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The Ranger Chieftain (Light Slate 'p')
=== Num:582 Lev:41 Rar:2 Spd:+10 Hp:880 Ac:60 Exp:1600
A chieftain among the Rangers. His understanding of nature gives him powerful elemental spells to use against you, in addition to his skills as an archer and a warrior. Furthermore, he is a master of camouflage, so you will need magically enhanced seeing to spot him. This creature is normally found at depths of 2050 feet (level 41), and moves quickly. He may carry up to 3 objects. He can open doors, bash down doors, and pick up objects. He is invisible. He resists lightning, fire, cold, poison, bright light, and rock remover, and cannot be confused or slept. He is fairly observant of intruders, which he may notice from 200 feet. He may fire arrows (10), fire a missile (17), or fire missiles (24). He may cast spells which produce frost balls (41), produce fire bolts (53), produce lightning bolts (31), produce magic missiles (20), haste-self, blink-self, or summon animals; 1 time in 4. He can hit to attack with damage 5d5, hit to attack with damage 5d5, and hit to attack with damage 5d5. (Angband 3.1.2v2)

The Ranger Chieftain (L.Slate 'p')
=== Num:485 Lev:41 Rar:2 Spd:+10 Hp:1000 Ac:60 Exp:1600
A chieftain among the Rangers. His understanding of nature gives him powerful elemental spells to use against you, in addition to his skills as an archer and a warrior. Furthermore, he is a master of camouflage, so you will need magically enhanced seeing to spot him. This creature is normally found on dungeon level 41, and moves quickly. He may shoot seeker arrows or fire heavy missiles. He is magical, casting spells which produce frost balls, produce lightning bolts, produce fire bolts, haste-self, or blink-self, or summon natural creatures about 90 percent of the time. He can use a light source, open doors, bash down doors and pick up objects. He is invisible. He resists lightning, fire, cold and poison. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 200 feet. He may carry up to 4 objects. He can hit to attack with damage 5d5, hit to attack with damage 5d5, and hit to attack with damage 5d5. (NPPangband 0.5.0-WIP8a)

The Ranger chieftain (L.Slate 'p')
=== Num:637 Lev:41 Rar:2 Spd:+10 Hp:1000 Ac:60 Exp:1800
A chieftain among the Rangers. His understanding of nature gives him powerful elemental spells to use against you, in addition to his skills as an archer and a warrior. Furthermore, he is a master of camouflage, so you will need magically enhanced seeing to spot him. This evil creature moves normally. He is always created sluggish. He may fire arrows, fire missiles or fire missiles. He is magical, casting spells intelligently which produce frost balls, produce lightning bolts, produce fire bolts, produce magic missiles, haste-self, blink-self, summon monsters or summon animals; 1 time in 4. He can open doors, bash down doors, pick up objects and illuminate the dungeon. He is invisible. He resists lightning, fire, cold and poison. 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 5d5, hit to attack with damage 5d5, and hit to attack with damage 5d5. (T.o.M.E. 2.3.5)

The Ranger Chieftain (L.Green 'q')
=== Num:582 Lev:48 Rar:6 Spd:+10 Hp:1000 Ac:60 Exp:1900
A chieftain among the Rangers. His understanding of nature gives him powerful elemental spells to use against you, in addition to his skills as an archer and a warrior. Furthermore, he is a master of camouflage, so you will need magically enhanced seeing to spot him. This man warrior mage is normally found on dungeon level 48, and moves quickly, but is more powerful deeper in the dungeon. A kill of this creature is worth 91200.00 points for a 1st level character. He is dangerous at his native depth. He may shoot you with a bow to attack with damage 13d6; 1 time in 1 , and is also magical, casting spells which produce frost balls, produce lightning bolts, produce fire bolts, produce mana bolts, haste-self, blink-self or become invisible; 1 time in 4. He can carry a lite to see you, open doors, bash down doors and pick up objects. He needs lite to see you. He is immune to lightning, fire, cold and poison. 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 4 weapons, missile weapons, garments, lites, adornments, magical devices, written items, potions or edible items. He can hit to attack with damage 5d5, hit to attack with damage 5d5, and hit to attack with damage 5d5. (UnAngband 0.6.2)



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