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The Black reaver (Light Dark 'L')
=== Num:524 Lev:74 Rar:3 Spd:+10 Hp:3960 Ac:170 Exp:23000
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 at depths of 3700 feet (level 74), and moves quickly. It may carry up to 3 good objects. It can open doors, bash down doors, and bore through walls. It is cold blooded. It resists cold, poison, bright light, and rock remover, and cannot be confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It may cast spells intelligently which invoke mana storms (425), produce nether balls (179), cause brain smashing (96), cause mortal wounds (120), cause critical wounds (80), blind, confuse, paralyze, drain mana, teleport to, or summon an undead; 1 time in 3. It can hit to disenchant with damage 6d8, hit to disenchant with damage 6d8, hit to reduce strength with damage 4d6, and hit to reduce strength with damage 4d6. (Angband 3.1.2v2)

The Black reaver (L.Dark 'L')
=== Num:633 Lev:73 Rar:3 Spd:+10 Hp:2330 Ac:170 Exp:1200000
A humanoid form, black as night, advancing steadily and unstoppably. Flee! It is normally found on dungeon level 73, and moves quickly. A kill of this intelligent evil undead creature is worth 1200000 experience points for a 1st level character. It is magical, casting spells which produce nether balls, produce mana storms, drain mana, cause brain smashing, cause critical wounds, cause mortal wounds, blind, confuse, paralyze, teleport to or summon an undead; 1 time in 3. It has an armor rating of 170 and a average life rating of 2330. It can open doors, bash down doors and bore through walls. It is cold blooded. It cannot be put to sleep, made to bleed, blinded, confused or poisoned. It resists cold and poison. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 6 good objects. It can hit to reduce strength with damage 4d6, hit to reduce strength with damage 4d6, hit to disenchant with damage 6d8, and hit to disenchant with damage 6d8. (EyAngband 0.5.2)

The Black reaver (L.Dark 'L')
=== Num:587 Lev:71 Rar:3 Spd:+10 Hp:3500 Ac:170 Exp:23000
A humanoid form, black as night, advancing steadily and unstoppably. Flee! This evil undead creature moves normally. It is always created sluggish. It is magical, casting spells intelligently which produce nether balls, produce mana storms, drain mana, cause brain smashing, cause critical wounds and cursing, cause mortal wounds, blind, confuse, paralyze, teleport to or summon an undead; 1 time in 3. It can open doors, bash down doors and bore through walls. It is cold blooded. It resists cold and poison. It resists teleportation. It cannot be frightened, confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 6 good objects. It can hit to disenchant with damage 6d8, hit to disenchant with damage 6d8, hit to reduce strength with damage 4d6, and hit to reduce strength with damage 4d6. (Gumband 2.2.3)

The Black reaver (L.Dark 'L')
=== Num:798 Lev:71 Rar:3 Spd:+10 Hp:3500 Ac:170 Exp:23000
A humanoid form, black as night, advancing steadily and unstoppably. Flee! It is normally found on dungeon level 71, and moves quickly. A kill of this evil undead creature is worth about 544333.33 points for a 1st level character. It is magical, casting spells intelligently which produce nether balls, invoke mana storms, drain mana, cause brain smashing, cause critical wounds and cursing, cause mortal wounds, blind, confuse, paralyze, teleport to or summon an undead; 1 time in 3. It can open doors, bash down doors and bore through walls. It is cold blooded. It resists cold, poison, dark, nether and teleportation. it won't evolve. It cannot be frightened, confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 6 good objects. It can hit to disenchant with damage 6d8, hit to disenchant with damage 6d8, hit to reduce strength with damage 4d6, and hit to reduce strength with damage 4d6. (Hengband 1.6.0)

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, (NPPangband 0.5.0-WIP8a)

The Black reaver (L.Dark 'L')
=== Num:627 Lev:78 Rar:4 Spd:+10 Hp:2000 Ac:55 Exp:26000
A humanoid form, black as night, crackling with lightning and raw magic, advancing steadily and unstoppably. Flee! This evil undead creature moves normally. It is magical, casting spells intelligently which produce lightning storms, produce balls of mana, teleport to, drain mana, cause brain smashing, cause mortal wounds, blind, confuse, paralyze or summon an undead; 1 time in 3. It can open doors, bash down doors and bore through walls. It is cold blooded. It resists lightning, cold and poison. It resists nether. It cannot be slept. It tends to overlook intruders, which it may notice from 260 feet. It will carry up to 8 objects. It can hit to attack with damage 5d12, hit to disenchant with damage 4d7, hit to reduce strength with damage 3d7, and hit to reduce constitution with damage 3d7. (OAngband 0.6.1)

The Black reaver (L.Dark 'L')
=== Num:798 Lev:74 Rar:3 Spd:+10 Hp:5000 Ac:170 Exp:23000
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 moves normally. It is always created sluggish. It is magical, casting spells intelligently which produce nether balls, produce mana storms, drain mana, cause brain smashing, cause critical wounds and cursing, cause mortal wounds, blind, confuse, paralyse, teleport to or summon an undead; 1 time in 3. It can open doors, bash down doors and bore through walls. It is cold blooded. It resists cold and poison. It resists teleportation. It cannot be frightened, confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 6 good objects. It can hit to disenchant with damage 6d8, hit to disenchant with damage 6d8, hit to reduce strength with damage 4d6, and hit to reduce strength with damage 4d6. (T.o.M.E. 2.3.5)

The Black reaver (L.Dark 'L')
=== Num:524 Lev:79 Rar:9 Spd:+10 Hp:4500 Ac:170 Exp:25000
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 79, and moves quickly, but is more powerful deeper in the dungeon. Destruction of this creature is worth 1975000.00 points for a 1st level character. It is over powered at its native depth. It is magical, casting spells intelligently which produce lightning balls, produce nether balls, invoke mana storms, teleport to, drain mana, cause mind blasting, cause wounds, summon an undead, blind, confuse or paralyze; 1 time in 3. It can open doors, bash down doors and bore through walls. It is cold blooded. It is immune to lightning, cold and poison. It resists darkness and edged weapons. It cannot be confused, charmed, slept or cut. It tends to overlook intruders, which it may notice from 200 feet. It may carry up to 6 good garments, adornments, magical devices or written items. It can hit to attack with damage 5d12, hit to disenchant with damage 6d8, hit to reduce strength with damage 4d6, and hit to reduce constitution with damage 4d6. (UnAngband 0.6.2)

The Black reaver (L.Dark 'L')
=== Num:798 Lev:90 Rar:3 Spd:+10 Hp:2450 Ac:85 Exp:3200000
A humanoid form, black as night, advancing steadily and unstoppably. Flee! This evil undead creature moves normally. It is always created sluggish. It is magical, casting spells intelligently which produce nether balls, produce mana storms, drain mana, cause brain smashing, cause critical wounds and cursing, cause mortal wounds, blind, confuse, paralyze, teleport to or summon an undead; 1 time in 3. It can open doors, bash down doors and bore through walls. It is cold blooded. It resists cold and poison. It resists teleportation and teleportation. It cannot be frightened, confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 6 good objects. It can hit to disenchant with damage 6d8, hit to disenchant with damage 6d8, hit to reduce strength with damage 4d6, and hit to reduce strength with damage 4d6. (ZAngband 2.7.2)



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