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The Nightwing (Light Dark 'W')
=== Num:484 Lev:61 Rar:3 Spd:+10 Hp:1830 Ac:120 Exp:10000
Everywhere colours seem paler and the air chiller. At the centre of the cold stands a mighty figure. Its wings envelop you in the chill of death as the nightwing reaches out to draw you into oblivion. Your muscles sag and your mind loses all will to fight as you stand in awe of this mighty being. This evil undead creature is normally found at depths of 3050 feet (level 61), and moves quickly. It may carry up to 3 good objects. It can open doors and bash down doors. It is cold blooded. It is hurt by bright light, but resists cold, poison, and rock remover, and cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It may cast spells intelligently which produce nether balls (166), produce mana bolts (157), produce nether bolts (136), cause brain smashing (96), cause mortal wounds (120), terrify, blind, or summon an undead; 1 time in 4. It can touch to poison with damage 6d5, touch to poison with damage 6d5, hit to disenchant with damage 6d8, and hit to disenchant with damage 6d8. (Angband 3.1.2v2)

The Nightwing (Violet 'B')
=== Num:592 Lev:58 Rar:4 Spd:+10 Hp:1320 Ac:120 Exp:1000000
Everywhere colours seem paler and the air chiller. At the centre of the cold stands a mighty figure. Its wings envelop you in the chill of death as the nightwing reaches out to draw you into oblivion. Your muscles sag and your mind loses all will to fight as you stand in awe of this mighty being. It is normally found on dungeon level 58, and moves quickly. A kill of this intelligent evil undead creature is worth 1000000 experience points for a 1st level character. It is magical, casting spells which produce nether balls, cause brain smashing, cause mortal wounds, produce nether bolts, produce mana bolts, terrify, blind or summon an undead; 1 time in 4. It has an armor rating of 120 and a average life rating of 1320. It can open doors and bash down doors. It is cold blooded. It is vulnerable to bright light. It cannot be put to sleep, blinded, confused or poisoned. It resists cold and poison. It is fairly observant of intruders, which it may notice from 200 feet. It may carry up to 4 good objects. It can hit to disenchant with damage 6d8, hit to disenchant with damage 6d8, touch to poison with damage 6d5, and touch to poison with damage 6d5. (EyAngband 0.5.2)

The Nightwing (Blue 'W')
=== Num:522 Lev:50 Rar:4 Spd:+10 Hp:60d30 Ac:120 Exp:6000
Everywhere colours seem paler and the air chiller. At the centre of the cold stands a mighty figure. Its wings envelop you in the chill of death as the nightwing reaches out to draw you into oblivion. Your muscles sag and your mind loses all will to fight as you stand in awe of this mighty being. This evil undead creature moves normally. It is always created sluggish. It is magical, casting spells intelligently which produce nether balls, cause brain smashing, cause mortal wounds, produce poison bolts, produce nether bolts, produce mana bolts, terrify, blind or summon an undead; 1 time in 4. It can open doors and bash down doors. It is cold blooded. It is hurt by bright light. It resists cold and poison. It resists teleportation. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 4 good objects. It can touch to poison with damage 3d5, touch to poison with damage 3d5, hit to disenchant with damage 6d8, and hit to disenchant with damage 6d8. (Gumband 2.2.3)

The Nightwing (L.Dark 'W')
=== Num:722 Lev:50 Rar:4 Spd:+10 Hp:60d30 Ac:120 Exp:6000
Everywhere colours seem paler and the air chiller. At the centre of the cold stands a mighty figure. Its wings envelop you in the chill of death as the nightwing reaches out to draw you into oblivion. Your muscles sag and your mind loses all will to fight as you stand in awe of this mighty being. It is normally found on dungeon level 50, and moves quickly. A kill of this evil undead creature is worth about 100000.00 points for a 1st level character. It is magical, casting spells intelligently which produce nether balls, cause brain smashing, cause mortal wounds, produce nether bolts, produce mana bolts, terrify, blind or summon an undead; 1 time in 4. It can open doors and bash down doors. It is cold blooded. It is hurt by bright light. It resists cold, poison, dark, nether and teleportation. It will evolve into Nightcrawler when it gets enugh experience. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It may carry up to 4 good objects. It can touch to poison with damage 3d5, touch to poison with damage 3d5, hit to disenchant with damage 6d8, and hit to drain mana force with damage 5d10. (Hengband 1.6.0)

The Nightwing (Umber 'W')
=== Num:571 Lev:61 Rar:3 Spd:+10 Hp:60d60 Ac:120 Exp:13000
Everywhere colours seem paler and the air chiller. At the centre of the cold stands a mighty figure. Its wings envelop you in the chill of death as the nightwing reaches out to draw you into oblivion. Your muscles sag and your mind loses all will to fight as you stand in awe of this mighty being. This flying evil undead creature is normally found on dungeon level 61, and moves quickly. It is magical, casting spells intelligently which invoke nether storms, hurls black bolts of nether, cast mana bolts, cause brain smashing, cause mortal wounds, terrify, or blind, or summon an undead about 25 percent of the time. It can open doors and bash down doors. It is cold blooded. It is hurt by bright light and fire. It resists cold and poison. It resists nether. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It may carry up to 4 good objects. It can touch to poison with damage 6d5, touch to poison with damage 6d5, hit to disenchant with damage 6d8, and hit to disenchant with damage 6d8. (NPPangband 0.5.0-WIP8a)

The Nightwing (L.Dark 'W')
=== Num:590 Lev:65 Rar:1 Spd:+10 Hp:11d100 Ac:48 Exp:6000
Everywhere colours seem paler and the air chiller. At the centre of the cold stands a mighty figure. Wings envelop you in the chill of death as the nightwing reaches out to draw you into oblivion. This evil undead creature moves normally. It is magical, casting spells intelligently which produce frost storms, produce poison bolts, produce nether bolts, produce mana bolts, cause brain smashing, cause mortal wounds, terrify, blind or summon an undead; 1 time in 4. It can open doors and bash down doors. It is cold blooded. It is hurt by bright light. It resists cold and poison. It resists nether. It cannot be slept. It takes a while to see intruders, which it may notice from 200 feet. It will carry up to 5 objects. It can touch to poison with damage 3d5, touch to poison with damage 3d5, hit to attack with damage 4d8, and hit to attack with damage 4d8. (OAngband 0.6.1)

The Nightwing (L.Dark 'W')
=== Num:722 Lev:61 Rar:4 Spd:+10 Hp:3600 Ac:120 Exp:10000
Everywhere colours seem paler and the air chiller. At the centre of the cold stands a mighty figure. Its wings envelop you in the chill of death as the nightwing reaches out to draw you into oblivion. Your muscles sag and your mind loses all will to fight as you stand in awe of this mighty being. This evil undead creature moves normally. It is always created sluggish. It is magical, casting spells intelligently which produce nether balls, cause brain smashing, cause mortal wounds, produce nether bolts, produce mana bolts, terrify, blind or summon an undead; 1 time in 4. It can open doors and bash down doors. It is cold blooded. It is hurt by bright light. It resists cold and poison. It resists teleportation. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 4 good objects. It can touch to poison with damage 6d5, touch to poison with damage 6d5, hit to disenchant with damage 6d8, and hit to disenchant with damage 6d8. (T.o.M.E. 2.3.5)

The Nightwing (L.Dark 'N')
=== Num:484 Lev:57 Rar:6 Spd:+10 Hp:60d60 Ac:120 Exp:4300
Everywhere colours seem paler and the air chiller. At the centre of the cold stands a mighty figure. Its wings envelop you in the chill of death as the nightwing reaches out to draw you into oblivion. Your muscles sag and your mind loses all will to fight as you stand in awe of this mighty being. This evil undead creature is normally found on dungeon level 57, and moves quickly, but is larger or more powerful deeper in the dungeon. Destruction of this creature is worth 245100.00 points for a 1st level character. It is deadly at its native depth. It is magical, casting spells intelligently which produce nether balls, produce frost bolts, produce poison bolts, produce nether bolts, produce mana bolts, cause mind blasting, cause wounds, summon an undead, terrify or blind; 1 time in 4. It can bash down doors and fly over obstacles. It is cold blooded. It is hurt by bright light. It is immune to cold and poison. It resists darkness. It cannot be confused, charmed or slept. It is fairly observant of intruders, which it may notice from 200 feet. It may carry up to 4 good armours, adornments or written items. It can touch to poison with damage 6d5, touch to poison with damage 6d5, hit to disenchant with damage 6d8, and hit to disenchant with damage 6d8. (UnAngband 0.6.2)

The Nightwing (L.Dark 'W')
=== Num:722 Lev:68 Rar:4 Spd:+10 Hp:45d30 Ac:60 Exp:360000
Everywhere colours seem paler and the air chiller. At the centre of the cold stands a mighty figure. Its wings envelop you in the chill of death as the nightwing reaches out to draw you into oblivion. Your muscles sag and your mind loses all will to fight as you stand in awe of this mighty being. This evil undead creature moves normally. It is always created sluggish. It is magical, casting spells intelligently which produce nether balls, cause brain smashing, cause mortal wounds, produce nether bolts, produce mana bolts, terrify, blind or summon an undead; 1 time in 4. It can open doors and bash down doors. It is cold blooded. It is hurt by bright light. It resists cold and poison. It resists teleportation and teleportation. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It will carry one or two good objects. It can touch to poison with damage 3d5, touch to poison with damage 3d5, hit to disenchant with damage 6d8, and hit to disenchant with damage 6d8. (ZAngband 2.7.2)



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