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The Rotting corpse (L.Red 'z')
=== Num:105 Lev:7 Rar:1 Spd:+0 Hp:8d8 Ac:20 Exp:15
A corpse awakened from its sleep by dark sorceries. This evil undead creature moves normally. It usually appears in groups. It can open doors and bash down doors. It is cold blooded. It is not detected by telepathy. It resists cold and poison. It cannot be frightened, confused or slept. It takes a while to see intruders, which it may notice from 200 feet. It can claw to poison with damage 1d3, claw to poison with damage 1d3, and touch to reduce charisma with damage 1d2. (Gumband 2.2.3)

The Rotting corpse (L.Red 'z')
=== Num:125 Lev:7 Rar:1 Spd:+0 Hp:8d8 Ac:20 Exp:15
Corpses awakened from their sleep by dark sorceries. It is normally found on dungeon level 7, and moves at normal speed. A kill of this evil undead creature is worth about 35.00 points for a 1st level character. It usually appears in groups. It can open doors and bash down doors. It is cold blooded. It is not detected by telepathy. It resists cold, poison and nether. It will evolve into Zombified human when it gets enugh experience. It cannot be frightened, confused or slept. It takes a while to see intruders, which it may notice from 200 feet. It can claw to poison with damage 1d4, and claw to poison with damage 1d4. (Hengband 1.6.0)

The Rotting corpse (L.Red 'z')
=== Num:125 Lev:8 Rar:1 Spd:+0 Hp:8d8 Ac:20 Exp:15
Corpses awakened from their sleep by dark sorcery. This evil undead creature moves normally. It usually appears in groups. It can open doors and bash down doors. It is cold blooded. It is not detected by telepathy. It resists cold and poison. It cannot be frightened, confused or slept. It takes a while to see intruders, which it may notice from 200 feet. It can claw to poison with damage 1d3, and claw to poison with damage 1d3. (T.o.M.E. 2.3.5)

The Rotting corpse (L.Red 'z')
=== Num:125 Lev:12 Rar:1 Spd:+0 Hp:6d8 Ac:15 Exp:99
Corpses awakened from their sleep by dark sorceries. This evil undead creature moves normally. It can open doors and bash down doors. It is cold blooded. It is not detected by telepathy. It resists cold and poison. It cannot be frightened, confused or slept. It takes a while to see intruders, which it may notice from 200 feet. It can claw to poison with damage 1d3, and claw to poison with damage 1d3. (ZAngband 2.7.2)



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