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[U] Khamul the Easterling (L.Dark 'V')
=== Num:576/71 Lev:53 Rar:3 Spd:+10 Hp:2800 Ac:100 Exp:265000
A warrior-king of the East. Khamul is a powerful opponent, his skill in combat awesome and his form twisted by evil cunning. He is normally found on dungeon level 53, and moves quickly. Killing this intelligent evil undead creature is worth 265000 experience points for a 1st level character. He is magical, casting spells which produce fire balls, produce frost balls, produce nether balls, cause critical wounds, cause mortal wounds, produce mana bolts, terrify, blind, paralyze, teleport level, summon similar monsters or summon an undead; 1 time in 2. He has an armor rating of 100 and a life rating of 2800. He can open doors, bash down doors and push past weaker monsters. He is cold blooded. He can see invisible enemies. He is vulnerable to bright light. He cannot be put to sleep, made to bleed, blinded, pacified, confused or poisoned. He resists acid, fire, cold and poison. He is fairly observant of intruders, which he may notice from 900 feet. He may carry up to 14 good objects. He can hit to attack with damage 10d10, hit to attack with damage 5d5, touch to lower experience (by 3%), and touch to lower experience (by 3%). (EyAngband 0.5.2)

[U] Khamul the Easterling (Violet 'W')
=== Num:534 Lev:53 Rar:3 Spd:+10 Hp:3500 Ac:100 Exp:50000
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 moves normally. He is always created sluggish. He is magical, casting spells intelligently which produce nether balls, cause mortal wounds, produce nether bolts, produce mana bolts, blind, teleport level, summon aid or summon greater undead; 1 time in 2. He can open doors, bash down doors and push past weaker monsters. He is cold blooded. He is hurt by bright light. He resists acid, fire, cold and poison. He resists teleportation. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 900 feet. He will carry up to 14 good objects. He can hit to attack with damage 10d10, hit to attack with damage 10d5, touch to lower experience (by 40d6+) with damage 5d5, and touch to lower experience (by 40d6+) with damage 5d5. (Gumband 2.2.3)

[U] Khamul the Easterling (L.Dark 'W')
=== Num:738 Lev:53 Rar:3 Spd:+10 Hp:3500 Ac:100 Exp:22000
A warrior-king of the East. Khamul is a powerful opponent, his skill in combat awesome and his form twisted by evil cunning. He is normally found on dungeon level 53, and moves quickly. Killing this evil undead creature is worth about 388666.67 points for a 1st level character. He is magical, casting spells intelligently which produce fire balls, produce frost balls, produce nether balls, cause critical wounds and cursing, cause mortal wounds, produce mana bolts, terrify, blind, paralyze, teleport level, raise dead, summon aid or summon an undead; 1 time in 2. He can open doors, bash down doors and push past weaker monsters. He is cold blooded. He is hurt by bright light. He resists acid, fire, cold, poison, dark and nether. He cannot be confused, slept or teleported. He is fairly observant of intruders, which he may notice from 900 feet. He may carry up to 14 good objects. He can hit to attack with damage 10d10, hit to attack with damage 5d5, touch to lower experience (by 40d6+), and touch to lower experience (by 40d6+). (Hengband 1.6.0)

[U] Khamul the Easterling (L.Dark 'W')
=== Num:738 Lev:74 Rar:3 Spd:+10 Hp:2450 Ac:50 Exp:2250000
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 moves normally. He is always created sluggish. He is magical, casting spells intelligently which produce fire balls, produce frost balls, produce nether balls, cause critical wounds and cursing, cause mortal wounds, produce mana bolts, terrify, blind, paralyze, teleport level, raise dead, summon aid or summon an undead; 1 time in 2. He can open doors, bash down doors, push past weaker monsters and carrys a light. He is cold blooded. He is hurt by bright light. He resists fire, cold and poison. He resists teleportation. He cannot be confused, slept or teleported. He is fairly observant of intruders, which he may notice from 900 feet. He will carry up to 8 good objects. He can hit to attack with damage 10d10, hit to attack with damage 5d5, touch to lower experience (by 40d6+), and touch to lower experience (by 40d6+). (ZAngband 2.7.2)



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