It
may carry up to 14 objects or treasures. It can claw to attack with damage
4d8, claw to attack with damage 4d8, bite to confuse with damage 6d8, and
bite to confuse with damage 6d8.

The Ancient white dragon (White ‘D’)
=== Num:475 Lev:40 Rar:1 Spd:+10 Hp:720 Ac:90 Exp:2000
A huge draconic form. Frost covers it from head to tail.
This flying evil dragon is normally found on dungeon level 40, and moves
quickly. It may breathe frost powerfully, and is also magical, casting
spells intelligently which terrify, blind, or confuse about 18 percent of
the time. It can bash down doors. It is surrounded by frost. It is hurt
by fire. It resists cold. It cannot be slowed, frightened, confused or
slept. It pays little attention to intruders, which it may notice from
200 feet. It may carry up to 14 objects or treasures. It can claw to
attack with damage 4d8, claw to attack with damage 4d8, bite to freeze
with damage 6d8, and bite to freeze with damage 6d8.

The Ancient green dragon (Green ‘D’)
=== Num:476 Lev:40 Rar:1 Spd:+10 Hp:720 Ac:90 Exp:2000
A huge draconic form enveloped in clouds of poisonous vapour.
This flying evil dragon is normally found on dungeon level 40, and moves
quickly. It may breathe poison powerfully, and is also magical, casting
spells intelligently which terrify, blind, or confuse about 18 percent of
the time. It can bash down doors. It is surrounded by noxious gases. It
resists poison. It cannot be slowed, frightened, confused or slept. It
pays little attention to intruders, which it may notice from 200 feet. It
may carry up to 14 objects or treasures. It can claw to attack with damage
4d8, claw to attack with damage 4d8, bite to poison with damage 6d8, and
bite to poison with damage 6d8.

The Vrock (Slate ‘U’)
=== Num:477 Lev:40 Rar:2 Spd:+0 Hp:400 Ac:50 Exp:2000
It is a demon with a long neck and raking claws.
This evil demon is normally found on dungeon level 40, and moves at normal
speed. It is magical, casting spells which blind or confuse about 15
percent of the time. It can open doors and bash down doors. It resists
fire. It cannot be confused or slept. It pays little attention to
intruders, which it may notice from 200 feet. It usually appears in
groups. It may carry an object. It can hit to wound with damage 3d4,
crush to attack with damage 8d12, and crush to attack with damage 8d12.

The Enchantress (L.Red ‘p’)
=== Num:478 Lev:40 Rar:4 Spd:+20 Hp:520 Ac:60 Exp:2100
This elusive female spellcaster has a special affinity for dragons, whom
she rarely fights without.
This evil creature is normally found on dungeon level 40, and moves very
quickly. She is magical, casting spells which restore mana or blind, or
summon a dragon about 60 percent of the time. She can use a light source,
open doors and bash down doors. She cannot be confused or slept. She is
fairly observant of intruders, which she may notice from 200 feet. She
may carry up to 4 good objects. She can hit to attack with damage 2d6,
hit to attack with damage 2d6, and hit to attack with damage 2d8.

The Minotaur (Slate ‘H’)
=== Num:479 Lev:40 Rar:2 Spd:+20 Hp:100d10 Ac:25 Exp:2100
It is a cross between a human and a bull.
This evil creature is normally found on dungeon level 40, and moves very
quickly. It may lash you if nearby. It can bash down doors. It is
fairly observant of intruders, which it may notice from 130 feet. It can
butt to attack with damage 4d6, butt to attack with damage 4d6, butt to
attack with damage 2d6, and butt to attack with damage 2d6.

The Sorcerer (L.Red ‘p’)
=== Num:480 Lev:40 Rar:2 Spd:+20 Hp:520 Ac:60 Exp:2150
A human figure in robes, he moves with magically improved speed, and his
hands are ablur with spell casting.
This evil creature is normally found on dungeon level 40, and moves very
quickly. He is magical, casting spells which produce fire storms, produce
frost storms, produce acid bolts, restore mana, blink-self, teleport to,
create traps, cause mortal wounds, blind, or confuse, or summon a monster,
a dragon, or an undead about 60 percent of the time. He can use a light
source, open doors and bash down doors. He cannot be confused or slept.
He is fairly observant of intruders, which he may notice from 200 feet.
He may carry up to 9 objects. He can hit to attack with damage 2d8, hit
to attack with damage 2d8, and hit to attack with damage 2d8.

The 7-headed hydra (Red ‘M’)
=== Num:481 Lev:40 Rar:2 Spd:+10 Hp:100d12 Ac:95 Exp:3000
A strange reptilian hybrid with seven smoldering heads.
This natural creature is normally found on dungeon level 40, and moves
quickly. It may breathe fire, and is also magical, casting spells which
produce fire balls, produce fire bolts, or terrify about 22 percent of the
time. It can radiate natural light, open doors and bash down doors. It
is hurt by cold. It resists fire. It takes a while to see intruders,
which it may notice from 200 feet. It may carry up to 8 treasures. It
can bite to burn with damage 3d10, bite to burn with damage 3d10, bite to
burn with damage 3d10, and bite to burn with damage 3d10.

The Troll chieftain (Violet ‘T’)
=== Num:482 Lev:40 Rar:5 Spd:+10 Hp:900 Ac:50 Exp:3000
This troll’s great strength and size have won it the place of chieftain of
its tribe. It fears nothing.
This evil troll is normally found on dungeon level 40, and moves quickly.
It can open doors, bash down doors and pick up objects. It regenerates
quickly. It resists poison. It cannot be frightened. It takes a while
to see intruders, which it may notice from 300 feet. It usually appears
with escorts. It may carry one or two objects or treasures. It can hit
to stun with damage 2d12, hit to stun with damage 2d12, bite to attack
with damage 3d6, and bite to attack with damage 3d6.

[U] Medusa, the Gorgon (Violet ‘n’)
=== Num:483 Lev:40 Rar:3 Spd:+10 Hp:2400 Ac:100 Exp:9000
One of the original three ugly sisters. Her face could sink a thousand
ships. Her scales rattle as she slithers towards you, venom dripping from
her ghastly mouth.
This evil creature is normally found on dungeon level 40, and moves quickly.

[U] Uvatha the Horseman (L.Dark ‘W’)
=== Num:484 Lev:40 Rar:3 Spd:+10 Hp:1800 Ac:60 Exp:10000
A tall black cloaked Ringwraith, he is a master of horsemanship. He longs
to taste your blood.
This evil undead creature is normally found on dungeon level 40, and moves
quickly. He is magical, casting spells which restore mana or cure what
ails it about 15 percent of the time. He can open doors and bash down
doors. He is cold blooded. He is surrounded by darkness. He is hurt by
bright light and fire. He resists cold and poison. He cannot be
frightened, confused or slept. He is fairly observant of intruders, which
he may notice from 900 feet. He may carry up to 4 good objects. He can
hit to attack with damage 6d6, hit to attack with damage 6d6, hit to lower
experience (by 80d6+) with damage 4d6, and hit to lower experience (by
80d6+) with damage 4d6.

The Ranger Chieftain (L.Slate ‘p’)
=== Num:485 Lev:41 Rar:2 Spd:+10 Hp:1000 Ac:60 Exp:1600
A chieftain among the Rangers. His understanding of nature gives him
powerful elemental spells to use against you, in addition to his skills as
an archer and a warrior. Furthermore, he is a master of camouflage, so
you will need magically enhanced seeing to spot him.
This creature is normally found on dungeon level 41, and moves quickly.
He may shoot seeker arrows or fire heavy missiles. He is magical, casting
spells which produce frost balls, produce lightning bolts, produce fire
bolts, haste-self, or blink-self, or summon natural creatures about 90
percent of the time. He can open doors, bash down doors and pick up
objects. He is invisible. He resists lightning, fire, cold and poison.
He cannot be confused or slept. He is fairly observant of intruders,
which he may notice from 200 feet. He may carry up to 4 objects. He can
hit to attack with damage 5d5, hit to attack with damage 5d5, and hit to
attack with damage 5d5.

The Ancient black dragon (Slate ‘D’)
=== Num:486 Lev:41 Rar:1 Spd:+10 Hp:1000 Ac:90 Exp:2500
A huge draconic form. Pools of acid melt the floor around it.
This flying evil dragon is normally found on dungeon level 41, and moves
quickly. It may breathe acid powerfully, and is also magical, casting
spells intelligently which terrify, blind, or confuse about 18 percent of
the time. It can bash down doors. It is surrounded by acidic smoke. It
resists acid. It cannot be slowed, frightened, confused or slept. It
pays little attention to intruders, which it may notice from 200 feet. It
may carry up to 14 objects or treasures. It can claw to attack with damage
4d9, claw to attack with damage 4d9, bite to shoot acid with damage 6d9,
and bite to shoot acid with damage 6d9.

The Ancient red dragon (Red ‘D’)
=== Num:487 Lev:41 Rar:1 Spd:+10 Hp:1000 Ac:90 Exp:2500
A huge draconic form. Wisps of smoke steam from its nostrils and the
extreme heat surrounding it makes you gasp for breath.
This flying evil dragon is normally found on dungeon level 41, and moves
quickly. It may breathe fire powerfully, and is also magical, casting
spells intelligently which terrify, blind, or confuse about 18 percent of
the time. It can radiate natural light and bash down doors. It is
surrounded by fire. It is hurt by cold. It resists fire. It cannot be
slowed, frightened, confused or slept. It pays little attention to
intruders, which it may notice from 200 feet. It may carry up to 14 object
s or treasures. It can claw to attack with damage 4d9, claw to attack
with damage 4d9, bite to burn with damage 6d9, and bite to burn with damage
6d9.

The Ancient gold dragon (Yellow ‘D’)
=== Num:488 Lev:41 Rar:1 Spd:+10 Hp:1000 Ac:90 Exp:2500
A huge draconic form wreathed in a nimbus of light. Its roar stuns and
deafens you.
This flying evil dragon is normally found on dungeon level 41, and moves
quickly. It may breathe sound powerfully, and is also magical, casting
spells intelligently which terrify, blind, or confuse about 18 percent of
the time. It can bash down doors. It cannot be slowed, frightened,
confused or slept. It pays little attention to intruders, which it may
notice from 200 feet. It may carry up to 14 objects or treasures. It can
claw to attack with damage 4d9, claw to attack with damage 4d9, bite to
confuse with damage 6d9, and bite to confuse with damage 6d9.

The Hezrou (Green ‘U’)
=== Num:489 Lev:41 Rar:3 Spd:+0 Hp:520 Ac:40 Exp:2500
It is a demon of lizard form with cruel-looking jaws.
This evil demon is normally found on dungeon level 41, and moves at normal
speed. It is magical, casting spells which produce fire bolts, or summon
a demon about 12 percent of the time. It can open doors and bash down
doors. It resists fire. It cannot be confused 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 objects. It can hit to attack
with damage 3d4, and hit to attack with damage 3d4.

The Dark elven sorcerer (L.Red ‘h’)
=== Num:490 Lev:41 Rar:2 Spd:+20 Hp:800 Ac:70 Exp:3000
A dark elven figure, dressed in deepest black. Power seems to crackle
from his slender frame.
This evil creature is normally found on dungeon level 41, and moves very
quickly. He is magical, casting spells intelligently which produce fire
balls, produce frost balls, produce acid bolts, restore mana, heal-self,
blink-self, teleport toward you, teleport to, create darkness, cause
critical wounds, blind, or confuse, or summon a monster, a demon, or an
undead about 50 percent of the time. He can open doors and bash down doors.

[U] Kavlax the Many-Headed (Violet ‘M’)
=== Num:491 Lev:41 Rar:3 Spd:+15 Hp:1300 Ac:85 Exp:5000
A large hydra with a selection of heads, all shouting and arguing as they
look for prey, but each with its own deadly breath weapon.
This natural evil creature is normally found on dungeon level 41, and moves
exceedingly quickly. He may breathe acid, lightning, fire, frost, poison,
confusion, sound, shards, gravity, or nexus powerfully about 25 percent of
the time. He can open doors and bash down doors. He is surrounded by an
ever-changing cloud of elements. He resists acid, lightning, fire and
cold. He resists nexus. He cannot be slowed, confused or slept. He
takes quite a while to see intruders, which he may notice from 200 feet.
He may carry up to 10 good objects. He can bite to attack with damage 3d12,

The Beholder (L.Umber ‘e’)
=== Num:492 Lev:41 Rar:3 Spd:+10 Hp:1600 Ac:80 Exp:6000
A vile creature with one huge central eye, twelve smaller eyes on stalks,
and a huge mouth filled with sharp teeth.
This flying evil creature is normally found on dungeon level 41, and moves
quickly. It is magical, casting spells which produce acid bolts, produce
lightning bolts, produce fire bolts, produce frost bolts, create darkness,
drain mana, cause mind blasting, terrify, blind, confuse, or slow about 50
percent of the time. It can bash down doors. It resists poison. It
cannot be confused or slept. It is fairly observant of intruders, which
it may notice from 300 feet. It can gaze to lower experience (by 20d6+)
with damage 2d6, gaze to drain charges with damage 2d6, gaze to reduce
intelligence with damage 2d6, and bite to attack with damage 6d6.

[U] Gorlim, Betrayer of Barahir (Slate ‘p’)
=== Num:493 Lev:41 Rar:3 Spd:+10 Hp:1600 Ac:120 Exp:7000
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 creature is normally found on dungeon level 41, and moves quickly.
He is magical, casting spells intelligently which produce water bolts,
cast mana bolts, or cause mortal wounds about 50 percent of the time. He
can use a light source, open doors and bash down doors. He resists acid,
lightning, cold and poison. He cannot be confused or slept. He takes
quite a while to see intruders, which he may notice from 200 feet. He may
carry up to 4 good objects. He can hit to attack with damage 8d6, hit to
attack with damage 8d6, hit to disenchant with damage 6d8, and hit to
disenchant with damage 6d8.

The Master lich (Red ‘L’)
=== Num:494 Lev:41 Rar:2 Spd:+10 Hp:1800 Ac:80 Exp:10000
A skeletal form wrapped in robes. Powerful magic crackles along its bony
fingers.
This evil undead creature is normally found on dungeon level 41, and moves
quickly. It is magical, casting spells intelligently which restore mana,
blink-self, teleport toward you, teleport to, drain mana, cause brain
smashing, cause mortal wounds, terrify, blind, confuse, or paralyze, or
summon an undead about 33 percent of the time. It can open doors and bash
down doors. It is cold blooded. It is hurt by fire. It resists cold and
poison. It cannot be frightened, confused or slept. It tends to overlook
intruders, which it may notice from 200 feet. It may carry up to 12 object
s. It can touch to lower experience (by 80d6+) with damage 2d2, touch to
drain charges with damage 2d2, touch to reduce dexterity with damage 2d12,
and touch to reduce dexterity with damage 2d12.

The Dread (Orange ‘G’)
=== Num:495 Lev:42 Rar:1 Spd:+10 Hp:25d20 Ac:30 Exp:600
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 flying evil undead creature is normally found on dungeon level 42, and
moves a bit erratically, and quickly. It is magical, casting spells which
hurls black bolts of nether, drain mana, blind, confuse, or paralyze about
6 percent of the time. It can pass through walls and pick up objects. It
is invisible. It is cold blooded. It is hurt by fire. It resists cold
and poison. It cannot be frightened or slept. It is fairly observant of
intruders, which it may notice from 200 feet. It usually appears in
groups. It may carry an object. It can hit to attack with damage 6d6,
hit to attack with damage 6d6, and hit to reduce strength with damage 3d4.

The Vampire lord (Blue ‘V’)
=== Num:496 Lev:42 Rar:1 Spd:+10 Hp:1600 Ac:70 Exp:1800
A foul wind chills your bones as this ghastly figure approaches.
This evil undead creature is normally found on dungeon level 42, and moves
quickly. It is magical, casting spells which hurls black bolts of nether,
cast mana bolts, teleport toward you, create darkness, drain mana, cause
brain smashing, cause mortal wounds, terrify, blind, or paralyze about 15
percent of the time. It can open doors and bash down doors. It is cold
blooded. It regenerates quickly. It is hurt by bright light and fire.
It resists cold and poison. It cannot be slowed, frightened, confused or
slept. It is fairly observant of intruders, which it may notice from 200
feet. It may carry up to 9 objects or treasures. It can hit to attack
with damage 3d6, hit to attack with damage 3d6, bite to lower experience
(by 80d6+) with damage 4d6, and bite to lower experience (by 80d6+) with
damage 4d6.

The Power drake (Violet ‘d’)
=== Num:497 Lev:42 Rar:1 Spd:+10 Hp:650 Ac:100 Exp:2500
An extremely dangerous drake.
This flying evil dragon is normally found on dungeon level 42, and moves
quickly. It may breathe acid, lightning, fire, frost, poison, light,
darkness, confusion, sound, nexus, nether, chaos, or disenchantment, and
is also magical, casting spells which terrify, blind, or confuse about 25
percent of the time. It can bash down doors. It is surrounded by an
ever-changing cloud of elements. It resists acid, lightning, fire, cold
and poison. It resists chaos, nether, water, plasma, nexus and
disenchantment. It cannot be slowed, frightened, confused or slept. It
tends to overlook intruders, which it may notice from 300 feet. It may
carry up to 10 objects. It can claw to shoot acid with damage 4d5, claw
to electrocute with damage 4d5, and bite to burn with damage 4d8.

[U] Rogrog the Black Troll (L.Dark ‘T’)
=== Num:498 Lev:42 Rar:3 Spd:+10 Hp:2000 Ac:70 Exp:5000
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 42, and moves quickly.
He may throw boulders. He is magical, casting spells which summon his
friends about 15 percent of the time. He can open doors, bash down doors
and pick up objects. He regenerates quickly. He resists 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 6 good objects. He can
hit to attack with damage 6d7, hit to attack with damage 6d7, bite to
wound with damage 4d10, and spit to shoot acid with damage 4d8.

[U] Vampire (Violet ‘V’)
=== Num:651 Lev:42 Rar:5 Spd:+10 Hp:1350 Ac:55 Exp:6000
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 42, and moves
quickly. It is magical, casting spells intelligently which teleport
toward you, create darkness, cause mind blasting, cause critical wounds,
terrify, or paralyze about 35 percent of the time with a mana rating of 92
and a spell power of 30. It can open doors and bash down doors. It is a
player ghost template. It is cold blooded. It regenerates quickly. It
is hurt by bright light and fire. It resists cold and poison. It cannot
be slowed, stunned, frightened, confused or slept. It is ever vigilant
for intruders, which it may notice from 200 feet. It may carry up to 3
chests. It can hit to attack with damage 6d9, hit to attack with damage
6d9, bite to lower experience (by 20d6+) with damage 3d9, and bite to
lower experience (by 20d6+) with damage 3d9.

The Chromatic hound (Violet ‘Z’)
=== Num:499 Lev:43 Rar:5 Spd:+0 Hp:40d10 Ac:40 Exp:500
Shimmering in rainbow hues, this hound is beautiful and deadly.
This natural creature is normally found on dungeon level 43, and moves at
normal speed. It may breathe acid, lightning, fire, frost, or poison
about 20 percent of the time. It can bash down doors. It resists acid,
lightning, fire, cold and poison. It cannot be confused or slept. It is
ever vigilant for intruders, which it may notice from 250 feet. It
usually appears in groups. It can claw to attack with damage 2d8, claw to
attack with damage 2d8, bite to attack with damage 4d4, and bite to attack
with damage 4d4.

The Lesser Servant of Manwe (Yellow ‘A’)
=== Num:658 Lev:43 Rar:4 Spd:+0 Hp:650 Ac:60 Exp:1600
A Maia that serves Manwe, the Vala of air, light and the sky. He is the
High King of the Valar and his servants reflect his wisdom and nature.
This creature is normally found on dungeon level 43, and moves at normal
speed. It is magical, casting spells intelligently which produce
lightning balls, produce frost balls, haste-self, heal-self, cure what
ails it, or blink-self about 20 percent of the time. It can radiate
natural light, open doors, bash down doors and pick up objects. It
resists acid, lightning, fire, cold and poison. It cannot be slowed,
stunned, frightened, confused or slept. It pays very little attention to
intruders, which it may notice from 300 feet. It may carry up to 8 object
s. It can hit to attack with damage 14d4, hit to attack with damage 14d4,
and touch to reduce all stats with damage 8d4.

The Lesser Servant of Varda (Red ‘A’)
=== Num:659 Lev:43 Rar:4 Spd:+0 Hp:650 Ac:60 Exp:1600
A Maia that serves Varda, the Vala of pure fire and the light it shines.
Revered by the elves as Elbereth, she is Manwe’s wife and the Queen of the
Valar.
This creature is normally found on dungeon level 43, and moves at normal
speed. It is magical, casting spells intelligently which produce fire
balls, produce fire bolts, haste-self, heal-self, cure what ails it, or
blink-self about 20 percent of the time. It can radiate natural light,
open doors, bash down doors and pick up objects. It resists acid,
lightning, fire, cold and poison. It cannot be slowed, stunned,
frightened, confused or slept. It pays very little attention to
intruders, which it may notice from 300 feet. It may carry up to 8 object
s. It can hit to attack with damage 14d4, hit to attack with damage 14d4,
and touch to drain charges with damage 8d4.

The Lesser Servant of Ulmo (L.Blue ‘A’)
=== Num:660 Lev:43 Rar:4 Spd:+0 Hp:650 Ac:60 Exp:1600
A Maia that serves Ulmo, the Vala of water and the Lord of the seas.
This creature is normally found on dungeon level 43, and moves at normal
speed. It is magical, casting spells intelligently which produce ice bolts,

The Mumak (Slate ‘q’)
=== Num:500 Lev:43 Rar:2 Spd:+0 Hp:90d10 Ac:55 Exp:2100
A massive elephantine form with eyes twisted by madness.
This natural creature is normally found on dungeon level 43, and moves at
normal speed. It can bash down doors. It pays very little attention to
intruders, which it may notice from 200 feet. It usually appears in
groups. It can butt to attack with damage 4d6, butt to attack with damage
4d6, and crush to attack with damage 4d4.

The Glabrezu (L.Umber ‘U’)
=== Num:502 Lev:43 Rar:2 Spd:+0 Hp:700 Ac:40 Exp:3000
It is demon with arms and pincers, its form a true mockery of life.
This evil demon is normally found on dungeon level 43, and moves at normal
speed. It is magical, casting spells which produce fire bolts, or summon
a demon about 12 percent of the time. It can open doors and bash down
doors. It resists fire. It cannot be confused or slept. It pays little
attention to intruders, which it may notice from 200 feet. It may carry a
n object. It can hit to attack with damage 3d4, and hit to attack with
damage 3d4.

[U] Vargo, Tyrant of Fire (Red ‘E’)
=== Num:503 Lev:43 Rar:3 Spd:+10 Hp:2400 Ac:50 Exp:4000
A towering fire elemental, Vargo burns everything beyond recognition.
This creature is normally found on dungeon level 43, and moves a bit
erratically, and quickly. It is magical, casting spells which produce
fire storms or produce plasma bolts about 25 percent of the time. It can
radiate natural light, bash down doors, destroy weaker monsters and
destroy objects. It is not detected by telepathy. It is hurt by cold.
It resists acid, lightning, fire and poison. It resists plasma. It
cannot be slowed, stunned, frightened, confused or slept. It tends to
overlook intruders, which it may notice from 120 feet. It can hit to burn
with damage 4d6, hit to burn with damage 4d6, hit to burn with damage 4d6,
and hit to burn with damage 4d6.

[U] Waldern, King of Water (Blue ‘E’)
=== Num:504 Lev:43 Rar:3 Spd:+10 Hp:2500 Ac:80 Exp:4250
A towering water elemental, Waldern 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. It is magical, casting spells which produce
frost storms, call up raging storms, produce storms of water balls,
produce ice bolts, produce water bolts, or restore mana about 25 percent
of the time. It can bash down doors, destroy weaker monsters and destroy
objects. It is cold blooded. It is not detected by telepathy. It
resists acid, fire, cold and poison. It resists water. It cannot be
slowed, stunned, frightened, confused or slept. It tends to overlook
intruders, which it may notice from 120 feet. It can hit to attack with
damage 5d5, hit to attack with damage 5d5, hit to attack with damage 5d5,
and hit to attack with damage 5d5.

[U] Quaker, Master of Earth (Umber ‘E’)
=== Num:505 Lev:43 Rar:3 Spd:+5 Hp:2800 Ac:97 Exp:4500
A towering stone elemental stands before you. The walls and ceiling are
reduced to rubble as Quaker advances.
This creature is normally found on dungeon level 43, and moves somewhat
quickly. He is magical, casting spells which produce acid storms, call up
storms of knives, or produce acid bolts about 18 percent of the time. He
can pass through walls, destroy weaker monsters and destroy objects. He
is cold blooded. He is not detected by telepathy. He is hurt by rock
remover. He resists lightning, fire, cold and poison. He cannot be
slowed, stunned, frightened, confused or slept. He pays little attention
to intruders, which he may notice from 100 feet. He can hit to stun with
damage 6d6, hit to stun with damage 6d6, hit to attack with damage 6d6,
and hit to shatter with damage 10d10.

[U] Ariel, Queen of Air (L.Blue ‘E’)
=== Num:506 Lev:43 Rar:3 Spd:+20 Hp:2700 Ac:50 Exp:7000
A towering air elemental, Ariel, the sorceress, avoids your blows with her
extreme speed.
This flying creature is normally found on dungeon level 43, and moves a bit
erratically, and very quickly. She is magical, casting spells which
produce lightning storms, produce frost storms, or produce lightning bolts
about 20 percent of the time. She can dodge attacks, bash down doors,
destroy weaker monsters and destroy objects. She is cold blooded. She is
not detected by telepathy. She resists acid, lightning, cold and poison.
She cannot be frightened, confused or slept. She tends to overlook
intruders, which she may notice from 120 feet. She can hit to attack with
damage 4d6, hit to attack with damage 4d6, hit to confuse with damage 4d4,
and hit to confuse with damage 4d4.

[U] Adunaphel the Quiet (L.Dark ‘W’)
=== Num:507 Lev:43 Rar:3 Spd:+10 Hp:2100 Ac:60 Exp:13000
A sorceress in life, Adunaphel quickly fell under Sauron’s sway and the
power of the rings.
This evil undead creature is normally found on dungeon level 43, and moves
quickly. She may whip poisoned darts. She is magical, casting spells
which produce acid bolts, produce fire bolts, produce frost bolts, hurls
black bolts of nether, cast mana bolts, cast lances of ice, restore mana,
cure what ails it, cause mortal wounds, terrify, blind, or paralyze, or
summon a monster about 33 percent of the time. She can pass through walls.
She is invisible. She is cold blooded. She is surrounded by darkness.
She is hurt by bright light and fire. She resists cold and poison. She
cannot be slowed, frightened, confused or slept. She is fairly observant
of intruders, which she may notice from 900 feet. She may carry up to 8
good objects. She can hit to attack with damage 6d6, hit to attack with
damage 6d6, touch to lower experience (by 80d6+) with damage 5d6, and
touch to lower experience (by 80d6+) with damage 5d6.

The Ancient chromatic dragon (Violet ‘D’)
=== Num:508 Lev:43 Rar:1 Spd:+10 Hp:2100 Ac:100 Exp:13000
A huge draconic form. Many colours ripple down its massive frame. Few
live to see another.
This flying evil dragon is normally found on dungeon level 43, and moves
quickly. It may breathe acid, lightning, fire, frost, or poison powerfully,
and is also magical, casting spells intelligently which terrify, blind, or
confuse about 25 percent of the time. It can bash down doors. It is
surrounded by an ever-changing cloud of elements. It resists acid,
lightning, fire, cold and poison. It cannot be slowed, frightened,
confused or slept. It pays little attention to intruders, which it may
notice from 250 feet. It may carry up to 18 objects. It can claw to
freeze with damage 4d10, claw to electrocute with damage 4d10, bite to
shoot acid with damage 7d10, and bite to burn with damage 7d10.

The 8-headed hydra (L.Red ‘M’)
=== Num:509 Lev:44 Rar:2 Spd:+10 Hp:100d19 Ac:100 Exp:5000
A strange reptilian hybrid with eight heads.
This natural creature is normally found on dungeon level 44, and moves
quickly. It may breathe fire or frost, 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 about 25
percent of the time. It can radiate natural light, open doors and bash
down doors. It resists fire and cold. It resists plasma. It takes a
while to see intruders, which it may notice from 200 feet. It may carry
up to 10 treasures. It can bite to freeze with damage 3d12, bite to burn
with damage 3d12, bite to freeze with damage 3d12, and bite to burn with
damage 3d12.

The Dreadmaster (L.Red ‘G’)
=== Num:510 Lev:44 Rar:2 Spd:+10 Hp:1500 Ac:100 Exp:9000
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 flying evil undead creature is normally found on dungeon level 44, and
moves a bit erratically, and quickly. It is magical, casting spells
intelligently which hurls black bolts of nether, shoot rays of death,
teleport level, drain mana, cause mortal wounds, blind, confuse, or
paralyze, or summon an undead about 12 percent of the time. It can pass
through walls and pick up objects. It is invisible. It is cold blooded.
It is hurt by fire. It resists cold and poison. It cannot be frightened
or slept. It is fairly observant of intruders, which it may notice from
200 feet. It may carry up to 10 objects. It can hit to attack with damage
6d6, hit to attack with damage 6d6, hit to reduce strength with damage 3d4,
and hit to reduce strength with damage 3d4.

The Rod mimic (Slate ‘-’)
=== Num:511 Lev:45 Rar:4 Spd:+0 Hp:15d50 Ac:40 Exp:450
A strange creature that disguises itself as a rod to lure unsuspecting
adventurers within reach of its venomous claws. The first that most
adventurers realise of the deception is when the seemingly invitingly rod
laying on the ground suddenly grows teeth and tears into the adventurer’s
hand.
This creature is normally found on dungeon level 45, and moves at normal
speed, but does not deign to chase intruders. It is magical, casting
spells which produce explosions of light, produce balls of darkness,
produce confusion balls, produce whirlwinds of shards, produce water bolts,
cast mana bolts, shoot sparks of lightning, cast lances of ice, or
haste-self about 33 percent of the time. It is cold blooded. It is not
detected by telepathy. It resists acid, fire, cold and poison. It cannot
be slowed, stunned, frightened, confused or slept. It is ever vigilant
for intruders, which it may notice from 300 feet. It may carry up to 4
objects or treasures. It can bite to poison with damage 4d4, bite to
poison with damage 4d4, butt to confuse with damage 4d4, and butt to
confuse with damage 4d4.

The Cyclops (Umber ‘P’)
=== Num:512 Lev:45 Rar:2 Spd:+10 Hp:1200 Ac:120 Exp:1500
A gigantic ugly humanoid with but one eye and very thick skin.
This evil giant is normally found on dungeon level 45, and moves quickly.
It may throw boulders. It can open doors, bash down doors and pick up
objects. It resists 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
objects or treasures. It can hit to attack with damage 9d9, and hit to
attack with damage 9d9.

The Rotting quylthulg (Umber ‘Q’)
=== Num:513 Lev:45 Rar:1 Spd:+10 Hp:480 Ac:1 Exp:3000
It is a pulsing flesh mound that reeks of death and putrefaction.
This natural creature is normally found on dungeon level 45, and moves
quickly, but does not deign to chase intruders. It is magical, casting
spells which blink-self or teleport-self, or summon an undead about 75
percent of the time. It is invisible. It is not detected by telepathy.
It cannot be slowed, stunned, frightened, confused or slept. It is ever
vigilant for intruders, which it may notice from 200 feet. It has no
physical attacks.

The Demonic quylthulg (Red ‘Q’)
=== Num:514 Lev:45 Rar:1 Spd:+10 Hp:480 Ac:1 Exp:3000
A pile of pulsing flesh that glows with an inner hellish fire. The world
itself seems to cry out against it.
This natural creature is normally found on dungeon level 45, and moves
quickly, but does not deign to chase intruders. It is magical, casting
spells which blink-self or teleport-self, or summon a demon about 50
percent of the time. It is invisible. It is not detected by telepathy.
It cannot be slowed, stunned, frightened, confused or slept. It is ever
vigilant for intruders, which it may notice from 200 feet. It has no
physical attacks.

The Draconic quylthulg (Green ‘Q’)
=== Num:515 Lev:45 Rar:1 Spd:+10 Hp:480 Ac:1 Exp:3000
It looks like it was once a dragon corpse, now deeply infected with
magical bacteria that make it pulse in a foul and degrading way.
This natural creature is normally found on dungeon level 45, and moves
quickly, but does not deign to chase intruders. It is magical, casting
spells which blink-self or teleport-self, or summon a dragon about 50
percent of the time. It is invisible. It is not detected by telepathy.
It cannot be slowed, stunned, frightened, confused or slept. It is ever
vigilant for intruders, which it may notice from 200 feet. It has no
physical attacks.

The Nalfeshnee (Red ‘U’)
=== Num:516 Lev:45 Rar:2 Spd:+0 Hp:900 Ac:50 Exp:5000
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 45, and moves at normal
speed. It may breathe fire powerfully, and is also magical, casting spells
which blind or confuse, or summon a demon about 12 percent of the time.
It can radiate natural light, open doors and bash down doors. It is hurt
by cold. It resists fire. It cannot be confused or slept. It pays
little attention to intruders, which it may notice from 200 feet. It may
carry one or two objects. It can hit to attack with damage 3d4, hit to
attack with damage 3d4, and hit to attack with damage 3d4.

The Undead beholder (Umber ‘e’)
=== Num:518 Lev:45 Rar:3 Spd:+10 Hp:2700 Ac:100 Exp:8000
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 flying evil undead creature is normally found on dungeon level 45, and
moves quickly. It is magical, casting spells which produce fire storms,
produce frost storms, produce acid bolts, hurls black bolts of nether,
cast mana bolts, drain mana, cause mind blasting, cause brain smashing,
cause mortal wounds, confuse, or slow, or summon an undead about 50
percent of the time. It can bash down doors. It is cold blooded. It
resists acid, lightning, fire, cold and poison. It cannot be frightened
or slept. It is fairly observant of intruders, which it may notice from
300 feet. It can gaze to lower experience (by 40d6+) with damage 3d6,
gaze to drain charges with damage 3d6, gaze to reduce intelligence with
damage 3d6, and bite to lower experience (by 40d6+) with damage 7d6.

The Great crystal drake (Umber ‘D’)
=== Num:519 Lev:45 Rar:2 Spd:+10 Hp:2100 Ac:100 Exp:10000
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 flying evil dragon is normally found on dungeon level 45, and moves
quickly. It may breathe shards powerfully, and is also magical, casting
spells intelligently which terrify, confuse, or slow about 20 percent of
the time. It can radiate natural light and bash down doors. It resists
cold. It cannot be slowed, frightened or slept. It pays little attention
to intruders, which it may notice from 250 feet. It may carry up to 12
objects. It can claw to wound with damage 4d10, claw to wound with damage
4d10, and bite to attack with damage 7d10.

The Ethereal dragon (Orange ‘D’)
=== Num:520 Lev:45 Rar:2 Spd:+10 Hp:2100 Ac:100 Exp:10000
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 flying evil dragon is normally found on dungeon level 45, and moves
quickly. It may breathe light, darkness, or confusion powerfully, and is
also magical, casting spells intelligently which blind or confuse about 20
percent of the time. It can radiate natural light and pass through walls.
It is invisible. It cannot be slowed, frightened, confused or slept. It
pays little attention to intruders, which it may notice from 250 feet. It
may carry up to 12 objects. It can claw to attack with damage 4d10, claw
to attack with damage 4d10, and bite to attack with damage 7d10.

The Greater basilisk (L.Dark ‘R’)
=== Num:521 Lev:45 Rar:2 Spd:+10 Hp:20d100 Ac:100 Exp:10000
A large basilisk, whose shape resembles that of a great wyrm.
This flying natural evil creature is normally found on dungeon level 45,
and moves quickly. It may breathe poison, darkness, or nexus powerfully
about 15 percent of the time. It can open doors and bash down doors. It
resists poison. It resists nexus. It cannot be confused or slept. It
takes a while to see intruders, which it may notice from 250 feet. It may
carry one or two good objects. It can gaze to paralyze with damage 3d12,
gaze to paralyze with damage 3d12, bite to poison with damage 2d12, and
bite to poison with damage 2d12.

[U] Akhorahil the Blind (L.Dark ‘W’)
=== Num:522 Lev:45 Rar:3 Spd:+10 Hp:2400 Ac:70 Exp:15000
A mighty sorcerer King, Akhorahil was blind in life. With powerful
enchantments, he created jewelled eyes that enabled him to see better than
any ordinary man ever could.
This evil undead creature is normally found on dungeon level 45, and moves
quickly. He is magical, casting spells which produce fire bolts, produce
frost bolts, hurls black bolts of nether, restore mana, cure what ails it,
create darkness, cause mortal wounds, terrify, blind, or paralyze, or
summon monsters about 33 percent of the time. He can open doors and bash
down doors. He is cold blooded. He is surrounded by darkness. He is
hurt by bright light and fire. He resists cold and poison. He cannot be
slowed, frightened, confused or slept. He is fairly observant of
intruders, which he may notice from 900 feet. He may carry up to 8 good
objects. He can hit to attack with damage 7d6, hit to attack with damage
7d6, gaze to lower experience (by 80d6+) with damage 6d6, and wail to
terrify with damage 6d6.

The Descendant of Ungoliant (L.Dark ‘S’)
=== Num:657 Lev:45 Rar:3 Spd:+10 Hp:1500 Ac:120 Exp:27000
A great spider of darkness, descended from Ungoliant the Unlight. While
lesser spiders that are of Ungoliant lineage, like Mirkwood Spiders, have
adjusted to their surroundings, this specimen has retained a dark form
much like Ungoliant’s and her spawns’.
This natural evil creature is normally found on dungeon level 45, and moves
quickly. It may breathe poison or darkness, and is also magical, casting
spells intelligently which heal-self, cause mortal wounds, terrify, blind,
confuse, or slow, or summon similar monsters about 30 percent of the time.
It can bash down doors. It is hurt by bright light. It resists acid and
poison. It cannot be confused or slept. It pays little attention to
intruders, which it may notice from 300 feet. It usually appears with
escorts. It may carry one or two good objects. It can claw to poison
with damage 4d6, claw to poison with damage 4d6, bite to paralyze with
damage 2d10, and sting to reduce strength with damage 10d4.

[U] Radagast the Brown (Umber ‘A’)
=== Num:517 Lev:45 Rar:4 Spd:+5 Hp:3000 Ac:100 Exp:30000
A Servant of Yavanna, sent to Middle-Earth as the least of the Istar as
the partner to Saruman the White, against Saruman’s wish. Radagast was
tasked with protecting Middle-Earth’s flora and fauna. With time Radagast
became more and more enchanted with nature and grew less and less
interested in the suffering of the free peoples. Radagast never returned
to Aman from his mission, but it is unknown whether this is because he
wished to stay behind or whether because he was considered to have failed
as a member of the Istar, like Saruman, Alatar and Pallando were. Radagast
wears the humble brown robes for which he was named after.
This creature is normally found on dungeon level 45, and moves somewhat
quickly. He is magical, casting spells intelligently which produce fire
storms, produce frost storms, produce storms of water balls, produce fire
bolts, produce frost bolts, produce water bolts, haste-self, restore mana,
heal-self, cure what ails it, blink-self, teleport-self, teleport toward
you, teleport to, or teleport away, or summon natural creatures or hydras
about 65 percent of the time. He can radiate natural light, open doors
and bash down doors. He resists acid, lightning, cold and poison. He
cannot be slowed, frightened, confused or slept. He is ever vigilant for
intruders, which he may notice from 1000 feet. He may carry up to 4
exceptional objects. He can hit to disenchant with damage 8d4, hit to
disenchant with damage 8d4, hit to attack with damage 8d4, and hit to
attack with damage 8d4.

The Berserker (Umber ‘p’)
=== Num:523 Lev:46 Rar:2 Spd:+10 Hp:1500 Ac:80 Exp:2500
Even the strongest of normal human warriors fears the Berserker – the one
who can drive himself into such a terrible battle-frenzy that he can
survive blows which should kill him, and still apparently feel no pain.
He tramples weaker creatures underfoot
This creature is normally found on dungeon level 46, and moves quickly.
He may fire seeker bolts. He is magical, casting spells which haste-self
or terrify about 25 percent of the time. He can use a light source, bash
down doors and destroy weaker monsters. He cannot be frightened, confused
or slept. He is fairly observant of intruders, which he may notice from
200 feet. He may carry up to 5 objects. He can hit to wound with damage
6d6, hit to wound with damage 6d6, and hit to wound with damage 6d6.

The Drolem (Green ‘g’)
=== Num:524 Lev:46 Rar:3 Spd:+5 Hp:2500 Ac:130 Exp:12000
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 46, and moves somewhat
quickly. It may breathe poison, and is also magical, casting spells which
blind, confuse, or slow about 20 percent of the time. It can open doors
and bash down doors. It is cold blooded. It is not detected by
telepathy. It is surrounded by noxious gases. It resists lightning, fire,
cold and poison. It cannot be slowed, stunned, frightened, confused or
slept. It takes quite a while to see intruders, which it may notice from
250 feet. It can claw to attack with damage 3d10, claw to attack with
damage 3d10, bite to poison with damage 5d10, and bite to poison with
damage 5d10.

[U] Scatha the Worm (L.Slate ‘D’)
=== Num:525 Lev:46 Rar:2 Spd:+15 Hp:2500 Ac:130 Exp:15000
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 flying evil dragon is normally found on dungeon level 46, and moves
exceedingly quickly. He may breathe frost powerfully, and is also
magical, casting spells intelligently which cure what ails it, cause
mortal wounds, or confuse about 25 percent of the time. He can bash down
doors. He is hurt by fire. He resists cold. He cannot be slowed,
frightened, confused or slept. He tends to overlook intruders, which he
may notice from 300 feet. He may carry up to 14 good objects. He can
claw to attack with damage 4d10, claw to attack with damage 4d10, claw to
freeze with damage 4d14, and bite to freeze with damage 4d14.

[U] Phantom (Violet ‘G’)
=== Num:652 Lev:46 Rar:6 Spd:+10 Hp:1800 Ac:45 Exp:15000
An unholy creature of darkness with an aura surrounding it that saps your
very soul.
This flying evil undead creature is normally found on dungeon level 46, and
moves quickly. It is magical, casting spells intelligently which casts a
nether bolt, cause mind blasting, or paralyze about 35 percent of the time
with a mana rating of 101 and a spell power of 37. It can pass through
walls. It is a player ghost template. It is invisible. It is cold
blooded. It regenerates quickly. It is hurt by fire. It resists cold
and poison. It cannot be slowed, stunned, frightened, confused or slept.
It takes a while to see intruders, which it may notice from 300 feet. It
may carry up to 3 chests. It can touch to lower experience (by 80d6+)
with damage 2d10, touch to lower experience (by 80d6+) with damage 2d10,
claw to reduce intelligence with damage 4d8, and claw to reduce wisdom
with damage 4d8.

The Death mold (L.Dark ‘m’)
=== Num:526 Lev:47 Rar:1 Spd:+30 Hp:100d20 Ac:60 Exp:1500
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 creature is normally found on dungeon level 47, and moves
incredibly quickly, but does not deign to chase intruders. It resists
acid, lightning, fire, cold and poison. It cannot be slowed, stunned,
frightened, confused or slept. It is ever vigilant for intruders, which
it may notice from 2000 feet. It can release spores to disenchant with
damage 7d7, release spores to disenchant with damage 7d7, release spores
to disenchant with damage 7d7, and release spores to lower experience (by
80d6+) with damage 5d5.

The Marilith (Yellow ‘U’)
=== Num:527 Lev:47 Rar:2 Spd:+10 Hp:1400 Ac:75 Exp:6000
She is a demon of female form with many arms, each bearing deadly weapons.
This evil demon is normally found on dungeon level 47, and moves quickly.
She may lash you if nearby. She is magical, casting spells which cause
mortal wounds or blind, or summon a demon about 12 percent of the time.
She can open doors and bash down doors. She resists fire. She cannot be
confused or slept. She pays little attention to intruders, which she may
notice from 200 feet. She may carry one or two objects. She can hit to
wound with damage 4d6, hit to wound with damage 4d6, hit to wound with
damage 4d6, and hit to wound with damage 4d6.

The 9-headed hydra (Blue ‘M’)
=== Num:528 Lev:47 Rar:2 Spd:+10 Hp:100d22 Ac:100 Exp:8000
A strange reptilian hybrid with nine heads surrounded by electric charges.
This natural creature is normally found on dungeon level 47, and moves
quickly. It may breathe lightning, and is also magical, casting spells
which produce lightning balls, produce lightning bolts, shoot sparks of
lightning, terrify, or blind about 25 percent of the time. It can radiate
natural light, open doors and bash down doors. It regenerates quickly.
It resists lightning. It takes a while to see intruders, which it may
notice from 250 feet. It may carry up to 12 treasures. It can bite to
electrocute with damage 4d9, bite to electrocute with damage 4d9, bite to
electrocute with damage 4d9, and spit to blind with damage 4d9.

The Death drake (L.Green ‘D’)
=== Num:529 Lev:47 Rar:2 Spd:+10 Hp:2100 Ac:100 Exp:10000
It is a dragon-like form wrapped in darkness. You cannot make out its
true form but you sense its evil.
This flying evil dragon is normally found on dungeon level 47, and moves
quickly. It may breathe nether powerfully, and is also magical, casting
spells intelligently which create darkness, terrify, confuse, or slow
about 20 percent of the time. It can pass through walls and pick up
objects. It is invisible. It resists cold. It resists nether. It
cannot be confused or slept. It pays little attention to intruders, which
it may notice from 250 feet. It may carry up to 12 objects. It can claw
to attack with damage 4d10, claw to attack with damage 4d10, bite to
attack with damage 6d10, and bite to lower experience (by 80d6+) with
damage 6d10.

[U] Itangast the Fire Drake (L.Red ‘D’)
=== Num:530 Lev:47 Rar:2 Spd:+15 Hp:2500 Ac:120 Exp:18000
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 flying evil dragon is normally found on dungeon level 47, and moves
exceedingly quickly. He may breathe fire powerfully, and is also magical,
casting spells intelligently which cause critical wounds or confuse about
25 percent of the time. He can radiate natural light and bash down doors.
He is hurt by cold. He resists fire. He cannot be slowed, frightened,
confused or slept. He tends to overlook intruders, which he may notice
from 300 feet. He may carry up to 14 good objects. He can claw to attack
with damage 4d10, claw to attack with damage 4d10, bite to burn with damage
6d14, and bite to burn with damage 6d14.

The Elder aranea (Red ‘S’)
=== Num:531 Lev:48 Rar:5 Spd:+10 Hp:1200 Ac:65 Exp:2800
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 natural evil creature is normally found on dungeon level 48, and moves
quickly. It is magical, casting spells intelligently which produce fire
balls, produce fire bolts, heal-self, drain mana, cause mind blasting,
cause critical wounds, slow, or paralyze, or summon similar monsters or
spiders about 18 percent of the time. It can open doors and bash down
doors. It is hurt by bright light. It resists fire and poison. It tends
to overlook intruders, which it may notice from 200 feet. It usually
appears with escorts. It can claw to poison with damage 5d8, claw to
poison with damage 5d8, bite to poison with damage 5d6, and bite to poison
with damage 5d6.

The Winged Horror (L.Dark ‘B’)
=== Num:532 Lev:48 Rar:3 Spd:+10 Hp:25d80 Ac:80 Exp:4000
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 flying natural creature is normally found on dungeon level 48, and
moves quickly. It may breathe poison, darkness, or nether about 18
percent of the time. It resists cold and poison. It resists nether. It
is observant of intruders, which it may notice from 300 feet. It can claw
to attack with damage 3d8, claw to attack with damage 3d8, bite to lower
experience (by 40d6+) with damage 4d6, and bite to lower experience (by
40d6+) with damage 4d6.

[U] Ren the Unclean (L.Dark ‘W’)
=== Num:533 Lev:48 Rar:3 Spd:+10 Hp:2700 Ac:70 Exp:18000
Ren was an insane eastern king who believed himself to be the son of a
volcano god. At an early age his sanity was destroyed by a plague that
wiped out his family, and he never recovered.
This evil undead creature is normally found on dungeon level 48, and moves
quickly. He is magical, casting spells which produce fire storms, produce
fire bolts, hurls black bolts of nether, restore mana, cure what ails it,
cause mortal wounds, terrify, blind, or paralyze, or summon a monster
about 40 percent of the time. He can open doors and bash down doors. He
is invisible. He is cold blooded. He is surrounded by darkness. He is
hurt by bright light. He resists fire, cold and poison. He cannot be
slowed, frightened, confused or slept. He is fairly observant of
intruders, which he may notice from 900 feet. He may carry up to 8 good
objects. He can hit to attack with damage 7d7, hit to attack with damage
7d7, touch to lower experience (by 80d6+) with damage 6d7, and wail to
terrify with damage 6d7.

[U] Smaug the Golden (Yellow ‘D’)
=== Num:534 Lev:48 Rar:2 Spd:+15 Hp:2800 Ac:130 Exp:19000
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 flying evil dragon is normally found on dungeon level 48, and moves
exceedingly quickly. He may breathe fire powerfully, and is also magical,
casting spells intelligently which cause mortal wounds or confuse about 25
percent of the time. He can radiate natural light and bash down doors.
He is hurt by cold. He resists fire. He cannot be slowed, frightened,
confused or slept. He tends to overlook intruders, which he may notice
from 300 feet. He may carry up to 14 good objects. He can claw to attack
with damage 4d12, claw to attack with damage 4d12, bite to burn with damage
6d14, and bite to burn with damage 6d14.

The Lesser Balrog (L.Red ‘U’)
=== Num:535 Lev:49 Rar:2 Spd:+10 Hp:2000 Ac:50 Exp:10000
It is a massive humanoid demon wreathed in flames.
This evil demon is normally found on dungeon level 49, and moves quickly.
It may lash you if nearby. It may breathe fire powerfully, and is also
magical, casting spells which call up maelstroms of raw chaos, blind, or
confuse, or summon a demon about 25 percent of the time. It can radiate
natural light, open doors and bash down doors. It is hurt by cold. It
resists fire. It cannot be confused or slept. It pays little attention
to intruders, which it may notice from 200 feet. It may carry up to 6 good
objects. It can hit to burn with damage 4d12, hit to burn with damage 4d12,

[U] Eol, the Dark Elf (L.Dark ‘h’)
=== Num:536 Lev:49 Rar:2 Spd:+20 Hp:2400 Ac:100 Exp:27000
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 creature is normally found on dungeon level 49, and moves very
quickly. He is magical, casting spells intelligently which produce acid
storms, produce lightning storms, produce fire storms, produce frost storms,

The Servant of Yavanna (L.Green ‘A’)
=== Num:675 Lev:50 Rar:8 Spd:+10 Hp:1400 Ac:68 Exp:5500
A more powerful Maia that serves Yavanna, wife of Aule and the Vala of
living earth. Her dominion are the plants and animals of Arda and thus her
servants command them as she does.
This creature is normally found on dungeon level 50, and moves quickly.
It is magical, casting spells intelligently which produce fire storms,
produce frost storms, haste-self, restore mana, heal-self, cure what ails
it, blink-self, teleport-self, or teleport to, or summon natural creatures
about 40 percent of the time. It can radiate natural light, open doors,
bash down doors and pick up objects. It resists acid, lightning, fire,
cold and poison. It resists nether and water. It cannot be slowed,
stunned, frightened, confused or slept. It prefers to ignore intruders,
which it may notice from 300 feet. It can hit to attack with damage 10d7,
hit to attack with damage 10d7, and touch to poison with damage 6d7.

The Servant of Irmo (Orange ‘A’)
=== Num:676 Lev:50 Rar:8 Spd:+10 Hp:1400 Ac:68 Exp:5500
A more powerful Maia that serves Irmo, the Master of Dreams and Visions.
Irmo convinced Varda to allow a time of night for rest and his servants
revel in the twilight.
This creature is normally found on dungeon level 50, and moves quickly.
It is magical, casting spells intelligently which invoke starbursts,
produce storms of darkness, produce storms of confusion, haste-self,
restore mana, heal-self, cure what ails it, blink-self, teleport-self, or
teleport to about 40 percent of the time. It can radiate natural light,
open doors, bash down doors and pick up objects. It resists acid,
lightning, fire, cold and poison. It resists nether and water. It cannot
be slowed, stunned, frightened, confused or slept. It prefers to ignore
intruders, which it may notice from 300 feet. It can hit to attack with
damage 10d7, hit to attack with damage 10d7, and touch to blind with damage
6d7.

The Servant of Tulkas (Blue ‘A’)
=== Num:677 Lev:50 Rar:8 Spd:+10 Hp:2200 Ac:68 Exp:5500
A more powerful Maia that serves Tulkas, the Champion of the Valar. Like
Tulkas himself, this Ainu delights in tests of strenght and laughs ever,
even in the face of Morgoth’s wrath.
This creature is normally found on dungeon level 50, and moves quickly.
It may fire seeker bolts. It is magical, casting spells intelligently
which haste-self, restore mana, heal-self, cure what ails it, blink-self,
teleport-self, teleport to, or drain mana about 20 percent of the time.
It can radiate natural light, open doors, bash down doors and pick up
objects. It resists acid, lightning, fire, cold and poison. It resists
nether and water. It cannot be slowed, stunned, frightened, confused or
slept. It prefers to ignore intruders, which it may notice from 300 feet.
It can hit to attack with damage 15d7, hit to attack with damage 15d7, and
touch to terrify with damage 10d7.

The Master mystic (Orange ‘p’)
=== Num:537 Lev:50 Rar:3 Spd:+20 Hp:1100 Ac:60 Exp:6000
A lord of all that is natural, skilled in the mystic ways. He is a master
of martial arts and is at one with nature, able to summon help from the
wild if need be.
This creature is normally found on dungeon level 50, and moves very quickly.

The 10-headed hydra (L.Dark ‘M’)
=== Num:538 Lev:50 Rar:2 Spd:+15 Hp:100d25 Ac:105 Exp:9000
A strange reptilian hybrid with ten heads dripping acid.
This natural creature is normally found on dungeon level 50, and moves
exceedingly quickly. It may breathe acid, and is also magical, casting
spells which produce acid storms, produce acid bolts, terrify, or confuse
about 25 percent of the time. It can open doors and bash down doors. It
regenerates quickly. It resists acid. It takes a while to see intruders,
which it may notice from 250 feet. It may carry up to 14 treasures. It
can bite to shoot acid with damage 4d9, bite to shoot acid with damage 4d9,
bite to shoot acid with damage 4d9, and spit to blind with damage 4d9.

[U] The Balrog of Moria (Violet ‘U’)
=== Num:539 Lev:50 Rar:3 Spd:+20 Hp:3000 Ac:100 Exp:25000
A huge Balrog surrounded by raging pillars of fire, this is indeed a
terrible opponent. Wielding a great whip of fire and a blazing sword, his
fury blisters your skin and melts your flesh!
This evil demon is normally found on dungeon level 50, and moves very
quickly. He may lash you if nearby. He may breathe fire powerfully, and
is also magical, casting spells which call up maelstroms of raw chaos,
terrify, or confuse, or summon a demon or an undead about 35 percent of
the time. He can radiate natural light, open doors and bash down doors.
He is hurt by cold. He resists fire. He cannot be confused 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 18 good objects. He can
hit to burn with damage 6d12, hit to burn with damage 6d12, crush to
attack with damage 5d12, and touch to drain charges.

The Nether hound (L.Green ‘Z’)
=== Num:540 Lev:51 Rar:2 Spd:+10 Hp:60d15 Ac:100 Exp:4000
You feel a soul-tearing chill upon viewing this beast, a ghostly form of
darkness in the shape of a large dog.
This natural evil creature is normally found on dungeon level 51, and moves
quickly. It may breathe nether about 20 percent of the time. It can open
doors and bash down doors. It resists nether. It cannot be confused or
slept. It is ever vigilant for intruders, which it may notice from 300
feet. It usually appears in groups. It can claw to attack with damage
3d12, claw to attack with damage 3d12, bite to attack with damage 3d12,
and bite to attack with damage 3d12.

The Plasma hound (L.Red ‘Z’)
=== Num:541 Lev:51 Rar:2 Spd:+10 Hp:60d15 Ac:100 Exp:4000
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 natural creature is normally found on dungeon level 51, and moves
quickly. It may breathe plasma about 20 percent of the time. It can
radiate natural light, open doors and bash down doors. It is hurt by cold.
It resists lightning and fire. It resists plasma. It cannot be confused
or slept. It is ever vigilant for intruders, which it may notice from 300
feet. It usually appears in groups. It can claw to attack with damage
3d12, claw to attack with damage 3d12, bite to attack with damage 3d12,
and bite to attack with damage 3d12.

The Time hound (L.Blue ‘Z’)
=== Num:542 Lev:51 Rar:2 Spd:+15 Hp:60d15 Ac:100 Exp:5000
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 natural creature is normally found on dungeon level 51, and moves
exceedingly quickly. It may breathe time about 20 percent of the time.
It can open doors and bash down doors. It cannot be slowed, stunned,
confused or slept. It is ever vigilant for intruders, which it may notice
from 300 feet. It usually appears in groups. It can claw to attack with
damage 3d12, claw to attack with damage 3d12, bite to attack with damage
3d12, and bite to attack with damage 3d12.

[U] Harowen the Black Hand (L.Dark ‘p’)
=== Num:543 Lev:51 Rar:3 Spd:+25 Hp:2500 Ac:90 Exp:20000
He is a master of disguise, an expert of stealth, a genius at traps, and
moves with blinding speed. Check your pockets!
This creature is normally found on dungeon level 51, and moves extremely
quickly. He may sling seeker shots. He is magical, casting spells which
teleport toward you or create traps about 18 percent of the time. He can
dodge attacks, open doors, bash down doors and pick up objects. He
resists poison. He cannot be confused or slept. He is ever vigilant for
intruders, which he may notice from 400 feet. He may carry up to 10 good
objects. He can touch to steal gold with damage 5d5, touch to steal items
with damage 5d5, hit to blind with damage 10d5, and hit to poison with
damage 8d5.

The Servant of Morgoth (L.Dark ‘A’)
=== Num:671 Lev:52 Rar:8 Spd:+10 Hp:1700 Ac:68 Exp:5500
A more powerful Maia, corrupted by Morgoth from the service of another.
Not all the Maiar that serve the great enemy turned into demons like the
Balrogs, instead serving their master’s dark ends in more subtle ways and
appearances.
This evil creature is normally found on dungeon level 52, and moves quickly.

The Servant of Aule (L.Umber ‘A’)
=== Num:672 Lev:52 Rar:8 Spd:+10 Hp:1700 Ac:68 Exp:5500
A more powerful Maia that serves Aule, the Great Smith and the Vala of the
unliving earth. Like Aule himself, his servants have a love of creation
unspoiled by greed and are skilled in various crafts.
This creature is normally found on dungeon level 52, and moves quickly.
It is magical, casting spells intelligently which produce acid storms,
call up storms of knives, produce acid bolts, haste-self, restore mana,
heal-self, cure what ails it, blink-self, teleport-self, or teleport to
about 40 percent of the time. It can radiate natural light, open doors,
bash down doors and pick up objects. It resists acid, lightning, fire,
cold and poison. It resists nether and water. It cannot be slowed,
stunned, frightened, confused or slept. It prefers to ignore intruders,
which it may notice from 300 feet. It can hit to attack with damage 12d7,
hit to attack with damage 12d7, and touch to disenchant with damage 8d7.

The Servant of Orome (Slate ‘A’)
=== Num:673 Lev:52 Rar:8 Spd:+10 Hp:1700 Ac:68 Exp:5500
A more powerful Maia that serves Orome, the Huntsman of the Valar. Like
Orome himself, his servants are powerful hunters and range far and wide in
Arda.
This creature is normally found on dungeon level 52, and moves quickly.
It may shoot seeker arrows. It is magical, casting spells intelligently
which haste-self, restore mana, heal-self, cure what ails it, blink-self,
teleport-self, or teleport to, or summon natural creatures about 30
percent of the time. It can radiate natural light, open doors, bash down
doors and pick up objects. It resists acid, lightning, fire, cold and
poison. It resists nether and water. It cannot be slowed, stunned,
frightened, confused or slept. It prefers to ignore intruders, which it
may notice from 300 feet. It can hit to attack with damage 12d7, hit to
attack with damage 12d7, and touch to wound with damage 8d7.

The Servant of Mandos (Green ‘A’)
=== Num:674 Lev:52 Rar:8 Spd:+10 Hp:1700 Ac:68 Exp:5500
A more powerful Maia that serves Mandos, the Judge of the Valar and the
dead. These Maiar carry the judgement of their lord to those he has
judged, whether good or evil.
This creature is normally found on dungeon level 52, and moves quickly.
It is magical, casting spells intelligently which invoke nether storms,
produce large orbs of holy might, haste-self, restore mana, heal-self,
cure what ails it, blink-self, teleport-self, or teleport to about 40
percent of the time. It can radiate natural light, open doors, bash down
doors and pick up objects. It resists acid, lightning, fire, cold and
poison. It resists nether and water. It cannot be slowed, stunned,
frightened, confused or slept. It prefers to ignore intruders, which it
may notice from 300 feet. It can hit to attack with damage 12d7, hit to
attack with damage 12d7, and touch to lower experience (by 20d6+) with
damage 8d7.

[U] Ji Indur Dawndeath (L.Dark ‘W’)
=== Num:544 Lev:52 Rar:3 Spd:+10 Hp:3200 Ac:70 Exp:22000
This Ringwraith was a weak-minded sorcerer-king who fell easily under
Sauron’s power.
This evil undead creature is normally found on dungeon level 52, and moves
quickly. He is magical, casting spells which produce acid storms, produce
lightning storms, produce fire storms, produce frost storms, invoke nether
storms, restore mana, cure what ails it, cause mortal wounds, terrify,
blind, or paralyze, or summon an undead about 40 percent of the time. He
can open doors and bash down doors. He is invisible. He is cold blooded.
He is surrounded by darkness. He is hurt by bright light. He resists
fire, cold and poison. He cannot be slowed, frightened, confused or slept.
He is fairly observant of intruders, which he may notice from 900 feet.
He may carry up to 8 good objects. He can hit to attack with damage 8d7,
hit to attack with damage 8d7, touch to lower experience (by 40d6+) with
damage 6d7, and touch to lower experience (by 40d6+) with damage 6d7.

The Chaos vortex (Violet ‘v’)
=== Num:545 Lev:53 Rar:3 Spd:+10 Hp:30d20 Ac:80 Exp:3000
Void, nothingness, spinning destructively.
This flying creature is normally found on dungeon level 53, and moves
extremely erratically, and quickly. It may breathe chaos powerfully about
18 percent of the time. It can bash down doors. It is not detected by
telepathy. It resists chaos. It cannot be frightened, confused or slept.
It is ever vigilant for intruders, which it may notice from 1000 feet. It
can engulf to confuse with damage 5d5, engulf to confuse with damage 5d5,
engulf to confuse with damage 5d5, and engulf to induce hallucinations
with damage 5d5.

The Storm of Unmagic (Violet ‘v’)
=== Num:546 Lev:53 Rar:3 Spd:+10 Hp:30d20 Ac:40 Exp:3000
Howling through the disintegrating dungeon, this whirlpool of Unmagic rips
the enchantments from everything it touches.
This creature is normally found on dungeon level 53, and moves extremely
erratically, and quickly. It may breathe disenchantment powerfully about
18 percent of the time. It can bash down doors. It is not detected by
telepathy. It resists disenchantment. It cannot be slowed, stunned,
frightened, confused or slept. It is ever vigilant for intruders, which
it may notice from 500 feet. It can engulf to drain charges with damage
5d5, and engulf to disenchant with damage 5d5.

The 11-headed hydra (L.Blue ‘M’)
=== Num:547 Lev:53 Rar:2 Spd:+15 Hp:100d30 Ac:110 Exp:11000
A strange reptilian hybrid with eleven heads.
This natural creature is normally found on dungeon level 53, and moves
exceedingly quickly. It may breathe acid or lightning, and is also
magical, casting spells which produce acid storms, produce lightning storms,

The Elder vampire (Red ‘V’)
=== Num:548 Lev:54 Rar:3 Spd:+15 Hp:3000 Ac:90 Exp:4500
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 54, and moves
exceedingly quickly. It is magical, casting spells which hurls black
bolts of nether, cast mana bolts, teleport toward you, create darkness,
drain mana, cause brain smashing, cause mortal wounds, terrify, or
paralyze, or summon an undead about 20 percent of the time. 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
resists fire, cold and poison. It cannot be frightened or slept. It is
fairly observant of intruders, which it may notice from 200 feet. It may
carry up to 9 good objects or treasures. It can hit to attack with damage
4d6, hit to attack with damage 4d6, bite to lower experience (by 80d6+)
with damage 5d6, and bite to lower experience (by 80d6+) with damage 5d6.

The Demilich (L.Umber ‘L’)
=== Num:549 Lev:54 Rar:2 Spd:+10 Hp:3200 Ac:100 Exp:13500
A lich who is partially immaterial, on its way to a new, ethereal form.
This evil undead creature is normally found on dungeon level 54, and moves
quickly. It is magical, casting spells intelligently which restore mana,
heal-self, blink-self, teleport toward you, teleport to, drain mana, cause
brain smashing, cause mortal wounds, confuse, or paralyze, or summon a
demon or an undead about 33 percent of the time. It can open doors and
bash down doors. It is cold blooded. It is hurt by bright light and fire.
It resists cold and poison. It cannot be slowed, stunned, frightened,
confused or slept. It tends to overlook intruders, which it may notice
from 200 feet. It may carry one or two chests. It can touch to lower
experience (by 80d6+), touch to drain charges, touch to reduce dexterity
with damage 4d12, and touch to reduce dexterity with damage 4d12.

[U] The Phoenix (Red ‘B’)
=== Num:550 Lev:54 Rar:3 Spd:+15 Hp:3600 Ac:130 Exp:30000
A massive glowing eagle bathed in flames. The searing heat chars your
skin and melts your armour.
This flying natural creature is normally found on dungeon level 54, and
moves exceedingly quickly. It may breathe fire, plasma, or light, and is
also magical, casting spells which produce fire storms, produce fire bolts,
or produce plasma bolts, or summon its minions about 40 percent of the time.

The Barbazu (L.Green ‘U’)
=== Num:551 Lev:55 Rar:4 Spd:+10 Hp:800 Ac:60 Exp:3000
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 55, and moves quickly.
It may fire heavy missiles. It is magical, casting spells which terrify,
or summon a demon about 10 percent of the time. It can open doors and
bash down doors. It resists poison. It cannot be confused 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 objects. It can hit
to attack with damage 4d10, hit to attack with damage 4d10, hit to reduce
constitution with damage 10d2, and sting to poison with damage 5d5.

The Servant of Ulmo (L.Blue ‘A’)
=== Num:670 Lev:55 Rar:8 Spd:+10 Hp:2000 Ac:68 Exp:5500
A more powerful Maia that serves Ulmo, the Vala of water and the Lord of
the seas. Like their lord, his servants wield water in it’s many forms and
are also known among the Ainur for their skill as singers.
This creature is normally found on dungeon level 55, and moves quickly.
It is magical, casting spells intelligently which produce storms of water
balls, produce ice bolts, cast lances of ice, haste-self, restore mana,
heal-self, cure what ails it, blink-self, teleport-self, or teleport to
about 40 percent of the time. It can radiate natural light, open doors,
bash down doors and pick up objects. It resists acid, lightning, fire,
cold and poison. It resists nether. It cannot be slowed, stunned,
frightened, confused or slept. It prefers to ignore intruders, which it
may notice from 300 feet. It can hit to attack with damage 14d7, hit to
attack with damage 14d7, and touch to drain mana with damage 8d7.

The Servant of Manwe (Yellow ‘A’)
=== Num:668 Lev:55 Rar:8 Spd:+10 Hp:2000 Ac:68 Exp:7500
A more powerful Maia that serves Manwe, the Vala of air, light and the
sky. He is the High King of the Valar and his servants reflect his wisdom
and nature. Manwe’s servants command lightning, light and cold to assault
their enemies.
This creature is normally found on dungeon level 55, and moves quickly.
It is magical, casting spells intelligently which produce lightning storms,
produce frost storms, invoke starbursts, haste-self, restore mana,
heal-self, cure what ails it, blink-self, teleport-self, or teleport to
about 40 percent of the time. It can radiate natural light, open doors,
bash down doors and pick up objects. It resists acid, lightning, fire,
cold and poison. It resists nether and water. It cannot be slowed,
stunned, frightened, confused or slept. It prefers to ignore intruders,
which it may notice from 300 feet. It can hit to attack with damage 14d7,
hit to attack with damage 14d7, and touch to reduce all stats with damage
8d7.

The Servant of Varda (Red ‘A’)
=== Num:669 Lev:55 Rar:8 Spd:+10 Hp:2000 Ac:68 Exp:7500
A more powerful Maia that serves Varda, the Vala of pure fire and the
light it shines. Revered by the elves as Elbereth, she is Manwe’s wife and
the Queen of the Valar. She brings light in it’s many forms to Arda and
thus, so do her servants.
This creature is normally found on dungeon level 55, and moves quickly.
It is magical, casting spells intelligently which produce fire storms,
invoke starbursts, produce fire bolts, haste-self, restore mana, heal-self,
cure what ails it, blink-self, teleport-self, or teleport to about 40
percent of the time. It can radiate natural light, open doors, bash down
doors and pick up objects. It resists acid, lightning, fire, cold and
poison. It resists nether and water. It cannot be slowed, stunned,
frightened, confused or slept. It prefers to ignore intruders, which it
may notice from 300 feet. It can hit to attack with damage 14d7, hit to
attack with damage 14d7, and touch to drain charges with damage 8d7.

The 12-headed hydra (L.Green ‘M’)
=== Num:553 Lev:55 Rar:2 Spd:+20 Hp:100d35 Ac:115 Exp:13000
A strange reptilian hybrid with twelve heads.
This natural creature is normally found on dungeon level 55, and moves very
quickly. It may breathe fire, frost, plasma, or nexus powerfully, and is
also magical, casting spells which produce fire storms, produce frost
storms, produce fire bolts, produce frost bolts, produce plasma bolts, or
hurls black bolts of nether about 30 percent of the time. It can radiate
natural light, open doors and bash down doors. It regenerates quickly.
It resists fire and cold. It resists plasma and nexus. It takes a while
to see intruders, which it may notice from 300 feet. It may carry up to 18
treasures. It can bite to burn with damage 5d9, bite to freeze with damage
5d9, bite to burn with damage 5d9, and spit to freeze with damage 5d9.

[U] Shelob, Spider of Darkness (L.Dark ‘S’)
=== Num:554 Lev:55 Rar:3 Spd:+10 Hp:3500 Ac:120 Exp:27000
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 natural evil creature is normally found on dungeon level 55, and moves
quickly. She may breathe poison or darkness, and is also magical, casting
spells intelligently which heal-self, create traps, cause mortal wounds,
terrify, blind, confuse, or slow, or summon her minions about 30 percent
of the time. She can bash down doors. She is hurt by bright light. She
resists acid and poison. She cannot be confused or slept. She pays
little attention to intruders, which she may notice from 300 feet. She
usually appears with escorts. She may carry up to 6 good objects. She
can claw to poison with damage 5d6, claw to poison with damage 5d6, bite
to paralyze with damage 5d10, and sting to reduce strength with damage 5d4.

[U] Ar-Pharazon the Golden (Yellow ‘p’)
=== Num:555 Lev:55 Rar:1 Spd:+20 Hp:4000 Ac:45 Exp:27500
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 creature is normally found on dungeon level 55, and moves very
quickly. He is magical, casting spells intelligently which heal-self or
teleport away, or summon his minions or monsters about 18 percent of the
time. He can use a light source, open doors, bash down doors and pick up
objects. He resists lightning, fire and poison. He prefers to ignore
intruders, which he may notice from 300 feet. He may carry up to 8
exceptional objects. He can hit to attack with damage 8d8, hit to attack
with damage 8d8, hit to attack with damage 8d8, and hit to attack with
damage 8d8.

[U] Pallando the Blue (Blue ‘A’)
=== Num:501 Lev:55 Rar:2 Spd:+10 Hp:4000 Ac:100 Exp:32000
Third among the Istar to arrive to Middle-Earth and the lesser of the Blue
Wizards, Pallando was once a Servant to Mandos. His insight into the souls
of mortals served him well as he worked with Alatar to undermine Saurons
power in the east, so that the Dark Lord could not marshall the full power
of the eastern peoples against the free peoples of the west in the War of
the Ring. While they inarguably succeeded in undermining the power of
Sauron, in the process they succumbed to their pride and greed and
gathered power for their own ends. Thus they betrayed their mission as
Istar and were barred from returning to Aman at the end of the Third Age.
It is said that the Blue Wizards turned to struggle against each other for
power in the Fourth Age. Like Alatar, Pallando was named as the Blue due
to the Cloack of Aman he wore.
This creature is normally found on dungeon level 55, and moves quickly.
It is magical, casting spells intelligently which invoke nether storms,
produce storms of water balls, produce large orbs of holy might, produce
ice bolts, produce water bolts, hurls black bolts of nether, haste-self,
restore mana, heal-self, cure what ails it, blink-self, teleport-self,
teleport toward you, teleport to, teleport away, or cause mortal wounds,
or summon a demon, an undead, or Greater Undead about 65 percent of the
time. It can radiate natural light, open doors and bash down doors. It
resists acid, fire, cold and poison. It cannot be slowed, frightened,
confused or slept. It is ever vigilant for intruders, which it may notice
from 1000 feet. It may carry up to 6 exceptional objects. It can hit to
lower experience (by 80d6+) with damage 8d5, hit to lower experience (by
80d6+) with damage 8d5, hit to attack with damage 8d5, and hit to attack
with damage 8d5.

The Lesser titan (Yellow ‘P’)
=== Num:556 Lev:56 Rar:3 Spd:+10 Hp:2400 Ac:80 Exp:6000
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 56, and moves quickly.
It may throw boulders. It is magical, casting spells intelligently which
heal-self or teleport to, or summon monsters about 30 percent of the time.
It can open doors, bash down doors and pick up objects. It takes a while
to see intruders, which it may notice from 300 feet. It may carry up to 8
good objects. It can hit to confuse with damage 9d9, hit to confuse with
damage 9d9, hit to confuse with damage 9d9, and hit to confuse with damage
9d9.

[U] Dwar, Dog Lord of Waw (L.Dark ‘W’)
=== Num:557 Lev:56 Rar:3 Spd:+10 Hp:4000 Ac:90 Exp:25000
Dwar had a special affinity for dogs in life, and can still command them
at will. He howls maniacally as he reaches out to destroy you.
This evil undead creature is normally found on dungeon level 56, and moves
quickly. He is magical, casting spells intelligently which produce fire
storms, invoke nether storms, restore mana, cure what ails it, cause
mortal wounds, terrify, blind, or paralyze, or summon monsters, hounds, or
an undead about 40 percent of the time. He can open doors and bash down
doors. He is cold blooded. He is surrounded by darkness. He is hurt by
bright light. He resists fire, cold and poison. He cannot be slowed,
frightened, confused or slept. He is fairly observant of intruders, which
he may notice from 900 feet. He may carry up to 8 good objects. He can
hit to attack with damage 8d8, hit to attack with damage 8d8, bite to
lower experience (by 40d6+) with damage 6d7, and wail to terrify with
damage 6d7.

[U] Lich (Orange ‘L’)
=== Num:653 Lev:56 Rar:6 Spd:+15 Hp:3040 Ac:75 Exp:25000
A skeletal form dressed in robes, radiating vastly evil power.
This evil undead creature is normally found on dungeon level 56, and moves
exceedingly quickly. It is magical, casting spells intelligently which
produce lightning storms, produce frost storms, restore mana, blink-self,
teleport to, teleport away, drain mana, cause mind blasting, cause mortal
wounds, terrify, blind, slow, or paralyze about 25 percent of the time with
a mana rating of 109 and a spell power of 45. It can open doors and bash
down doors. It is a player ghost template. It is cold blooded. It is
hurt by bright light and fire. It resists cold and poison. It cannot be
slowed, stunned, frightened, confused or slept. It is ever vigilant for
intruders, which it may notice from 200 feet. It may carry up to 3 chests.
It can touch to lower experience (by 40d6+) with damage 2d9, touch to
drain charges with damage 2d9, touch to reduce dexterity with damage 5d9,
and touch to reduce dexterity with damage 5d9.

The Hand druj (Yellow ‘s’)
=== Num:558 Lev:57 Rar:2 Spd:+15 Hp:600 Ac:110 Exp:13000
A skeletal hand floating in the air, motionless except for its flexing
fingers.
This flying evil undead creature is normally found on dungeon level 57, and
moves exceedingly quickly, but does not deign to chase intruders. It is
magical, casting spells intelligently which produce acid bolts, produce
lightning bolts, produce fire bolts, produce frost bolts, teleport away,
create darkness, cause mortal wounds, terrify, blind, or confuse about 100
percent of the time. It is cold blooded. It resists cold and poison. It
cannot be slowed, stunned, frightened, confused or slept. It is fairly
observant of intruders, which it may notice from 200 feet. It has no
physical attacks.

The Grand master mystic (Orange ‘p’)
=== Num:559 Lev:57 Rar:3 Spd:+20 Hp:2200 Ac:80 Exp:15000
He 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 creature is normally found on dungeon level 57, and moves very quickly.

The Eye druj (Red ‘s’)
=== Num:560 Lev:58 Rar:2 Spd:+15 Hp:1000 Ac:90 Exp:15000
A bloodshot eyeball floating in the air, you’d be forgiven for assuming it
harmless.
This flying evil undead creature is normally found on dungeon level 58, and
moves exceedingly quickly, but does not deign to chase intruders. It is
magical, casting spells intelligently which invoke nether storms, hurls
black bolts of nether, cast mana bolts, or cause brain smashing, or summon
an undead about 100 percent of the time. It is cold blooded. It resists
fire, cold and poison. It resists nether. It cannot be slowed, stunned,
frightened, confused or slept. It is fairly observant of intruders, which
it may notice from 200 feet. It has no physical attacks.

The Dracolich (L.Green ‘D’)
=== Num:561 Lev:58 Rar:2 Spd:+10 Hp:3500 Ac:120 Exp:18000
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 flying evil undead dragon is normally found on dungeon level 58, and
moves quickly. It may breathe frost, nether, or mana powerfully, and is
also magical, casting spells intelligently which terrify or confuse about
18 percent of the time. It can bash down doors and pick up objects. It
is cold blooded. It is hurt by bright light and fire. It resists cold
and poison. It resists nether. It cannot be slowed, frightened, confused
or slept. It pays little attention to intruders, which it may notice from
250 feet. It may carry up to 8 good objects. It can claw to attack with
damage 4d12, claw to attack with damage 4d12, and bite to lower experience
(by 80d6+) with damage 7d14.

[U] Baphomet the Minotaur Lord (Violet ‘H’)
=== Num:562 Lev:58 Rar:4 Spd:+20 Hp:4700 Ac:120 Exp:24000
A fearsome bull-headed monster, Baphomet swings a mighty axe as he curses
all that defy him.
This evil creature is normally found on dungeon level 58, and moves very
quickly. He may lash you if nearby or fire heavy missiles. He may
breathe force, and is also magical, casting spells which produce lightning
storms, produce plasma bolts, cast mana bolts, or slow about 18 percent of
the time. He can bash down doors. He resists fire and poison. He
resists plasma. He cannot be stunned, confused or slept. He takes quite
a while to see intruders, which he may notice from 300 feet. He may carry
up to 10 good objects. He can butt to attack with damage 12d13, butt to
attack with damage 12d13, hit to wound with damage 10d10, and hit to wound
with damage 10d10.

The Ethereal hound (L.Green ‘Z’)
=== Num:563 Lev:59 Rar:3 Spd:+10 Hp:60d15 Ac:100 Exp:6000
A pale green hound. Pulsing red lines and strange fluorescent light hints
at internal organs best left to the imagination.
This natural creature is normally found on dungeon level 59, and moves
quickly. It may breathe nether about 20 percent of the time. It can
radiate natural light and pass through walls. It is invisible. It
resists nether. It cannot be confused or slept. It is ever vigilant for
intruders, which it may notice from 300 feet. It usually appears in
groups. It can claw to attack with damage 2d12, claw to attack with damage
2d12, bite to attack with damage 2d12, and bite to attack with damage 2d12.

The Dracolisk (L.Red ‘D’)
=== Num:564 Lev:59 Rar:2 Spd:+10 Hp:3500 Ac:120 Exp:14000
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 flying natural evil dragon is normally found on dungeon level 59, and
moves quickly. It may breathe fire or nexus powerfully, and is also
magical, casting spells intelligently which terrify or paralyze about 18
percent of the time. It can bash down doors. It is hurt by cold. It
resists acid and fire. It resists nexus. It cannot be slowed, frightened,
confused or slept. It pays little attention to intruders, which it may
notice from 250 feet. It may carry up to 8 good objects. It can bite to
attack with damage 4d12, bite to attack with damage 4d12, bite to burn
with damage 7d14, and gaze to paralyze.

[U] Fundin Bluecloak (L.Blue ‘h’)
=== Num:565 Lev:59 Rar:2 Spd:+20 Hp:5000 Ac:195 Exp:20000
He is one of the greatest dwarven priests to walk the earth. Fundin has
earned a high position in the church, and his skill with both weapon and
spell only justify his position further. His combination of both dwarven
strength and priestly wisdom are a true match for any adventurer.
This creature is normally found on dungeon level 59, and moves very quickly.

The Skull druj (Orange ‘s’)
=== Num:566 Lev:59 Rar:2 Spd:+15 Hp:1400 Ac:120 Exp:21000
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 flying evil undead creature is normally found on dungeon level 59, and
moves exceedingly quickly, but does not deign to chase intruders. It is
magical, casting spells intelligently which produce storms of water balls,
produce plasma bolts, hurls black bolts of nether, create traps, cause
mind blasting, cause brain smashing, cause mortal wounds, or slow, or
summon an undead about 100 percent of the time. It is cold blooded. It
resists fire, cold and poison. It resists nether and plasma. It cannot
be slowed, stunned, frightened, confused or slept. It is fairly observant
of intruders, which it may notice from 200 feet. It has no physical
attacks.

The Aether vortex (Violet ‘v’)
=== Num:567 Lev:60 Rar:4 Spd:+20 Hp:40d20 Ac:40 Exp:4000
An awesome vortex of pure magic, power radiates from its frame.
This flying creature is normally found on dungeon level 60, and moves
extremely erratically, and very quickly. It may breathe acid, lightning,
fire, frost, poison, plasma, light, darkness, confusion, sound, shards,
inertia, gravity, force, nexus, nether, chaos, disenchantment, time, or
mana powerfully about 18 percent of the time. It can bash down doors. It
is not detected by telepathy. It resists acid, lightning, fire, cold and
poison. It resists chaos, nether, water, plasma, nexus and disenchantment.
It cannot be slowed, stunned, frightened, confused or slept. It is ever
vigilant for intruders, which it may notice from 1000 feet. It can engulf
to electrocute with damage 5d5, engulf to burn with damage 5d5, engulf to
shoot acid with damage 5d5, and engulf to freeze with damage 5d5.

The 13-headed hydra (L.Slate ‘M’)
=== Num:568 Lev:60 Rar:2 Spd:+20 Hp:100d40 Ac:120 Exp:15000
A strange reptilian hybrid with thirteen heads.
This natural creature is normally found on dungeon level 60, and moves very
quickly. It may breathe plasma, confusion, inertia, gravity, or chaos
powerfully, and is also magical, casting spells which produce storms of
confusion, call up maelstroms of raw chaos, produce plasma bolts, blind,
or confuse about 30 percent of the time. It can open doors and bash down
doors. It regenerates quickly. It resists acid, lightning, fire, cold
and poison. It cannot be confused. It takes a while to see intruders,
which it may notice from 350 feet. It may carry up to 20 treasures. It
can bite to confuse with damage 6d9, bite to paralyze with damage 6d9,
bite to induce hallucinations with damage 6d9, and spit to blind with
damage 6d9.

The Bile Demon (L.Red ‘U’)
=== Num:570 Lev:61 Rar:2 Spd:+15 Hp:2800 Ac:90 Exp:11000
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 61, and moves
exceedingly quickly. It may lash you if nearby or whip poisoned darts.
It may breathe acid or poison powerfully, and is also magical, casting
spells which cast mana bolts, blind, or confuse, or summon a demon about
18 percent of the time. It can open doors and bash down doors. It
resists acid and poison. It cannot be confused or slept. It pays little
attention to intruders, which it may notice from 400 feet. It may carry
up to 6 good objects. It can hit to attack with damage 8d8, hit to attack
with damage 8d8, and crush to shoot acid with damage 9d9.

The Nightwing (Umber ‘W’)
=== Num:571 Lev:61 Rar:3 Spd:+10 Hp:60d60 Ac:120 Exp:13000
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 flying evil undead creature is normally found on dungeon level 61, and
moves quickly. It is magical, casting spells intelligently which invoke
nether storms, hurls black bolts of nether, cast mana bolts, cause brain
smashing, cause mortal wounds, terrify, or blind, or summon an undead
about 25 percent of the time. It can open doors and bash down doors. It
is cold blooded. It is hurt by bright light and fire. It resists cold
and poison. It resists nether. It cannot be frightened or slept. It is
fairly observant of intruders, which it may notice from 200 feet. It may
carry up to 4 good objects. It can touch to poison with damage 6d5, touch
to poison with damage 6d5, hit to disenchant with damage 6d8, and hit to
disenchant with damage 6d8.

The Dreadlord (Red ‘G’)
=== Num:573 Lev:62 Rar:2 Spd:+10 Hp:3000 Ac:150 Exp:20000
It is a massive form of animated death, its colour deeper than black. It
drinks in light, and space around it is twisted and torn by the weight of
its evil. It is unlife and it knows nothing but the stealing of souls and
the stench of death. Flee its hunger!
This flying evil undead creature is normally found on dungeon level 62, and
moves quickly. It is magical, casting spells which invoke nether storms,
shoot rays of death, blink-self, teleport-self, teleport to, drain mana,
cause brain smashing, blind, confuse, or paralyze, or summon an undead
about 25 percent of the time. It can pass through walls and pick up
objects. It is invisible. It is cold blooded. It is hurt by fire. It
resists cold and poison. It cannot be slowed, frightened, confused or
slept. It is fairly observant of intruders, which it may notice from 200
feet. It may carry up to 18 objects. It can hit to lower experience (by
40d6+) with damage 6d6, hit to lower experience (by 40d6+) with damage 6d6,
hit to reduce strength with damage 4d6, and hit to reduce strength with
damage 4d6.

The Great Swamp Wyrm (Green ‘D’)
=== Num:574 Lev:62 Rar:2 Spd:+15 Hp:3500 Ac:150 Exp:20000
A truly enormous dragon with great powers. The foul gases issuing from
the beast nearly make you vomit; and while you may try to hold your breath
as you fight it, it sees no reason to do likewise.
This flying evil dragon is normally found on dungeon level 62, and moves
exceedingly quickly. It may breathe poison powerfully, and is also
magical, casting spells intelligently which terrify, blind, or confuse
about 30 percent of the time. It can bash down doors. It resists poison.
It cannot be slowed, stunned, frightened, confused or slept. It pays
little attention to intruders, which it may notice from 300 feet. It may
carry up to 14 good objects. It can claw to attack with damage 4d12, claw
to attack with damage 4d12, bite to poison with damage 7d14, and bite to
poison with damage 7d14.

[U] Evil Iggy (Violet ‘p’)
=== Num:575 Lev:62 Rar:3 Spd:+20 Hp:6500 Ac:180 Exp:35000
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 creature is normally found on dungeon level 62, and moves very
quickly. He is magical, casting spells intelligently which produce plasma
bolts, produce ice bolts, produce water bolts, hurls black bolts of nether,
cast mana bolts, blink-self, teleport toward you, teleport to, create traps,

The Great Storm Wyrm (Blue ‘D’)
=== Num:576 Lev:63 Rar:2 Spd:+15 Hp:3500 Ac:150 Exp:20000
A vast dragon of power. Storms and lightning crash around its titanic
form. Deep blue scales reflect the flashes and highlight the creature’s
great muscles. It regards you with contempt.
This flying evil dragon is normally found on dungeon level 63, and moves
exceedingly quickly. It may breathe lightning powerfully, and is also
magical, casting spells intelligently which terrify, blind, or confuse
about 25 percent of the time. It can radiate natural light and bash down
doors. It resists lightning. It cannot be slowed, stunned, frightened,
confused or slept. It pays little attention to intruders, which it may
notice from 300 feet. It may carry up to 14 good objects. It can claw to
attack with damage 4d12, claw to attack with damage 4d12, bite to
electrocute with damage 6d14, and bite to electrocute with damage 6d14.

The Great Ice Wyrm (White ‘D’)
=== Num:577 Lev:63 Rar:2 Spd:+15 Hp:3500 Ac:150 Exp:20000
An immense dragon capable of awesome destruction. You have never felt
such extreme cold, or witnessed such an icy stare. Begone quickly or feel
its wrath!
This flying evil dragon is normally found on dungeon level 63, and moves
exceedingly quickly. It may breathe frost powerfully, and is also
magical, casting spells intelligently which terrify, blind, or confuse
about 25 percent of the time. It can bash down doors. It is hurt by fire.
It resists cold. It cannot be slowed, stunned, frightened, confused or
slept. It pays little attention to intruders, which it may notice from
300 feet. It may carry up to 18 good objects. It can claw to attack with
damage 4d12, claw to attack with damage 4d12, bite to freeze with damage
6d14, and bite to freeze with damage 6d14.

The Great Wyrm of Perplexity (L.Umber ‘D’)
=== Num:578 Lev:63 Rar:2 Spd:+15 Hp:3500 Ac:150 Exp:20000
A dragon of great size and power. Its polished bronze scales reflect the
light in strange and confusing patterns, and you find it hard to keep your
mind on the job of fighting for your life.
This flying evil dragon is normally found on dungeon level 63, and moves
exceedingly quickly. It may breathe confusion powerfully, and is also
magical, casting spells intelligently which terrify, blind, or confuse
about 30 percent of the time. It can bash down doors. It cannot be
slowed, stunned, frightened, confused or slept. It pays little attention
to intruders, which it may notice from 300 feet. It may carry up to 14
good objects. It can claw to attack with damage 4d12, claw to attack with
damage 4d12, bite to confuse with damage 7d14, and bite to confuse with
damage 7d14.

The Chaos hound (Violet ‘Z’)
=== Num:579 Lev:64 Rar:2 Spd:+10 Hp:60d30 Ac:100 Exp:8000
A constantly changing canine form, this hound rushes towards you as if
expecting mayhem and chaos ahead. It appears to have an almost kamikaze
relish for combat. You suspect all may not be as it seems.
This natural creature is normally found on dungeon level 64, and moves
quickly. It may breathe chaos about 20 percent of the time. It can bash
down doors. It resists chaos. It cannot be confused or slept. It is
ever vigilant for intruders, which it may notice from 300 feet. It
usually appears in groups. It can claw to attack with damage 2d12, claw
to attack with damage 2d12, bite to attack with damage 2d12, and bite to
attack with damage 2d12.

The Archlich (L.Blue ‘L’)
=== Num:580 Lev:64 Rar:2 Spd:+15 Hp:4000 Ac:120 Exp:20000
A lich who has reached its ultimate evolutionary stage: a completely
immaterial state.
This evil undead creature is normally found on dungeon level 64, and moves
exceedingly quickly. It is magical, casting spells intelligently which
invoke nether storms, restore mana, heal-self, blink-self, teleport toward
you, teleport to, drain mana, cause brain smashing, cause mortal wounds,
confuse, or paralyze, or summon a demon or Greater Undead about 33 percent
of the time. It can open doors, bash down doors and pass through walls.
It is cold blooded. It is hurt by bright light and fire. It resists cold
and poison. It cannot be slowed, stunned, frightened, confused or slept.
It tends to overlook intruders, which it may notice from 200 feet. It may
carry one or two chests. It can touch to lower experience (by 80d6+),
touch to drain charges, touch to reduce dexterity with damage 8d12, and
touch to reduce dexterity with damage 8d12.

[U] Hoarmurath of Dir (L.Dark ‘W’)
=== Num:581 Lev:64 Rar:3 Spd:+10 Hp:4500 Ac:100 Exp:30000
A Ringwraith powerful in fell sorcery, he yearns for the life he has lost
for an unlife of everlasting torment.
This evil undead creature is normally found on dungeon level 64, and moves
quickly. He is magical, casting spells intelligently which produce frost
storms, invoke nether storms, produce frost bolts, cast mana bolts,
restore mana, cure what ails it, cause mind blasting, cause mortal wounds,
terrify, blind, or paralyze, or summon an undead about 33 percent of the
time. He can open doors and bash down doors. He is cold blooded. He is
surrounded by darkness. He is hurt by bright light and fire. He resists
cold and poison. He cannot be slowed, frightened, confused or slept. He
is fairly observant of intruders, which he may notice from 900 feet. He
may carry up to 12 good objects. He can hit to attack with damage 9d9,
hit to attack with damage 9d9, touch to lower experience (by 80d6+) with
damage 6d7, and wail to terrify with damage 6d7.

[U] Azathoth, Master of Darkness (L.Dark ‘j’)
=== Num:582 Lev:64 Rar:3 Spd:+20 Hp:6000 Ac:170 Exp:40000
This creature appears as a shadow of darkness and chaos, with no definite
physical form. You have never seen anything like it. You hear the faint,
annoying sounds of flutes and pipes as it comes to take your soul.
This flying evil creature is normally found on dungeon level 64, and moves
very quickly. It may breathe darkness, confusion, nether, or chaos
powerfully, and is also magical, casting spells intelligently which invoke
nether storms, hurls black bolts of nether, cast mana bolts, restore mana,
heal-self, teleport toward you, teleport to, or blind, or summon Greater
Demons about 65 percent of the time. It can open doors, bash down doors,
pass through walls and pick up objects. It is invisible. It is hurt by
bright light. It resists acid, lightning, fire, cold and poison. It
resists chaos, nether, water, plasma, nexus and disenchantment. It cannot
be slowed, stunned, frightened, confused or slept. It is fairly observant
of intruders, which it may notice from 400 feet. It may carry up to 6
exceptional objects. It can hit to lower experience (by 80d6+) with damage
10d5, touch to blind with damage 10d5, hit to attack with damage 10d10,
and hit to attack with damage 10d10.

The Osyluth (L.Red ‘U’)
=== Num:583 Lev:65 Rar:2 Spd:+20 Hp:2600 Ac:75 Exp:13000
It is a demon made almost entirely out of bones. It is humanoid, but with
a large tail similar to that of a giant scorpion, and emits a foul smell
of decay and rot. They are despised even in the hells.
This evil demon is normally found on dungeon level 65, and moves very
quickly. It may lash you if nearby. It is magical, casting spells which
produce lightning storms, produce frost storms, produce ice bolts, or
terrify, or summon a demon about 18 percent of the time. It can open doors
and bash down doors. It is invisible. It resists acid, lightning, fire,
cold and poison. It cannot be confused or slept. It pays little
attention to intruders, which it may notice from 200 feet. It may carry
up to 6 good objects. It can hit to reduce charisma with damage 6d6, hit
to reduce charisma with damage 6d6, bite to poison with damage 8d8, and
sting to reduce strength with damage 5d5.

The 14-headed hydra (Violet ‘M’)
=== Num:584 Lev:65 Rar:2 Spd:+25 Hp:100d45 Ac:130 Exp:17000
A strange reptilian hybrid with fourteen heads.
This natural creature is normally found on dungeon level 65, and moves
extremely quickly. It may breathe plasma, light, darkness, confusion,
sound, shards, nexus, chaos, or disenchantment powerfully, and is also
magical, casting spells which invoke starbursts, produce storms of darkness,

The Spawn of Ungoliant (L.Dark ‘S’)
=== Num:656 Lev:65 Rar:3 Spd:+15 Hp:3500 Ac:120 Exp:27000
A spider of huge size, spawned by the Unlight. This abomination has an
apetite of monstrous proportion and seeks to satisfy it’s hunger with you.
This natural evil creature is normally found on dungeon level 65, and moves
exceedingly quickly. It may breathe poison or darkness, and is also
magical, casting spells intelligently which produce storms of poison,
produce storms of darkness, heal-self, cause mortal wounds, terrify, blind,
confuse, or slow, or summon similar monsters about 40 percent of the time.
It can bash down doors. It is hurt by bright light. It resists acid and
poison. It cannot be confused or slept. It pays little attention to
intruders, which it may notice from 300 feet. It may carry up to 6 good
objects. It can claw to poison with damage 6d6, claw to poison with damage
6d6, bite to paralyze with damage 6d10, and sting to reduce strength with
damage 20d4.

[U] The Mouth of Sauron (Violet ‘p’)
=== Num:585 Lev:65 Rar:3 Spd:+20 Hp:7000 Ac:100 Exp:28000
The Mouth of Sauron is a mighty spell caster. So old that even he cannot
remember his own name, his power and evil are undeniable. He believes
unshakably that he is unbeatable and laughs as he weaves his awesome
spells.
This evil creature is normally found on dungeon level 65, and moves very
quickly. He is magical, casting spells intelligently which produce fire
storms, produce storms of darkness, call up raging storms, invoke nether
storms, invoke mana storms, produce storms of water balls, produce plasma
bolts, restore mana, teleport to, create traps, cause mortal wounds, or
paralyze, or summon Greater Demons or Greater Undead about 60 percent of
the time. He can open doors and bash down doors. He is invisible. He
resists lightning, fire and cold. He cannot be slowed, confused or slept.
He is fairly observant of intruders, which he may notice from 600 feet.
He may carry up to 10 good objects. He can hit to disenchant with damage
6d8, hit to disenchant with damage 6d8, hit to drain charges with damage
5d5, and hit to drain charges with damage 5d5.

[U] Nether Wraith (L.Green ‘W’)
=== Num:654 Lev:65 Rar:6 Spd:+15 Hp:4500 Ac:75 Exp:32000
As it advances, your soul wilts under the threat of death and a dreadful
chill invades your bones.
This flying evil undead creature is normally found on dungeon level 65, and
moves exceedingly quickly. It is magical, casting spells intelligently
which shoot rays of death, restore mana, create darkness, cause brain
smashing, cause mortal wounds, terrify, blind, or confuse, or summon an
undead about 40 percent of the time with a mana rating of 120 and a spell
power of 50. It can pass through walls. It is a player ghost template.
It is invisible. It is cold blooded. It regenerates quickly. It is hurt
by bright light and fire. It resists cold and poison. It cannot be
slowed, stunned, frightened, confused or slept. It is ever vigilant for
intruders, which it may notice from 200 feet. It may carry up to 5 chests.
It can hit to attack with damage 6d15, hit to attack with damage 6d15,
touch to lower experience (by 80d6+) with damage 4d9, and touch to lower
experience (by 80d6+) with damage 4d9.

[U] Alatar the Blue (Blue ‘A’)
=== Num:443 Lev:65 Rar:1 Spd:+15 Hp:4800 Ac:100 Exp:34000
Sent to Middle-Earth in the waning years of the second age as the second
among the Istar after Saruman the White. Alatar traveled to the east with
Pallando and Saruman and like Pallando he never returned. It is rumoured
that, like Pallando, while Alatar worked to undermine Sauron’s influence
in eastern Middle-Earth with great success, he nonetheless fell pray to
pride and started to amass power and followers for his own glory and thus
is considered to have failed his mission as an Istar. Alatar is one of
Orome’s greatest servants and a powerful hunter. He wears a deep blue
Cloak of Aman, for which he is named after.
This creature is normally found on dungeon level 65, and moves exceedingly
quickly. It may shoot seeker arrows. It is magical, casting spells
intelligently which produce storms of water balls, produce ice bolts,
produce water bolts, haste-self, restore mana, heal-self, cure what ails it,

The Greater titan (Orange ‘P’)
=== Num:586 Lev:66 Rar:3 Spd:+15 Hp:3800 Ac:125 Exp:20500
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 66, and moves
exceedingly quickly. It may throw boulders. It is magical, casting spells
intelligently which heal-self or teleport to, or summon monsters about 35
percent of the time. It can bash down doors and pick up objects. It
takes a while to see intruders, which it may notice from 300 feet. It may
carry one or two exceptional objects. It can hit to confuse with damage
12d12, hit to confuse with damage 12d12, hit to confuse with damage 12d12,
and hit to confuse with damage 12d12.

[U] The Cat Lord (Violet ‘f’)
=== Num:587 Lev:66 Rar:3 Spd:+20 Hp:4800 Ac:200 Exp:30000
Master of all things feline, the Cat Lord moves with unsurpassed stealth.
This natural creature is normally found on dungeon level 66, and moves very
quickly. He is magical, casting spells which teleport to, or summon his
minions about 33 percent of the time. He can dodge attacks, open doors
and bash down doors. He is invisible. He resists fire, cold and poison.
He cannot be confused 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 8 good objects. He can claw to confuse with damage 12d12,
claw to reduce dexterity with damage 2d12, claw to blind with damage 10d5,
and bite to paralyze with damage 15d1.

The Greater Servant of Yavanna (L.Green ‘A’)
=== Num:685 Lev:67 Rar:8 Spd:+20 Hp:440 Ac:140 Exp:5500
A more powerful Maia that serves Yavanna, wife of Aule and the Vala of
living earth. Her dominion are the plants and animals of Arda and thus her
servants command them as she does. The most poweful spirits of nature
focus on summoning the most savage creatures that nature has to offer.
This creature is normally found on dungeon level 67, and moves very quickly.

The Greater Servant of Irmo (Orange ‘A’)
=== Num:686 Lev:67 Rar:8 Spd:+20 Hp:440 Ac:140 Exp:5500
A more powerful Maia that serves Irmo, the Master of Dreams and Visions.
Irmo convinced Varda to allow a time of night for rest and his servants
revel in the twilight. Visions of dreams and desires force their way into
your mind from the spells of Irmo’s finest.
This creature is normally found on dungeon level 67, and moves very quickly.

The Greater Servant of Tulkas (Blue ‘A’)
=== Num:687 Lev:67 Rar:8 Spd:+20 Hp:1440 Ac:140 Exp:5500
A more powerful Maia that serves Tulkas, the Champion of the Valar. Like
Tulkas himself, this Ainu delights in tests of strenght and laughs ever,
even in the face of Morgoth’s wrath. The strongest among those that follow
the Champion of Aman seek to disrupt their opponent with spells while
pummeling them with mighty blows.
This creature is normally found on dungeon level 67, and moves very quickly.

The Great Hell Wyrm (Red ‘D’)
=== Num:588 Lev:67 Rar:2 Spd:+15 Hp:3800 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 flying evil dragon is normally found on dungeon level 67, and moves
exceedingly quickly. It may breathe fire powerfully, and is also magical,
casting spells intelligently which terrify, blind, or confuse about 25
percent of the time. It can radiate natural light and bash down doors.
It is hurt by cold. It resists fire. It cannot be slowed, stunned,
frightened, confused or slept. It pays little attention to intruders,
which it may notice from 300 feet. It may carry up to 14 good objects.
It can claw to attack with damage 4d12, claw to attack with damage 4d12,
bite to burn with damage 9d14, and bite to burn with damage 9d14.

The Great Bile Wyrm (Slate ‘D’)
=== Num:589 Lev:67 Rar:2 Spd:+15 Hp:3500 Ac:150 Exp:21000
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 flying evil dragon is normally found on dungeon level 67, and moves
exceedingly quickly. It may breathe acid powerfully, and is also magical,
casting spells intelligently which terrify, blind, or confuse about 30
percent of the time. It can bash down doors. It resists acid. It cannot
be slowed, stunned, frightened, confused or slept. It pays little
attention to intruders, which it may notice from 300 feet. It may carry
up to 14 good objects. It can claw to attack with damage 4d12, claw to
attack with damage 4d12, bite to shoot acid with damage 6d14, and bite to
shoot acid with damage 6d14.

[U] Thuringwethil, the Vampire Messenger (Violet ‘V’)
=== Num:590 Lev:67 Rar:4 Spd:+20 Hp:5000 Ac:145 Exp:23000
Chief messenger between Sauron and Morgoth, she is surely the most deadly
of her vampire race. At first she is charming to meet, but her wings and
eyes give away her true form.
This flying evil undead creature is normally found on dungeon level 67, and
moves very quickly. She is magical, casting spells intelligently which
invoke nether storms, cast mana bolts, teleport toward you, drain mana,
cause brain smashing, cause mortal wounds, terrify, blind, or paralyze, or
summon her minions or Greater Undead about 40 percent of the time. She
can open doors and bash down doors. She is cold blooded. She regenerates
quickly. She is hurt by bright light and fire. She resists cold and
poison. She cannot be slowed, stunned, frightened, confused or slept.
She is fairly observant of intruders, which she may notice from 200 feet.
She may carry up to 16 good objects. She can bite to lower experience (by
80d6+) with damage 6d6, bite to lower experience (by 80d6+) with damage 6d6,

The Great Wyrm of Thunder (Yellow ‘D’)
=== Num:591 Lev:67 Rar:2 Spd:+15 Hp:3500 Ac:150 Exp:23000
A dragon of gigantic proportions, with destructive abilities to match.
The sheer loudness of its roar leaves you stunned and unable to think
clearly enough to defend yourself adequately.
This flying evil dragon is normally found on dungeon level 67, and moves
exceedingly quickly. It may breathe sound powerfully, and is also
magical, casting spells intelligently which terrify, blind, or confuse
about 30 percent of the time. It can bash down doors. It cannot be
slowed, stunned, frightened, confused or slept. It pays little attention
to intruders, which it may notice from 300 feet. It may carry up to 14
good objects. It can claw to attack with damage 4d12, claw to attack with
damage 4d12, bite to attack with damage 6d14, and bite to attack with
damage 6d14.

The Great Crystal Wyrm (Umber ‘D’)
=== Num:592 Lev:67 Rar:2 Spd:+15 Hp:3500 Ac:150 Exp:23000
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 flying evil dragon is normally found on dungeon level 67, and moves
exceedingly quickly. It may breathe shards powerfully, and is also
magical, casting spells intelligently which terrify, blind, or confuse
about 30 percent of the time. It can radiate natural light and bash down
doors. It cannot be slowed, stunned, frightened, confused or slept. It
tends to overlook intruders, which it may notice from 300 feet. It may
carry up to 14 good objects. It can claw to attack with damage 4d12, claw
to attack with damage 4d12, bite to attack with damage 6d14, and bite to
attack with damage 6d14.

The Great Wyrm of Inertia (L.Slate ‘D’)
=== Num:593 Lev:67 Rar:2 Spd:+15 Hp:3500 Ac:150 Exp:24000
A massive dragon that seems to be hardly moving at all as it charges at
you with deadly menace.
This flying evil dragon is normally found on dungeon level 67, and moves
exceedingly quickly. It may breathe inertia powerfully, and is also
magical, casting spells intelligently which terrify, confuse, or slow
about 30 percent of the time. It can bash down doors. It cannot be
slowed, stunned, frightened, confused or slept. It pays little attention
to intruders, which it may notice from 300 feet. It may carry up to 14
good objects. It can claw to attack with damage 4d12, claw to attack with
damage 4d12, bite to attack with damage 6d14, and bite to attack with
damage 6d14.

The Beholder hive-mother (Blue ‘e’)
=== Num:594 Lev:67 Rar:3 Spd:+10 Hp:3500 Ac:80 Exp:25000
A hive mother of the race of beholders, she can summon her brood to her
aid whenever she wishes.
This flying evil creature is normally found on dungeon level 67, and moves
quickly. She is magical, casting spells intelligently which produce acid
storms, produce fire storms, produce frost storms, produce storms of
darkness, hurls black bolts of nether, cast mana bolts, shoot rays of death,

The Bone golem (L.Dark ‘g’)
=== Num:595 Lev:68 Rar:3 Spd:+10 Hp:3500 Ac:170 Exp:23000
A skeletal form, black as night, constructed from the bones of its
previous victims.
This undead creature is normally found on dungeon level 68, and moves
quickly. It is magical, casting spells which invoke nether storms,
teleport to, drain mana, or cause brain smashing, or summon an undead
about 15 percent of the time. It can open doors and bash down doors. It
is cold blooded. It is not detected by telepathy. It resists lightning,
fire, cold and poison. It cannot be slowed, stunned, frightened, confused
or slept. It tends to overlook intruders, which it may notice from 200
feet. It can hit to disenchant with damage 8d8, hit to disenchant with
damage 8d8, hit to reduce strength with damage 6d6, and hit to reduce
strength with damage 6d6.

The Jabberwock (Violet ‘H’)
=== Num:596 Lev:68 Rar:3 Spd:+20 Hp:3200 Ac:125 Exp:24000
Beware the Jabberwock, my son! The jaws that bite, the claws that catch!
Run and run quickly, for death incarnate chases behind you!
This natural creature is normally found on dungeon level 68, and moves very
quickly. It may breathe chaos, and is also magical, casting spells which
cause light wounds about 20 percent of the time. It can bash down doors.
It resists chaos. It prefers to ignore intruders, which it may notice
from 350 feet. It may carry one or two objects. It can claw to attack
with damage 10d10, claw to attack with damage 10d10, bite to attack with
damage 10d10, and bite to attack with damage 10d10.

[U] Tselakus, the Dreadlord (Red ‘G’)
=== Num:597 Lev:68 Rar:2 Spd:+20 Hp:6500 Ac:150 Exp:35000
This huge affront to existence twists and tears at the fabric of space. A
master of mighty magic, Tselakus hungers for your tender flesh. Darkness
itself recoils from the touch of Tselakus as he leaves a trail of death
and destruction. Tselakus is a being of sneering contempt, laughing at
your pitiful efforts to defy him. Mighty claws rend reality as he
annihilates all in his path to your soul!
This flying evil undead creature is normally found on dungeon level 68, and
moves very quickly. He is magical, casting spells which produce storms of
darkness, invoke nether storms, shoot rays of death, blind, confuse, or
paralyze, or summon his minions, Greater Undead, or the Ringwraiths about
40 percent of the time. He can pass through walls. He is invisible. He
is cold blooded. He is hurt by bright light and fire. He resists cold
and poison. He cannot be slowed, frightened, confused or slept. He is
fairly observant of intruders, which he may notice from 200 feet. He may
carry up to 14 good objects. He can hit to attack with damage 10d10, hit
to attack with damage 10d10, hit to reduce strength with damage 4d6, and
hit to reduce strength with damage 4d6.

[U] Lungorthin, the Balrog of White Fire (Violet ‘U’)
=== Num:638 Lev:68 Rar:2 Spd:+20 Hp:5000 Ac:125 Exp:37000
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 68, and moves very
quickly. He may lash you if nearby. He may breathe fire or plasma
powerfully, and is also magical, casting spells which invoke starbursts,
terrify, blind, or confuse, or summon Greater Demons or an undead about 30
percent of the time. He can radiate natural light, open doors and bash
down doors. He is hurt by cold. He resists fire. He resists plasma. He
cannot be confused 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 18 good objects. He can hit to burn with damage 6d12, hit to
burn with damage 6d12, crush to wound with damage 6d12, and touch to drain
charges.

The Gelugon (White ‘U’)
=== Num:598 Lev:69 Rar:3 Spd:+20 Hp:3500 Ac:100 Exp:14000
This demon from the ice planes is a truly terrifying sight. It has an
extremely large, insect-like body towering a full twelve feet tall, with
great claws on its hands and pincers on its mouth, and its head bulges
with great multi-faceted eyes. Its tail is covered with razor-sharp
spikes.
This evil demon is normally found on dungeon level 69, and moves very
quickly. It may breathe frost or shards powerfully, and is also magical,
casting spells which produce frost storms, produce ice bolts, terrify,
slow, or paralyze, or summon Greater Demons about 18 percent of the time.
It can open doors and bash down doors. It regenerates quickly. It is
hurt by fire. It resists cold. It cannot be confused or slept. It pays
little attention to intruders, which it may notice from 200 feet. It may
carry up to 8 good objects. It can claw to freeze with damage 6d8, claw
to freeze with damage 6d8, bite to freeze with damage 9d9, and hit to
paralyze with damage 5d5.

The Nightcrawler (L.Dark ‘W’)
=== Num:599 Lev:69 Rar:3 Spd:+10 Hp:80d60 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 creature is normally found on dungeon level 69, and moves
quickly. It may breathe nether, and is also magical, casting spells
intelligently which invoke nether storms, hurls black bolts of nether,
cast mana bolts, cause brain smashing, terrify, or blind, or summon an
undead about 25 percent of the time. It can open doors and bash down doors.

[U] Polyphemus, the Blind Cyclops (Green ‘P’)
=== Num:600 Lev:69 Rar:3 Spd:+20 Hp:5300 Ac:140 Exp:29000
No ordinary cyclops, but the son of a sea-god: he wields the powers of
elemental water as well as the considerable strength of a cyclops. His
one eye was blinded long ago by the warrior Odysseus, but he has trained
himself to hear so well that it nearly makes up for his disability.
This evil giant is normally found on dungeon level 69, and moves a bit
erratically, and very quickly. He may throw boulders. He is magical,
casting spells which produce acid storms, produce storms of water balls,
produce ice bolts, or produce water bolts about 20 percent of the time.
He can bash down doors, destroy weaker monsters and destroy objects. He
resists acid, fire, cold and poison. He takes quite a while to see
intruders, which he may notice from 400 feet. He may carry up to 10 good
objects. He can hit to attack with damage 11d10, hit to attack with damage
11d10, hit to shatter with damage 11d10, and hit to attack with damage
11d10.

The Greater Servant of Morgoth (L.Dark ‘A’)
=== Num:681 Lev:70 Rar:8 Spd:+20 Hp:740 Ac:140 Exp:5500
A more powerful Maia, corrupted by Morgoth from the service of another.
Not all the Maiar that serve the great enemy turned into demons like the
Balrogs, instead serving their master’s dark ends in more subtle ways and
appearances. This Maia, one of Morgoth’s greatest, he grows more alike
with his master. He sows chaos to Arda with storms of raw chaotic energy
in addition to manipulative words and fear.
This evil creature is normally found on dungeon level 70, and moves very
quickly. It is magical, casting spells intelligently which produce storms
of darkness, produce storms of confusion, call up maelstroms of raw chaos,
cast mana bolts, haste-self, restore mana, heal-self, cure what ails it,
blink-self, teleport-self, teleport toward you, teleport to, or teleport
away about 60 percent of the time. It can radiate natural light, open
doors, bash down doors and pick up objects. It resists acid, lightning,
fire, cold and poison. It resists nether, water and plasma. It cannot be
slowed, stunned, frightened, confused or slept. It prefers to ignore
intruders, which it may notice from 300 feet. It can hit to attack with
damage 12d7, hit to attack with damage 12d7, touch to confuse with damage
8d7, and touch to confuse with damage 8d7.

The Greater Servant of Aule (L.Umber ‘A’)
=== Num:682 Lev:70 Rar:8 Spd:+20 Hp:740 Ac:140 Exp:5500
A more powerful Maia that serves Aule, the Great Smith and the Vala of the
unliving earth. Like Aule himself, his servants have a love of creation
unspoiled by greed and are skilled in various crafts. In battle the
greatest of the Smith’s servants fashion the earth into brutal attacks.
This creature is normally found on dungeon level 70, and moves very quickly.

The Greater Servant of Orome (Slate ‘A’)
=== Num:683 Lev:70 Rar:8 Spd:+20 Hp:740 Ac:140 Exp:5500
A more powerful Maia that serves Orome, the Huntsman of the Valar. Like
Orome himself, his servants are powerful hunters and range far and wide in
Arda. Hounds answer the call of these great spirits of the Hunt and track
prey at their sides.
This creature is normally found on dungeon level 70, and moves very quickly.

The Greater Servant of Mandos (Green ‘A’)
=== Num:684 Lev:70 Rar:8 Spd:+20 Hp:740 Ac:140 Exp:5500
A more powerful Maia that serves Mandos, the Judge of the Valar and the
dead. These Maiar carry the judgement of their lord to those he has
judged, whether good or evil. Where the other servants of Mandos rend the
souls of their enemies with their spells, the most powerful ones can rend
the flesh of their enemies with equal ease.
This creature is normally found on dungeon level 70, and moves very quickly.

The Greater demonic quylthulg (L.Red ‘Q’)
=== Num:601 Lev:70 Rar:2 Spd:+10 Hp:1500 Ac:1 Exp:10500
A massive pulsating mound of flesh, glowing with a hellish light.
This natural creature is normally found on dungeon level 70, and moves
quickly, but does not deign to chase intruders. It is magical, casting
spells which blink-self or teleport to, or summon Greater Demons about 85
percent of the time. It is invisible. It is not detected by telepathy.
It cannot be slowed, stunned, frightened, confused or slept. It is ever
vigilant for intruders, which it may notice from 200 feet. It has no
physical attacks.

The Great Aether Wyrm (Violet ‘D’)
=== Num:602 Lev:70 Rar:2 Spd:+15 Hp:3500 Ac:160 Exp:22000
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 flying evil dragon is normally found on dungeon level 70, and moves
exceedingly quickly. It may breathe acid, lightning, fire, frost, poison,
plasma, light, darkness, confusion, sound, shards, inertia, gravity, force,
nexus, nether, chaos, disenchantment, time, or mana powerfully, and is also
magical, casting spells intelligently which terrify, blind, or confuse
about 30 percent of the time. It can bash down doors. It resists acid,
lightning, fire, cold and poison. It resists chaos, nether, water, plasma,
nexus and disenchantment. It cannot be slowed, stunned, frightened,
confused or slept. It pays little attention to intruders, which it may
notice from 400 feet. It may carry up to 14 good objects. It can claw to
attack with damage 5d10, claw to attack with damage 5d10, bite to attack
with damage 8d12, and bite to attack with damage 8d12.

The Great Time Wyrm (L.Blue ‘D’)
=== Num:603 Lev:70 Rar:2 Spd:+15 Hp:3700 Ac:170 Exp:27000
A massive dragon that is thousands of years old, but you are not even sure
if it is there.
This flying evil dragon is normally found on dungeon level 70, and moves
exceedingly quickly. It may breathe nexus or time powerfully, and is also
magical, casting spells which terrify, blind, or confuse about 30 percent
of the time. It can bash down doors. It resists nexus. It cannot be
slowed, stunned, frightened, confused or slept. It pays little attention
to intruders, which it may notice from 300 feet. It may carry up to 16
good objects. It can claw to attack with damage 4d12, claw to attack with
damage 4d12, bite to attack with damage 7d14, and bite to attack with
damage 7d14.

[U] Glaurung, Father of the Dragons (L.Red ‘D’)
=== Num:604 Lev:70 Rar:3 Spd:+20 Hp:7500 Ac:140 Exp:50000
Glaurung is the father of all dragons, and was for a long time the most
powerful. Though this is no longer so, he still has full command over his
brood and can command them to appear whenever he so wishes. He is the
definition of dragonfire.
This flying evil dragon is normally found on dungeon level 70, and moves
very quickly. He may breathe acid, lightning, fire, frost, or poison
powerfully, and is also magical, casting spells intelligently which
terrify, blind, or confuse, or summon Ancient Dragons about 40 percent of
the time. He can radiate natural light and bash down doors. He resists
fire and poison. He cannot be slowed, stunned, frightened, confused or
slept. He tends to overlook intruders, which he may notice from 300 feet.
He may carry up to 18 exceptional objects. He can claw to freeze with
damage 5d12, claw to electrocute with damage 5d12, bite to poison with
damage 8d14, and bite to burn with damage 8d14.

The Greater draconic quylthulg (L.Green ‘Q’)
=== Num:605 Lev:71 Rar:2 Spd:+10 Hp:1500 Ac:1 Exp:10500
A massive mound of scaled flesh, throbbing and pulsating with multi-hued
light.
This natural creature is normally found on dungeon level 71, and moves
quickly, but does not deign to chase intruders. It is magical, casting
spells which blink-self or teleport to, or summon Ancient Dragons about 75
percent of the time. It is invisible. It is not detected by telepathy.
It cannot be slowed, stunned, frightened, confused or slept. It is ever
vigilant for intruders, which it may notice from 200 feet. It has no
physical attacks.

The Great Ethereal Wyrm (Orange ‘D’)
=== Num:606 Lev:71 Rar:2 Spd:+15 Hp:4500 Ac:175 Exp:22000
A powerful wyrm with control over light and dark, the ethereal wyrm’s eyes
glare with white hatred from the shadows.
This flying evil dragon is normally found on dungeon level 71, and moves
exceedingly quickly. It may breathe light or darkness powerfully, and is
also magical, casting spells intelligently which blind or confuse about 30
percent of the time. It can radiate natural light and pass through walls.
It is invisible. It cannot be slowed, stunned, frightened, confused or
slept. It pays little attention to intruders, which it may notice from
400 feet. It may carry up to 14 good objects. It can claw to attack with
damage 6d10, claw to attack with damage 6d10, bite to attack with damage
8d12, and bite to attack with damage 8d12.

The Greater rotting quylthulg (L.Umber ‘Q’)
=== Num:607 Lev:72 Rar:2 Spd:+10 Hp:1500 Ac:1 Exp:10500
A massive pile of rotting flesh. A disgusting stench fills the air as it
throbs and writhes.
This natural creature is normally found on dungeon level 72, and moves
quickly, but does not deign to chase intruders. It is magical, casting
spells which blink-self or teleport to, or summon Greater Undead about 75
percent of the time. It is invisible. It is not detected by telepathy.
It cannot be slowed, stunned, frightened, confused or slept. It is ever
vigilant for intruders, which it may notice from 200 feet. It has no
physical attacks.

The Horned Reaper (L.Blue ‘U’)
=== Num:608 Lev:72 Rar:3 Spd:+20 Hp:3800 Ac:120 Exp:22000
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 72, and moves very
quickly. It is magical, casting spells which haste-self, terrify, or slow,
or summon Greater Demons about 20 percent of the time. It can open doors,
bash down doors and destroy weaker monsters. It regenerates quickly. It
resists acid, lightning, fire, cold and poison. It cannot be confused or
slept. It pays little attention to intruders, which it may notice from
400 feet. It may carry up to 12 good objects. It can hit to attack with
damage 11d11, hit to attack with damage 11d11, hit to attack with damage
11d11, and hit to attack with damage 11d11.

[U] Khamul, the Black Easterling (L.Dark ‘W’)
=== Num:609 Lev:72 Rar:3 Spd:+15 Hp:5000 Ac:100 Exp:36000
A warrior-king of the East. Khamul is a powerful opponent, his skill in
combat awesome and his form twisted by evil cunning.
This evil undead creature is normally found on dungeon level 72, and moves
exceedingly quickly. He is magical, casting spells intelligently which
produce fire storms, produce frost storms, invoke nether storms, cast mana
bolts, restore mana, cure what ails it, teleport level, cause mortal wounds,

The Greater Servant of Ulmo (L.Blue ‘A’)
=== Num:680 Lev:73 Rar:8 Spd:+20 Hp:1040 Ac:140 Exp:5500
A more powerful Maia that serves Ulmo, the Vala of water and the Lord of
the seas. Like their lord, his servants wield water in it’s many forms and
are also known among the Ainur for their skill as singers. The most
accomplished of Ulmo’s Maiar fashion their songs into powerful attacks to
complement their control of Water.
This creature is normally found on dungeon level 73, and moves very quickly.

The Greater Servant of Manwe (Yellow ‘A’)
=== Num:678 Lev:73 Rar:8 Spd:+20 Hp:1040 Ac:140 Exp:7500
A more powerful Maia that serves Manwe, the Vala of air, light and the
sky. He is the High King of the Valar and his servants reflect his wisdom
and nature. Manwe’s servants command lightning, light and cold to assault
their enemies. These Maiar are among the most powerful of their kind and
reflects this, by being able to fashion storms of pure mana.
This creature is normally found on dungeon level 73, and moves very quickly.

The Greater Servant of Varda (Red ‘A’)
=== Num:679 Lev:73 Rar:8 Spd:+20 Hp:1040 Ac:140 Exp:7500
A more powerful Maia that serves Varda, the Vala of pure fire and the
light it shines. Revered by the elves as Elbereth, she is Manwe’s wife and
the Queen of the Valar. She brings light in it’s many forms to Arda and
thus, so do her servants. The most powerful of Varda’s followers can
fashion fire, plasma and Varda’s holy light in to savage atttacks.
This creature is normally found on dungeon level 73, and moves very quickly.

The Nightwalker (L.Dark ‘W’)
=== Num:610 Lev:73 Rar:3 Spd:+20 Hp:50d65 Ac:175 Exp:25000
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 nightwalker 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 flying evil undead creature is normally found on dungeon level 73, and
moves very quickly. It is magical, casting spells intelligently which
invoke nether storms, hurls black bolts of nether, cast mana bolts, shoot
rays of death, cause brain smashing, terrify, or blind, or summon an undead
about 25 percent of the time. It can open doors and bash down doors. It
is cold blooded. It is hurt by bright light. It resists lightning, fire,
cold and poison. It cannot be frightened, confused or slept. It is
fairly observant of intruders, which it may notice from 200 feet. It may
carry up to 8 good objects. It can hit to disenchant with damage 10d10,
hit to disenchant with damage 10d10, hit to disenchant with damage 8d8,
and hit to disenchant with damage 8d8.

[U] Omarax, the Eye Tyrant (Violet ‘e’)
=== Num:611 Lev:73 Rar:3 Spd:+20 Hp:6500 Ac:80 Exp:35000
A beholder of great size and age, floating in the air. His gaze seems to
shred your soul and his spells crush your will. He is ancient, his
history steeped in forgotten evils, his atrocities numerous and sickening.
This flying evil creature is normally found on dungeon level 73, and moves
very quickly. He is magical, casting spells intelligently which produce
acid storms, produce fire storms, produce frost storms, produce storms of
darkness, invoke nether storms, cast mana bolts, drain mana, cause brain
smashing, terrify, blind, or confuse, or summon his minions about 60
percent of the time. He can bash down doors. He resists acid, fire, cold
and poison. He cannot be slowed, stunned, frightened, confused or slept.
He is fairly observant of intruders, which he may notice from 300 feet.
He can gaze to disenchant with damage 6d6, gaze to drain charges with
damage 6d6, gaze to reduce intelligence with damage 6d6, and bite to lower
experience (by 80d6+) with damage 8d8.

The Aether hound (Violet ‘Z’)
=== Num:612 Lev:74 Rar:3 Spd:+10 Hp:60d40 Ac:100 Exp:8000
A shifting, swirling form. It seems to be all colours and sizes and
shapes, though the dominant form is that of a huge dog. You feel very
uncertain all of a sudden.
This natural creature is normally found on dungeon level 74, and moves
quickly. It may breathe acid, lightning, fire, frost, poison, plasma,
light, darkness, confusion, sound, shards, inertia, gravity, force, nexus,
nether, chaos, disenchantment, time, or mana about 20 percent of the time.
It can bash down doors. It resists acid, lightning, fire, cold and poison.
It resists chaos, nether, water, plasma, nexus and disenchantment. It
cannot be slowed, stunned, confused or slept. It is ever vigilant for
intruders, which it may notice from 300 feet. It usually appears in
groups. It can claw to attack with damage 3d12, claw to attack with damage
3d12, bite to attack with damage 3d12, and bite to attack with damage 3d12.

The Black reaver (L.Dark ‘L’)
=== Num:613 Lev:74 Rar:3 Spd:+15 Hp:4500 Ac:170 Exp:27000
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 74, and moves
exceedingly quickly. It is magical, casting spells intelligently which
invoke nether storms, invoke mana storms, restore mana, teleport toward you,

[U] Deathlord (L.Slate ‘W’)
=== Num:655 Lev:74 Rar:6 Spd:+15 Hp:5500 Ac:110 Exp:34000
Cloaked in midnight, and supported by minions of death, this lord of the
undead comes to claim your soul.
This evil undead creature is normally found on dungeon level 74, and moves
exceedingly quickly. It is magical, casting spells intelligently which
produce storms of darkness, invoke nether storms, restore mana, teleport to,

The Bronze golem (Orange ‘g’)
=== Num:614 Lev:75 Rar:3 Spd:+10 Hp:4000 Ac:170 Exp:26000
A gigantic four-armed animated bronze statue of demonic shape, glowing
with great heat.
This demon is normally found on dungeon level 75, and moves quickly. It
may breathe fire, and is also magical, casting spells which produce
lightning storms, produce fire storms, produce plasma bolts, or teleport to,
or summon a demon about 15 percent of the time. It can radiate natural
light, open doors and bash down doors. It is cold blooded. It is not
detected by telepathy. It is hurt by cold. It resists acid, lightning,
fire and poison. It cannot be slowed, stunned, frightened, confused or
slept. It tends to overlook intruders, which it may notice from 200 feet.
It can hit to attack with damage 10d10, hit to attack with damage 10d10,
hit to attack with damage 10d10, and hit to attack with damage 10d10.

The Great Wyrm of Law (L.Blue ‘D’)
=== Num:615 Lev:75 Rar:2 Spd:+15 Hp:4500 Ac:170 Exp:29000
A massive dragon of powerful intellect. It seeks to dominate the universe
and despises all other life. It sees all who do not obey it as mere
insects to be crushed underfoot.
This flying evil dragon is normally found on dungeon level 75, and moves
exceedingly quickly. It may breathe sound or shards powerfully, and is
also magical, casting spells intelligently which terrify, blind, or
confuse, or summon a dragon or Ancient Dragons about 30 percent of the time.

[U] Saruman of Many Colours (Violet ‘A’)
=== Num:569 Lev:75 Rar:1 Spd:+20 Hp:5500 Ac:100 Exp:36000
Originally known as the White, first among the Istar, Saruman fell prey to
Sauron’s wiles. He seeks to emulate him and breeds orcs and trolls to
fight for him. He searches forever for the One Ring, to become a mighty
Sorcerer-King of the world.
This evil creature is normally found on dungeon level 75, and moves very
quickly. He may throw boulders. He is magical, casting spells
intelligently which produce acid storms, produce storms of darkness,
invoke mana storms, produce storms of water balls, produce acid bolts,
produce plasma bolts, produce ice bolts, produce water bolts, hurls black
bolts of nether, cast mana bolts, haste-self, restore mana, heal-self,
cure what ails it, blink-self, teleport-self, teleport to, teleport away,
cause mind blasting, cause brain smashing, or cause mortal wounds, or
summon monsters, a dragon, or Ancient Dragons about 65 percent of the time.
He can radiate natural light, open doors and bash down doors. He resists
lightning, fire, cold and poison. He cannot be slowed, frightened,
confused or slept. He is ever vigilant for intruders, which he may notice
from 1000 feet. He may carry up to 18 exceptional objects. He can hit to
disenchant with damage 8d8, hit to disenchant with damage 8d8, hit to
attack with damage 8d8, and hit to attack with damage 8d8.

The Master quylthulg (L.Blue ‘Q’)
=== Num:616 Lev:76 Rar:2 Spd:+10 Hp:3000 Ac:1 Exp:12000
A giant seething mass of flesh, overwhelming you with monster after
monster.
This natural creature is normally found on dungeon level 76, and moves
quickly, but does not deign to chase intruders. It is magical, casting
spells which blink-self or teleport to, or summon monsters, natural
creatures, thieves, his friends, Ancient Dragons, Greater Demons, or
Greater Undead about 100 percent of the time. It is invisible. It is not
detected by telepathy. It cannot be slowed, stunned, frightened, confused
or slept. It is ever vigilant for intruders, which it may notice from 300
feet. It has no physical attacks.

The Diamond golem (White ‘g’)
=== Num:617 Lev:76 Rar:2 Spd:+15 Hp:4100 Ac:275 Exp:28000
A gigantic animated diamond statue of demonic shape.
This demon is normally found on dungeon level 76, and moves exceedingly
quickly. It may breathe fire or mana, and is also magical, casting spells
which call up storms of knives, invoke mana storms, cast mana bolts,
teleport to, or cause mind blasting about 20 percent of the time. It can
open doors and bash down doors. It is cold blooded. It is not detected
by telepathy. It resists acid, lightning, fire, cold and poison. It
cannot be slowed, stunned, frightened, confused or slept. It tends to
overlook intruders, which it may notice from 200 feet. It may carry up to
12 treasures. It can hit to attack with damage 10d10, hit to attack with
damage 10d10, hit to attack with damage 10d10, and hit to attack with
damage 10d10.

[U] Atlas, the Titan (Slate ‘P’)
=== Num:618 Lev:76 Rar:3 Spd:+15 Hp:6000 Ac:160 Exp:37000
The strongest of all the Titans. Legend has it that he used to hold the
sky on his shoulders; and the mountain range that now does so is named
after him.
This evil giant is normally found on dungeon level 76, and moves
exceedingly quickly. He may throw boulders. He can open doors, bash down
doors, bore through walls, destroy weaker monsters and pick up objects.
He is hurt by rock remover. He resists acid, lightning, fire, cold and
poison. He takes a while to see intruders, which he may notice from 300
feet. He may carry up to 8 good objects. He can hit to shatter with
damage 13d13, hit to confuse with damage 13d13, hit to shatter with damage
13d13, and hit to confuse with damage 13d13.

[U] The Lernaean Hydra (Violet ‘M’)
=== Num:619 Lev:77 Rar:2 Spd:+25 Hp:6300 Ac:150 Exp:22000
A massive legendary hydra. It has fifteen powerful heads. Its many eyes
stare at you as clouds of many elements flow from its seething form. And
it grows new heads as fast as you chop them off.
This natural creature is normally found on dungeon level 77, and moves
extremely quickly. It may breathe acid, lightning, fire, frost, poison,
or plasma powerfully, and is also magical, casting spells intelligently
which produce acid storms, produce lightning storms, produce fire storms,
produce frost storms, produce storms of poison, call up raging storms,
produce acid bolts, produce lightning bolts, produce fire bolts, produce
frost bolts, produce poison bolts, produce plasma bolts, produce ice bolts,
shoot sparks of lightning, or terrify, or summon its minions or hydras
about 40 percent of the time. It can radiate natural light, open doors
and bash down doors. It regenerates quickly. It resists acid, lightning,
fire, cold and poison. It resists plasma. It cannot be confused or slept.
It takes a while to see intruders, which it may notice from 500 feet. It
may carry up to 20 good treasures. It can bite to poison with damage 8d10,
bite to freeze with damage 8d10, bite to burn with damage 10d6, and bite
to electrocute with damage 10d6.

The Pit Fiend (Orange ‘U’)
=== Num:620 Lev:77 Rar:3 Spd:+20 Hp:4000 Ac:120 Exp:27000
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 flying evil demon is normally found on dungeon level 77, and moves
very quickly. It may lash you if nearby or whip poisoned darts. It may
breathe fire, poison, or chaos powerfully, and is also magical, casting
spells which produce fire storms, cause mortal wounds, or terrify, or
summon Ancient Dragons or Greater Demons about 20 percent of the time. It
can open doors and bash down doors. It regenerates quickly. It is hurt
by cold. It resists fire and poison. It resists chaos. It cannot be
confused or slept. It tends to overlook intruders, which it may notice
from 300 feet. It may carry up to 12 good objects. It can claw to burn
with damage 6d10, claw to burn with damage 6d10, bite to poison with damage
5d10, and bite to reduce constitution with damage 5d10.

[U] Feagwath, the Undead Sorcerer (Yellow ‘L’)
=== Num:621 Lev:77 Rar:2 Spd:+20 Hp:5000 Ac:100 Exp:30000
A stench of corruption and decay surrounds this sorcerer, who has clearly
risen from the dead to continue his foul plots and schemes.
This evil undead creature is normally found on dungeon level 77, and moves
very quickly. He is magical, casting spells intelligently which invoke
nether storms, call up maelstroms of raw chaos, invoke mana storms, cast
mana bolts, restore mana, blink-self, teleport toward you, teleport to,
create traps, cause brain smashing, cause mortal wounds, terrify, blind,
or paralyze, or summon his minions, monsters, or an undead about 60
percent of the time. He can open doors and bash down doors. He is cold
blooded. He is hurt by bright light. He resists cold and poison. He
cannot be slowed, frightened, confused or slept. He tends to overlook
intruders, which he may notice from 200 feet. He usually appears with
escorts. He may carry up to 12 exceptional objects. He can touch to
lower experience (by 80d6+) with damage 6d12, touch to drain charges with
damage 6d12, touch to reduce dexterity with damage 6d12, and touch to
reduce dexterity with damage 6d12.

The Hellhound (Red ‘C’)
=== Num:622 Lev:78 Rar:2 Spd:+15 Hp:900 Ac:80 Exp:600
It is a giant dog that glows with heat. Flames pour from its nostrils.
This natural evil creature is normally found on dungeon level 78, and moves
a bit erratically, and exceedingly quickly. It may breathe fire about 20
percent of the time. It can radiate natural light and bash down doors.
It is hurt by cold. It resists fire. 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 with damage 5d12, bite to burn with damage
5d12, and bite to burn with damage 5d12.

The Great Wyrm of Chaos (Violet ‘D’)
=== Num:623 Lev:78 Rar:2 Spd:+15 Hp:5000 Ac:170 Exp:29000
A massive dragon of changing form. As you watch, it appears first fair
and then foul. Its body is twisted by chaotic forces as it strives to
stay real. Its very existence distorts the universe around it.
This flying evil dragon is normally found on dungeon level 78, and moves
exceedingly quickly. It may breathe chaos or disenchantment powerfully,
and is also magical, casting spells intelligently which terrify, blind, or
confuse, or summon a dragon or Ancient Dragons about 30 percent of the time.

[U] Qlzqqlzuup, the Emperor Quylthulg (Violet ‘Q’)
=== Num:624 Lev:79 Rar:3 Spd:+20 Hp:5000 Ac:1 Exp:20000
A gigantic seething mass of flesh, Qlzqqlzuup changes colours in front of
your eyes. Pulsating first one colour then the next, it knows only it
must bring help to protect itself.
This natural creature is normally found on dungeon level 79, and moves very
quickly, but does not deign to chase intruders. It is magical, casting
spells which summon its minions, monsters, ants, spiders, hounds, natural
creatures, hydras, thieves, his friends, Ancient Dragons, Greater Demons,
Unique Monsters, Greater Undead, or the Ringwraiths about 100 percent of
the time. It is invisible. It is not detected by telepathy. It cannot
be slowed, stunned, frightened, confused or slept. It is ever vigilant
for intruders, which it may notice from 300 feet. It may carry up to 8
objects. It has no physical attacks.

The Greater Balrog (Violet ‘U’)
=== Num:625 Lev:79 Rar:3 Spd:+20 Hp:5000 Ac:140 Exp:25000
Originally of the semi-divine Maiar, this evil spirit swore allegiance to
Morgoth at the beginning of time and is now one of his most terrible
demonic servants. With its flaming whip and sword it seeks to destroy you.
This evil demon is normally found on dungeon level 79, and moves very
quickly. It may lash you if nearby. It may breathe fire or plasma
powerfully, and is also magical, casting spells which produce fire storms,
call up maelstroms of raw chaos, produce plasma bolts, terrify, or confuse,
or summon a demon, Greater Demons, or an undead about 33 percent of the
time. It can radiate natural light, open doors and bash down doors. It
is hurt by cold. It resists lightning, fire and poison. It resists
plasma. It cannot be confused or slept. It pays little attention to
intruders, which it may notice from 400 feet. It may carry up to 16 good
objects. It can hit to burn with damage 8d12, hit to burn with damage 8d12,

The Great Chromatic Wyrm (Violet ‘D’)
=== Num:626 Lev:79 Rar:2 Spd:+15 Hp:5000 Ac:170 Exp:29500
A gigantic dragon whose scales shimmer in myriad hues.
This flying evil dragon is normally found on dungeon level 79, and moves
exceedingly quickly. It may breathe acid, lightning, fire, frost, or
poison powerfully, and is also magical, casting spells intelligently which
terrify, blind, or confuse, or summon a dragon or Ancient Dragons about 30
percent of the time. It can bash down doors. It is surrounded by an
ever-changing cloud of elements. It resists acid, lightning, fire, cold
and poison. It cannot be slowed, stunned, frightened, confused or slept.
It pays very little attention to intruders, which it may notice from 400
feet. It may carry up to 18 good objects. It can claw to freeze with
damage 5d12, claw to electrocute with damage 5d12, bite to burn with damage
7d14, and bite to shoot acid with damage 7d14.

The Great Wyrm of Balance (Violet ‘D’)
=== Num:627 Lev:79 Rar:2 Spd:+15 Hp:5000 Ac:170 Exp:30500
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 flying evil dragon is normally found on dungeon level 79, and moves
exceedingly quickly. It may breathe sound, shards, chaos, or
disenchantment powerfully, and is also magical, casting spells
intelligently which terrify, blind, or confuse, or summon a dragon or
Ancient Dragons about 30 percent of the time. It can bash down doors. It
resists fire and cold. It resists chaos and disenchantment. It cannot be
slowed, stunned, frightened, confused or slept. It pays very little
attention to intruders, which it may notice from 400 feet. It may carry
up to 18 good objects. It can claw to attack with damage 5d12, claw to
attack with damage 5d12, bite to attack with damage 7d14, and bite to
attack with damage 7d14.

[U] The Witch-King of Angmar (L.Dark ‘W’)
=== Num:629 Lev:80 Rar:3 Spd:+20 Hp:6000 Ac:120 Exp:55000
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 80, and moves
very quickly. He is magical, casting spells intelligently which invoke
nether storms, cast mana bolts, shoot rays of death, restore mana, cure
what ails it, teleport away, cause brain smashing, cause mortal wounds,
terrify, blind, or paralyze, or summon his minions, monsters, Ancient
Dragons, Greater Demons, Greater Undead, or the Ringwraiths about 60
percent of the time. He can open doors and bash down doors. He is cold
blooded. He is surrounded by darkness. He is hurt by bright light. He
resists cold and poison. He cannot be slowed, stunned, frightened,
confused or slept. He is fairly observant of intruders, which he may
notice from 900 feet. He may carry up to 14 exceptional objects. He can
hit to attack with damage 10d10, hit to attack with damage 10d10, hit to
lower experience (by 80d6+) with damage 7d7, and hit to lower experience
(by 80d6+) with damage 7d7.

[U] Maeglin, the Traitor of Gondolin (L.Dark ‘h’)
=== Num:630 Lev:81 Rar:2 Spd:+20 Hp:6000 Ac:120 Exp:35000
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 creature is normally found on dungeon level 81, and moves very
quickly. He is magical, casting spells which summon a monster, natural
creatures, Ancient Dragons, Greater Demons, Unique Monsters, Greater Undead,
or the Ringwraiths about 18 percent of the time. He can open doors, bash
down doors and bore through walls. He resists fire, cold and poison. He
cannot be confused or slept. He takes a while to see intruders, which he
may notice from 700 feet. He may carry up to 14 exceptional objects. He
can hit to attack with damage 8d8, hit to attack with damage 8d8, hit to
attack with damage 8d8, and hit to attack with damage 8d8.

[U] Pazuzu, Lord of Air (Blue ‘U’)
=== Num:631 Lev:82 Rar:2 Spd:+30 Hp:5500 Ac:125 Exp:30000
A winged humanoid demon from the Planes of Hell, Pazuzu grins inhumanely
at you as he decides your fate.
This flying evil demon is normally found on dungeon level 82, and moves
incredibly quickly. He is magical, casting spells which produce lightning
storms, produce lightning bolts, cast mana bolts, or cause mind blasting,
or summon Greater Demons about 40 percent of the time. He can open doors
and bash down doors. He is invisible. He resists acid, lightning, fire,
cold and poison. He cannot be slowed, stunned, confused or slept. He is
fairly observant of intruders, which he may notice from 400 feet. He may
carry up to 8 good objects. He can hit to electrocute with damage 12d12,
hit to electrocute with damage 12d12, hit to electrocute with damage 12d12,
and hit to electrocute with damage 12d12.

The Great Wyrm of Power (Violet ‘D’)
=== Num:632 Lev:82 Rar:2 Spd:+20 Hp:6000 Ac:200 Exp:32000
The most powerful breed of wyrm. It appears to be every color at once.
Nobody has survived long enough to know all the different ways it can
breathe.
This flying evil dragon is normally found on dungeon level 82, and moves
very quickly. It may breathe acid, lightning, fire, frost, poison, light,
darkness, confusion, sound, nexus, nether, chaos, or disenchantment
powerfully, and is also magical, casting spells intelligently which
terrify, blind, or confuse, or summon a dragon or Ancient Dragons about 33
percent of the time. It can bash down doors. It is surrounded by an
ever-changing cloud of elements. It resists acid, lightning, fire, cold
and poison. It resists chaos, nether, water, plasma, nexus and
disenchantment. It cannot be slowed, stunned, frightened, confused or
slept. It pays little attention to intruders, which it may notice from
400 feet. It may carry up to 18 good objects. It can claw to shoot acid
with damage 8d12, claw to freeze with damage 8d12, bite to burn with damage
9d14, and bite to poison with damage 9d14.

[U] Osse, Herald of Ulmo (White ‘A’)
=== Num:552 Lev:83 Rar:3 Spd:+20 Hp:63d100 Ac:160 Exp:37500
The most powerful of Ulmo’s servants, Osse is known as the most
accomplished singer among the Maiar, but he is also known for his
ruthlesness. While Ulmo himself moves in the rains and rivers of Arda and
resides in depths of the seas, Osse embodies the waves of the untamed
oceans and seas. Mariners caught in the grips of raging storms pray to
Osse for mercy.
This creature is normally found on dungeon level 83, and moves very quickly.

[U] Draugluin, Sire of All Werewolves (Umber ‘C’)
=== Num:633 Lev:83 Rar:2 Spd:+20 Hp:7000 Ac:90 Exp:40000
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 natural evil creature is normally found on dungeon level 83, and moves
a bit erratically, and very quickly. He is magical, casting spells which
terrify, or summon monsters or hounds about 33 percent of the time. He
can open doors, bash down doors and pick up objects. He resists 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 objects.
He can claw to wound with damage 7d12, claw to wound with damage 7d12,
bite to poison with damage 7d10, and bite to poison with damage 7d10.

[U] Cantoras, the Skeletal Lord (Violet ‘s’)
=== Num:634 Lev:84 Rar:2 Spd:+30 Hp:7500 Ac:120 Exp:45000
A legion of evil undead druj animating the skeleton of a once mighty
sorcerer. His power is devastating and his speed unmatched in the
underworld. Flee his wrath!
This flying evil undead creature is normally found on dungeon level 84, and
moves incredibly quickly. He is magical, casting spells intelligently
which invoke nether storms, produce storms of water balls, produce ice
bolts, cast mana bolts, shoot rays of death, restore mana, teleport to,
cause brain smashing, cause mortal wounds, terrify, or slow, or summon
Greater Undead about 60 percent of the time. He can open doors and bash
down doors. He is cold blooded. He resists fire, cold and poison. He
cannot be slowed, stunned, frightened, confused or slept. He pays little
attention to intruders, which he may notice from 200 feet. He may carry
up to 18 exceptional objects. He can gaze to lower experience (by 80d6+)
with damage 5d5, gaze to lower experience (by 80d6+) with damage 5d5,
touch to poison with damage 5d5, and touch to poison with damage 5d5.

[U] Ancalagon the Black (L.Dark ‘D’)
=== Num:635 Lev:85 Rar:3 Spd:+25 Hp:10000 Ac:170 Exp:45000
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 flying evil dragon is normally found on dungeon level 85, and moves
extremely quickly. He may breathe acid, lightning, fire, frost, or poison
powerfully, and is also magical, casting spells intelligently which summon
his minions or Ancient Dragons about 45 percent of the time. He can bash
down doors. He is surrounded by acidic smoke. He resists acid, lightning,
fire, cold and poison. He resists chaos, nether, water, plasma, nexus and
disenchantment. He cannot be slowed, stunned, frightened, confused or
slept. He tends to overlook intruders, which he may notice from 400 feet.
He usually appears with escorts. He may carry up to 18 exceptional object
s. He can claw to freeze with damage 6d12, claw to burn with damage 6d12,
bite to shoot acid with damage 10d14, and bite to electrocute with damage
10d14.

[U] The Tarrasque (Violet ‘R’)
=== Num:636 Lev:86 Rar:2 Spd:+20 Hp:8500 Ac:185 Exp:35000
The Tarrasque is a massive reptile of legend, rumoured to be unkillable
and immune to magic. Fear its anger, for its devastation is unmatched!
This natural creature is normally found on dungeon level 86, and moves very
quickly. It may breathe fire, frost, or disenchantment powerfully about
45 percent of the time. It can open doors and bash down doors. It
resists fire and cold. It resists disenchantment. It cannot be stunned,
confused or slept. It takes a while to see intruders, which it may notice
from 500 feet. It may carry up to 12 good objects. It can hit to attack
with damage 10d10, hit to attack with damage 10d10, touch to drain charges,
and touch to drain charges.

[U] Kronos, Lord of the Titans (Violet ‘P’)
=== Num:637 Lev:87 Rar:3 Spd:+15 Hp:7000 Ac:150 Exp:42000
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 87, and moves
exceedingly quickly. He may throw boulders. He may breathe fire, frost,
sound, or shards, and is also magical, casting spells intelligently which
heal-self or teleport to, or summon his minions or monsters about 33
percent of the time. He can bash down doors and pick up objects. He
resists acid, lightning, fire, cold and poison. He takes a while to see
intruders, which he may notice from 300 feet. He usually appears with
escorts. He may carry up to 14 good objects. He can hit to confuse with
damage 12d12, hit to confuse with damage 12d12, hit to confuse with damage
12d12, and hit to confuse with damage 12d12.

[U] Arien, Maia of the Sun (L.Red ‘A’)
=== Num:572 Lev:88 Rar:3 Spd:+20 Hp:6700 Ac:160 Exp:40000
Also called the Sun-Maiden, this Maia has the task of carrying the sun
across the sky. Greatest among the fire spirits created by Eru, Arien is
second only to Sauron in power among the Maiar.
This flying creature is normally found on dungeon level 88, and moves very
quickly. She may breathe fire or plasma powerfully, and is also magical,
casting spells intelligently which produce fire storms, invoke starbursts,
produce fire bolts, produce plasma bolts, haste-self, restore mana,
heal-self, cure what ails it, blink-self, teleport-self, teleport toward
you, or teleport to, or summon a maia about 60 percent of the time. She
can radiate natural light, open doors, bash down doors and pick up objects.
She resists acid, lightning, fire, cold and poison. She resists chaos,
nether, plasma, nexus and disenchantment. She cannot be slowed, stunned,
frightened, confused or slept. She is fairly observant of intruders,
which she may notice from 400 feet. She usually appears with escorts.
She may carry up to 12 exceptional objects. She can hit to attack with
damage 9d9, hit to attack with damage 9d9, hit to attack with damage 9d9,
and hit to attack with damage 9d9.

[U] Huan, Wolfhound of the Valar (L.Slate ‘C’)
=== Num:639 Lev:90 Rar:1 Spd:+20 Hp:8000 Ac:160 Exp:35000
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 natural creature is normally found on dungeon level 90, and moves very
quickly. He may breathe frost, light, sound, or shards about 20 percent
of the time. He can open doors, bash down doors and destroy weaker
monsters. He resists acid, lightning and cold. He cannot be frightened,
confused or slept. He is fairly observant of intruders, which he may
notice from 500 feet. He may carry up to 8 good objects. He can claw to
freeze with damage 9d12, claw to freeze with damage 9d12, bite to wound
with damage 9d12, and bite to wound with damage 9d12.

[U] Carcharoth, the Jaws of Thirst (Red ‘C’)
=== Num:640 Lev:90 Rar:1 Spd:+20 Hp:8000 Ac:160 Exp:35000
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 natural evil creature is normally found on dungeon level 90, and moves
very quickly. He may breathe fire, poison, darkness, or nether, and is
also magical, casting spells intelligently which summon hounds about 33
percent of the time. He can radiate natural light, open doors and bash
down doors. He is hurt by cold. He resists fire and poison. He resists
nether. He cannot be confused or slept. He is fairly observant of
intruders, which he may notice from 500 feet. He may carry up to 8 good
objects. He can claw to burn with damage 9d12, claw to burn with damage
9d12, bite to wound with damage 9d12, and bite to wound with damage 9d12.

[U] Vecna, the Emperor Lich (Violet ‘L’)
=== Num:641 Lev:92 Rar:3 Spd:+25 Hp:6200 Ac:100 Exp:45000
The greatest of all undead sorcerers, even the gods once feared him. This
ancient shadow of death wilts every living thing it passes.
This evil undead creature is normally found on dungeon level 92, and moves
extremely quickly. He is magical, casting spells intelligently which
produce fire storms, invoke nether storms, invoke mana storms, cast mana
bolts, shoot rays of death, restore mana, blink-self, teleport toward you,
teleport to, drain mana, cause brain smashing, cause mortal wounds, blind,
or confuse, or summon his minions about 65 percent of the time. He can
open doors and bash down doors. He is cold blooded. He is hurt by bright
light. He resists lightning, fire, cold and poison. He cannot be slowed,
frightened, confused 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 18 exceptional objects. He can hit to lower experience (by
80d6+) with damage 8d12, hit to reduce dexterity with damage 8d12, hit to
drain charges with damage 8d12, and hit to drain charges with damage 8d12.

[U] Gothmog, the High Captain of Balrogs (Violet ‘U’)
=== Num:642 Lev:95 Rar:1 Spd:+20 Hp:8000 Ac:140 Exp:43000
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 95, and moves very
quickly. He may lash you if nearby. He may breathe fire or plasma
powerfully, and is also magical, casting spells which call up maelstroms
of raw chaos, terrify, blind, or confuse, or summon Greater Demons or
Greater Undead about 40 percent of the time. He can radiate natural light,
open doors and bash down doors. He is hurt by cold. He resists lightning
and fire. He resists plasma. He cannot be slowed, stunned, confused 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 18 exceptional
objects. He can hit to burn with damage 9d12, hit to burn with damage 9d12,

[U] Ungoliant, the Unlight (L.Dark ‘S’)
=== Num:628 Lev:95 Rar:3 Spd:+30 Hp:17500 Ac:150 Exp:70000
This enormous, hideous spirit of void is in the form of a spider of
immense proportions. She is surrounded by a cloud of Unlight as she sucks
in all living light into her bloated body, and breathes out the blackest
of darkness. She is always ravenously hungry and would even eat herself
to avoid starvation.
This natural evil creature is normally found on dungeon level 95, and moves
incredibly quickly. She may breathe poison or darkness powerfully, and is
also magical, casting spells intelligently which produce storms of poison,
produce storms of darkness, restore mana, heal-self, cure what ails it,
teleport to, cause mind blasting, cause brain smashing, or cause mortal
wounds, or summon her minions about 40 percent of the time. She can bash
down doors and pass through walls. She is hurt by bright light. She
resists acid, cold and poison. She cannot be slowed, stunned, frightened,
confused or slept. She pays little attention to intruders, which she may
notice from 1000 feet. She may carry up to 18 exceptional objects. She
can claw to lower experience (by 80d6+) with damage 9d20, claw to lower
experience (by 80d6+) with damage 9d20, bite to drain mana with damage 9d10,
and sting to reduce all stats with damage 9d10.

[Q] Sauron, the Sorcerer (Violet ‘A’)
=== Num:643 Lev:99 Rar:1 Spd:+20 Hp:10500 Ac:160 Exp:50000
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 creature is found on dungeon level 99, and moves very quickly.
He is magical, casting spells intelligently which produce fire storms,
produce storms of darkness, call up raging storms, invoke nether storms,
invoke mana storms, produce storms of water balls, produce plasma bolts,
produce ice bolts, cast mana bolts, restore mana, cure what ails it,
teleport-self, teleport level, cause brain smashing, cause mortal wounds,
terrify, or blind, or summon monsters, Ancient Dragons, Greater Demons,
Unique Monsters, Greater Unique Monsters, Greater Undead, or the
Ringwraiths about 65 percent of the time. He can radiate natural light,
open doors and bash down doors. He regenerates quickly. He resists
lightning, fire, cold and poison. He cannot be slowed, stunned,
frightened, confused or slept. He is ever vigilant for intruders, which
he may notice from 1000 feet. He may carry up to 18 exceptional objects.
He can hit to disenchant with damage 10d12, hit to disenchant with damage
10d12, hit to drain charges with damage 8d12, and hit to drain charges
with damage 8d12. You feel an intense desire to kill this monster…

[Q] Morgoth, Lord of Darkness (L.Dark ‘A’)
=== Num:644 Lev:100 Rar:1 Spd:+30 Hp:20000 Ac:150 Exp:60000
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 creature is found on dungeon level 100, and moves incredibly
quickly. He is magical, casting spells intelligently which invoke mana
storms, produce plasma bolts, cast mana bolts, restore mana, heal-self,
cure what ails it, teleport to, cause brain smashing, or cause mortal
wounds, or summon Ancient Dragons, Greater Demons, Greater Unique Monsters,
Greater Undead, or the Ringwraiths about 45 percent of the time. He can
bore through walls. He regenerates quickly. He is hurt by bright light.
He resists acid, lightning, fire, cold and poison. He resists chaos,
nether, water, plasma, nexus and disenchantment. He cannot be slowed,
stunned, frightened, confused or slept. He is ever vigilant for
intruders, which he may notice from 1000 feet. He may carry up to 20
exceptional objects. He can hit to shatter with damage 20d10, hit to
shatter with damage 20d10, hit to reduce all stats with damage 8d12, and
touch to drain charges with damage 8d12. You feel an intense desire to
kill this monster…

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