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[U] Alberich the Nibelung King (L.Dark 'h')
=== Num:314 Lev:27 Rar:4 Spd:+10 Hp:880 Ac:80 Exp:1000
Made invisible with his magic cap, the greedy dwarf plots for world domination through his riches. This evil creature moves normally. He is always created sluggish. He is magical, casting spells which produce acid balls, produce acid bolts, terrify, heal-self, teleport-self or summon a monster; 1 time in 6. He can open doors and bash down doors. He is invisible. He resists acid, lightning, fire, cold and poison. He resists disenchantment and teleportation. He cannot be confused or slept. He takes a while to see intruders, which he may notice from 200 feet. He will carry up to 4 good objects. He can hit to disenchant with damage 3d12, hit to disenchant with damage 3d12, touch to steal gold with damage 2d6, and touch to steal gold with damage 2d6. (Gumband 2.2.3)

[U] Alberich the Nibelung King (L.Dark 'h')
=== Num:419 Lev:27 Rar:4 Spd:+10 Hp:880 Ac:80 Exp:1000
Made invisible with his magic cap, the greedy dwarf plots for world domination through his riches. He is normally found on dungeon level 27, and moves quickly. Killing this evil creature is worth about 9000.00 points for a 1st level character. He is magical, casting spells which produce acid balls, produce acid bolts, terrify, heal-self, teleport-self or summon a monster; 1 time in 6. He can open doors and bash down doors. He is invisible. He resists acid, lightning, fire, cold, poison and disenchantment. He cannot be confused, slept or teleported. He takes a while to see intruders, which he may notice from 200 feet. He may carry up to 4 good objects. He can hit to disenchant with damage 3d12, hit to disenchant with damage 3d12, touch to steal gold, and touch to steal gold. (Hengband 1.6.0)

[U] Alberich the Nibelung King (L.Dark 'h')
=== Num:419 Lev:37 Rar:4 Spd:+10 Hp:616 Ac:40 Exp:22500
Made invisible with his magic cap, the greedy dwarf plots for world domination through his riches. This evil creature moves normally. He is always created sluggish. He is magical, casting spells which produce acid balls, produce acid bolts, terrify, heal-self, teleport-self or summon a monster; 1 time in 6. He can open doors and bash down doors. He is invisible. He resists fire, cold and poison. He resists disenchantment and teleportation. He cannot be confused, slept or teleported. He takes a while to see intruders, which he may notice from 200 feet. He will carry up to 4 good objects. He can hit to disenchant with damage 3d12, hit to disenchant with damage 3d12, touch to steal gold, and touch to steal gold. (ZAngband 2.7.2)



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