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The Shoggoth (Slate 'j')
=== Num:481 Lev:41 Rar:2 Spd:+30 Hp:1000 Ac:80 Exp:2500
A nightmarish fetid, black irididescence oozing towards you. This sanity-blasting evil creature moves normally. It is always created sluggish. It can bash down doors, destroy weaker monsters and destroy objects. It regenerates quickly. It is hurt by bright light. It resists acid, fire, cold and poison. It resists plasma and teleportation. It cannot be confused or slept. It takes a while to see intruders, which it may notice from 200 feet. It will carry up to 7 objects. It can crush to shoot acid with damage 5d6, crush to shoot acid with damage 5d6, crush to shoot acid with damage 5d6, and crush to attack with damage 6d6. (Gumband 2.2.3)

The Shoggoth (L.Dark 'j')
=== Num:685 Lev:44 Rar:2 Spd:+30 Hp:1000 Ac:80 Exp:2500
"The nightmare, plastic column of fetid, black iridescence oozed tightly onward... A shapeless congerie of protoplasmic bubbles, faintly self-luminous and with myriads of temporary eyes forming and unforming as pustules of greenish light all over the tunnel-filling front that bore down upon us, crushing the frantic penguins and slithering over glistening floor that it and its kind had swept so evilly free of all litter. Still came that eldritch mocking cry -- 'Tekeli-li! Tekeli-li!'" It is normally found on dungeon level 44, and moves incredibly quickly. A kill of this sanity-blasting evil demon is worth about 36666.67 points for a 1st level character. It can bash down doors, destroy weaker monsters and destroy objects. It regenerates quickly. It is hurt by bright light. It resists acid, lightning, fire, cold, poison, dark, plasma and teleportation. it won't evolve. It cannot be frightened, confused or slept. It takes a while to see intruders, which it may notice from 1000 feet. It can crush to shoot acid with damage 5d6, crush to shoot acid with damage 5d6, crush to shoot acid with damage 5d6, and crush to attack with damage 9d9. (Hengband 1.6.0)

The Shoggoth (L.Dark 'j')
=== Num:685 Lev:44 Rar:2 Spd:+30 Hp:1000 Ac:80 Exp:2500
"The nightmare, plastic column of fetid, black iridescence oozed tightly onward... A shapeless congerie of protoplasmic bubbles, faintly self-luminous and with myriads of temporary eyes forming and unforming as pustules of greenish light all over the tunnel-filling front that bore down upon us, crushing the frantic penguins and slithering over glistening floor that it and its kind had swept so evilly free of all litter. Still came that eldritch mocking cry -- 'Tekeli-li! Tekeli-li!'" This evil creature moves normally. It is always created sluggish. It can bash down doors, destroy weaker monsters, destroy objects and illuminate the dungeon. It regenerates quickly. It is hurt by bright light. It resists acid, lightning, fire, cold and poison. It resists plasma and teleportation. It cannot be confused or slept. It takes a while to see intruders, which it may notice from 200 feet. It will carry up to 7 objects. It can crush to shoot acid with damage 5d6, crush to shoot acid with damage 5d6, crush to shoot acid with damage 5d6, and crush to attack with damage 9d9. (T.o.M.E. 2.3.5)

The Shoggoth (L.Dark 'j')
=== Num:685 Lev:64 Rar:20 Spd:+30 Hp:700 Ac:40 Exp:106000
"The nightmare, plastic column of fetid, black iridescence oozed tightly onward... A shapeless congerie of protoplasmic bubbles, faintly self-luminous and with myriads of temporary eyes forming and unforming as pustules of greenish light all over the tunnel-filling front that bore down upon us, crushing the frantic penguins and slithering over glistening floor that it and its kind had swept so evilly free of all litter. Still came that eldritch mocking cry -- 'Tekeli-li! Tekeli-li!'" This evil demon moves normally. It is always created sluggish. It may blast your sanity. It can bash down doors, destroy weaker monsters and destroy objects. It regenerates quickly. It is hurt by bright light. It resists acid, lightning, fire and poison. It resists plasma, teleportation and teleportation. It cannot be frightened, confused or slept. It takes a while to see intruders, which it may notice from 1000 feet. It can crush to shoot acid with damage 5d6, crush to shoot acid with damage 5d6, crush to shoot acid with damage 5d6, and crush to attack with damage 9d9. (ZAngband 2.7.2)



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