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The Door mimic (L.Umber '+')
=== Num:311 Lev:18 Rar:6 Spd:+0 Hp:10d10 Ac:30 Exp:70
A strange creature that disguises itself as a door to lure unsuspecting adventurers within reach of its venomous claws. It is normally found on dungeon level 18, and moves at normal speed, but does not deign to chase intruders. A kill of this creature is worth about 420.00 points for a 1st level character. It is magical, casting spells which cause serious wounds and cursing, produce frost bolts, terrify, blind or confuse; 1 time in 6. It is cold blooded. It is not detected by telepathy. it won't evolve. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 250 feet. It can hit to poison with damage 3d4, hit to confuse with damage 2d3, and hit to paralyze with damage 2d3. (Hengband 1.6.0)

The Door mimic (L.Umber '+')
=== Num:311 Lev:18 Rar:6 Spd:+0 Hp:10d10 Ac:30 Exp:70
A strange creature that disguises itself as a door to lure unsuspecting adventurers within reach of its venomous claws. This creature moves normally, but does not deign to chase intruders. It is always created sluggish. It is magical, casting spells which cause serious wounds and cursing, produce frost bolts, terrify, blind or confuse; 1 time in 6. It is cold blooded. It is not detected by telepathy. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 250 feet. It can hit to poison with damage 3d4, hit to confuse with damage 2d3, and hit to paralyze with damage 2d3. (T.o.M.E. 2.3.5)

The Door mimic (L.Umber '+')
=== Num:311 Lev:26 Rar:6 Spd:+0 Hp:7d10 Ac:15 Exp:790
A strange creature that disguises itself as a door to lure unsuspecting adventurers within reach of its venomous claws. This creature moves normally, but does not deign to chase intruders. It is always created sluggish. It is a mimic. It is magical, casting spells which cause serious wounds and cursing, produce frost bolts, terrify, blind or confuse; 1 time in 6. It is cold blooded. It is not detected by telepathy. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 250 feet. It can hit to poison with damage 3d4, hit to confuse with damage 2d3, and hit to paralyze with damage 2d3. (ZAngband 2.7.2)



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