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The Archpriest (Blue 'p')
=== Num:465 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 moves normally. He is always created sluggish. He is magical, casting spells intelligently which cause critical wounds and cursing, blind, confuse, paralyze, heal-self, summon a monster or summon an undead; 1 time in 2. He can 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 will carry up to 6 objects. He can hit to attack with damage 3d4, hit to attack with damage 3d4, and hit to attack with damage 3d5. (Gumband 2.2.3)

The Archpriest (Blue 'p')
=== Num:637 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. He is normally found on dungeon level 40, and moves quickly. A kill of this evil Human is worth about 24000.00 points for a 1st level character. He is magical, casting spells intelligently which cause critical wounds and cursing, blind, confuse, paralyze, heal-self, raise dead, summon a monster or summon an undead; 1 time in 2. He can illuminate the dungeon, open doors and bash down doors. He will evolve into High priest when he gets enugh experience. He cannot be 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 attack with damage 3d4, hit to attack with damage 3d4, and hit to attack with damage 3d5. (Hengband 1.6.0)

The Archpriest (L.Green 'p')
=== Num:486 Lev:46 Rar:2 Spd:+10 Hp:10d59 Ac:30 Exp:1000
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 moves normally. He is magical, casting spells intelligently which produce explosions of light, heal-self, cure what ails it, cause critical wounds, terrify, blind, paralyze, summon a monster or summon an undead; 1 time in 2. He can open doors, bash down doors and push past weaker monsters. He cannot be confused or slept. He takes a while to see intruders, which he may notice from 220 feet. He will carry up to 4 objects. He can hit to attack with damage 3d4, hit to attack with damage 3d4, and hit to attack with damage 3d4. (OAngband 0.6.1)

The Archpriest (Yellow 'p')
=== Num:470 Lev:33 Rar:5 Spd:+10 Hp:520 Ac:60 Exp:340
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 man priest is normally found on dungeon level 33 , and moves quickly, but is more powerful deeper in the dungeon. A kill of this creature is worth 11220.00 points for a 1st level character. He is dangerous at his native depth. He is magical, casting spells intelligently which produce cone of hellfire, recover mana, heal-self, cure-self, curse you, cause wounds, become heroic, summon a monster, summon an undead, blind or paralyze; 1 time in 2. He can carry a lite to see you, open doors and bash down doors. He needs lite to see you. He cannot be confused, charmed or slept. He is fairly observant of intruders, which he may notice from 200 feet. He may carry up to 5 weapons, armours, garments, lites, adornments, written items, potions or edible items. He can hit to attack with damage 3d4, hit to attack with damage 3d4, and hit to attack with damage 3d4. (UnAngband 0.6.2)

The Archpriest (Blue 'p')
=== Num:637 Lev:60 Rar:2 Spd:+10 Hp:340 Ac:30 Exp:68000
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 moves normally. He is always created sluggish. He is magical, casting spells intelligently which cause critical wounds and cursing, blind, confuse, paralyze, heal-self, raise dead, summon a monster or summon an undead; 1 time in 2. He can open doors, bash down doors and carrys a light. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 200 feet. He will carry up to 4 objects. He can hit to attack with damage 3d4, hit to attack with damage 3d4, and hit to attack with damage 3d5. (ZAngband 2.7.2)



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