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[U] Jormungand the Midgard Serpent (Green 'J')
=== Num:854 Lev:75 Rar:1 Spd:+20 Hp:12000 Ac:160 Exp:30000
The Midgard Serpent is so huge that its body surrounds the world of mortal men. It can grind gods themselves to lifeless pulp. It is normally found on dungeon level 75, and moves very quickly. Killing this evil creature is worth about 750000.00 points for a 1st level character. It is magical, casting spells which produce water balls; 1 time in 8. It can bore through walls and push past weaker monsters. It regenerates quickly. It is suitable for riding. It resists acid, fire, cold, poison, water, plasma and nexus. It cannot be stunned, confused or slept. It is ever vigilant for intruders, which it may notice from 1000 feet. It can crush to attack with damage 20d10, crush to attack with damage 20d10, and bite to attack with damage 5d50. This monster is the master of a dungeon. (Hengband 1.6.0)

[U] Jormungand the Midgard Serpent (Violet 'J')
=== Num:854 Lev:94 Rar:1 Spd:+20 Hp:14400 Ac:200 Exp:45000
The Midgard Serpent is so huge that its body surrounds the world of mortal men. It could grind even the gods into lifeless pulp. This creature moves normally. It is always created sluggish. It may breathe poison, nether, mana or disintegration, and is also magical, casting spells which produce water balls or summon aid; 1 time in 3. It can bore through walls and push past weaker monsters. It is cold blooded. It regenerates quickly. It resists acid, fire, cold and poison. It resists water, plasma and nexus. It cannot be stunned, confused or slept. It is ever vigilant for intruders, which it may notice from 1000 feet. It can crush to attack with damage 20d10, crush to attack with damage 20d10, and bite to attack with damage 5d50. (T.o.M.E. 2.3.5)

[U] Jormungand the Midgard Serpent (Green 'J')
=== Num:854 Lev:99 Rar:1 Spd:+20 Hp:10800 Ac:100 Exp:20000000
The Midgard Serpent is so huge that its body surrounds the world of mortal men. It can grind gods themselves to lifeless pulp. This evil creature moves normally. It is always created sluggish. It is magical, casting spells which produce water balls; 1 time in 8. It can bore through walls and push past weaker monsters. It regenerates quickly. It resists acid, fire, cold and poison. It resists water, plasma and nexus. It cannot be stunned, confused or slept. It is ever vigilant for intruders, which it may notice from 1000 feet. It can crush to attack with damage 30d10, crush to attack with damage 30d10, and bite to attack with damage 5d60. (ZAngband 2.7.2)



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