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/var/games/angband/info/mon-info.spo is in angband-doc 3.0.3.5.

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Monster Spoilers for Angband Version 2.7.9
------------------------------------------

The Filthy street urchin  (L.Dark 't')
=== Num:1  Lev:0  Rar:2  Spd:+0  Hp:1d4  Ac:1  Exp:0
He looks squalid and thoroughly revolting.  This creature moves a bit
erratically.  He usually appears in groups.  He can open doors and pick up
objects.  He takes quite a while to see intruders, which he may notice from
40 feet.  He can beg, and touch to steal gold.

The Scrawny cat  (L.Umber 'f')
=== Num:2  Lev:0  Rar:3  Spd:+0  Hp:1d2  Ac:1  Exp:0
A skinny little furball with sharp claws and a menacing look.  This natural
creature moves a bit erratically.  It is fairly observant of intruders,
which it may notice from 300 feet.  It can claw to attack with damage 1. 

The Scruffy little dog  (L.Umber 'C')
=== Num:3  Lev:0  Rar:3  Spd:+0  Hp:1d3  Ac:1  Exp:0
A thin flea-ridden mutt, growling as you get close.  This natural creature
moves a bit erratically.  It is observant of intruders, which it may notice
from 200 feet.  It can bite to attack with damage 1.

[U] Farmer Maggot  (White 'h')
=== Num:4  Lev:0  Rar:4  Spd:+0  Hp:350  Ac:10  Exp:0
He's lost his dogs.  He's had his mushrooms stolen.  He's not a happy
hobbit!  This creature moves normally.  He can open doors and bash down
doors.  He cannot be confused or slept.  He is very observant of intruders,
which he may notice from 400 feet.  He will carry one or two good objects.
He can moan, and moan.

The Blubbering idiot  (L.Slate 't')
=== Num:5  Lev:0  Rar:1  Spd:+0  Hp:1d2  Ac:1  Exp:0
He tends to blubber a lot.  This creature moves a bit erratically.  He can
pick up objects.  He is ever vigilant for intruders, which he may notice
from 60 feet.  He can drool on you.

The Boil-covered wretch  (Green 't')
=== Num:6  Lev:0  Rar:1  Spd:+0  Hp:1d2  Ac:1  Exp:0
Ugly doesn't begin to describe him.  This creature moves a bit erratically.
He can open doors, bash down doors and pick up objects.  He is ever
vigilant for intruders, which he may notice from 60 feet.  He can drool on
you.

The Village idiot  (L.Green 't')
=== Num:7  Lev:0  Rar:1  Spd:+10  Hp:4d4  Ac:1  Exp:0
Drooling and comical, but then, what do you expect?  This creature moves a
bit erratically.  He can pick up objects.  He is ever vigilant for
intruders, which he may notice from 60 feet.  He can drool on you.

The Pitiful looking beggar  (L.Umber 't')
=== Num:8  Lev:0  Rar:1  Spd:+0  Hp:1d4  Ac:1  Exp:0
You just can't help feeling sorry for him.  This creature moves a bit
erratically.  He can open doors and pick up objects.  He takes quite a
while to see intruders, which he may notice from 100 feet.  He can beg.

The Mangy looking leper  (Umber 't')
=== Num:9  Lev:0  Rar:1  Spd:+0  Hp:1  Ac:1  Exp:0
You feel it isn't safe to touch him.  This creature moves a bit
erratically.  He can open doors and pick up objects.  He tends to overlook
intruders, which he may notice from 100 feet.  He can beg.

The Squint eyed rogue  (Blue 't')
=== Num:10  Lev:0  Rar:1  Spd:+0  Hp:2d8  Ac:8  Exp:0
A hardy, street-wise crook that knows an easy catch when it sees one.  This
evil creature moves normally.  He can open doors, bash down doors and pick
up objects.  He pays very little attention to intruders, which he may
notice from 100 feet.  He will carry an object or treasure.  He can hit to
attack with damage 1d6, and touch to steal items.

The Singing, happy drunk  (Yellow 't')
=== Num:11  Lev:0  Rar:1  Spd:+0  Hp:2d3  Ac:1  Exp:0
He makes you glad to be sober.  This creature moves somewhat erratically.
He can open doors, bash down doors and pick up objects.  He is ever
vigilant for intruders, which he may notice from 100 feet.  He will carry
a treasure.  He can beg.

The Aimless looking merchant  (Orange 't')
=== Num:12  Lev:0  Rar:1  Spd:+0  Hp:3d3  Ac:1  Exp:0
The typical ponce around town, with purse jingling, and looking for more
amulets of adornment to buy.  This creature moves somewhat erratically.  He
can open doors, bash down doors and pick up objects.  He prefers to ignore
intruders, which he may notice from 100 feet.  He will carry a treasure. 
He can hit to attack with damage 1d3.

The Mean looking mercenary  (Red 't')
=== Num:13  Lev:0  Rar:1  Spd:+0  Hp:5d8  Ac:20  Exp:0
No job is too low for him.  This evil creature moves somewhat erratically.
He can open doors, bash down doors and pick up objects.  He prefers to
ignore intruders, which he may notice from 100 feet.  He will carry one or
twon objects or treasures.  He can hit to attack with damage 1d10.

The Battle scarred veteran  (L.Blue 't')
=== Num:14  Lev:0  Rar:1  Spd:+0  Hp:7d8  Ac:30  Exp:0
He doesn't take to strangers kindly.  This creature moves somewhat
erratically.  He can open doors, bash down doors and pick up objects.  He
prefers to ignore intruders, which he may notice from 100 feet.  He will
carry one or twon objects or treasures.  He can hit to attack with damage
2d6.

The Grey mold  (Slate 'm')
=== Num:15  Lev:1  Rar:1  Spd:+0  Hp:1d2  Ac:1  Exp:3
A small strange growth.  This creature moves normally, but does not deign
to chase intruders.  It is not detected by telepathy.  It resists poison.
It cannot be frightened, confused or slept.  It is ever vigilant for
intruders, which it may notice from 20 feet.  It can hit to attack with
damage 1d4, and hit to attack with damage 1d4.

The Grey mushroom patch  (Slate ',')
=== Num:16  Lev:1  Rar:1  Spd:+0  Hp:1d2  Ac:1  Exp:1
Yum!  It looks quite tasty.  This creature moves normally, but does not
deign to chase intruders.  It is not detected by telepathy.  It resists
poison.  It cannot be frightened, confused or slept.  It is ever vigilant
for intruders, which it may notice from 20 feet.  It can release spores to
confuse with damage 1d4.

The Giant yellow centipede  (Yellow 'c')
=== Num:17  Lev:1  Rar:1  Spd:+0  Hp:2d6  Ac:12  Exp:2
It is about four feet long and carnivorous.  This natural creature moves
normally.  It is rarely detected by telepathy.  It takes quite a while to
see intruders, which it may notice from 80 feet.  It can bite to attack
with damage 1d3, and sting to attack with damage 1d3.

The Giant white centipede  (White 'c')
=== Num:18  Lev:1  Rar:1  Spd:+0  Hp:3d5  Ac:10  Exp:2
It is about four feet long and carnivorous.  This natural creature moves
somewhat erratically.  It can bash down doors.  It is rarely detected by
telepathy.  It takes quite a while to see intruders, which it may notice
from 70 feet.  It can bite to attack with damage 1d2, and sting to attack
with damage 1d2.

The White icky thing  (White 'i')
=== Num:19  Lev:1  Rar:1  Spd:+0  Hp:3d5  Ac:7  Exp:2
It is a smallish, slimy, icky creature.  This creature moves extremely
erratically.  It is not detected by telepathy.  It is fairly observant of
intruders, which it may notice from 120 feet.  It can touch to attack with
damage 1d2.

The Clear icky thing  (White 'i')
=== Num:20  Lev:1  Rar:1  Spd:+0  Hp:2d5  Ac:6  Exp:1
It is a smallish, slimy, icky, blobby creature.  This creature moves
extremely erratically.  It is invisible.  It is not detected by telepathy.
It is fairly observant of intruders, which it may notice from 120 feet.  It
can touch to attack with damage 1d2.

The Giant white mouse  (White 'r')
=== Num:21  Lev:1  Rar:1  Spd:+0  Hp:1d3  Ac:4  Exp:1
It is about three feet long with large teeth.  This natural creature moves
somewhat erratically.  It breeds explosively.  It takes a while to see
intruders, which it may notice from 80 feet.  It can bite to attack with
damage 1d2.

The Large brown snake  (Umber 'J')
=== Num:22  Lev:1  Rar:1  Spd:-10  Hp:4d6  Ac:35  Exp:3
It is about eight feet long.  This natural creature moves a bit
erratically.  It can bash down doors.  It pays very little attention to
intruders, which it may notice from 40 feet.  It can bite to attack with
damage 1d3, and crush to attack with damage 1d4.

The Large white snake  (White 'J')
=== Num:23  Lev:1  Rar:1  Spd:-10  Hp:3d6  Ac:30  Exp:2
It is about eight feet long.  This natural creature moves somewhat
erratically.  It can bash down doors.  It pays very little attention to
intruders, which it may notice from 40 feet.  It can bite to attack with
damage 1, and crush to attack with damage 1.

The Small kobold  (Yellow 'k')
=== Num:24  Lev:1  Rar:1  Spd:+0  Hp:2d7  Ac:16  Exp:5
It is a squat and ugly humanoid figure.  This evil creature moves normally.
It can open doors and bash down doors.  It resists poison.  It is fairly
observant of intruders, which it may notice from 200 feet.  It will carry
an object or treasure.  It can hit to attack with damage 1d5.

The Kobold  (L.Green 'k')
=== Num:25  Lev:1  Rar:1  Spd:+0  Hp:3d7  Ac:16  Exp:5
It is a small, dog-headed humanoid.  This evil creature moves normally.  It
can open doors and bash down doors.  It resists poison.  It is fairly
observant of intruders, which it may notice from 200 feet.  It will carry
an object or treasure.  It can hit to attack with damage 1d6.

The White worm mass  (White 'w')
=== Num:26  Lev:1  Rar:1  Spd:-10  Hp:4d4  Ac:1  Exp:2
It is a large slimy mass of worms.  This natural creature moves extremely
erratically.  It is rarely detected by telepathy.  It breeds explosively.
It is hurt by bright light.  It resists poison.  It cannot be frightened.
It is fairly observant of intruders, which it may notice from 70 feet.  It
can crawl on you to poison with damage 1d2.

The Floating eye  (Orange 'e')
=== Num:27  Lev:1  Rar:1  Spd:+0  Hp:3d6  Ac:6  Exp:1
A disembodied eye, floating a few feet above the ground.  This creature
moves normally, but does not deign to chase intruders.  It is hurt by
bright light.  It cannot be frightened.  It is fairly observant of
intruders, which it may notice from 20 feet.  It can gaze to paralyze.

The Rock lizard  (L.Umber 'R')
=== Num:28  Lev:1  Rar:1  Spd:+0  Hp:3d4  Ac:4  Exp:2
It is a small lizard with a hardened hide.  This natural creature moves
normally.  It takes a while to see intruders, which it may notice from 200
feet.  It can bite to attack with damage 1.

The Jackal  (L.Umber 'C')
=== Num:29  Lev:1  Rar:1  Spd:+0  Hp:1d4  Ac:3  Exp:1
It is a yapping snarling dog, dangerous when in a pack.  This natural
creature moves normally.  It usually appears in groups.  It is fairly
observant of intruders, which it may notice from 100 feet.  It can bite to
attack with damage 1.

The Soldier ant  (L.Slate 'a')
=== Num:30  Lev:1  Rar:1  Spd:+0  Hp:2d5  Ac:3  Exp:3
A large ant with powerful mandibles.  This natural creature moves normally.
It can bash down doors.  It is rarely detected by telepathy.  It is fairly
observant of intruders, which it may notice from 100 feet.  It can bite to
attack with damage 1d2.

The Fruit bat  (Orange 'b')
=== Num:31  Lev:1  Rar:1  Spd:+10  Hp:1d6  Ac:3  Exp:1
A fast-moving pest.  This natural creature moves normally.  It is fairly
observant of intruders, which it may notice from 200 feet.  It can bite to
attack with damage 1.

The Shrieker mushroom patch  (L.Red ',')
=== Num:32  Lev:2  Rar:1  Spd:+0  Hp:1  Ac:1  Exp:1
Yum!  These look quite tasty.  This creature moves normally, but does not
deign to chase intruders.  It may shriek for help.  It is not detected by
telepathy.  It resists poison.  It cannot be frightened, confused or slept.
It is ever vigilant for intruders, which it may notice from 40 feet.  It
has no physical attacks.

The Blubbering icky thing  (L.Slate 'i')
=== Num:33  Lev:2  Rar:1  Spd:+0  Hp:5d6  Ac:4  Exp:8
It is a smallish, slimy, icky, hungry creature.  This creature moves
somewhat erratically.  It can destroy weaker monsters and pick up objects.
It is not detected by telepathy.  It resists poison.  It is fairly
observant of intruders, which it may notice from 140 feet.  It will carry
one or twon objects or treasures.  It can crawl on you to poison with
damage 1d4, and crawl on you to eat your food.

The Metallic green centipede  (Green 'c')
=== Num:34  Lev:2  Rar:1  Spd:+10  Hp:4d4  Ac:4  Exp:3
It is about four feet long and carnivorous.  This natural creature moves
somewhat erratically.  It can bash down doors.  It is rarely detected by
telepathy.  It is fairly observant of intruders, which it may notice from
50 feet.  It can crawl on you to attack with damage 1.

The Novice warrior  (Umber 'p')
=== Num:35  Lev:2  Rar:1  Spd:+0  Hp:9d4  Ac:16  Exp:6
He looks inexperienced but tough.  This creature moves normally.  He can
open doors and bash down doors.  He is observant of intruders, which he may
notice from 200 feet.  He will carry an object or treasure.  He can hit to
attack with damage 1d7, and hit to attack with damage 1d6.

The Novice rogue  (Blue 'p')
=== Num:36  Lev:2  Rar:1  Spd:+0  Hp:8d4  Ac:12  Exp:6
A rather shifty individual.  This evil creature moves normally.  He can
open doors, bash down doors and pick up objects.  He is observant of
intruders, which he may notice from 200 feet.  He will carry an object or
treasure.  He can hit to attack with damage 1d6, and touch to steal gold.

The Novice priest  (Green 'p')
=== Num:37  Lev:2  Rar:1  Spd:+0  Hp:7d4  Ac:10  Exp:7
He is tripping over his priestly robes.  This creature moves normally.  He
is magical, casting spells which cause light wounds, terrify or heal-self;
1 time in 12.  He can open doors and bash down doors.  He is fairly
observant of intruders, which he may notice from 200 feet.  He will carry
an object or treasure.  He can hit to attack with damage 1d5.

The Novice mage  (Red 'p')
=== Num:38  Lev:2  Rar:1  Spd:+0  Hp:6d4  Ac:6  Exp:7
He is leaving behind a trail of dropped spell components.  This creature
moves normally.  He is magical, casting spells which produce magic
missiles, blind, confuse or blink-self; 1 time in 12.  He can open doors
and bash down doors.  He is observant of intruders, which he may notice
from 200 feet.  He will carry an object or treasure.  He can hit to attack
with damage 1d4.

The Yellow mushroom patch  (Yellow ',')
=== Num:39  Lev:2  Rar:1  Spd:+0  Hp:1  Ac:1  Exp:2
Yum!  It looks quite tasty.  This creature moves normally, but does not
deign to chase intruders.  It is not detected by telepathy.  It resists
poison.  It cannot be frightened, confused or slept.  It is ever vigilant
for intruders, which it may notice from 20 feet.  It can release spores to
terrify with damage 1d6.

The White jelly  (White 'j')
=== Num:40  Lev:2  Rar:1  Spd:+10  Hp:8d8  Ac:1  Exp:10
Its a large pile of white flesh.  This creature moves normally, but does
not deign to chase intruders.  It is not detected by telepathy.  It is hurt
by bright light.  It resists poison.  It cannot be frightened, confused or
slept.  It pays very little attention to intruders, which it may notice
from 20 feet.  It can touch to poison with damage 1d2.

The Giant green frog  (Green 'R')
=== Num:41  Lev:2  Rar:1  Spd:+0  Hp:2d8  Ac:8  Exp:6
It is as big as a wolf.  This natural creature moves a bit erratically.  It
can bash down doors.  It takes quite a while to see intruders, which it may
notice from 120 feet.  It can bite to attack with damage 1d3.

The Giant black ant  (L.Dark 'a')
=== Num:42  Lev:2  Rar:1  Spd:+0  Hp:3d6  Ac:20  Exp:8
It is about three feet long.  This natural creature moves a bit
erratically.  It can bash down doors.  It is rarely detected by telepathy.
It pays little attention to intruders, which it may notice from 80 feet. 
It can bite to attack with damage 1d4.

The Salamander  (Orange 'R')
=== Num:43  Lev:2  Rar:1  Spd:+0  Hp:4d6  Ac:20  Exp:10
A small black and orange lizard.  This natural creature moves a bit
erratically.  It resists fire.  It pays little attention to intruders,
which it may notice from 80 feet.  It can bite to burn with damage 1d3.

The White harpy  (White 'H')
=== Num:44  Lev:2  Rar:1  Spd:+0  Hp:2d5  Ac:17  Exp:5
A flying, screeching bird with a woman's face.  This natural evil creature
moves somewhat erratically.  She is fairly observant of intruders, which
she may notice from 160 feet.  She can claw to attack with damage 1, claw
to attack with damage 1, and bite to attack with damage 1d2.

The Blue yeek  (Blue 'y')
=== Num:45  Lev:2  Rar:1  Spd:+0  Hp:2d6  Ac:14  Exp:4
A small humanoid figure.  This natural creature moves normally.  It can
open doors and bash down doors.  It is fairly observant of intruders, which
it may notice from 180 feet.  It will carry an object or treasure.  It can
hit to attack with damage 1d5.

[U] Grip, Farmer Maggot's dog  (L.Umber 'C')
=== Num:46  Lev:2  Rar:1  Spd:+10  Hp:25  Ac:30  Exp:30
A rather vicious dog belonging to Farmer Maggot.  It thinks you are
stealing mushrooms.  This natural creature moves a bit erratically.  It can
bash down doors.  It cannot be confused or slept.  It is ever vigilant for
intruders, which it may notice from 300 feet.  It can bite to attack with
damage 1d4.

[U] Fang, Farmer Maggot's dog  (L.Umber 'C')
=== Num:47  Lev:2  Rar:1  Spd:+10  Hp:25  Ac:30  Exp:30
A rather vicious dog belonging to Farmer Maggot.  It thinks you are
stealing mushrooms.  This natural creature moves a bit erratically.  It can
bash down doors.  It cannot be confused or slept.  It is ever vigilant for
intruders, which it may notice from 300 feet.  It can bite to attack with
damage 1d4.

The Green worm mass  (Green 'w')
=== Num:48  Lev:2  Rar:1  Spd:-10  Hp:6d4  Ac:3  Exp:3
It is a large slimy mass of worms.  This natural creature moves extremely
erratically.  It is rarely detected by telepathy.  It breeds explosively.
It is hurt by bright light.  It resists acid.  It cannot be frightened.  It
is fairly observant of intruders, which it may notice from 70 feet.  It can
crawl on you to shoot acid with damage 1d3.

The Large yellow snake  (Yellow 'J')
=== Num:49  Lev:2  Rar:1  Spd:-10  Hp:4d8  Ac:38  Exp:9
It is about ten feet long.  This natural creature moves a bit erratically.
It can bash down doors.  It tends to overlook intruders, which it may
notice from 50 feet.  It can bite to attack with damage 1d4, and crush to
attack with damage 1d6.

The Cave spider  (L.Dark 'S')
=== Num:50  Lev:2  Rar:1  Spd:+10  Hp:2d6  Ac:16  Exp:7
It is a black spider that moves in fits and starts.  This natural creature
moves normally.  It usually appears in groups.  It can bash down doors.  It
is rarely detected by telepathy.  It pays little attention to intruders,
which it may notice from 80 feet.  It can bite to attack with damage 1d4.

The Wild cat  (L.Umber 'f')
=== Num:51  Lev:2  Rar:2  Spd:+10  Hp:3d5  Ac:12  Exp:8
A larger than normal feline, hissing loudly.  Its velvet claws conceal a
fistful of needles.  This natural creature moves normally.  It can bash
down doors.  It is ever vigilant for intruders, which it may notice from
400 feet.  It can claw to attack with damage 1d3, and claw to attack with
damage 1d3.

[U] Smeagol  (Blue 'h')
=== Num:52  Lev:3  Rar:2  Spd:+20  Hp:25  Ac:12  Exp:16
He's been sneaking, and he wants his 'precious.'  This evil creature moves
extremely erratically.  He can open doors and bash down doors.  He is
invisible.  He is observant of intruders, which he may notice from 200
feet.  He will carry up to 3 treasures.  He can hit to attack with damage
1d4, and touch to steal gold.

The Green ooze  (Green 'j')
=== Num:53  Lev:3  Rar:2  Spd:+10  Hp:3d4  Ac:16  Exp:4
It's green and it's oozing.  This creature moves extremely erratically.  It
is not detected by telepathy.  It resists acid and poison.  It cannot be
frightened, confused or slept.  It pays little attention to intruders,
which it may notice from 80 feet.  It will carry one or twon objects or
treasures.  It can crawl on you to shoot acid with damage 1d3.

The Poltergeist  (L.Slate 'G')
=== Num:54  Lev:3  Rar:1  Spd:+20  Hp:2d5  Ac:15  Exp:8
It is a ghastly, ghostly form.  This evil undead creature moves extremely
erratically.  It is magical, casting spells which blink-self; 1 time in 16.
It can pass through walls and pick up objects.  It is invisible.  It is
cold blooded.  It is hurt by bright light.  It resists cold and poison.  It
cannot be confused or slept.  It is fairly observant of intruders, which it
may notice from 80 feet.  It will carry up to 3 objects or treasures.  It
can touch to terrify.

The Metallic blue centipede  (Blue 'c')
=== Num:55  Lev:3  Rar:1  Spd:+10  Hp:4d5  Ac:6  Exp:7
It is about four feet long and carnivorous.  This natural creature moves
somewhat erratically.  It can bash down doors.  It is rarely detected by
telepathy.  It takes a while to see intruders, which it may notice from 60
feet.  It can crawl on you to attack with damage 1d2.

The Giant white louse  (White 'l')
=== Num:56  Lev:3  Rar:1  Spd:+10  Hp:1  Ac:5  Exp:1
It is six inches long.  This natural creature moves extremely erratically.
It is rarely detected by telepathy.  It breeds explosively.  It is fairly
observant of intruders, which it may notice from 60 feet.  It can bite to
attack with damage 1.

The Black naga  (L.Dark 'n')
=== Num:57  Lev:3  Rar:1  Spd:+0  Hp:6d8  Ac:40  Exp:20
A large black serpent's body with a female torso.  This evil creature moves
a bit erratically.  She can bash down doors.  She pays very little
attention to intruders, which she may notice from 160 feet.  She will carry
an object or treasure.  She can crush to attack with damage 1d8.

The Spotted mushroom patch  (Orange ',')
=== Num:58  Lev:3  Rar:1  Spd:+0  Hp:1  Ac:1  Exp:3
Yum!  It looks quite tasty.  This creature moves normally, but does not
deign to chase intruders.  It is not detected by telepathy.  It resists
poison.  It cannot be frightened, confused or slept.  It is ever vigilant
for intruders, which it may notice from 20 feet.  It can release spores to
poison with damage 2d4.

The Silver jelly  (L.Slate 'j')
=== Num:59  Lev:3  Rar:2  Spd:+10  Hp:10d8  Ac:1  Exp:12
It is a large pile of silver flesh that sucks all light from its
surroundings.  This creature moves normally, but does not deign to chase
intruders.  It is magical, casting spells which drain mana; 1 time in 16.
It is not detected by telepathy.  It is hurt by bright light.  It resists
poison.  It cannot be frightened, confused or slept.  It pays very little
attention to intruders, which it may notice from 20 feet.  It can touch to
absorb light with damage 1d3, and touch to absorb light with damage 1d3. 

The Yellow jelly  (Yellow 'j')
=== Num:60  Lev:3  Rar:1  Spd:+10  Hp:10d8  Ac:1  Exp:12
It's a large pile of yellow flesh.  This creature moves normally, but does
not deign to chase intruders.  It is magical, casting spells which drain
mana; 1 time in 16.  It is not detected by telepathy.  It is hurt by bright
light.  It resists poison.  It cannot be frightened, confused or slept.  It
pays very little attention to intruders, which it may notice from 20 feet.
It can touch to poison with damage 1d3.

The Scruffy looking hobbit  (Blue 'h')
=== Num:61  Lev:3  Rar:1  Spd:+0  Hp:3d5  Ac:8  Exp:4
A short little guy, in bedraggled clothes.  He appears to be looking for a
good tavern.  This evil creature moves normally.  He can open doors, bash
down doors and pick up objects.  He is fairly observant of intruders, which
he may notice from 160 feet.  He will carry an object or treasure.  He can
hit to attack with damage 1d4, and touch to steal gold.

The Giant white ant  (White 'a')
=== Num:62  Lev:3  Rar:1  Spd:+0  Hp:3d6  Ac:16  Exp:7
It is about two feet long and has sharp pincers.  This natural creature
moves normally.  It can bash down doors.  It is rarely detected by
telepathy.  It pays little attention to intruders, which it may notice from
80 feet.  It can bite to attack with damage 1d4.

The Yellow mold  (Yellow 'm')
=== Num:63  Lev:3  Rar:1  Spd:+0  Hp:8d8  Ac:10  Exp:9
It is a strange growth on the dungeon floor.  This creature moves normally,
but does not deign to chase intruders.  It is not detected by telepathy. 
It resists poison.  It cannot be frightened, confused or slept.  It pays
very little attention to intruders, which it may notice from 20 feet.  It
can hit to attack with damage 1d4.

The Metallic red centipede  (Red 'c')
=== Num:64  Lev:3  Rar:1  Spd:+10  Hp:4d8  Ac:9  Exp:12
It is about four feet long and carnivorous.  This natural creature moves a
bit erratically.  It can bash down doors.  It is rarely detected by
telepathy.  It takes a while to see intruders, which it may notice from 80
feet.  It can crawl on you to attack with damage 1d2.

The Yellow worm mass  (Yellow 'w')
=== Num:65  Lev:3  Rar:2  Spd:-10  Hp:4d8  Ac:4  Exp:4
It is a large slimy mass of worms.  This natural creature moves extremely
erratically.  It is rarely detected by telepathy.  It breeds explosively.
It is hurt by bright light.  It cannot be frightened.  It is fairly
observant of intruders, which it may notice from 70 feet.  It can crawl on
you to reduce dexterity with damage 1d3.

The Clear worm mass  (White 'w')
=== Num:66  Lev:3  Rar:2  Spd:-10  Hp:4d4  Ac:1  Exp:4
It is a disgusting mass of poisonous worms.  This natural creature moves
extremely erratically.  It is invisible.  It is rarely detected by
telepathy.  It breeds explosively.  It is hurt by bright light.  It resists
poison.  It cannot be frightened.  It is fairly observant of intruders,
which it may notice from 70 feet.  It can crawl on you to poison with
damage 1d2.

The Radiation eye  (L.Red 'e')
=== Num:67  Lev:3  Rar:1  Spd:+0  Hp:3d6  Ac:6  Exp:6
A disembodied eye, crackling with energy.  This creature moves normally,
but does not deign to chase intruders.  It is magical, casting spells which
drain mana; 1 time in 11.  It is hurt by bright light.  It cannot be
frightened.  It is fairly observant of intruders, which it may notice from
20 feet.  It can gaze to reduce strength with damage 1d6.

The Cave lizard  (Umber 'R')
=== Num:68  Lev:4  Rar:1  Spd:+0  Hp:3d6  Ac:16  Exp:8
It is an armoured lizard with a powerful bite.  This natural creature moves
normally.  It pays little attention to intruders, which it may notice from
80 feet.  It can bite to attack with damage 1d5.

The Novice ranger  (L.Slate 'p')
=== Num:69  Lev:4  Rar:1  Spd:+0  Hp:6d8  Ac:6  Exp:18
An agile hunter, ready and relaxed.  This creature moves normally.  He may
fire arrows.  He is magical, casting spells which produce magic missiles;
1 time in 9.  He can open doors and bash down doors.  He is observant of
intruders, which he may notice from 200 feet.  He will carry an object or
treasure.  He can hit to attack with damage 1d5, and hit to attack with
damage 1d5.

The Novice paladin  (White 'p')
=== Num:70  Lev:4  Rar:1  Spd:+0  Hp:6d8  Ac:16  Exp:20
An adventurer both devoutly religious and skillful in combat.  This
creature moves normally.  He is magical, casting spells which cause light
wounds or terrify; 1 time in 9.  He can open doors and bash down doors.  He
is observant of intruders, which he may notice from 200 feet.  He will
carry an object or treasure.  He can hit to attack with damage 1d7, and hit
to attack with damage 1d7.

The Blue jelly  (Blue 'j')
=== Num:71  Lev:4  Rar:1  Spd:+0  Hp:12d8  Ac:1  Exp:14
It's a large pile of pulsing blue flesh.  This creature moves normally, but
does not deign to chase intruders.  It is cold blooded.  It is not detected
by telepathy.  It is hurt by bright light.  It resists cold.  It cannot be
frightened, confused or slept.  It pays very little attention to intruders,
which it may notice from 20 feet.  It can touch to freeze with damage 1d6.

The Creeping copper coins  (Umber '$')
=== Num:72  Lev:4  Rar:2  Spd:-10  Hp:7d8  Ac:24  Exp:9
It is a pile of coins.  This natural creature moves normally.  It can bash
down doors.  It is cold blooded.  It resists poison.  It cannot be confused
or slept.  It is fairly observant of intruders, which it may notice from 30
feet.  It will carry one or two treasures.  It can hit to attack with
damage 1d4, and touch to poison with damage 2d4.

The Giant white rat  (L.Slate 'r')
=== Num:73  Lev:4  Rar:1  Spd:+0  Hp:2d2  Ac:7  Exp:1
It is a very vicious rodent.  This natural creature moves a bit
erratically.  It breeds explosively.  It takes quite a while to see
intruders, which it may notice from 80 feet.  It can bite to poison with
damage 1d3.

The Blue worm mass  (Blue 'w')
=== Num:74  Lev:4  Rar:1  Spd:-10  Hp:5d8  Ac:12  Exp:5
It is a large slimy mass of worms.  This natural creature moves extremely
erratically.  It is cold blooded.  It is rarely detected by telepathy.  It
breeds explosively.  It is hurt by bright light.  It resists cold.  It
cannot be frightened.  It is fairly observant of intruders, which it may
notice from 70 feet.  It can crawl on you to freeze with damage 1d4.

The Large grey snake  (Slate 'J')
=== Num:75  Lev:4  Rar:1  Spd:-10  Hp:6d8  Ac:41  Exp:14
It is about ten feet long.  This natural creature moves a bit erratically.
It can bash down doors.  It tends to overlook intruders, which it may
notice from 60 feet.  It can bite to attack with damage 1d5, and crush to
attack with damage 1d8.

[U] Bullroarer the Hobbit  (Blue 'h')
=== Num:76  Lev:5  Rar:3  Spd:+10  Hp:60  Ac:8  Exp:90
He is a sturdy hobbit who is renowned for his unusual strength and vigour.
He can prove a troublesome opponent.  This creature moves normally.  He can
open doors and bash down doors.  He is fairly observant of intruders, which
he may notice from 160 feet.  He will carry up to 4 good objects.  He can
hit to attack with damage 1d6, touch to steal items, and touch to steal
gold.

The Novice mage  (Red 'p')
=== Num:77  Lev:5  Rar:2  Spd:+0  Hp:6d4  Ac:6  Exp:7
He is leaving behind a trail of dropped spell components.  This creature
moves normally.  He usually appears in groups.  He is magical, casting
spells which produce magic missiles, blind, confuse or blink-self; 1 time
in 12.  He can open doors and bash down doors.  He is fairly observant of
intruders, which he may notice from 200 feet.  He will carry an object or
treasure.  He can hit to attack with damage 1d4.

The Green naga  (Green 'n')
=== Num:78  Lev:5  Rar:1  Spd:+0  Hp:9d8  Ac:40  Exp:30
A large green serpent with a female's torso.  Her green skin glistens with
acid.  This evil creature moves a bit erratically.  She can bash down doors
and pick up objects.  She resists acid.  She pays very little attention to
intruders, which she may notice from 180 feet.  She will carry an object or
treasure.  She can crush to attack with damage 1d8, and spit to shoot acid
with damage 2d6.

The Blue ooze  (Blue 'j')
=== Num:79  Lev:5  Rar:1  Spd:+0  Hp:3d4  Ac:16  Exp:7
It's blue and it's oozing.  This creature moves extremely erratically.  It
is not detected by telepathy.  It resists cold.  It cannot be frightened,
confused or slept.  It pays little attention to intruders, which it may
notice from 80 feet.  It will carry an object or treasure.  It can crawl on
you to freeze with damage 1d4.

The Green glutton ghost  (Green 'G')
=== Num:80  Lev:5  Rar:1  Spd:+20  Hp:3d4  Ac:20  Exp:15
It is a very ugly green ghost with a voracious appetite.  This evil undead
creature moves extremely erratically.  It can pass through walls.  It is
invisible.  It is cold blooded.  It cannot be confused or slept.  It is
fairly observant of intruders, which it may notice from 100 feet.  It will
carry up to 3 objects or treasures.  It can touch to eat your food with
damage 1.

The Green jelly  (Green 'j')
=== Num:81  Lev:5  Rar:1  Spd:+10  Hp:22d8  Ac:1  Exp:18
It is a large pile of pulsing green flesh.  This creature moves normally,
but does not deign to chase intruders.  It is not detected by telepathy. 
It is hurt by bright light.  It resists acid.  It cannot be frightened,
confused or slept.  It pays very little attention to intruders, which it
may notice from 20 feet.  It can touch to shoot acid with damage 1d2.

The Large kobold  (Blue 'k')
=== Num:82  Lev:5  Rar:1  Spd:+0  Hp:13d9  Ac:32  Exp:25
It a man-sized figure with the all too recognizable face of a kobold.  This
evil creature moves normally.  It can open doors and bash down doors.  It
resists poison.  It takes quite a while to see intruders, which it may
notice from 200 feet.  It will carry one or twon objects or treasures.  It
can hit to attack with damage 1d10.

The Skeleton kobold  (White 's')
=== Num:83  Lev:5  Rar:1  Spd:+0  Hp:5d8  Ac:26  Exp:12
It is a small animated kobold skeleton.  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 quite a while to see intruders,
which it may notice from 200 feet.  It can hit to attack with damage 1d6.

The Grey icky thing  (Slate 'i')
=== Num:84  Lev:5  Rar:1  Spd:+0  Hp:4d8  Ac:12  Exp:10
It is a smallish, slimy, icky, nasty creature.  This creature moves
somewhat erratically.  It is not detected by telepathy.  It takes a while
to see intruders, which it may notice from 140 feet.  It can touch to
attack with damage 1d5.

The Disenchanter eye  (Violet 'e')
=== Num:85  Lev:5  Rar:2  Spd:-10  Hp:7d8  Ac:10  Exp:20
A disembodied eye, crackling with magic.  This creature moves normally, but
does not deign to chase intruders.  It is magical, casting spells which
drain mana; 1 time in 9.  It is hurt by bright light.  It cannot be
frightened.  It is fairly observant of intruders, which it may notice from
20 feet.  It can gaze to disenchant.

The Red worm mass  (Red 'w')
=== Num:86  Lev:5  Rar:1  Spd:-10  Hp:5d8  Ac:12  Exp:6
It is a large slimy mass of worms.  This natural creature moves extremely
erratically.  It can bash down doors.  It is not detected by telepathy.  It
breeds explosively.  It is hurt by bright light.  It resists fire.  It
cannot be frightened.  It is fairly observant of intruders, which it may
notice from 70 feet.  It can crawl on you to burn with damage 1d6.

The Copperhead snake  (Orange 'J')
=== Num:87  Lev:5  Rar:1  Spd:+0  Hp:4d6  Ac:20  Exp:15
It has a copper head and sharp venomous fangs.  This natural creature moves
somewhat erratically.  It can bash down doors.  It resists poison.  It is
vigilant for intruders, which it may notice from 60 feet.  It can bite to
poison with damage 2d4.

The Purple mushroom patch  (Violet ',')
=== Num:88  Lev:6  Rar:2  Spd:+0  Hp:1  Ac:1  Exp:15
Yum!  It looks quite tasty.  This creature moves normally, but does not
deign to chase intruders.  It is not detected by telepathy.  It cannot be
frightened, confused or slept.  It is ever vigilant for intruders, which it
may notice from 20 feet.  It can release spores to reduce constitution with
damage 1d2, release spores to reduce constitution with damage 1d2, and
release spores to reduce constitution with damage 1d2.

The Novice priest  (Green 'p')
=== Num:89  Lev:6  Rar:2  Spd:+0  Hp:7d4  Ac:10  Exp:7
He is tripping over his priestly robes.  This creature moves normally.  He
usually appears in groups.  He is magical, casting spells which cause light
wounds, terrify or heal-self; 1 time in 12.  He can open doors and bash
down doors.  He is observant of intruders, which he may notice from 200
feet.  He will carry an object or treasure.  He can hit to attack with
damage 1d5.

The Novice warrior  (Umber 'p')
=== Num:90  Lev:6  Rar:2  Spd:+0  Hp:9d4  Ac:16  Exp:6
He looks inexperienced but tough.  This creature moves normally.  He
usually appears in groups.  He can open doors and bash down doors.  He is
observant of intruders, which he may notice from 200 feet.  He will carry
an object or treasure.  He can hit to attack with damage 1d7, and hit to
attack with damage 1d6.

The Novice rogue  (Blue 'p')
=== Num:91  Lev:6  Rar:2  Spd:+0  Hp:8d4  Ac:12  Exp:6
A rather shifty individual.  This evil creature moves normally.  He usually
appears in groups.  He can open doors, bash down doors and pick up objects.
He is observant of intruders, which he may notice from 200 feet.  He will
carry an object or treasure.  He can hit to attack with damage 1d6, and
touch to steal gold.

The Brown mold  (Umber 'm')
=== Num:92  Lev:6  Rar:1  Spd:+0  Hp:15d8  Ac:12  Exp:20
A strange brown growth on the dungeon floor.  This creature moves normally,
but does not deign to chase intruders.  It is not detected by telepathy. 
It resists poison.  It cannot be frightened, confused or slept.  It pays
very little attention to intruders, which it may notice from 20 feet.  It
can hit to confuse with damage 1d4.

The Giant brown bat  (Umber 'b')
=== Num:93  Lev:6  Rar:1  Spd:+20  Hp:3d8  Ac:15  Exp:10
It screeches as it attacks.  This natural creature moves somewhat
erratically.  It takes quite a while to see intruders, which it may notice
from 100 feet.  It can bite to attack with damage 1d3.

The Novice archer  (L.Slate 'p')
=== Num:94  Lev:6  Rar:2  Spd:+10  Hp:6d8  Ac:10  Exp:20
A nasty little fellow with a bow and arrow.  This creature moves normally.
He may fire arrows.  He can open doors and bash down doors.  He is
observant of intruders, which he may notice from 200 feet.  He will carry
one or two treasures.  He can hit to attack with damage 1d4, and hit to
attack with damage 1d4.

The Creeping silver coins  (Slate '$')
=== Num:95  Lev:6  Rar:2  Spd:-10  Hp:12d8  Ac:30  Exp:18
It is a pile of coins, crawling forward on thousands of tiny legs.  This
natural creature moves normally.  It can bash down doors.  It is cold
blooded.  It resists poison.  It cannot be confused or slept.  It is fairly
observant of intruders, which it may notice from 40 feet.  It will carry up
to 3 treasures.  It can hit to attack with damage 1d6, and touch to poison
with damage 2d6.

The Snaga  (L.Umber 'o')
=== Num:96  Lev:6  Rar:1  Spd:+0  Hp:8d8  Ac:32  Exp:15
He is one of the many weaker 'slave' orcs, often mistakenly known as a
goblin.  This evil orc moves normally.  He usually appears in groups.  He
can open doors and bash down doors.  He is hurt by bright light.  He takes
quite a while to see intruders, which he may notice from 200 feet.  He will
carry an object or treasure.  He can hit to attack with damage 1d8.

The Rattlesnake  (Red 'J')
=== Num:97  Lev:6  Rar:1  Spd:+0  Hp:6d7  Ac:24  Exp:20
It is recognized by the hard-scaled end of its body that is often rattled
to frighten its prey.  This natural creature moves somewhat erratically. 
It can bash down doors.  It resists poison.  It is vigilant for intruders,
which it may notice from 60 feet.  It can bite to poison with damage 2d5.

The Cave orc  (L.Green 'o')
=== Num:98  Lev:7  Rar:1  Spd:+0  Hp:11d9  Ac:32  Exp:20
He is often found in huge numbers in deep caves.  This evil orc moves
normally.  He usually appears in groups.  He can open doors and bash down
doors.  He is hurt by bright light.  He takes quite a while to see
intruders, which he may notice from 200 feet.  He will carry an object or
treasure.  He can hit to attack with damage 1d8.

The Wood spider  (L.Umber 'S')
=== Num:99  Lev:7  Rar:3  Spd:+10  Hp:3d6  Ac:16  Exp:15
It scuttles towards you.  This natural creature moves normally.  It usually
appears in groups.  It can bash down doors.  It is rarely detected by
telepathy.  It resists poison.  It pays little attention to intruders,
which it may notice from 80 feet.  It can bite to attack with damage 1d3,
and sting to poison with damage 1d4.

The Manes  (Umber 'u')
=== Num:100  Lev:7  Rar:2  Spd:+0  Hp:8d8  Ac:32  Exp:16
It is a minor but aggressive demon.  This evil demon moves normally.  It
usually appears in groups.  It can open doors and bash down doors.  It
resists fire.  It cannot be frightened.  It takes quite a while to see
intruders, which it may notice from 200 feet.  It can hit to attack with
damage 1d8.

The Bloodshot eye  (Red 'e')
=== Num:101  Lev:7  Rar:3  Spd:+0  Hp:5d8  Ac:6  Exp:15
A disembodied eye, bloodshot and nasty.  This creature moves normally, but
does not deign to chase intruders.  It is magical, casting spells which
drain mana; 1 time in 7.  It is hurt by bright light.  It cannot be
frightened.  It is fairly observant of intruders, which it may notice from
20 feet.  It can gaze to blind with damage 2d6.

The Pink naga  (L.Red 'n')
=== Num:102  Lev:7  Rar:2  Spd:+0  Hp:11d8  Ac:40  Exp:40
A large pink snake with a woman's torso.  This evil creature moves a bit
erratically.  She can bash down doors and pick up objects.  She pays very
little attention to intruders, which she may notice from 200 feet.  She
will carry an object or treasure.  She can crush to attack with damage
1d10, and bite to reduce strength with damage 1d4.

The Pink jelly  (L.Red 'j')
=== Num:103  Lev:7  Rar:1  Spd:+0  Hp:26d8  Ac:1  Exp:26
It is a large pulsating mound of red flesh.  This creature moves normally,
but does not deign to chase intruders.  It is not detected by telepathy. 
It is hurt by bright light.  It cannot be frightened, confused or slept. 
It pays very little attention to intruders, which it may notice from 20
feet.  It can touch to reduce strength with damage 1d5.

The Giant pink frog  (L.Red 'R')
=== Num:104  Lev:7  Rar:1  Spd:+0  Hp:5d8  Ac:16  Exp:16
It looks poisonous.  This natural creature moves somewhat erratically.  It
can bash down doors.  It tends to overlook intruders, which it may notice
from 120 feet.  It can bite to reduce strength with damage 2d4.

The Green icky thing  (Green 'i')
=== Num:105  Lev:7  Rar:2  Spd:+0  Hp:5d8  Ac:12  Exp:18
It is a smallish, slimy, icky, acidic creature.  This creature moves
somewhat erratically.  It is not detected by telepathy.  It resists acid.
It takes a while to see intruders, which it may notice from 140 feet.  It
can touch to shoot acid with damage 2d5.

The Zombified kobold  (Slate 'z')
=== Num:106  Lev:7  Rar:1  Spd:+0  Hp:6d8  Ac:14  Exp:14
It is an animated kobold corpse.  Flesh falls off in large chunks as it
shambles forward.  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 quite a while to see intruders, which it may notice
from 200 feet.  It can hit to attack with damage 1d2, and hit to attack
with damage 1d2.

The Lost soul  (L.Blue 'G')
=== Num:107  Lev:7  Rar:2  Spd:+0  Hp:2d8  Ac:10  Exp:18
It is almost insubstantial.  This evil undead creature moves somewhat
erratically.  It is magical, casting spells which drain mana or
teleport-self; 1 time in 16.  It can pass through walls and pick up
objects.  It is invisible.  It is cold blooded.  It resists cold.  It
cannot be confused or slept.  It is fairly observant of intruders, which it
may notice from 120 feet.  It will carry up to 3 objects or treasures.  It
can hit to attack with damage 2d2, and touch to reduce wisdom.

The Dark elf  (L.Dark 'h')
=== Num:108  Lev:7  Rar:2  Spd:+0  Hp:7d10  Ac:16  Exp:25
An elven figure with jet black skin and white hair, his eyes are large and
twisted with evil.  This evil creature moves normally.  He is magical,
casting spells which confuse or create darkness; 1 time in 10.  He can open
doors and bash down doors.  He is hurt by bright light.  He takes a while
to see intruders, which he may notice from 200 feet.  He will carry one or
twon objects or treasures.  He can hit to attack with damage 1d6, and hit
to attack with damage 1d6.

The Night lizard  (L.Dark 'R')
=== Num:109  Lev:7  Rar:2  Spd:+0  Hp:4d8  Ac:16  Exp:35
It is a black lizard with overlapping scales and a powerful jaw.  This
natural creature moves normally.  It takes quite a while to see intruders,
which it may notice from 200 feet.  It can bite to attack with damage 1d6,
and bite to attack with damage 1d6.

[U] Mughash the Kobold Lord  (Blue 'k')
=== Num:110  Lev:7  Rar:3  Spd:+0  Hp:150  Ac:20  Exp:100
Strong and powerful, for a kobold.  This evil creature moves normally.  He
usually appears with escorts.  He can open doors and bash down doors.  He
resists poison.  He takes a while to see intruders, which he may notice
from 200 feet.  He will carry one or two good objects.  He can hit to
attack with damage 1d10, hit to attack with damage 1d10, and hit to attack
with damage 1d10.

[U] Wormtongue, Agent of Saruman  (Blue 'p')
=== Num:111  Lev:8  Rar:1  Spd:+0  Hp:250  Ac:30  Exp:150
He's been spying for Saruman.  He is a snivelling wretch with no morals and
disgusting habits.  This evil creature moves normally.  He is magical,
casting spells which produce poison balls, produce frost bolts, slow,
heal-self or create traps; 1 time in 5.  He can open doors, bash down doors
and pick up objects.  He takes a while to see intruders, which he may
notice from 200 feet.  He will carry one or twon exceptional objects.  He
can hit to attack with damage 1d5, hit to attack with damage 1d5, and touch
to steal gold.

[U] Lagduf, the Snaga  (Orange 'o')
=== Num:112  Lev:8  Rar:2  Spd:+0  Hp:190  Ac:32  Exp:80
A captain of a regiment of weaker orcs, Lagduf keeps his troop in order
with displays of excessive violence.  This evil orc moves normally.  He
usually appears with an escort.  He can open doors and bash down doors.  He
takes quite a while to see intruders, which he may notice from 200 feet. 
He will carry one or two good objects.  He can hit to attack with damage
1d10, hit to attack with damage 1d10, hit to attack with damage 1d9, and
hit to attack with damage 1d9.

The Brown yeek  (Umber 'y')
=== Num:113  Lev:8  Rar:1  Spd:+0  Hp:4d8  Ac:18  Exp:11
It is a strange small humanoid.  This natural creature moves normally.  It
can open doors and bash down doors.  It is fairly observant of intruders,
which it may notice from 180 feet.  It will carry an object or treasure. 
It can hit to attack with damage 1d6.

The Novice ranger  (L.Slate 'p')
=== Num:114  Lev:8  Rar:1  Spd:+0  Hp:6d8  Ac:6  Exp:18
An agile hunter, ready and relaxed.  This creature moves normally.  He
usually appears in groups.  He may fire arrows.  He is magical, casting
spells which produce magic missiles; 1 time in 9.  He can open doors and
bash down doors.  He is observant of intruders, which he may notice from
200 feet.  He will carry an object or treasure.  He can hit to attack with
damage 1d5, and hit to attack with damage 1d5.

The Giant salamander  (Yellow 'R')
=== Num:115  Lev:8  Rar:1  Spd:+0  Hp:6d7  Ac:40  Exp:50
A large black and yellow lizard.  You'd better run away!  This natural
creature moves a bit erratically.  It may breathe fire; 1 time in 9.  It
resists fire.  It is vigilant for intruders, which it may notice from 60
feet.  It can bite to burn with damage 3d6.

The Green mold  (Green 'm')
=== Num:116  Lev:8  Rar:2  Spd:+0  Hp:21d8  Ac:14  Exp:28
It is a strange growth on the dungeon floor.  This creature moves normally,
but does not deign to chase intruders.  It is not detected by telepathy. 
It resists acid and poison.  It cannot be frightened, confused or slept. 
It tends to overlook intruders, which it may notice from 20 feet.  It can
hit to terrify with damage 1d4.

The Skeleton orc  (White 's')
=== Num:117  Lev:8  Rar:1  Spd:+0  Hp:10d8  Ac:36  Exp:26
It is an animated orc skeleton.  This evil undead orc 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 quite a while to see intruders,
which it may notice from 200 feet.  It can hit to attack with damage 2d5.

The Novice paladin  (White 'p')
=== Num:118  Lev:8  Rar:2  Spd:+0  Hp:6d8  Ac:16  Exp:20
An adventurer both devoutly religious and skillful in combat.  This
creature moves normally.  He usually appears in groups.  He is magical,
casting spells which cause light wounds or terrify; 1 time in 9.  He can
open doors and bash down doors.  He is observant of intruders, which he may
notice from 200 feet.  He will carry an object or treasure.  He can hit to
attack with damage 1d7, and hit to attack with damage 1d7.

The Lemure  (L.Umber 'u')
=== Num:119  Lev:8  Rar:3  Spd:+0  Hp:13d9  Ac:32  Exp:16
It is the larval form of a major demon.  This evil demon moves normally. 
It usually appears in groups.  It can open doors and bash down doors.  It
resists fire.  It cannot be frightened.  It takes quite a while to see
intruders, which it may notice from 200 feet.  It can hit to attack with
damage 1d8.

The Hill orc  (Umber 'o')
=== Num:120  Lev:8  Rar:1  Spd:+0  Hp:13d9  Ac:32  Exp:25
He is a hardy well-weathered survivor.  This evil orc moves normally.  He
usually appears in groups.  He can open doors and bash down doors.  He
takes quite a while to see intruders, which he may notice from 200 feet. 
He will carry an object or treasure.  He can hit to attack with damage
1d10.

The Bandit  (Blue 'p')
=== Num:121  Lev:8  Rar:2  Spd:+0  Hp:8d8  Ac:24  Exp:26
He is after your cash!  This evil creature moves normally.  He can open
doors, bash down doors and pick up objects.  He is fairly observant of
intruders, which he may notice from 200 feet.  He will carry one or twon
objects or treasures.  He can hit to attack with damage 2d4, and touch to
steal gold.

The Yeti  (Blue 'Y')
=== Num:122  Lev:9  Rar:3  Spd:+0  Hp:11d9  Ac:24  Exp:30
A large white figure covered in shaggy fur.  This natural creature moves
normally.  It can open doors and bash down doors.  It resists cold.  It is
fairly observant of intruders, which it may notice from 200 feet.  It can
claw to attack with damage 1d3, claw to attack with damage 1d3, and bite to
attack with damage 1d4.

The Bloodshot icky thing  (Red 'i')
=== Num:123  Lev:9  Rar:3  Spd:+0  Hp:7d8  Ac:18  Exp:24
It is a strange, slimy, icky creature.  This creature moves somewhat
erratically.  It is magical, casting spells which drain mana; 1 time in 11.
It is not detected by telepathy.  It resists poison.  It takes a while to
see intruders, which it may notice from 140 feet.  It can touch to attack
with damage 1d4, and crawl on you to shoot acid with damage 2d4.

The Giant grey rat  (Slate 'r')
=== Num:124  Lev:9  Rar:1  Spd:+0  Hp:2d3  Ac:12  Exp:2
It is a rodent of unusual size.  This natural creature moves a bit
erratically.  It breeds explosively.  It resists poison.  It takes a while
to see intruders, which it may notice from 80 feet.  It can bite to poison
with damage 1d4.

The Black harpy  (L.Dark 'H')
=== Num:125  Lev:9  Rar:1  Spd:+10  Hp:3d8  Ac:22  Exp:19
A woman's face on the body of a vicious black bird.  This natural evil
creature moves a bit erratically.  She is fairly observant of intruders,
which she may notice from 160 feet.  She can claw to attack with damage
1d2, claw to attack with damage 1d2, and bite to attack with damage 1d3. 

The Orc shaman  (Red 'o')
=== Num:126  Lev:9  Rar:1  Spd:+0  Hp:9d8  Ac:15  Exp:30
An orc dressed in skins who gestures wildly.  This evil orc moves normally.
He is magical, casting spells which cause light wounds, produce magic
missiles or blink-self; 1 time in 8.  He can open doors and bash down
doors.  He is hurt by bright light.  He takes a while to see intruders,
which he may notice from 200 feet.  He will carry one or twon objects or
treasures.  He can hit to attack with damage 1d6, and hit to attack with
damage 1d6.

The Baby blue dragon  (Blue 'd')
=== Num:127  Lev:9  Rar:2  Spd:+0  Hp:100  Ac:30  Exp:35
This hatchling dragon is still soft, its eyes unaccustomed to light and its
scales a pale blue.  This evil dragon moves normally.  It may breathe
lightning; 1 time in 11.  It can open doors and bash down doors.  It
resists lightning.  It tends to overlook intruders, which it may notice
from 200 feet.  It will carry up to 3 treasures.  It can claw to attack
with damage 1d3, claw to attack with damage 1d3, and bite to attack with
damage 1d5.

The Baby white dragon  (White 'd')
=== Num:128  Lev:9  Rar:2  Spd:+0  Hp:100  Ac:30  Exp:35
This hatchling dragon is still soft, its eyes unaccustomed to light and its
scales a pale white.  This evil dragon moves normally.  It may breathe
frost; 1 time in 11.  It can open doors and bash down doors.  It resists
cold.  It tends to overlook intruders, which it may notice from 200 feet.
It will carry up to 3 treasures.  It can claw to attack with damage 1d3,
claw to attack with damage 1d3, and bite to attack with damage 1d5.

The Baby green dragon  (Green 'd')
=== Num:129  Lev:9  Rar:2  Spd:+0  Hp:100  Ac:30  Exp:35
This hatchling dragon is still soft, its eyes unaccustomed to light and its
scales a sickly green.  This evil dragon moves normally.  It may breathe
poison; 1 time in 11.  It can open doors and bash down doors.  It resists
poison.  It tends to overlook intruders, which it may notice from 200 feet.
It will carry up to 3 treasures.  It can claw to attack with damage 1d3,
claw to attack with damage 1d3, and bite to attack with damage 1d5.

The Baby black dragon  (Slate 'd')
=== Num:130  Lev:9  Rar:2  Spd:+0  Hp:100  Ac:30  Exp:35
This hatchling dragon is still soft, its eyes unaccustomed to light and its
scales a dull black.  This evil dragon moves normally.  It may breathe
acid; 1 time in 11.  It can open doors and bash down doors.  It resists
acid.  It tends to overlook intruders, which it may notice from 200 feet.
It will carry up to 3 treasures.  It can claw to attack with damage 1d3,
claw to attack with damage 1d3, and bite to attack with damage 1d5.

The Baby red dragon  (Red 'd')
=== Num:131  Lev:9  Rar:2  Spd:+0  Hp:110  Ac:30  Exp:35
This hatchling dragon is still soft, its eyes unaccustomed to light and its
scales a pale red.  This evil dragon moves normally.  It may breathe fire;
1 time in 11.  It can open doors and bash down doors.  It resists fire.  It
tends to overlook intruders, which it may notice from 200 feet.  It will
carry up to 3 treasures.  It can claw to attack with damage 1d3, claw to
attack with damage 1d3, and bite to attack with damage 1d5.

The Giant pink ant  (L.Red 'a')
=== Num:132  Lev:9  Rar:2  Spd:+0  Hp:4d8  Ac:34  Exp:22
It is large and has venomous mandibles.  This natural creature moves
normally.  It can bash down doors.  It is rarely detected by telepathy.  It
tends to overlook intruders, which it may notice from 120 feet.  It can
bite to attack with damage 1d4, and sting to reduce strength with damage
1d4.

[U] Brodda, the Easterling  (Umber 'p')
=== Num:133  Lev:9  Rar:2  Spd:+0  Hp:210  Ac:25  Exp:100
A nasty piece of work, Brodda picks on defenseless women and children. 
This creature moves normally.  He can open doors and bash down doors.  He
takes a while to see intruders, which he may notice from 200 feet.  He will
carry one or two good objects.  He can hit to attack with damage 1d12, hit
to attack with damage 1d12, hit to attack with damage 1d12, and hit to
attack with damage 1d12.

The King cobra  (Green 'J')
=== Num:134  Lev:9  Rar:2  Spd:+0  Hp:8d10  Ac:30  Exp:28
It is a large snake with a hooded face.  This natural creature moves
somewhat erratically.  It can bash down doors.  It resists poison.  It is
vigilant for intruders, which it may notice from 80 feet.  It can spit to
blind with damage 1d2, and bite to poison with damage 3d4.

The Giant spider  (Violet 'S')
=== Num:135  Lev:10  Rar:2  Spd:+0  Hp:10d10  Ac:16  Exp:35
It is a vast black spider whose bulbous body is bloated with poison.  This
natural creature moves normally.  It can bash down doors.  It is rarely
detected by telepathy.  It resists poison.  It pays little attention to
intruders, which it may notice from 80 feet.  It can bite to attack with
damage 1d10, bite to poison with damage 1d6, bite to poison with damage
1d6, and bite to attack with damage 1d10.

The Dark elven mage  (Violet 'h')
=== Num:136  Lev:10  Rar:1  Spd:+10  Hp:7d10  Ac:16  Exp:50
A dark elven figure, dressed all in black, hurling spells at you.  This
evil creature moves normally.  He is magical, casting spells which produce
poison balls, produce magic missiles, blind, confuse or create darkness; 1
time in 5.  He can open doors and bash down doors.  He is hurt by bright
light.  He resists poison.  He takes a while to see intruders, which he may
notice from 200 feet.  He will carry one or two objects.  He can hit to
attack with damage 1d6, and hit to attack with damage 1d6.

[U] Orfax, Son of Boldor  (Blue 'y')
=== Num:137  Lev:10  Rar:3  Spd:+10  Hp:120  Ac:20  Exp:80
He's just like daddy!  He knows mighty spells, but fortunately he is a
yeek.  This natural evil creature moves normally.  He usually appears with
escorts.  He is magical, casting spells intelligently which confuse, slow,
heal-self, blink-self, teleport to or summon a monster; 1 time in 4.  He
can open doors and bash down doors.  He is fairly observant of intruders,
which he may notice from 180 feet.  He will carry one or two good objects.
He can hit to attack with damage 1d9, hit to attack with damage 1d8,
insult, and insult.

The Dark elven warrior  (Umber 'h')
=== Num:138  Lev:10  Rar:1  Spd:+0  Hp:10d11  Ac:16  Exp:50
A dark elven figure in armour and ready with his sword.  This evil creature
moves normally.  He can open doors and bash down doors.  He is hurt by
bright light.  He takes a while to see intruders, which he may notice from
200 feet.  He will carry one or twon objects or treasures.  He can hit to
attack with damage 1d8, and hit to attack with damage 1d8.

The Clear mushroom patch  (White ',')
=== Num:139  Lev:10  Rar:2  Spd:+10  Hp:1  Ac:1  Exp:3
Yum!  It looks quite tasty.  This creature moves normally, but does not
deign to chase intruders.  It is invisible.  It is cold blooded.  It is not
detected by telepathy.  It breeds explosively.  It cannot be frightened,
confused or slept.  It is ever vigilant for intruders, which it may notice
from 40 feet.  It can release spores to attack with damage 1.

[U] Grishnakh, the Hill Orc  (L.Umber 'o')
=== Num:140  Lev:10  Rar:3  Spd:+0  Hp:230  Ac:20  Exp:160
He is a cunning and devious orc with a chaotic nature.  This evil orc moves
normally.  He usually appears with an escort.  He can open doors and bash
down doors.  He resists poison.  He takes a while to see intruders, which
he may notice from 200 feet.  He will carry one or two good objects.  He
can hit to attack with damage 1d12, hit to attack with damage 1d10, hit to
attack with damage 1d12, and hit to attack with damage 1d10.

The Giant white tick  (White 'S')
=== Num:141  Lev:10  Rar:2  Spd:-10  Hp:12d8  Ac:40  Exp:27
It is moving slowly towards you.  This natural creature moves normally.  It
can bash down doors.  It is rarely detected by telepathy.  It resists
poison.  It takes a while to see intruders, which it may notice from 120
feet.  It can bite to poison with damage 2d6.

The Hairy mold  (Orange 'm')
=== Num:142  Lev:10  Rar:2  Spd:+0  Hp:15d8  Ac:15  Exp:32
It is a strange hairy growth on the dungeon floor.  This creature moves
normally, but does not deign to chase intruders.  It is not detected by
telepathy.  It resists poison.  It cannot be frightened, confused or slept.
It tends to overlook intruders, which it may notice from 20 feet.  It can
hit to poison with damage 1d3.

The Disenchanter mold  (Violet 'm')
=== Num:143  Lev:10  Rar:2  Spd:+0  Hp:16d8  Ac:20  Exp:40
It is a strange glowing growth on the dungeon floor.  This creature moves
normally, but does not deign to chase intruders.  It is magical, casting
spells which drain mana; 1 time in 11.  It is not detected by telepathy. 
It resists poison.  It cannot be frightened, confused or slept.  It tends
to overlook intruders, which it may notice from 20 feet.  It can touch to
disenchant with damage 1d6.

The Pseudo dragon  (Orange 'd')
=== Num:144  Lev:10  Rar:2  Spd:+0  Hp:200  Ac:30  Exp:150
A small relative of the dragon that inhabits dark caves.  This dragon moves
normally.  It may breathe light or darkness, and is also magical, casting
spells which terrify or confuse; 1 time in 11.  It can bash down doors.  It
takes quite a while to see intruders, which it may notice from 200 feet. 
It will carry an object or treasure.  It can claw to attack with damage
1d3, claw to attack with damage 1d3, and bite to attack with damage 1d5. 

The Tengu  (L.Red 'u')
=== Num:145  Lev:10  Rar:1  Spd:+10  Hp:16d9  Ac:32  Exp:40
It is a fast-moving demon that blinks quickly in and out of existence; no
other demon matches its teleporting mastery.  This evil demon moves
normally.  It is magical, casting spells which blink-self or teleport to;
1 time in 3.  It can open doors and bash down doors.  It resists fire.  It
cannot be frightened.  It takes quite a while to see intruders, which it
may notice from 200 feet.  It can hit to attack with damage 1d8.

The Creeping gold coins  (Yellow '$')
=== Num:146  Lev:10  Rar:3  Spd:-10  Hp:18d8  Ac:36  Exp:32
It is a pile of coins, crawling forward on thousands of tiny legs.  This
natural creature moves normally.  It can bash down doors.  It is cold
blooded.  It resists poison.  It cannot be confused or slept.  It is fairly
observant of intruders, which it may notice from 50 feet.  It will carry up
to 4 treasures.  It can hit to attack with damage 2d5, and touch to poison
with damage 3d5.

The Wolf  (Umber 'C')
=== Num:147  Lev:10  Rar:1  Spd:+10  Hp:6d6  Ac:30  Exp:30
It howls and snaps at you.  This natural creature moves a bit erratically.
It usually appears in groups.  It can bash down doors.  It takes a while to
see intruders, which it may notice from 300 feet.  It can bite to attack
with damage 1d6.

The Giant fruit fly  (L.Green 'I')
=== Num:148  Lev:10  Rar:6  Spd:+10  Hp:2d2  Ac:14  Exp:4
A fast-breeding, annoying pest.  This natural creature moves extremely
erratically.  It is rarely detected by telepathy.  It breeds explosively.
It is fairly observant of intruders, which it may notice from 80 feet.  It
can bite to attack with damage 1d2.

The Panther  (Umber 'f')
=== Num:149  Lev:10  Rar:2  Spd:+10  Hp:10d8  Ac:30  Exp:25
A large black cat, stalking you with intent.  It thinks you're its next
meal.  This natural creature moves normally.  It can bash down doors.  It
is ever vigilant for intruders, which it may notice from 400 feet.  It can
claw to attack with damage 1d8, and claw to attack with damage 1d8.

The Brigand  (Blue 'p')
=== Num:150  Lev:10  Rar:2  Spd:+0  Hp:9d8  Ac:32  Exp:35
He is eyeing your backpack.  This evil creature moves normally.  He can
open doors, bash down doors and pick up objects.  He is fairly observant of
intruders, which he may notice from 200 feet.  He will carry one or twon
objects or treasures.  He can hit to attack with damage 2d4, and touch to
steal items.

The Baby multi-hued dragon  (Violet 'd')
=== Num:151  Lev:11  Rar:2  Spd:+0  Hp:130  Ac:30  Exp:45
This hatchling dragon is still soft, its eyes unaccustomed to light and its
scales shimmering with a hint of colour.  This evil dragon moves normally.
It may breathe acid, lightning, fire, frost or poison; 1 time in 11.  It
can open doors and bash down doors.  It resists acid, lightning, fire, cold
and poison.  It tends to overlook intruders, which it may notice from 200
feet.  It will carry up to 3 treasures.  It can claw to attack with damage
1d3, claw to attack with damage 1d3, and bite to attack with damage 1d5. 

The Hippogriff  (L.Umber 'H')
=== Num:152  Lev:11  Rar:1  Spd:+0  Hp:20d9  Ac:14  Exp:30
A strange hybrid of eagle, lion and horse.  It looks weird.  This natural
creature moves normally.  It can bash down doors.  It is fairly observant
of intruders, which it may notice from 120 feet.  It can hit to attack with
damage 2d5, and bite to attack with damage 2d5.

The Zombified orc  (Slate 'z')
=== Num:153  Lev:11  Rar:1  Spd:+0  Hp:11d8  Ac:24  Exp:30
It is a shambling orcish corpse leaving behind a trail of flesh.  This evil
undead orc 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 hit to attack
with damage 1d4, hit to attack with damage 1d4, and hit to attack with
damage 1d4.

The Gnome mage  (Red 'h')
=== Num:154  Lev:11  Rar:2  Spd:+0  Hp:7d8  Ac:20  Exp:38
A mage of short stature.  This evil creature moves normally.  He is
magical, casting spells which produce frost bolts, blink-self, create
darkness or summon a monster; 1 time in 4.  He can open doors and bash down
doors.  He is fairly observant of intruders, which he may notice from 180
feet.  He will carry one or twon objects or treasures.  He can hit to
attack with damage 1d5.

The Black mamba  (L.Dark 'J')
=== Num:155  Lev:12  Rar:3  Spd:+10  Hp:10d8  Ac:32  Exp:40
It has glistening black skin, a sleek body and highly venomous fangs.  This
natural creature moves somewhat erratically.  It can bash down doors.  It
resists poison.  It is vigilant for intruders, which it may notice from 100
feet.  It can bite to poison with damage 4d4.

The White wolf  (White 'C')
=== Num:156  Lev:12  Rar:1  Spd:+10  Hp:7d7  Ac:30  Exp:30
A large and muscled wolf from the northern wastes.  Its breath is cold and
icy and its fur coated in frost.  This natural creature moves a bit
erratically.  It usually appears in groups.  It can bash down doors.  It
resists cold.  It takes a while to see intruders, which it may notice from
300 feet.  It can bite to attack with damage 1d3, and bite to attack with
damage 1d4.

The Grape jelly  (Violet 'j')
=== Num:157  Lev:12  Rar:3  Spd:+0  Hp:52d8  Ac:1  Exp:60
It is a pulsing mound of glowing flesh.  This creature moves normally, but
does not deign to chase intruders.  It is magical, casting spells which
drain mana; 1 time in 11.  It is not detected by telepathy.  It is hurt by
bright light.  It resists poison.  It cannot be frightened, confused or
slept.  It pays very little attention to intruders, which it may notice
from 20 feet.  It can touch to lower experience (by 10d6+).

The Nether worm mass  (L.Dark 'w')
=== Num:158  Lev:12  Rar:3  Spd:-10  Hp:5d8  Ac:15  Exp:6
It is a disgusting mass of dark worms, eating each other, the floor, the
air, you....  This natural creature moves extremely erratically.  It can
bash down doors.  It is rarely detected by telepathy.  It breeds
explosively.  It is hurt by bright light.  It cannot be frightened.  It is
very observant of intruders, which it may notice from 100 feet.  It can
touch to lower experience (by 10d6+).

[U] Golfimbul, the Hill Orc Chief  (L.Umber 'o')
=== Num:159  Lev:12  Rar:3  Spd:+0  Hp:240  Ac:60  Exp:230
A leader of a band of raiding orcs, he picks on hobbits.  This evil orc
moves normally.  He usually appears with an escort.  He can open doors and
bash down doors.  He resists lightning, fire, cold and poison.  He takes a
while to see intruders, which he may notice from 200 feet.  He will carry
up to 4 good objects.  He can hit to attack with damage 1d12, hit to attack
with damage 1d12, hit to attack with damage 1d10, and hit to attack with
damage 1d10.

The Master yeek  (L.Umber 'y')
=== Num:160  Lev:12  Rar:2  Spd:+0  Hp:12d9  Ac:24  Exp:28
A small humanoid that radiates some power.  This natural evil creature
moves normally.  It is magical, casting spells which produce poison balls,
blind, slow, blink-self, teleport-self or summon a monster; 1 time in 4. 
It can open doors and bash down doors.  It is fairly observant of
intruders, which it may notice from 180 feet.  It will carry an object or
treasure.  It can hit to attack with damage 1d8.

The Priest  (Green 'p')
=== Num:161  Lev:12  Rar:1  Spd:+0  Hp:12d8  Ac:22  Exp:36
A robed humanoid dedicated to his god.  This evil creature moves normally.
He is magical, casting spells intelligently which cause serious wounds,
terrify, heal-self or summon a monster; 1 time in 3.  He can open doors and
bash down doors.  He takes quite a while to see intruders, which he may
notice from 200 feet.  He will carry one or twon objects or treasures.  He
can hit to attack with damage 2d3, and hit to attack with damage 2d3.

The Dark elven priest  (Green 'h')
=== Num:162  Lev:12  Rar:1  Spd:+10  Hp:7d10  Ac:30  Exp:50
A dark elven figure, dressed all in black, chanting curses and waiting to
deliver your soul to hell.  This evil creature moves normally.  He is
magical, casting spells intelligently which cause serious wounds, blind,
confuse, heal-self or create darkness; 1 time in 5.  He can open doors and
bash down doors.  He is hurt by bright light.  He takes quite a while to
see intruders, which he may notice from 200 feet.  He will carry one or two
objects.  He can hit to attack with damage 1d9, and hit to attack with
damage 1d10.

The Air spirit  (L.Blue 'E')
=== Num:163  Lev:12  Rar:2  Spd:+20  Hp:8d8  Ac:40  Exp:40
A whirlwind of sentient air.  This evil creature moves extremely
erratically.  It can bash down doors.  It is invisible.  It is cold
blooded.  It is not detected by telepathy.  It resists poison.  It cannot
be frightened, confused or slept.  It takes a while to see intruders, which
it may notice from 120 feet.  It can hit to attack with damage 1d3.

The Skeleton human  (White 's')
=== Num:164  Lev:12  Rar:1  Spd:+0  Hp:10d8  Ac:30  Exp:38
It is an animated human skeleton.  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 quite a while to see intruders,
which it may notice from 200 feet.  It can hit to attack with damage 1d8.

The Zombified human  (Slate 'z')
=== Num:165  Lev:12  Rar:1  Spd:+0  Hp:12d8  Ac:24  Exp:34
It is a shambling human corpse dropping chunks of flesh behind it.  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 hit to
attack with damage 1d4, and hit to attack with damage 1d4.

The Tiger  (Orange 'f')
=== Num:166  Lev:12  Rar:2  Spd:+10  Hp:12d10  Ac:40  Exp:40
One of the largest of its species, a sleek orange and black shape creeps
towards you, ready to pounce.  This natural creature moves normally.  It
can bash down doors.  It is ever vigilant for intruders, which it may
notice from 400 feet.  It can claw to attack with damage 1d8, claw to
attack with damage 1d8, and bite to attack with damage 1d6.

The Moaning spirit  (Umber 'G')
=== Num:167  Lev:12  Rar:2  Spd:+10  Hp:5d8  Ac:20  Exp:44
A ghostly apparition that shrieks horribly.  This evil undead creature
moves a bit erratically.  It is magical, casting spells which terrify or
teleport-self; 1 time in 16.  It can pass through walls.  It is invisible.
It is cold blooded.  It resists cold.  It cannot be confused or slept.  It
is fairly observant of intruders, which it may notice from 140 feet.  It
will carry up to 3 objects or treasures.  It can wail to terrify, and touch
to reduce dexterity with damage 1d8.

The Swordsman  (L.Umber 'p')
=== Num:168  Lev:12  Rar:1  Spd:+0  Hp:12d8  Ac:34  Exp:40
A warrior of considerable skill.  This creature moves normally.  He can
open doors and bash down doors.  He takes a while to see intruders, which
he may notice from 200 feet.  He will carry one or twon objects or
treasures.  He can hit to attack with damage 3d5, and hit to attack with
damage 3d5.

The Stegocentipede  (Umber 'c')
=== Num:169  Lev:12  Rar:2  Spd:+10  Hp:13d8  Ac:30  Exp:40
It is a vast armoured centipede with massive mandibles and a spiked tail.
This natural creature moves normally.  It can bash down doors.  It is
rarely detected by telepathy.  It takes quite a while to see intruders,
which it may notice from 120 feet.  It can bite to attack with damage 2d4,
bite to attack with damage 2d4, and sting to attack with damage 2d4.

The Spotted jelly  (Orange 'j')
=== Num:170  Lev:12  Rar:3  Spd:+10  Hp:13d8  Ac:18  Exp:33
A jelly thing.  This creature moves normally, but does not deign to chase
intruders.  It is cold blooded.  It is not detected by telepathy.  It is
hurt by bright light.  It resists acid and poison.  It cannot be
frightened, confused or slept.  It is vigilant for intruders, which it may
notice from 120 feet.  It can touch to shoot acid with damage 1d10, touch
to shoot acid with damage 2d6, and touch to shoot acid with damage 2d6.

The Drider  (Umber 'S')
=== Num:171  Lev:13  Rar:2  Spd:+0  Hp:10d13  Ac:30  Exp:55
A dark elven torso merged with the bloated form of a giant spider.  This
evil creature moves normally.  It is magical, casting spells which cause
light wounds, confuse or create darkness; 1 time in 8.  It can bash down
doors.  It resists poison.  It pays little attention to intruders, which it
may notice from 80 feet.  It can hit to attack with damage 1d12, hit to
attack with damage 1d12, and bite to poison with damage 1d6.

The Killer brown beetle  (Umber 'K')
=== Num:172  Lev:13  Rar:2  Spd:+0  Hp:13d8  Ac:40  Exp:38
It is a vicious insect with a tough carapace.  This natural creature moves
normally.  It can bash down doors.  It is rarely detected by telepathy.  It
takes quite a while to see intruders, which it may notice from 100 feet. 
It can bite to attack with damage 3d4.

[U] Boldor, King of the Yeeks  (L.Umber 'y')
=== Num:173  Lev:13  Rar:3  Spd:+10  Hp:180  Ac:24  Exp:200
A great yeek, powerful in magic and sorcery, but a yeek all the same.  This
natural evil creature moves normally.  He usually appears with escorts.  He
is magical, casting spells intelligently which blind, slow, heal-self,
blink-self, teleport-self or summon a monster; 1 time in 3.  He can open
doors and bash down doors.  He is fairly observant of intruders, which he
may notice from 180 feet.  He will carry up to 4 good objects.  He can hit
to attack with damage 1d9, hit to attack with damage 1d9, and hit to attack
with damage 1d8.

The Ogre  (L.Umber 'O')
=== Num:174  Lev:13  Rar:2  Spd:+0  Hp:13d9  Ac:33  Exp:50
A hideous, smallish giant that is often found near or with orcs.  This evil
giant moves normally.  It usually appears in groups.  It can open doors and
bash down doors.  It takes quite a while to see intruders, which it may
notice from 200 feet.  It will carry an object or treasure.  It can hit to
attack with damage 2d8.

The Creeping mithril coins  (L.Blue '$')
=== Num:175  Lev:13  Rar:4  Spd:+0  Hp:20d8  Ac:50  Exp:45
It is a pile of coins, shambling forward on thousands of tiny legs.  This
natural creature moves normally.  It can bash down doors.  It is cold
blooded.  It resists poison.  It cannot be confused or slept.  It is fairly
observant of intruders, which it may notice from 50 feet.  It will carry up
to 6 treasures.  It can hit to attack with damage 2d5, and touch to poison
with damage 3d5.

The Illusionist  (Red 'p')
=== Num:176  Lev:13  Rar:2  Spd:+0  Hp:12d8  Ac:10  Exp:50
A deceptive spell caster.  This evil creature moves normally.  He is
magical, casting spells intelligently which blind, confuse, slow, paralyze,
haste-self, blink-self, teleport-self or create darkness; 1 time in 3.  He
can open doors and bash down doors.  He is fairly observant of intruders,
which he may notice from 200 feet.  He will carry one or twon objects or
treasures.  He can hit to attack with damage 2d2.

The Druid  (Red 'p')
=== Num:177  Lev:13  Rar:2  Spd:+0  Hp:12d12  Ac:10  Exp:50
A mystic at one with nature.  Om.  This evil creature moves normally.  He
is magical, casting spells intelligently which produce lightning bolts,
produce fire bolts, blind, slow, paralyze, haste-self or blink-self; 1 time
in 3.  He can open doors and bash down doors.  He is fairly observant of
intruders, which he may notice from 200 feet.  He will carry one or twon
objects or treasures.  He can hit to attack with damage 2d4, and hit to
attack with damage 2d4.

The Black orc  (L.Dark 'o')
=== Num:178  Lev:13  Rar:2  Spd:+0  Hp:12d10  Ac:36  Exp:45
He is a large orc with powerful arms and deep black skin.  This evil orc
moves normally.  He usually appears in groups.  He can open doors and bash
down doors.  He is hurt by bright light.  He takes a while to see
intruders, which he may notice from 200 feet.  He will carry an object or
treasure.  He can hit to attack with damage 3d4, and hit to attack with
damage 3d4.

The Ochre jelly  (L.Umber 'j')
=== Num:179  Lev:13  Rar:3  Spd:+10  Hp:13d8  Ac:18  Exp:40
A fast moving highly acidic jelly thing, that is eating away the floor it
rests on.  This creature moves normally.  It can open doors, bash down
doors and pick up objects.  It is cold blooded.  It is not detected by
telepathy.  It resists acid and poison.  It cannot be frightened, confused
or slept.  It is vigilant for intruders, which it may notice from 120 feet.
It can touch to shoot acid with damage 1d10, touch to shoot acid with
damage 2d6, and touch to shoot acid with damage 2d6.

The Giant flea  (Slate 'I')
=== Num:180  Lev:14  Rar:1  Spd:+10  Hp:2d2  Ac:25  Exp:4
It makes you itch just to look at it.  This natural creature moves
extremely erratically.  It can bash down doors.  It is rarely detected by
telepathy.  It breeds explosively.  It is fairly observant of intruders,
which it may notice from 80 feet.  It can bite to attack with damage 1d2.

[U] Ufthak of Cirith Ungol  (Green 'o')
=== Num:181  Lev:14  Rar:3  Spd:+0  Hp:320  Ac:50  Exp:200
A strong orc guarding the pass of Cirith Ungol.  He is mortally afraid of
spiders.  This evil orc moves normally.  He usually appears with an escort.
He can open doors and bash down doors.  He resists cold and poison.  He
takes a while to see intruders, which he may notice from 200 feet.  He will
carry one or two good objects.  He can hit to attack with damage 3d4, hit
to attack with damage 3d4, hit to attack with damage 3d4, and hit to attack
with damage 3d4.

The Giant white dragon fly  (White 'F')
=== Num:182  Lev:14  Rar:3  Spd:+0  Hp:5d8  Ac:20  Exp:60
It is a large fly that drips frost.  This natural creature moves somewhat
erratically.  It may breathe frost; 1 time in 10.  It can bash down doors.
It is rarely detected by telepathy.  It resists cold.  It tends to overlook
intruders, which it may notice from 200 feet.  It can bite to freeze with
damage 1d6.

The Blue icky thing  (Blue 'i')
=== Num:183  Lev:14  Rar:4  Spd:-10  Hp:10d6  Ac:20  Exp:20
It is a strange, slimy, icky creature, with rudimentary intelligence, but
evil cunning.  It hungers for food, and you look tasty.  This evil creature
moves somewhat erratically.  It is magical, casting spells which terrify,
blind or confuse; 1 time in 8.  It can open doors and bash down doors.  It
breeds explosively.  It resists poison.  It takes a while to see intruders,
which it may notice from 150 feet.  It can crawl on you to poison with
damage 1d4, crawl on you to eat your food, hit to attack with damage 1d4,
and hit to attack with damage 1d4.

The Hill giant  (L.Umber 'P')
=== Num:184  Lev:14  Rar:1  Spd:+0  Hp:16d10  Ac:45  Exp:60
A ten foot tall humanoid with powerful muscles.  This evil giant moves
normally.  It can open doors and bash down doors.  It tends to overlook
intruders, which it may notice from 200 feet.  It will carry an object or
treasure.  It can hit to attack with damage 3d6, and hit to attack with
damage 3d6.

The Flesh golem  (L.Red 'g')
=== Num:185  Lev:14  Rar:1  Spd:+0  Hp:12d8  Ac:30  Exp:50
A shambling humanoid monster with long scars.  This creature moves
normally.  It can bash down doors.  It is not detected by telepathy.  It
resists lightning.  It cannot be frightened, confused or slept.  It is
fairly observant of intruders, which it may notice from 120 feet.  It can
hit to attack with damage 1d6, and hit to attack with damage 1d6.

The Warg  (Slate 'C')
=== Num:186  Lev:14  Rar:2  Spd:+10  Hp:8d8  Ac:20  Exp:40
It is a large wolf with eyes full of cunning.  This natural evil creature
moves a bit erratically.  It usually appears in groups.  It can bash down
doors.  It takes quite a while to see intruders, which it may notice from
200 feet.  It can bite to attack with damage 1d8.

The Giant black louse  (L.Dark 'l')
=== Num:187  Lev:14  Rar:1  Spd:+10  Hp:1d2  Ac:7  Exp:3
It makes you itch just to look at it.  This natural creature moves somewhat
erratically.  It is rarely detected by telepathy.  It breeds explosively.
It is fairly observant of intruders, which it may notice from 60 feet.  It
can bite to attack with damage 1d2.

The Lurker  (White '.')
=== Num:188  Lev:14  Rar:3  Spd:+0  Hp:200  Ac:25  Exp:80
A strange creature that merges with the dungeon floor, trapping its victims
by enveloping them within its perfectly disguised form.  This creature
moves normally, but does not deign to chase intruders.  It is invisible. 
It is cold blooded.  It is not detected by telepathy.  It cannot be
frightened, confused or slept.  It is fairly observant of intruders, which
it may notice from 300 feet.  It can hit to attack with damage 1d8, and hit
to attack with damage 1d8.

The Wererat  (L.Dark 'r')
=== Num:189  Lev:15  Rar:2  Spd:+0  Hp:20d8  Ac:10  Exp:45
A large rat with glowing red eyes.  The wererat is a disgusting creature,
relishing in filth and disease.  This natural evil creature moves normally.
It is magical, casting spells which produce poison balls, cause serious
wounds, produce frost bolts or blink-self; 1 time in 9.  It can open doors
and bash down doors.  It is fairly observant of intruders, which it may
notice from 100 feet.  It will carry a treasure.  It can claw to attack
with damage 1d8, claw to attack with damage 1d8, and bite to attack with
damage 2d6.

The Black ogre  (L.Dark 'O')
=== Num:190  Lev:15  Rar:2  Spd:+0  Hp:20d9  Ac:33  Exp:75
A massive orc-like figure with black skin and powerful arms.  This evil
giant moves a bit erratically.  It usually appears in groups.  It can open
doors and bash down doors.  It takes quite a while to see intruders, which
it may notice from 200 feet.  It will carry an object or treasure.  It can
hit to attack with damage 2d8, and hit to attack with damage 2d8.

The Magic mushroom patch  (L.Blue ',')
=== Num:191  Lev:15  Rar:2  Spd:+20  Hp:1  Ac:10  Exp:10
Yum!  It looks quite tasty.  It seems to glow with an unusual light.  This
creature moves normally, but does not deign to chase intruders.  It usually
appears in groups.  It is magical, casting spells which terrify, slow,
blink-self or create darkness; 1 time in 1.  It cannot be frightened,
confused or slept.  It is ever vigilant for intruders, which it may notice
from 400 feet.  It has no physical attacks.

The Guardian naga  (L.Blue 'n')
=== Num:192  Lev:15  Rar:2  Spd:+0  Hp:24d11  Ac:65  Exp:80
A giant snake-like figure with a woman's torso.  This evil creature moves
a bit erratically.  She can open doors and bash down doors.  She pays very
little attention to intruders, which she may notice from 200 feet.  She
will carry up to 3 objects or treasures.  She can crush to attack with
damage 2d8, bite to attack with damage 1d8, and bite to attack with damage
1d8.

The Light hound  (Orange 'Z')
=== Num:193  Lev:15  Rar:1  Spd:+0  Hp:6d6  Ac:30  Exp:50
A brilliant canine form whose light hurts your eyes, even at this distance.
This natural creature moves normally.  It usually appears in groups.  It
may breathe light; 1 time in 5.  It can bash down doors.  It is ever
vigilant for intruders, which it may notice from 300 feet.  It can bite to
attack with damage 1d6.

The Dark hound  (L.Dark 'Z')
=== Num:194  Lev:15  Rar:1  Spd:+0  Hp:6d6  Ac:30  Exp:50
A hole in the air in the shape of a huge hound.  No light falls upon its
form.  This natural creature moves normally.  It usually appears in groups.
It may breathe darkness; 1 time in 5.  It can bash down doors.  It is ever
vigilant for intruders, which it may notice from 300 feet.  It can bite to
attack with damage 1d6.

The Half-orc  (Slate 'o')
=== Num:195  Lev:15  Rar:3  Spd:+0  Hp:16d10  Ac:40  Exp:50
He is a hideous deformed cross-breed with man and orc, combining man's
strength and cunning with orcish evil.  This evil orc moves normally.  He
usually appears in groups.  He can open doors and bash down doors.  He
takes a while to see intruders, which he may notice from 200 feet.  He will
carry an object or treasure.  He can hit to attack with damage 3d4, and hit
to attack with damage 3d4.

The Giant tarantula  (Orange 'S')
=== Num:196  Lev:15  Rar:3  Spd:+10  Hp:10d15  Ac:32  Exp:70
A giant spider with hairy black and red legs.  This natural creature moves
normally.  It can bash down doors.  It is rarely detected by telepathy.  It
resists poison.  It pays little attention to intruders, which it may notice
from 80 feet.  It can bite to poison with damage 1d6, bite to poison with
damage 1d6, and bite to poison with damage 1d6.

The Giant clear centipede  (White 'c')
=== Num:197  Lev:15  Rar:2  Spd:+0  Hp:5d8  Ac:30  Exp:30
It is about four feet long and carnivorous.  This natural creature moves
normally.  It can bash down doors.  It is invisible.  It is rarely detected
by telepathy.  It takes quite a while to see intruders, which it may notice
from 120 feet.  It can bite to attack with damage 2d4, and sting to attack
with damage 2d4.

The Mirkwood spider  (Green 'S')
=== Num:198  Lev:15  Rar:2  Spd:+10  Hp:9d8  Ac:25  Exp:25
A strong and powerful spider from Mirkwood forest.  Cunning and evil, it
seeks to taste your juicy insides.  This natural evil creature moves
normally.  It usually appears in groups.  It can bash down doors.  It is
rarely detected by telepathy.  It resists poison.  It pays little attention
to intruders, which it may notice from 150 feet.  It can bite to attack
with damage 1d8, bite to poison with damage 1d6, and bite to poison with
damage 1d6.

The Frost giant  (White 'P')
=== Num:199  Lev:15  Rar:1  Spd:+0  Hp:17d10  Ac:50  Exp:75
A twelve foot tall giant covered in furs.  This evil giant moves normally.
It can open doors and bash down doors.  It resists cold.  It tends to
overlook intruders, which it may notice from 200 feet.  It will carry an
object or treasure.  It can hit to freeze with damage 3d6, and hit to
attack with damage 2d8.

The Griffon  (Umber 'H')
=== Num:200  Lev:15  Rar:1  Spd:+0  Hp:30d8  Ac:15  Exp:70
It is half lion, half eagle.  It flies menacingly towards you.  This
natural creature moves normally.  It can bash down doors.  It is fairly
observant of intruders, which it may notice from 120 feet.  It can hit to
attack with damage 3d4, and bite to attack with damage 2d6.

The Homonculous  (Yellow 'u')
=== Num:201  Lev:15  Rar:3  Spd:+0  Hp:8d8  Ac:32  Exp:40
It is a small demonic spirit full of malevolence.  This evil demon moves
normally.  It can open doors and bash down doors.  It resists fire.  It
cannot be frightened.  It takes quite a while to see intruders, which it
may notice from 200 feet.  It can hit to paralyze with damage 1d2, and hit
to attack with damage 1d10.

The Gnome mage  (Red 'h')
=== Num:202  Lev:15  Rar:2  Spd:+0  Hp:7d8  Ac:20  Exp:40
A mage of short stature.  This evil creature moves normally.  He usually
appears in groups.  He is magical, casting spells which produce frost
bolts, blink-self, create darkness or summon a monster; 1 time in 4.  He
can open doors and bash down doors.  He takes a while to see intruders,
which he may notice from 200 feet.  He will carry an object or treasure. 
He can hit to attack with damage 1d5.

The Clear hound  (White 'Z')
=== Num:203  Lev:15  Rar:2  Spd:+0  Hp:10d6  Ac:30  Exp:50
A completely translucent hound.  This natural creature moves normally.  It
usually appears in groups.  It can bash down doors.  It is invisible.  It
is ever vigilant for intruders, which it may notice from 300 feet.  It can
bite to attack with damage 1d6, bite to attack with damage 1d6, and bite to
attack with damage 1d6.

The Clay golem  (L.Umber 'g')
=== Num:204  Lev:15  Rar:2  Spd:+0  Hp:14d8  Ac:30  Exp:50
It is a massive animated statue made out of hardened clay.  This creature
moves normally.  It can bash down doors.  It is cold blooded.  It is not
detected by telepathy.  It is hurt by rock remover.  It resists lightning,
fire, cold and poison.  It cannot be frightened, confused or slept.  It is
fairly observant of intruders, which it may notice from 120 feet.  It can
hit to attack with damage 1d8, and hit to attack with damage 1d8.

The Umber hulk  (L.Umber 'X')
=== Num:205  Lev:16  Rar:1  Spd:+0  Hp:20d10  Ac:50  Exp:75
This bizarre creature has glaring eyes and large mandibles capable of
slicing through rock.  This natural evil creature moves normally.  It can
bash down doors and bore through walls.  It is cold blooded.  It is not
detected by telepathy.  It is hurt by rock remover.  It resists poison.  It
cannot be confused or slept.  It is fairly observant of intruders, which it
may notice from 200 feet.  It can gaze to confuse, hit to attack with
damage 1d6, hit to attack with damage 1d6, and bite to attack with damage
2d6.

The Orc captain  (Orange 'o')
=== Num:206  Lev:16  Rar:3  Spd:+0  Hp:20d10  Ac:59  Exp:40
An armoured orc with an air of authority.  This evil orc moves normally. 
He can open doors and bash down doors.  He takes a while to see intruders,
which he may notice from 200 feet.  He will carry one or twon objects or
treasures.  He can hit to attack with damage 3d4, hit to attack with damage
3d4, and hit to attack with damage 3d4.

The Gelatinous cube  (L.Green 'j')
=== Num:207  Lev:16  Rar:4  Spd:+0  Hp:360  Ac:18  Exp:80
It is a strange, vast gelatinous structure that assumes cubic proportions
as it lines all four walls of the corridors it patrols.  Through its
transparent jelly structure you can see treasures it has engulfed, and a
few corpses as well.  This creature moves normally.  It can open doors,
bash down doors and pick up objects.  It is cold blooded.  It is not
detected by telepathy.  It resists acid, lightning, fire, cold and poison.
It cannot be frightened, confused or slept.  It is vigilant for intruders,
which it may notice from 120 feet.  It will carry up to 10 objects or
treasures.  It can touch to shoot acid with damage 1d10, touch to shoot
acid with damage 1d10, and touch to shoot acid with damage 1d10.

The Giant green dragon fly  (Green 'F')
=== Num:208  Lev:16  Rar:2  Spd:+0  Hp:3d8  Ac:20  Exp:70
A vast, foul-smelling dragonfly.  This natural creature moves extremely
erratically.  It may breathe poison; 1 time in 10.  It can bash down doors.
It is rarely detected by telepathy.  It resists poison.  It tends to
overlook intruders, which it may notice from 120 feet.  It can bite to
poison with damage 1d6.

The Fire giant  (Red 'P')
=== Num:209  Lev:16  Rar:2  Spd:+0  Hp:20d8  Ac:60  Exp:54
A glowing fourteen foot tall giant.  Flames drip from its red skin.  This
evil giant moves normally.  It can open doors and bash down doors.  It
resists fire.  It tends to overlook intruders, which it may notice from 200
feet.  It will carry an object or treasure.  It can hit to burn with damage
3d7, and hit to burn with damage 3d7.

The Hummerhorn  (Yellow 'I')
=== Num:210  Lev:16  Rar:5  Spd:+10  Hp:2d2  Ac:14  Exp:4
A giant buzzing wasp, its stinger drips venom.  This natural creature moves
extremely erratically.  It is rarely detected by telepathy.  It breeds
explosively.  It is fairly observant of intruders, which it may notice from
80 feet.  It can bite to confuse with damage 2d2.

[U] Ulfast, Son of Ulfang  (L.Umber 'p')
=== Num:211  Lev:16  Rar:3  Spd:+0  Hp:340  Ac:40  Exp:200
A short and swarthy Easterling.  This evil creature moves normally.  He can
open doors, bash down doors and pick up objects.  He takes quite a while to
see intruders, which he may notice from 200 feet.  He will carry one or two
good objects.  He can hit to attack with damage 3d5, hit to attack with
damage 3d5, hit to attack with damage 3d5, and hit to attack with damage
3d5.

The Quasit  (Orange 'u')
=== Num:212  Lev:16  Rar:2  Spd:+0  Hp:6d8  Ac:30  Exp:50
The chaotic evil master's favourite pet.  This evil demon moves a bit
erratically.  It is magical, casting spells intelligently which terrify,
blind, confuse, blink-self, teleport-self, teleport to or teleport level;
1 time in 10.  It can bash down doors.  It is invisible.  It resists fire.
It takes a while to see intruders, which it may notice from 200 feet.  It
will carry one or two objects.  It can bite to reduce dexterity with damage
1d6, claw to attack with damage 1d3, and claw to attack with damage 1d3. 

The Imp  (Green 'u')
=== Num:213  Lev:17  Rar:2  Spd:+0  Hp:6d8  Ac:30  Exp:55
The lawful evil master's favourite pet.  This evil demon moves a bit
erratically.  It is magical, casting spells intelligently which terrify,
blind, confuse, blink-self, teleport-self, teleport to or teleport level;
1 time in 10.  It can bash down doors.  It is invisible.  It is cold
blooded.  It resists fire.  It takes a while to see intruders, which it may
notice from 200 feet.  It will carry one or two objects.  It can hit to
poison with damage 3d4, and hit to poison with damage 3d4.

The Forest troll  (Green 'T')
=== Num:214  Lev:17  Rar:1  Spd:+0  Hp:20d10  Ac:50  Exp:70
He is green skinned and ugly.  This evil troll moves normally.  He usually
appears in groups.  He can open doors and bash down doors.  He is hurt by
bright light.  He takes quite a while to see intruders, which he may notice
from 200 feet.  He will carry an object or treasure.  He can hit to attack
with damage 1d4, hit to attack with damage 1d4, and bite to attack with
damage 1d6.

[U] Nar, the Dwarf  (Yellow 'h')
=== Num:215  Lev:17  Rar:2  Spd:+0  Hp:450  Ac:70  Exp:250
This dwarf became so obsessed by gold that Morgoth tricked him into
betraying his friends.  This creature moves normally.  He is magical,
casting spells which cause mind blasting, cause serious wounds, blind,
confuse or heal-self; 1 time in 6.  He can open doors and bash down doors.
He resists fire, cold and poison.  He cannot be confused or slept.  He
takes a while to see intruders, which he may notice from 250 feet.  He will
carry one or two good objects.  He can hit to attack with damage 3d5, hit
to attack with damage 3d5, hit to attack with damage 3d5, and hit to attack
with damage 3d5.

The 2-headed hydra  (Umber 'M')
=== Num:216  Lev:17  Rar:2  Spd:+0  Hp:100d3  Ac:60  Exp:80
A strange reptilian hybrid with two heads, guarding its hoard.  This
natural creature moves normally.  It is magical, casting spells which
terrify; 1 time in 11.  It can open doors, bash down doors and push past
weaker monsters.  It takes a while to see intruders, which it may notice
from 200 feet.  It will carry one or two treasures.  It can bite to attack
with damage 2d6, and bite to attack with damage 2d6.

The Water spirit  (Slate 'E')
=== Num:217  Lev:17  Rar:1  Spd:+10  Hp:9d8  Ac:28  Exp:58
A whirlpool of sentient liquid.  This evil creature moves a bit
erratically.  It can bash down doors.  It is cold blooded.  It is not
detected by telepathy.  It resists poison.  It cannot be frightened,
confused or slept.  It takes quite a while to see intruders, which it may
notice from 120 feet.  It can hit to attack with damage 2d4, and hit to
attack with damage 2d4.

The Giant pink scorpion  (L.Red 'S')
=== Num:218  Lev:17  Rar:1  Spd:+0  Hp:11d8  Ac:44  Exp:62
It is fast and poisonous.  This natural creature moves normally.  It can
bash down doors.  It is rarely detected by telepathy.  It takes a while to
see intruders, which it may notice from 120 feet.  It can bite to attack
with damage 2d4, and sting to reduce strength with damage 1d7.

The Earth spirit  (Umber 'E')
=== Num:219  Lev:17  Rar:2  Spd:+10  Hp:13d8  Ac:40  Exp:64
A whirling form of sentient rock.  This evil creature moves a bit
erratically.  It can pass through walls.  It is cold blooded.  It is not
detected by telepathy.  It is hurt by rock remover.  It resists lightning,
fire, cold and poison.  It cannot be frightened, confused or slept.  It
tends to overlook intruders, which it may notice from 100 feet.  It can hit
to attack with damage 1d8, and hit to attack with damage 1d8.

The Fire spirit  (Red 'E')
=== Num:220  Lev:18  Rar:2  Spd:+10  Hp:10d9  Ac:30  Exp:75
A whirlwind of sentient flame.  This evil creature moves a bit erratically.
It can bash down doors.  It is not detected by telepathy.  It resists fire
and poison.  It cannot be frightened, confused or slept.  It takes a while
to see intruders, which it may notice from 160 feet.  It can hit to burn
with damage 2d6, and hit to burn with damage 2d6.

The Fire hound  (Red 'Z')
=== Num:221  Lev:18  Rar:1  Spd:+0  Hp:10d6  Ac:30  Exp:70
Flames lick at its feet and its tongue is a blade of fire.  You can feel a
furnace heat radiating from the creature.  This natural creature moves
normally.  It usually appears in groups.  It may breathe fire; 1 time in
10.  It can bash down doors.  It resists fire.  It is ever vigilant for
intruders, which it may notice from 300 feet.  It can bite to burn with
damage 1d3, bite to burn with damage 1d3, and bite to burn with damage 1d3.

The Cold hound  (White 'Z')
=== Num:222  Lev:18  Rar:1  Spd:+0  Hp:10d6  Ac:30  Exp:70
A hound as tall as a man, this creature appears to be composed of angular
planes of ice.  Cold radiates from it and freezes your breath in the air.
This natural creature moves normally.  It usually appears in groups.  It
may breathe frost; 1 time in 10.  It can bash down doors.  It resists cold.
It is ever vigilant for intruders, which it may notice from 300 feet.  It
can bite to freeze with damage 1d6, claw to attack with damage 1d8, and
bite to attack with damage 1d6.

The Energy hound  (Blue 'Z')
=== Num:223  Lev:18  Rar:1  Spd:+0  Hp:10d6  Ac:30  Exp:70
Saint Elmo's Fire forms a ghostly halo around this hound, and sparks sting
your fingers as energy builds up in the air around you.  This natural
creature moves normally.  It usually appears in groups.  It may breathe
lightning; 1 time in 10.  It can bash down doors.  It resists lightning. 
It is ever vigilant for intruders, which it may notice from 300 feet.  It
can bite to electrify with damage 1d3, bite to electrify with damage 1d3,
and bite to electrify with damage 1d3.

The Mimic (potion)  (White '!')
=== Num:224  Lev:18  Rar:3  Spd:+0  Hp:10d10  Ac:30  Exp:60
A strange creature that disguises itself as discarded objects to lure
unsuspecting adventurers within reach of its venomous claws.  This creature
moves normally, but does not deign to chase intruders.  It is magical,
casting spells which cause serious wounds, 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 attack with damage 2d3, and hit to attack
with damage 2d3.

The Blink dog  (L.Blue 'C')
=== Num:225  Lev:18  Rar:2  Spd:+10  Hp:8d8  Ac:20  Exp:50
A strange magical member of the canine race, its form seems to shimmer and
fade in front of your very eyes.  This natural creature moves a bit
erratically.  It usually appears in groups.  It is magical, casting spells
which blink-self or teleport to; 1 time in 4.  It can bash down doors.  It
is fairly observant of intruders, which it may notice from 200 feet.  It
can bite to attack with damage 1d8.

The Uruk  (L.Blue 'o')
=== Num:226  Lev:18  Rar:1  Spd:+0  Hp:80  Ac:50  Exp:68
He is a cunning orc of power, as tall as a man, and stronger.  It fears
little.  This evil orc moves normally.  He usually appears in groups.  He
can open doors and bash down doors.  He resists poison.  He takes a while
to see intruders, which he may notice from 200 feet.  He will carry an
object or treasure.  He can hit to attack with damage 3d5, and hit to
attack with damage 3d5.

[U] Shagrat, the Orc Captain  (Green 'o')
=== Num:227  Lev:18  Rar:2  Spd:+0  Hp:400  Ac:60  Exp:400
He is an Uruk of power and great cunning.  This evil orc moves normally. 
He usually appears with an escort.  He can open doors and bash down doors.
He resists poison.  He takes a while to see intruders, which he may notice
from 200 feet.  He will carry one or two good objects.  He can hit to
attack with damage 3d8, hit to attack with damage 3d8, hit to attack with
damage 3d5, and hit to attack with damage 3d5.

[U] Gorbag, the Orc Captain  (Green 'o')
=== Num:228  Lev:18  Rar:3  Spd:+0  Hp:400  Ac:60  Exp:400
A gruesomely ugly but cunning orc, his eyes regard you with hatred.  His
powerful arms flex menacingly as he advances.  This evil orc moves
normally.  He usually appears with an escort.  He can open doors and bash
down doors.  He resists poison.  He takes a while to see intruders, which
he may notice from 200 feet.  He will carry one or two good objects.  He
can hit to attack with damage 3d8, hit to attack with damage 3d8, hit to
attack with damage 3d5, and hit to attack with damage 3d5.

The Shambling mound  (L.Slate ',')
=== Num:229  Lev:18  Rar:2  Spd:+0  Hp:20d6  Ac:16  Exp:75
A pile of rotting vegetation that slides towards you with a disgusting
stench, waking all it nears.  This evil creature moves normally.  It may
shriek for help.  It can open doors and bash down doors.  It is not
detected by telepathy.  It cannot be frightened, confused or slept.  It
takes quite a while to see intruders, which it may notice from 200 feet. 
It will carry one or two treasures.  It can hit to attack with damage 1d8,
and hit to attack with damage 1d8.

The Stone giant  (L.Slate 'P')
=== Num:230  Lev:18  Rar:1  Spd:+0  Hp:24d8  Ac:75  Exp:90
It is eighteen feet tall and looking at you.  This evil giant moves
normally.  It can open doors, bash down doors and pick up objects.  It
tends to overlook intruders, which it may notice from 200 feet.  It will
carry an object or treasure.  It can hit to attack with damage 3d8, and hit
to attack with damage 3d8.

The Giant black dragon fly  (Slate 'F')
=== Num:231  Lev:18  Rar:2  Spd:+10  Hp:3d8  Ac:20  Exp:68
The size of a large bird, this fly drips caustic acid.  This natural
creature moves extremely erratically.  It may breathe acid; 1 time in 9. 
It can bash down doors.  It is rarely detected by telepathy.  It resists
acid.  It tends to overlook intruders, which it may notice from 120 feet.
It has no physical attacks.

The Stone golem  (L.Slate 'g')
=== Num:232  Lev:19  Rar:2  Spd:-10  Hp:28d8  Ac:75  Exp:100
It is a massive animated statue.  This creature moves normally.  It can
bash down doors.  It is cold blooded.  It is not detected by telepathy.  It
is hurt by rock remover.  It resists lightning, fire, cold and poison.  It
cannot be frightened, confused or slept.  It is fairly observant of
intruders, which it may notice from 120 feet.  It can hit to attack with
damage 1d10, and hit to attack with damage 1d10.

The Red mold  (Red 'm')
=== Num:233  Lev:19  Rar:1  Spd:+0  Hp:17d8  Ac:16  Exp:64
It is a strange red growth on the dungeon floor; it seems to burn with
flame.  This creature moves normally, but does not deign to chase
intruders.  It is not detected by telepathy.  It resists fire and poison.
It cannot be frightened, confused or slept.  It tends to overlook
intruders, which it may notice from 20 feet.  It can touch to burn with
damage 4d4.

The Giant gold dragon fly  (Yellow 'F')
=== Num:234  Lev:18  Rar:2  Spd:+10  Hp:3d8  Ac:20  Exp:78
Large beating wings support this dazzling insect.  A loud buzzing noise
pervades the air.  This natural creature moves extremely erratically.  It
may breathe sound; 1 time in 9.  It can bash down doors.  It is rarely
detected by telepathy.  It resists fire.  It tends to overlook intruders,
which it may notice from 120 feet.  It can bite to attack with damage 1d3.

[U] Bolg, Son of Azog  (Red 'o')
=== Num:235  Lev:20  Rar:4  Spd:+10  Hp:500  Ac:50  Exp:800
A large and powerful orc.  He looks just like his daddy.  He is tall and
fast, but fortunately blessed with orcish brains.  This evil orc moves
normally.  He usually appears with an escort.  He can open doors and bash
down doors.  He resists poison.  He takes a while to see intruders, which
he may notice from 200 feet.  He will carry up to 4 good objects.  He can
hit to attack with damage 3d6, hit to attack with damage 3d6, hit to attack
with damage 3d6, and hit to attack with damage 3d6.

The Phase spider  (L.Blue 'S')
=== Num:236  Lev:20  Rar:2  Spd:+10  Hp:6d8  Ac:25  Exp:60
A spider that never seems quite there.  Everywhere you look it is just
half-seen in the corner of one eye.  This natural creature moves normally.
It usually appears in groups.  It is magical, casting spells which
blink-self or teleport to; 1 time in 5.  It can bash down doors.  It is
rarely detected by telepathy.  It resists poison.  It pays little attention
to intruders, which it may notice from 150 feet.  It can bite to attack
with damage 1d8, bite to poison with damage 1d6, and bite to poison with
damage 1d6.

The 3-headed hydra  (Orange 'M')
=== Num:237  Lev:20  Rar:2  Spd:+10  Hp:100d5  Ac:65  Exp:350
A strange reptilian hybrid with three heads, guarding its hoard.  This
natural creature moves normally.  It is magical, casting spells which
terrify; 1 time in 9.  It can open doors, bash down doors and push past
weaker monsters.  It takes a while to see intruders, which it may notice
from 200 feet.  It will carry up to 6 treasures.  It can bite to attack
with damage 2d6, bite to attack with damage 2d6, and bite to attack with
damage 2d6.

The Earth hound  (Umber 'Z')
=== Num:238  Lev:20  Rar:1  Spd:+0  Hp:15d8  Ac:30  Exp:200
A beautiful crystalline shape does not disguise the danger this hound
clearly presents.  Your flesh tingles as it approaches.  This natural
creature moves normally.  It usually appears in groups.  It may breathe
shards; 1 time in 10.  It can bash down doors.  It is ever vigilant for
intruders, which it may notice from 300 feet.  It can bite to attack with
damage 1d8, bite to attack with damage 1d8, claw to attack with damage 3d3,
and claw to attack with damage 3d3.

The Air hound  (Green 'Z')
=== Num:239  Lev:20  Rar:1  Spd:+0  Hp:15d8  Ac:30  Exp:200
Swirling vapours surround this beast as it floats towards you, seemingly
walking on air.  Noxious gases sting your throat.  This natural creature
moves normally.  It usually appears in groups.  It may breathe poison; 1
time in 10.  It can bash down doors.  It resists poison.  It is ever
vigilant for intruders, which it may notice from 300 feet.  It can bite to
attack with damage 1d8, bite to attack with damage 1d8, claw to attack with
damage 3d3, and claw to attack with damage 3d3.

The Sabre-tooth tiger  (Yellow 'f')
=== Num:240  Lev:20  Rar:2  Spd:+10  Hp:20d14  Ac:50  Exp:120
A fierce and dangerous cat, its huge tusks and sharp claws would lacerate
even the strongest armour.  This natural creature moves normally.  It can
bash down doors.  It is ever vigilant for intruders, which it may notice
from 400 feet.  It can claw to attack with damage 1d10, claw to attack with
damage 1d10, bite to attack with damage 1d10, and bite to attack with
damage 1d10.

The Water hound  (Slate 'Z')
=== Num:241  Lev:20  Rar:2  Spd:+0  Hp:15d8  Ac:30  Exp:200
Liquid footprints follow this hound as it pads around the dungeon.  An
acrid smell of acid rises from the dog's pelt.  This natural creature moves
normally.  It usually appears in groups.  It may breathe acid; 1 time in
10.  It can bash down doors.  It resists acid.  It is ever vigilant for
intruders, which it may notice from 300 feet.  It can bite to shoot acid
with damage 2d8, bite to shoot acid with damage 2d8, claw to attack with
damage 3d3, and claw to attack with damage 3d3.

The Chimera  (Red 'H')
=== Num:242  Lev:20  Rar:1  Spd:+0  Hp:13d8  Ac:15  Exp:200
It is a strange concoction of lion, dragon and goat.  It looks very odd but
very avoidable.  This creature moves normally.  It may breathe fire; 1 time
in 10.  It can bash down doors.  It resists fire.  It is fairly observant
of intruders, which it may notice from 120 feet.  It can bite to attack
with damage 1d10, bite to burn with damage 1d3, and bite to burn with
damage 1d3.

The Quylthulg  (Yellow 'Q')
=== Num:243  Lev:20  Rar:1  Spd:+0  Hp:6d8  Ac:1  Exp:250
It is a strange pulsing mound of flesh.  This creature moves normally, but
does not deign to chase intruders.  It is magical, casting spells which
blink-self or summon a monster; 1 time in 4.  It is invisible.  It is not
detected by telepathy.  It cannot be frightened, confused or slept.  It is
ever vigilant for intruders, which it may notice from 100 feet.  It has no
physical attacks.

The Sasquatch  (Green 'Y')
=== Num:244  Lev:20  Rar:3  Spd:+10  Hp:20d19  Ac:40  Exp:180
A tall shaggy, furry humanoid, it could call the yeti brother.  This
natural creature moves normally.  It can open doors and bash down doors. 
It resists cold.  It is fairly observant of intruders, which it may notice
from 150 feet.  It can claw to attack with damage 1d10, claw to attack with
damage 1d10, and bite to attack with damage 2d8.

The Werewolf  (L.Dark 'C')
=== Num:245  Lev:20  Rar:1  Spd:+0  Hp:20d22  Ac:30  Exp:150
It is a huge wolf with eyes that glow with manly intelligence.  This
natural evil creature moves a bit erratically.  It can open doors, bash
down doors and pick up objects.  It tends to overlook intruders, which it
may notice from 150 feet.  It can bite to attack with damage 1d6, bite to
attack with damage 1d6, and bite to attack with damage 1d10.

The Dark elven lord  (L.Dark 'h')
=== Num:246  Lev:20  Rar:2  Spd:+10  Hp:18d15  Ac:40  Exp:500
A dark elven figure in armour and radiating evil power.  This evil creature
moves normally.  He is magical, casting spells which produce fire bolts,
produce frost bolts, blind, confuse, haste-self or create darkness; 1 time
in 5.  He can open doors and bash down doors.  He is hurt by bright light.
He takes quite a while to see intruders, which he may notice from 200 feet.
He will carry up to 4 objects.  He can hit to attack with damage 3d8, and
hit to attack with damage 3d5.

The Cloud giant  (Blue 'P')
=== Num:247  Lev:20  Rar:1  Spd:+0  Hp:24d10  Ac:60  Exp:125
It is a twenty foot tall giant wreathed in clouds.  This evil giant moves
normally.  It can open doors, bash down doors and pick up objects.  It
resists lightning.  It tends to overlook intruders, which it may notice
from 200 feet.  It will carry one or twon objects or treasures.  It can hit
to electrify with damage 3d8, and hit to electrify with damage 3d8.

[U] Ugluk, the Uruk  (Blue 'o')
=== Num:248  Lev:20  Rar:4  Spd:+0  Hp:640  Ac:90  Exp:550
Another of Morgoth's servants, this orc is strong and cunning.  He is ugly
and scarred from many power struggles.  This evil orc moves normally.  He
usually appears with an escort.  He can open doors and bash down doors.  He
resists poison.  He takes a while to see intruders, which he may notice
from 200 feet.  He will carry one or two good objects.  He can hit to
attack with damage 3d5, hit to attack with damage 3d5, hit to attack with
damage 3d5, and hit to attack with damage 3d5.

[U] Lugdush, the Uruk  (Blue 'o')
=== Num:249  Lev:21  Rar:3  Spd:+0  Hp:720  Ac:95  Exp:550
A strong and cunning orc warrior, Lugdush sneers as he insults your mother.
This evil orc moves normally.  He usually appears with an escort.  He can
open doors and bash down doors.  He resists fire, cold and poison.  He
cannot be confused or slept.  He takes a while to see intruders, which he
may notice from 200 feet.  He will carry one or two good objects.  He can
hit to attack with damage 3d8, hit to attack with damage 3d8, hit to attack
with damage 3d5, and hit to attack with damage 3d5.

The Blue dragon bat  (Blue 'b')
=== Num:250  Lev:21  Rar:1  Spd:+20  Hp:4d4  Ac:26  Exp:54
It is a glowing blue bat with a sharp tail.  This natural creature moves
somewhat erratically.  It may breathe lightning; 1 time in 4.  It can bash
down doors.  It resists lightning.  It tends to overlook intruders, which
it may notice from 120 feet.  It can bite to electrify with damage 1d3.

The Mimic (scroll)  (White '?')
=== Num:251  Lev:21  Rar:3  Spd:+0  Hp:10d14  Ac:40  Exp:60
A strange creature that disguises itself as discarded objects to lure
unsuspecting adventurers within reach of its venomous claws.  This creature
moves normally, but does not deign to chase intruders.  It is magical,
casting spells which cause serious wounds, produce fire bolts, terrify,
blind, confuse or summon a monster; 1 time in 5.  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 300 feet.  It
can hit to poison with damage 3d4, hit to poison with damage 3d4, hit to
attack with damage 2d3, and hit to attack with damage 2d3.

The Fire vortex  (Red 'v')
=== Num:252  Lev:21  Rar:1  Spd:+0  Hp:9d9  Ac:30  Exp:100
A whirling maelstrom of fire.  This creature moves somewhat erratically. 
It may breathe fire powerfully; 1 time in 6.  It can bash down doors.  It
is not detected by telepathy.  It resists fire.  It cannot be frightened,
confused or slept.  It is ever vigilant for intruders, which it may notice
from 1000 feet.  It can engulf to burn with damage 3d3.

The Water vortex  (Slate 'v')
=== Num:253  Lev:21  Rar:1  Spd:+0  Hp:9d9  Ac:30  Exp:100
A caustic spinning whirlpool of water.  This creature moves somewhat
erratically.  It may breathe acid powerfully; 1 time in 6.  It can bash
down doors.  It is not detected by telepathy.  It resists acid.  It cannot
be frightened, confused or slept.  It is ever vigilant for intruders, which
it may notice from 1000 feet.  It can engulf to shoot acid with damage 3d3.

The Cold vortex  (White 'v')
=== Num:254  Lev:21  Rar:1  Spd:+0  Hp:9d9  Ac:30  Exp:100
A twisting whirlpool of frost.  This creature moves somewhat erratically.
It may breathe frost powerfully; 1 time in 6.  It can bash down doors.  It
is not detected by telepathy.  It resists cold.  It cannot be frightened,
confused or slept.  It is ever vigilant for intruders, which it may notice
from 1000 feet.  It can engulf to freeze with damage 3d3.

The Energy vortex  (Blue 'v')
=== Num:255  Lev:21  Rar:1  Spd:+0  Hp:12d12  Ac:30  Exp:130
A shimmering tornado of air, sparks crackle along its length.  This
creature moves somewhat erratically.  It may breathe lightning powerfully;
1 time in 6.  It can bash down doors.  It is not detected by telepathy.  It
resists lightning.  It cannot be frightened, confused or slept.  It is ever
vigilant for intruders, which it may notice from 1000 feet.  It can engulf
to electrify with damage 5d5.

The Mummified orc  (White 'z')
=== Num:256  Lev:21  Rar:1  Spd:+0  Hp:15d8  Ac:28  Exp:56
It is an orcish figure covered in wrappings.  This evil undead orc 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 tends to overlook intruders, which it
may notice from 200 feet.  It will carry one or twon objects or treasures.
It can hit to attack with damage 2d4, and hit to attack with damage 2d4. 

The Killer stag beetle  (Green 'K')
=== Num:257  Lev:22  Rar:1  Spd:+0  Hp:20d8  Ac:55  Exp:80
It is a giant beetle with vicious claws.  This natural creature moves a bit
erratically.  It can bash down doors.  It is rarely detected by telepathy.
It takes quite a while to see intruders, which it may notice from 120 feet.
It can claw to attack with damage 1d12, and claw to attack with damage
1d12.

The Iron golem  (Slate 'g')
=== Num:258  Lev:22  Rar:2  Spd:+0  Hp:80d12  Ac:80  Exp:160
It is a massive metal statue that moves steadily towards you.  This
creature moves normally.  It is magical, casting spells which slow; 1 time
in 7.  It can bash down doors.  It is cold blooded.  It is not detected by
telepathy.  It resists lightning, fire, cold and poison.  It cannot be
frightened, confused or slept.  It is fairly observant of intruders, which
it may notice from 120 feet.  It can hit to attack with damage 1d12.

The Giant yellow scorpion  (Yellow 'S')
=== Num:259  Lev:22  Rar:1  Spd:+0  Hp:12d8  Ac:38  Exp:60
It is a giant scorpion with a sharp stinger.  This natural creature moves
normally.  It can bash down doors.  It is rarely detected by telepathy.  It
takes a while to see intruders, which it may notice from 120 feet.  It can
bite to attack with damage 1d8, and sting to poison with damage 2d5.

The Black ooze  (L.Dark 'j')
=== Num:260  Lev:23  Rar:1  Spd:-20  Hp:6d8  Ac:6  Exp:7
It is a strangely moving puddle.  This creature moves somewhat erratically.
It is magical, casting spells which drain mana; 1 time in 11.  It can open
doors, bash down doors, destroy weaker monsters and pick up objects.  It is
not detected by telepathy.  It breeds explosively.  It resists poison.  It
cannot be frightened.  It is vigilant for intruders, which it may notice
from 100 feet.  It will carry an object or treasure.  It can touch to shoot
acid with damage 2d6.

The Hardened warrior  (Umber 'p')
=== Num:261  Lev:23  Rar:1  Spd:+0  Hp:15d11  Ac:40  Exp:60
A scarred warrior who moves with confidence.  This evil creature moves
normally.  He can open doors, bash down doors and pick up objects.  He
takes quite a while to see intruders, which he may notice from 200 feet. 
He will carry one or twon objects or treasures.  He can hit to attack with
damage 3d5, and hit to attack with damage 3d5.

[U] Azog, King of the Uruk-Hai  (Red 'o')
=== Num:262  Lev:23  Rar:5  Spd:+10  Hp:900  Ac:80  Exp:1111
He is also known as the King of Khazad-dum.  His ego is renowned to be
bigger than his head.  This evil orc moves normally.  He usually appears
with escorts.  He can open doors and bash down doors.  He resists poison.
He takes a while to see intruders, which he may notice from 200 feet.  He
will carry up to 4 good objects.  He can hit to attack with damage 5d5, hit
to attack with damage 5d5, and hit to attack with damage 5d5.

The Master rogue  (L.Blue 'p')
=== Num:263  Lev:23  Rar:2  Spd:+10  Hp:15d9  Ac:30  Exp:110
A thief of great power and shifty speed.  This evil creature moves
normally.  He can open doors, bash down doors and pick up objects.  He
takes quite a while to see intruders, which he may notice from 200 feet. 
He will carry up to 4 objects or treasures.  He can hit to attack with
damage 2d8, hit to attack with damage 2d8, and hit to steal gold with
damage 4d4.

The Red dragon bat  (Red 'b')
=== Num:264  Lev:23  Rar:1  Spd:+20  Hp:3d8  Ac:28  Exp:60
It is a sharp-tailed bat, wreathed in fire.  This natural creature moves
somewhat erratically.  It may breathe fire; 1 time in 4.  It can bash down
doors.  It resists fire.  It tends to overlook intruders, which it may
notice from 120 feet.  It can bite to burn with damage 1d3.

The Killer white beetle  (White 'K')
=== Num:265  Lev:23  Rar:1  Spd:+0  Hp:20d8  Ac:55  Exp:85
It is looking for prey.  This natural creature moves a bit erratically.  It
can bash down doors.  It is rarely detected by telepathy.  It takes quite
a while to see intruders, which it may notice from 140 feet.  It can bite
to attack with damage 4d5.

The Giant bronze dragon fly  (L.Umber 'F')
=== Num:266  Lev:18  Rar:1  Spd:+10  Hp:3d8  Ac:20  Exp:70
This vast gleaming bronze fly has wings which beat mesmerically fast.  This
natural creature moves extremely erratically.  It may breathe confusion; 1
time in 9.  It can bash down doors.  It is rarely detected by telepathy. 
It cannot be confused or slept.  It tends to overlook intruders, which it
may notice from 120 feet.  It has no physical attacks.

The Forest wight  (Green 'W')
=== Num:267  Lev:24  Rar:1  Spd:+0  Hp:12d8  Ac:30  Exp:140
It is a ghostly apparition with a humanoid form.  This evil undead creature
moves a bit erratically.  It is magical, casting spells which drain mana or
terrify; 1 time in 10.  It can open doors and bash down doors.  It is cold
blooded.  It is hurt by bright light.  It resists cold and poison.  It
cannot be confused or slept.  It takes quite a while to see intruders,
which it may notice from 200 feet.  It will carry up to 3 objects or
treasures.  It can hit to attack with damage 1d6, hit to attack with damage
1d6, and touch to lower experience (by 20d6+).

[U] Ibun, Son of Mim  (Orange 'h')
=== Num:268  Lev:24  Rar:2  Spd:+0  Hp:820  Ac:80  Exp:300
One of the last of the petty dwarves.  Ibun is a tricky sorcerous little
being, full of mischief.  This creature moves normally.  He is magical,
casting spells which produce fire bolts, slow or heal-self; 1 time in 8. 
He can open doors and bash down doors.  He resists fire and cold.  He
cannot be confused or slept.  He is fairly observant of intruders, which he
may notice from 200 feet.  He will carry one or two good objects.  He can
hit to attack with damage 3d6, hit to attack with damage 3d6, hit to attack
with damage 3d6, and hit to disenchant.

[U] Khim, Son of Mim  (Orange 'h')
=== Num:269  Lev:24  Rar:2  Spd:+0  Hp:820  Ac:80  Exp:300
One of the last of the petty dwarves.  Khim is a tricky sorcerous little
being, full of mischief.  This creature moves normally.  He is magical,
casting spells which produce fire bolts, slow or heal-self; 1 time in 8. 
He can open doors and bash down doors.  He resists fire and cold.  He
cannot be confused or slept.  He is fairly observant of intruders, which he
may notice from 200 feet.  He will carry one or two good objects.  He can
hit to attack with damage 3d6, hit to attack with damage 3d6, hit to attack
with damage 3d6, and hit to disenchant.

The 4-headed hydra  (Yellow 'M')
=== Num:270  Lev:24  Rar:2  Spd:+10  Hp:100d6  Ac:70  Exp:350
A strange reptilian hybrid with four heads, guarding its hoard.  This
natural creature moves normally.  It is magical, casting spells which
terrify; 1 time in 7.  It can open doors, bash down doors and push past
weaker monsters.  It takes a while to see intruders, which it may notice
from 200 feet.  It will carry up to 8 treasures.  It can bite to attack
with damage 2d6, bite to attack with damage 2d6, bite to attack with damage
2d6, and bite to attack with damage 2d6.

The Mummified human  (White 'z')
=== Num:271  Lev:24  Rar:1  Spd:+0  Hp:17d9  Ac:34  Exp:70
It is a human form encased in mouldy wrappings.  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 tends to overlook intruders,
which it may notice from 200 feet.  It will carry one or two objects.  It
can hit to attack with damage 2d4, and hit to attack with damage 2d4.

The Vampire bat  (Violet 'b')
=== Num:272  Lev:24  Rar:2  Spd:+10  Hp:9d10  Ac:40  Exp:150
An undead bat that flies at your neck hungrily.  This natural evil undead
creature moves somewhat erratically.  It is cold blooded.  It regenerates
quickly.  It resists cold and poison.  It cannot be frightened, confused or
slept.  It tends to overlook intruders, which it may notice from 120 feet.
It can bite to lower experience (by 40d6+) with damage 1d4, and bite to
lower experience (by 40d6+) with damage 1d4.

[U] Sangahyando of Umbar  (Umber 'p')
=== Num:273  Lev:24  Rar:2  Spd:+0  Hp:800  Ac:80  Exp:400
A Black Numenorean with a blacker heart.  This evil creature moves
normally.  He is magical, casting spells which slow or cause amnesia; 1
time in 4.  He can open doors and bash down doors.  He resists lightning
and fire.  He cannot be confused or slept.  He takes a while to see
intruders, which he may notice from 250 feet.  He will carry up to 4 good
objects.  He can hit to attack with damage 4d6, hit to attack with damage
4d6, hit to attack with damage 4d6, and hit to attack with damage 4d6.

[U] Angamaite of Umbar  (Umber 'p')
=== Num:274  Lev:24  Rar:2  Spd:+0  Hp:800  Ac:80  Exp:400
A Black Numenorean who hates the men of the west.  This evil creature moves
normally.  He is magical, casting spells which slow or cause amnesia; 1
time in 4.  He can open doors and bash down doors.  He resists lightning
and fire.  He cannot be confused or slept.  He takes a while to see
intruders, which he may notice from 250 feet.  He will carry up to 4 good
objects.  He can hit to attack with damage 4d6, hit to attack with damage
4d6, hit to attack with damage 4d6, and hit to attack with damage 4d6.

The Banshee  (Blue 'G')
=== Num:275  Lev:24  Rar:2  Spd:+10  Hp:6d8  Ac:24  Exp:60
It is a ghostly woman's form that wails mournfully.  This evil undead
creature moves somewhat erratically.  She is magical, casting spells which
drain mana or teleport-self; 1 time in 16.  She can pass through walls and
pick up objects.  She is invisible.  She is cold blooded.  She resists cold
and poison.  She cannot be confused or slept.  She is fairly observant of
intruders, which she may notice from 200 feet.  She will carry one or twon
objects or treasures.  She can wail to terrify, and touch to lower
experience (by 20d6+).

The Pukelman  (L.Dark 'g')
=== Num:276  Lev:25  Rar:3  Spd:+0  Hp:80d12  Ac:80  Exp:600
A stumpy figure carved from stone, with glittering eyes, this sentinel
strides towards you with deadly intent.  This creature moves normally.  It
is magical, casting spells which produce acid bolts, confuse or slow; 1
time in 4.  It can bash down doors.  It is cold blooded.  It is not
detected by telepathy.  It is hurt by rock remover.  It resists lightning,
fire, cold and poison.  It cannot be frightened, confused or slept.  It is
fairly observant of intruders, which it may notice from 120 feet.  It can
hit to attack with damage 1d12, and hit to attack with damage 3d6.

The Dark elven druid  (Green 'h')
=== Num:277  Lev:25  Rar:3  Spd:+10  Hp:20d20  Ac:75  Exp:500
A powerful dark elf, with mighty nature-controlling enchantments.  This
evil creature moves normally.  He is magical, casting spells which confuse,
heal-self, create darkness, summon a monster or summon spiders; 1 time in
6.  He can open doors and bash down doors.  He is hurt by bright light.  He
resists poison.  He cannot be confused or slept.  He is fairly observant of
intruders, which he may notice from 150 feet.  He will carry one or two
objects.  He can hit to attack with damage 1d7, hit to attack with damage
1d7, and hit to attack with damage 3d8.

The Stone troll  (L.Slate 'T')
=== Num:278  Lev:25  Rar:1  Spd:+0  Hp:23d10  Ac:40  Exp:85
He is a giant troll with scabrous black skin.  This evil troll moves
normally.  He usually appears in groups.  He can open doors and bash down
doors.  He is hurt by rock remover and bright light.  He tends to overlook
intruders, which he may notice from 200 feet.  He will carry an object or
treasure.  He can hit to attack with damage 1d6, hit to attack with damage
1d6, and bite to attack with damage 3d4.

The Troll priest  (L.Green 'T')
=== Num:279  Lev:25  Rar:1  Spd:+0  Hp:300  Ac:50  Exp:100
A troll who is so bright he knows how to read.  This evil troll moves
normally.  He is magical, casting spells which cause light wounds, produce
magic missiles, terrify, blink-self or create darkness; 1 time in 5.  He
can open doors and bash down doors.  He is hurt by bright light.  He cannot
be confused or slept.  He takes quite a while to see intruders, which he
may notice from 200 feet.  He will carry one or twon objects or treasures.
He can hit to attack with damage 1d8, hit to attack with damage 1d8, and
bite to attack with damage 3d4.

The Wereworm  (L.Dark 'w')
=== Num:280  Lev:25  Rar:3  Spd:+0  Hp:100d11  Ac:70  Exp:300
A huge wormlike shape dripping acid, twisted by evil sorcery into a foul
monster that breeds on death.  This natural creature moves normally.  It
can bash down doors.  It resists acid.  It takes a while to see intruders,
which it may notice from 150 feet.  It can gaze to lower experience (by
20d6+), crawl on you to shoot acid with damage 2d4, bite to attack with
damage 1d10, and bite to poison with damage 1d6.

The Carrion crawler  (Orange 'c')
=== Num:281  Lev:25  Rar:2  Spd:+0  Hp:20d12  Ac:40  Exp:60
A hideous centipede covered in slime and with glowing tentacles around its
head.  This natural creature moves a bit erratically.  It can bash down
doors.  It is rarely detected by telepathy.  It resists poison.  It is
fairly observant of intruders, which it may notice from 150 feet.  It can
sting to paralyze with damage 2d6, and sting to paralyze with damage 2d6.

The Killer pink beetle  (L.Red 'K')
=== Num:282  Lev:25  Rar:2  Spd:+0  Hp:20d8  Ac:50  Exp:85
It is a giant beetle with poisonous mandibles.  This natural creature moves
a bit erratically.  It can bash down doors.  It is rarely detected by
telepathy.  It takes quite a while to see intruders, which it may notice
from 140 feet.  It can bite to reduce strength with damage 4d4.

The Giant grey ant  (Slate 'a')
=== Num:283  Lev:26  Rar:1  Spd:+0  Hp:19d8  Ac:40  Exp:90
It is an ant encased in shaggy grey fur.  This natural creature moves a bit
erratically.  It can bash down doors and destroy weaker monsters.  It is
rarely detected by telepathy.  It takes quite a while to see intruders,
which it may notice from 100 feet.  It can bite to attack with damage 2d12.

[U] Ulwarth, Son of Ulfang  (L.Umber 'p')
=== Num:284  Lev:26  Rar:4  Spd:+0  Hp:850  Ac:40  Exp:500
A short and swarthy Easterling.  This evil creature moves normally.  He can
open doors, bash down doors and pick up objects.  He takes quite a while to
see intruders, which he may notice from 200 feet.  He will carry one or two
good objects.  He can hit to attack with damage 4d6, hit to attack with
damage 4d6, and hit to attack with damage 4d6.

The Displacer beast  (L.Dark 'f')
=== Num:285  Lev:26  Rar:2  Spd:+0  Hp:25d10  Ac:100  Exp:100
It is a huge black panther, clubbed tentacles sprouting from its shoulders.
This natural creature moves normally.  It can bash down doors.  It is
invisible.  It takes a while to see intruders, which it may notice from 350
feet.  It can bite to attack with damage 2d8, hit to attack with damage
1d10, hit to attack with damage 1d10, and hit to attack with damage 1d10.

The Giant red tick  (Red 'S')
=== Num:286  Lev:26  Rar:1  Spd:+0  Hp:16d8  Ac:54  Exp:90
It is smoking and burning with great heat.  This natural creature moves a
bit erratically.  It can bash down doors.  It is rarely detected by
telepathy.  It resists fire.  It takes a while to see intruders, which it
may notice from 140 feet.  It can bite to burn with damage 3d6.

The Cave ogre  (Umber 'O')
=== Num:287  Lev:26  Rar:1  Spd:+0  Hp:30d9  Ac:33  Exp:42
A giant orc-like figure with an awesomely muscled frame.  This evil giant
moves normally.  It usually appears in groups.  It can open doors and bash
down doors.  It takes quite a while to see intruders, which it may notice
from 200 feet.  It will carry an object or treasure.  It can hit to attack
with damage 3d8, and hit to attack with damage 3d8.

The White wraith  (White 'W')
=== Num:288  Lev:26  Rar:1  Spd:+0  Hp:15d8  Ac:40  Exp:175
It is a tangible but ghostly form made of white fog.  This evil undead
creature moves normally.  It is magical, casting spells which cause serious
wounds, terrify or create darkness; 1 time in 8.  It can open doors and
bash down doors.  It is cold blooded.  It is hurt by bright light.  It
resists cold and poison.  It cannot be confused or slept.  It is fairly
observant of intruders, which it may notice from 200 feet.  It will carry
one or twon objects or treasures.  It can hit to attack with damage 1d6,
hit to attack with damage 1d6, and touch to lower experience (by 20d6+). 

The Monadic Deva  (Orange 'A')
=== Num:289  Lev:26  Rar:6  Spd:+0  Hp:300  Ac:60  Exp:220
A lesser angel wearing little more than a loincloth - its steely skin
provides all the protection it needs.  This creature moves normally.  It is
magical, casting spells which terrify, blind, confuse or cause amnesia; 1
time in 3.  It can open doors, bash down doors and pick up objects.  It
resists acid and poison.  It cannot be confused or slept.  It prefers to
ignore intruders, which it may notice from 300 feet.  It will carry up to
4 objects.  It can hit to attack with damage 3d4, hit to attack with damage
3d4, hit to attack with damage 3d4, and hit to attack with damage 3d4.

[U] Mim, Betrayer of Turin  (Orange 'h')
=== Num:290  Lev:27  Rar:4  Spd:+10  Hp:1100  Ac:80  Exp:1000
The last of his race, Mim is a petty dwarf.  Petty dwarves are strange
creatures, powerful in sorcery and originating in the East.  They were
hunted to extinction by high elves.  This evil creature moves normally.  He
is magical, casting spells which produce acid balls, produce acid bolts,
terrify or heal-self; 1 time in 6.  He can open doors and bash down doors.
He resists acid, lightning, fire, cold and poison.  He cannot be confused
or slept.  He takes a while to see intruders, which he may notice from 200
feet.  He will carry up to 4 good objects.  He can hit to attack with
damage 3d8, hit to attack with damage 3d8, hit to attack with damage 3d8,
and hit to disenchant.

The Killer red beetle  (Red 'K')
=== Num:291  Lev:27  Rar:1  Spd:+0  Hp:13d8  Ac:45  Exp:95
It is a giant beetle wreathed in flames.  This natural creature moves
normally.  It can bash down doors.  It is rarely detected by telepathy.  It
resists fire.  It takes quite a while to see intruders, which it may notice
from 140 feet.  It can bite to attack with damage 3d4, and spit to burn
with damage 4d5.

The Creeping adamantite coins  (L.Green '$')
=== Num:292  Lev:27  Rar:4  Spd:+10  Hp:20d25  Ac:50  Exp:45
It is a pile of coins, slithering forward on thousands of tiny legs.  This
natural creature moves normally.  It can bash down doors.  It is cold
blooded.  It resists poison.  It cannot be confused or slept.  It is fairly
observant of intruders, which it may notice from 50 feet.  It will carry up
to 6 treasures.  It can bite to poison with damage 3d4, touch to poison
with damage 3d5, hit to attack with damage 1d12, and hit to attack with
damage 1d12.

The Algroth  (Orange 'T')
=== Num:293  Lev:27  Rar:1  Spd:+0  Hp:21d12  Ac:60  Exp:150
A powerful troll form.  Venom drips from its needlelike claws.  This evil
troll moves normally.  It usually appears in groups.  It can open doors and
bash down doors.  It takes quite a while to see intruders, which it may
notice from 200 feet.  It will carry an object or treasure.  It can claw to
poison with damage 3d3, claw to poison with damage 3d3, and bite to attack
with damage 1d6.

The Vibration hound  (Yellow 'Z')
=== Num:294  Lev:27  Rar:3  Spd:+0  Hp:25d10  Ac:30  Exp:250
A blurry canine form which seems to be moving as fast as the eye can
follow.  You can feel the earth resonating beneath your feet.  This natural
creature moves normally.  It usually appears in groups.  It may breathe
sound; 1 time in 5.  It can bash down doors.  It cannot be confused or
slept.  It is ever vigilant for intruders, which it may notice from 300
feet.  It can bite to attack with damage 2d6, bite to attack with damage
2d6, claw to attack with damage 3d3, and claw to attack with damage 3d3. 

The Nexus hound  (L.Red 'Z')
=== Num:295  Lev:27  Rar:3  Spd:+0  Hp:25d10  Ac:30  Exp:250
A locus of conflicting points coalesce to form the vague shape of a huge
hound.  Or is it just your imagination?  This natural creature moves
normally.  It usually appears in groups.  It may breathe nexus; 1 time in
5.  It can bash down doors.  It cannot be confused or slept.  It is ever
vigilant for intruders, which it may notice from 300 feet.  It can bite to
attack with damage 2d8, bite to attack with damage 2d8, claw to attack with
damage 3d3, and claw to attack with damage 3d3.

The Ogre mage  (Red 'O')
=== Num:296  Lev:27  Rar:2  Spd:+0  Hp:30d12  Ac:40  Exp:300
A hideous ogre wrapped in black sorcerous robes.  This evil giant moves
normally.  It is magical, casting spells which produce frost balls,
paralyze, heal-self, create traps or summon a monster; 1 time in 4.  It can
open doors and bash down doors.  It takes quite a while to see intruders,
which it may notice from 200 feet.  It will carry one or twon objects or
treasures.  It can hit to attack with damage 3d8, hit to attack with damage
3d8, hit to attack with damage 3d8, and hit to attack with damage 3d8.

[U] Lokkak, the Ogre Chieftain  (Green 'O')
=== Num:297  Lev:27  Rar:2  Spd:+10  Hp:1500  Ac:100  Exp:1500
An ogre renowned for acts of surpassing cruelty, Lokkak quickly became the
leader of a large band of violent ogres.  This evil giant moves normally.
He usually appears with an escort.  He can open doors and bash down doors.
He resists poison.  He takes a while to see intruders, which he may notice
from 200 feet.  He will carry up to 4 good objects.  He can hit to attack
with damage 6d6, hit to attack with damage 6d6, and hit to attack with
damage 6d6.

The Vampire  (Violet 'V')
=== Num:298  Lev:27  Rar:1  Spd:+0  Hp:25d12  Ac:45  Exp:175
It is a humanoid with an aura of power.  You notice a sharp set of front
teeth.  This evil undead creature moves normally.  It is magical, casting
spells which cause mind blasting, cause serious wounds, terrify, paralyze,
teleport to, create darkness or cause amnesia; 1 time in 9.  It can open
doors and bash down doors.  It is cold blooded.  It regenerates quickly. 
It is hurt by bright light.  It resists cold and poison.  It cannot be
confused or slept.  It is fairly observant of intruders, which it may
notice from 200 feet.  It will carry up to 3 objects or treasures.  It can
hit to attack with damage 1d6, hit to attack with damage 1d6, bite to lower
experience (by 20d6+) with damage 1d4, and bite to lower experience (by
20d6+) with damage 1d4.

The Gorgimera  (Orange 'H')
=== Num:299  Lev:27  Rar:2  Spd:+0  Hp:25d20  Ac:55  Exp:200
The result of evil experiments, this travesty of nature should never be
alive.  It has 3 heads - gorgon, goat and dragon - all attached to a lion's
body.  This creature moves normally.  It may breathe fire; 1 time in 8.  It
can bash down doors.  It resists fire.  It is fairly observant of
intruders, which it may notice from 120 feet.  It can bite to burn with
damage 1d3, bite to burn with damage 1d3, bite to attack with damage 1d10,
and gaze to paralyze with damage 2d4.

The Colbran  (Yellow 'g')
=== Num:300  Lev:27  Rar:2  Spd:+10  Hp:80d12  Ac:80  Exp:900
A man-shaped form of living lightning, sparks and shocks crackle all over
this madly capering figure, as it leaps and whirls around and about you. 
This creature moves normally.  It is magical, casting spells which produce
lightning bolts; 1 time in 3.  It can bash down doors.  It is cold blooded.
It is not detected by telepathy.  It resists lightning and poison.  It
cannot be frightened, confused or slept.  It is fairly observant of
intruders, which it may notice from 120 feet.  It can hit to electrify with
damage 3d8, and hit to electrify with damage 3d8.

The Spirit naga  (White 'n')
=== Num:301  Lev:28  Rar:2  Spd:+0  Hp:30d15  Ac:75  Exp:60
A wraithly snake-like form with the torso of a beautiful woman, it is the
most powerful of its kind.  This evil creature moves normally.  She is
magical, casting spells which cause mind blasting, blind, heal-self or
create darkness; 1 time in 4.  She can open doors and bash down doors.  She
is invisible.  She cannot be confused or slept.  She pays very little
attention to intruders, which she may notice from 200 feet.  She will carry
up to 6 objects.  She can crush to attack with damage 2d8, crush to attack
with damage 2d8, bite to attack with damage 1d8, and bite to attack with
damage 1d8.

The 5-headed hydra  (Green 'M')
=== Num:302  Lev:28  Rar:2  Spd:+10  Hp:100d8  Ac:80  Exp:350
A strange reptilian hybrid with five heads dripping venom.  This natural
creature moves normally.  It is magical, casting spells which produce
poison balls or terrify; 1 time in 5.  It can bash down doors and push past
weaker monsters.  It resists poison.  It takes a while to see intruders,
which it may notice from 200 feet.  It will carry up to 10 treasures.  It
can bite to poison with damage 4d4, bite to poison with damage 4d4, bite to
poison with damage 4d4, and bite to poison with damage 4d4.

The Black knight  (Slate 'p')
=== Num:303  Lev:28  Rar:1  Spd:+10  Hp:30d10  Ac:70  Exp:240
He is a figure encased in deep black plate armour; he looks at you
menacingly.  This evil creature moves normally.  He is magical, casting
spells which cause critical wounds, terrify, blind or create darkness; 1
time in 8.  He can open doors and bash down doors.  He is fairly observant
of intruders, which he may notice from 200 feet.  He will carry one or twon
objects or treasures.  He can hit to attack with damage 5d5, hit to attack
with damage 5d5, and hit to attack with damage 5d5.

[U] Uldor the Accursed  (L.Umber 'p')
=== Num:304  Lev:28  Rar:4  Spd:+0  Hp:1000  Ac:70  Exp:600
An evil and cunning man from the East.  This evil creature moves normally.
He can open doors, bash down doors and pick up objects.  He takes quite a
while to see intruders, which he may notice from 200 feet.  He will carry
one or two good objects.  He can hit to attack with damage 4d6, hit to
attack with damage 4d6, hit to attack with damage 4d6, and hit to attack
with damage 3d5.

The Mage  (Red 'p')
=== Num:305  Lev:28  Rar:1  Spd:+0  Hp:15d8  Ac:40  Exp:150
A mage of some power - you can tell by the size of his hat.  This evil
creature moves normally.  He is magical, casting spells intelligently which
produce lightning bolts, produce fire bolts, produce frost bolts, blind,
confuse, haste-self, teleport-self, teleport to or summon a monster; 1 time
in 3.  He can open doors and bash down doors.  He is fairly observant of
intruders, which he may notice from 200 feet.  He will carry one or two
objects.  He can hit to attack with damage 2d5, and hit to attack with
damage 2d5.

The Mind flayer  (L.Red 'h')
=== Num:306  Lev:28  Rar:1  Spd:+0  Hp:150  Ac:60  Exp:200
A humanoid form with a gruesome head, tentacular mouth, and piercing eyes.
Claws reach out for you and you feel a presence invade your mind.  This
evil creature moves normally.  It is magical, casting spells which cause
mind blasting, cause brain smashing, terrify, blind, paralyze or cause
amnesia; 1 time in 8.  It can open doors and bash down doors.  It cannot be
confused or slept.  It is fairly observant of intruders, which it may
notice from 200 feet.  It will carry up to 3 objects.  It can gaze to
reduce intelligence with damage 2d6, and gaze to reduce intelligence with
damage 2d6.

[U] Draebor, the Imp  (Green 'u')
=== Num:307  Lev:28  Rar:5  Spd:+10  Hp:520  Ac:50  Exp:750
An intensely irritating git of a monster.  This evil demon moves a bit
erratically.  It usually appears with an escort.  It is magical, casting
spells intelligently which terrify, blind, confuse, blink-self,
teleport-self, teleport to, teleport away or teleport level; 1 time in 5.
It can bash down doors.  It is invisible.  It resists fire.  It takes a
while to see intruders, which it may notice from 200 feet.  It will carry
up to 8 good objects.  It can hit to poison with damage 3d4, hit to poison
with damage 3d4, and hit to attack with damage 3d4.

The Basilisk  (Blue 'R')
=== Num:308  Lev:28  Rar:3  Spd:+10  Hp:20d30  Ac:90  Exp:300
An evil reptile that preys on unsuspecting travellers.  Its eyes stare
deeply at you and your soul starts to wilt!  This natural creature moves
normally.  It can open doors and bash down doors.  It cannot be confused or
slept.  It takes quite a while to see intruders, which it may notice from
150 feet.  It will carry one or two objects.  It can gaze to paralyze, bite
to attack with damage 2d12, bite to attack with damage 2d12, and bite to
attack with damage 2d12.

The Ice troll  (White 'T')
=== Num:309  Lev:28  Rar:1  Spd:+0  Hp:24d10  Ac:56  Exp:160
He is a white troll with powerfully clawed hands.  This evil troll moves
normally.  He usually appears in groups.  He can open doors and bash down
doors.  He is hurt by bright light.  He resists cold.  He tends to overlook
intruders, which he may notice from 200 feet.  He will carry an object or
treasure.  He can hit to attack with damage 1d5, hit to attack with damage
1d5, hit to attack with damage 1d5, and bite to freeze with damage 3d6.

The Giant purple worm  (Violet 'w')
=== Num:310  Lev:29  Rar:3  Spd:+0  Hp:65d8  Ac:65  Exp:400
It is a massive worm form, many feet in length.  Its vast maw drips acid
and poison.  This natural creature moves normally.  It can bash down doors.
It resists acid and poison.  It takes quite a while to see intruders, which
it may notice from 140 feet.  It can hit to attack with damage 1d8, bite to
shoot acid with damage 2d8, and sting to poison with damage 1d8.

The Movanic Deva  (L.Blue 'A')
=== Num:311  Lev:29  Rar:6  Spd:+0  Hp:400  Ac:68  Exp:400
A lesser angel protected by an aura of holiness.  Its muscular form looks
extremely powerful next to your own frail body.  This creature moves
normally.  It is magical, casting spells intelligently which terrify,
blind, confuse, haste-self or heal-self; 1 time in 3.  It can open doors,
bash down doors and pick up objects.  It resists fire, cold and poison.  It
cannot be confused or slept.  It prefers to ignore intruders, which it may
notice from 300 feet.  It will carry up to 4 objects.  It can hit to attack
with damage 3d5, hit to attack with damage 3d5, hit to attack with damage
3d5, and hit to attack with damage 3d5.

The Catoblepas  (Green 'q')
=== Num:312  Lev:29  Rar:2  Spd:+0  Hp:30d10  Ac:55  Exp:400
A strange ox-like form with a huge head but a thin, weak neck, it looks
likes the creation of some deranged alchemist.  This natural creature moves
normally.  It can bash down doors.  It resists poison.  It takes quite a
while to see intruders, which it may notice from 150 feet.  It will carry
up to 4 treasures.  It can gaze to terrify with damage 2d4, gaze to blind
with damage 2d4, butt to attack with damage 2d6, and bite to attack with
damage 2d12.

The Mimic (ring)  (White '=')
=== Num:313  Lev:29  Rar:3  Spd:+10  Hp:10d35  Ac:60  Exp:200
A strange creature that disguises itself as discarded objects to lure
unsuspecting adventurers within reach of its venomous claws.  This creature
moves normally, but does not deign to chase intruders.  It is magical,
casting spells which cause serious wounds, produce acid bolts, produce
lightning bolts, produce fire bolts, produce frost bolts, terrify, blind,
confuse, cause amnesia or summon a monster; 1 time in 4.  It is cold
blooded.  It is not detected by telepathy.  It cannot be frightened,
confused or slept.  It pays very little attention to intruders, which it
may notice from 300 feet.  It can hit to poison with damage 3d4, hit to
poison with damage 3d4, hit to poison with damage 3d4, and hit to poison
with damage 3d4.

The Young blue dragon  (Blue 'd')
=== Num:314  Lev:29  Rar:1  Spd:+0  Hp:270  Ac:50  Exp:300
It has a form that legends are made of.  Its still-tender scales are a deep
blue in hue.  Sparks crackle along its length.  This evil dragon moves
normally.  It may breathe lightning, and is also magical, casting spells
which terrify; 1 time in 11.  It can open doors and bash down doors.  It
resists lightning.  It tends to overlook intruders, which it may notice
from 200 feet.  It will carry up to 5 objects or treasures.  It can claw to
attack with damage 1d4, claw to attack with damage 1d4, and bite to attack
with damage 1d6.

The Young white dragon  (White 'd')
=== Num:315  Lev:29  Rar:1  Spd:+0  Hp:270  Ac:50  Exp:275
It has a form that legends are made of.  Its still-tender scales are a
frosty white in hue.  Icy blasts of cold air come from it as it breathes.
This evil dragon moves normally.  It may breathe frost, and is also
magical, casting spells which terrify; 1 time in 11.  It can open doors and
bash down doors.  It resists cold.  It tends to overlook intruders, which
it may notice from 200 feet.  It will carry up to 5 objects or treasures.
It can claw to attack with damage 1d4, claw to attack with damage 1d4, and
bite to attack with damage 1d6.

The Young green dragon  (Green 'd')
=== Num:316  Lev:29  Rar:1  Spd:+0  Hp:270  Ac:60  Exp:290
It has a form that legends are made of.  Its still-tender scales are a deep
green in hue.  Foul gas seeps through its scales.  This evil dragon moves
normally.  It may breathe poison, and is also magical, casting spells which
terrify; 1 time in 11.  It can open doors and bash down doors.  It resists
poison.  It tends to overlook intruders, which it may notice from 200 feet.
It will carry up to 5 objects or treasures.  It can claw to attack with
damage 1d4, claw to attack with damage 1d4, and bite to attack with damage
1d6.

The Young bronze dragon  (L.Umber 'd')
=== Num:317  Lev:29  Rar:3  Spd:+0  Hp:270  Ac:63  Exp:310
It has a form that legends are made of.  Its still-tender scales are a rich
bronze hue, and its shape masks its true form.  This dragon moves normally.
It may breathe confusion, and is also magical, casting spells which
terrify; 1 time in 11.  It can open doors and bash down doors.  It cannot
be confused or slept.  It pays very little attention to intruders, which it
may notice from 200 feet.  It will carry up to 7 objects or treasures.  It
can claw to attack with damage 1d4, claw to attack with damage 1d4, and
bite to attack with damage 1d6.

The Mithril golem  (L.Blue 'g')
=== Num:318  Lev:30  Rar:4  Spd:+0  Hp:80d15  Ac:100  Exp:500
It is a massive statue of purest mithril.  It looks expensive!  This
creature moves normally.  It can bash down doors.  It is cold blooded.  It
is not detected by telepathy.  It resists lightning, fire, cold and poison.
It cannot be frightened, confused or slept.  It is fairly observant of
intruders, which it may notice from 120 feet.  It will carry up to 4
treasures.  It can hit to attack with damage 3d8, hit to attack with damage
3d8, hit to attack with damage 5d5, and hit to attack with damage 5d5.

The Shadow drake  (L.Dark 'd')
=== Num:319  Lev:30  Rar:2  Spd:+0  Hp:20d10  Ac:50  Exp:700
It is a dragon-like form wrapped in shadow.  Glowing red eyes shine out in
the dark.  This natural evil dragon moves a bit erratically.  It is
magical, casting spells which terrify, confuse, slow, haste-self or create
darkness; 1 time in 6.  It can open doors, bash down doors and pick up
objects.  It is invisible.  It resists cold.  It takes quite a while to see
intruders, which it may notice from 250 feet.  It will carry up to 4
objects.  It can bite to freeze with damage 1d6, bite to freeze with damage
1d6, and bite to freeze with damage 1d6.

The Skeleton troll  (White 's')
=== Num:320  Lev:30  Rar:1  Spd:+0  Hp:20d10  Ac:55  Exp:225
It is a troll skeleton animated by dark dweomers.  This evil undead troll
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 hit to attack with
damage 1d6, hit to attack with damage 1d6, and bite to attack with damage
3d4.

The Manticore  (Yellow 'H')
=== Num:321  Lev:30  Rar:2  Spd:+10  Hp:250  Ac:15  Exp:300
It is a winged lion's body with a human torso and a tail covered in vicious
spikes.  This evil creature moves normally.  It may fire missiles.  It can
bash down doors.  It is fairly observant of intruders, which it may notice
from 120 feet.  It can hit to attack with damage 3d4, hit to attack with
damage 3d4, hit to attack with damage 3d4, and hit to attack with damage
3d4.

The Giant blue ant  (Blue 'a')
=== Num:322  Lev:30  Rar:2  Spd:+0  Hp:8d8  Ac:50  Exp:80
It is a giant ant that crackles with energy.  This natural creature moves
a bit erratically.  It can bash down doors.  It is rarely detected by
telepathy.  It resists lightning.  It tends to overlook intruders, which it
may notice from 100 feet.  It can bite to electrify with damage 5d5.

The Giant army ant  (Orange 'a')
=== Num:323  Lev:30  Rar:3  Spd:+10  Hp:19d6  Ac:40  Exp:90
An armoured form moving with purpose.  Powerful on its own, flee when
hordes of them march.  This natural creature moves a bit erratically.  It
usually appears in groups.  It can bash down doors and destroy weaker
monsters.  It is rarely detected by telepathy.  It takes quite a while to
see intruders, which it may notice from 100 feet.  It can bite to attack
with damage 2d12.

The Grave wight  (Blue 'W')
=== Num:324  Lev:30  Rar:1  Spd:+0  Hp:12d10  Ac:50  Exp:325
It is a ghostly form with eyes that haunt you.  This evil undead creature
moves a bit erratically.  It is magical, casting spells which cause
critical wounds, terrify or create darkness; 1 time in 8.  It can open
doors and bash down doors.  It is cold blooded.  It is hurt by bright
light.  It resists cold and poison.  It cannot be confused or slept.  It
takes quite a while to see intruders, which it may notice from 200 feet. 
It will carry one or two objects.  It can hit to attack with damage 1d7,
hit to attack with damage 1d7, and touch to lower experience (by 20d6+). 

The Killer slicer beetle  (Yellow 'K')
=== Num:325  Lev:30  Rar:2  Spd:+0  Hp:22d10  Ac:60  Exp:200
It is a beetle with deadly sharp cutting mandibles and a rock-hard
carapace.  This natural creature moves normally.  It can bash down doors.
It is rarely detected by telepathy.  It takes quite a while to see
intruders, which it may notice from 140 feet.  It can bite to attack with
damage 5d8, and bite to attack with damage 5d8.

The Ghost  (White 'G')
=== Num:326  Lev:31  Rar:1  Spd:+10  Hp:13d8  Ac:30  Exp:350
You don't believe in them.  This evil undead creature moves a bit
erratically.  It is magical, casting spells which drain mana, blind or
paralyze; 1 time in 16.  It can pass through walls and pick up objects.  It
is invisible.  It is cold blooded.  It resists cold and poison.  It cannot
be confused or slept.  It is fairly observant of intruders, which it may
notice from 200 feet.  It will carry up to 3 objects or treasures.  It can
wail to terrify, touch to lower experience (by 20d6+), claw to reduce
intelligence with damage 1d6, and claw to reduce wisdom with damage 1d6. 

The Death watch beetle  (L.Dark 'K')
=== Num:327  Lev:31  Rar:3  Spd:+0  Hp:25d12  Ac:60  Exp:190
It is a giant beetle that produces a chilling sound.  This natural creature
moves normally.  It can bash down doors.  It is rarely detected by
telepathy.  It takes quite a while to see intruders, which it may notice
from 160 feet.  It can bite to attack with damage 5d4, and wail to terrify
with damage 5d6.

The Ogre shaman  (Orange 'O')
=== Num:328  Lev:32  Rar:2  Spd:+0  Hp:14d10  Ac:55  Exp:250
It is an ogre wrapped in furs and covered in grotesque body paints.  This
evil giant moves normally.  It is magical, casting spells which cause
serious wounds, produce fire bolts, terrify, paralyze, teleport-self,
create traps or summon a monster; 1 time in 5.  It can open doors and bash
down doors.  It takes quite a while to see intruders, which it may notice
from 200 feet.  It will carry one or two objects.  It can hit to attack
with damage 3d6, hit to attack with damage 3d6, and hit to attack with
damage 3d6.

The Nexus quylthulg  (L.Red 'Q')
=== Num:329  Lev:32  Rar:1  Spd:+0  Hp:10d12  Ac:1  Exp:300
It is a very unstable, strange pulsing mound of flesh.  This creature moves
normally, but does not deign to chase intruders.  It is magical, casting
spells which blink-self or teleport away; 1 time in 1.  It is invisible. 
It is not detected by telepathy.  It cannot be frightened, confused or
slept.  It is ever vigilant for intruders, which it may notice from 100
feet.  It has no physical attacks.

[U] Shelob, Spider of Darkness  (L.Dark 'S')
=== Num:330  Lev:32  Rar:3  Spd:+0  Hp:1200  Ac:80  Exp:1200
Shelob is an enormous bloated spider, rumoured to have been one of the
brood of Ungoliant the Unlight.  Her poison is legendary, as is her ego,
which may be her downfall.  She used to guard the pass through Cirith
Ungol, but has not been seen there for many eons.  This natural evil
creature moves normally.  She usually appears with escorts.  She is
magical, casting spells intelligently which cause critical wounds, cause
mortal wounds, terrify, blind, confuse, slow, heal-self, create traps or
summon spiders; 1 time in 2.  She can bash down doors.  She is hurt by
bright light.  She cannot be confused or slept.  She pays little attention
to intruders, which she may notice from 80 feet.  She will carry up to 6
good objects.  She can bite to attack with damage 2d10, sting to poison
with damage 2d5, sting to reduce strength with damage 1d4, and sting to
poison with damage 2d5.

The Ninja  (Yellow 'p')
=== Num:331  Lev:32  Rar:2  Spd:+10  Hp:13d12  Ac:60  Exp:300
A humanoid clothed in black who moves with blinding speed.  This evil
creature moves normally.  He can open doors and bash down doors.  He cannot
be confused or slept.  He is fairly observant of intruders, which he may
notice from 200 feet.  He will carry one or twon objects or treasures.  He
can hit to poison with damage 3d4, hit to reduce strength with damage 3d4,
and hit to reduce strength with damage 3d4.

The Memory moss  (Red ',')
=== Num:332  Lev:32  Rar:3  Spd:+0  Hp:1d2  Ac:1  Exp:150
A mass of green vegetation.  You don't remember seeing anything like it
before.  This creature moves normally, but does not deign to chase
intruders.  It is magical, casting spells which cause amnesia; 1 time in 6.
It is not detected by telepathy.  It cannot be frightened, confused or
slept.  It is observant of intruders, which it may notice from 300 feet. 
It can hit to confuse with damage 1d4, and hit to confuse with damage 1d4.

The Storm giant  (L.Blue 'P')
=== Num:333  Lev:32  Rar:1  Spd:+0  Hp:380  Ac:60  Exp:1500
It is a twenty-five foot tall giant wreathed in lighting.  This evil giant
moves normally.  It is magical, casting spells which produce lightning
balls, produce lightning bolts, terrify, confuse, blink-self or teleport
to; 1 time in 8.  It can open doors, bash down doors and pick up objects.
It resists lightning and cold.  It takes quite a while to see intruders,
which it may notice from 200 feet.  It will carry one or twon objects or
treasures.  It can hit to electrify with damage 3d8, hit to electrify with
damage 3d8, and hit to electrify with damage 3d8.

The Cave troll  (Umber 'T')
=== Num:334  Lev:33  Rar:1  Spd:+0  Hp:24d12  Ac:50  Exp:350
He is a vicious monster, feared for his ferocity.  This evil troll moves
normally.  He usually appears in groups.  He can open doors and bash down
doors.  He is hurt by bright light.  He resists poison.  He tends to
overlook intruders, which he may notice from 200 feet.  He will carry an
object or treasure.  He can hit to attack with damage 3d5, hit to attack
with damage 1d8, hit to attack with damage 1d8, and hit to attack with
damage 1d8.

The Half-troll  (L.Umber 'T')
=== Num:335  Lev:33  Rar:2  Spd:+0  Hp:25d14  Ac:50  Exp:300
A huge, ugly, half-human in search of plunder.  This evil troll moves
normally.  He usually appears in groups.  He can open doors and bash down
doors.  He resists poison.  He tends to overlook intruders, which he may
notice from 200 feet.  He will carry one or two objects.  He can claw to
attack with damage 1d5, claw to attack with damage 1d5, claw to attack with
damage 1d5, and bite to attack with damage 2d6.

The Mystic  (Orange 'p')
=== Num:336  Lev:33  Rar:3  Spd:+10  Hp:350  Ac:50  Exp:500
An adept at unarmed combat, the mystic strikes with stunning power.  He can
summon help from nature and is able to focus his power to ease any pain. 
This creature moves normally.  He is magical, casting spells which
heal-self or summon spiders; 1 time in 6.  He can open doors and bash down
doors.  He is invisible.  He resists acid and poison.  He cannot be
confused or slept.  He is observant of intruders, which he may notice from
300 feet.  He will carry one or two objects.  He can kick to attack with
damage 10d2, kick to attack with damage 10d2, kick to attack with damage
10d2, and kick to attack with damage 10d2.

The Barrow wight  (Violet 'W')
=== Num:337  Lev:33  Rar:3  Spd:+0  Hp:15d10  Ac:40  Exp:375
It is a ghostly nightmare of a entity.  This evil undead creature moves
normally.  It usually appears in groups.  It is magical, casting spells
which cause serious wounds, terrify, paralyze or create darkness; 1 time in
8.  It can open doors and bash down doors.  It is cold blooded.  It is hurt
by bright light.  It resists cold and poison.  It cannot be confused or
slept.  It is fairly observant of intruders, which it may notice from 200
feet.  It will carry an object or treasure.  It can hit to attack with
damage 1d8, hit to attack with damage 1d8, and touch to lower experience
(by 40d6+).

The Giant skeleton troll  (White 's')
=== Num:338  Lev:33  Rar:1  Spd:+0  Hp:450  Ac:50  Exp:325
It is the animated form of a massive troll.  This evil undead troll 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 hit to attack with damage 1d9, hit to
attack with damage 1d9, bite to attack with damage 1d5, and bite to attack
with damage 1d5.

The Chaos drake  (Violet 'd')
=== Num:339  Lev:33  Rar:3  Spd:+0  Hp:500  Ac:100  Exp:700
A dragon twisted by the forces of chaos.  It seems first ugly, then fair,
as its form shimmers and changes in front of your eyes.  This evil dragon
moves normally.  It may breathe chaos or disenchantment, and is also
magical, casting spells which terrify, confuse or slow; 1 time in 6.  It
can open doors and bash down doors.  It resists fire.  It cannot be
confused or slept.  It takes quite a while to see intruders, which it may
notice from 250 feet.  It will carry up to 4 objects.  It can claw to
attack with damage 1d8, claw to attack with damage 1d8, and bite to attack
with damage 2d6.

The Law drake  (L.Blue 'd')
=== Num:340  Lev:33  Rar:3  Spd:+0  Hp:550  Ac:100  Exp:700
This dragon is clever and cunning.  It laughs at your puny efforts to
disturb it.  This evil dragon moves normally.  It may breathe sound or
shards, and is also magical, casting spells which terrify, confuse or slow;
1 time in 6.  It can open doors and bash down doors.  It resists cold.  It
cannot be confused or slept.  It takes quite a while to see intruders,
which it may notice from 250 feet.  It will carry up to 4 objects.  It can
claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to
attack with damage 2d6.

The Balance drake  (Violet 'd')
=== Num:341  Lev:33  Rar:3  Spd:+0  Hp:600  Ac:100  Exp:700
A mighty dragon, the balance drake seeks to maintain the Cosmic Balance,
and despises your feeble efforts to destroy evil.  This evil dragon moves
normally.  It may breathe sound, chaos, disenchantment or shards, and is
also magical, casting spells which terrify, confuse or slow; 1 time in 6.
It can open doors and bash down doors.  It resists fire and cold.  It
cannot be confused or slept.  It takes quite a while to see intruders,
which it may notice from 250 feet.  It will carry up to 4 objects.  It can
claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to
attack with damage 2d6.

The Ethereal drake  (Orange 'd')
=== Num:342  Lev:33  Rar:3  Spd:+0  Hp:450  Ac:100  Exp:700
A dragon of elemental power, with control over light and dark, the ethereal
drake's eyes glare with white hatred from the shadows.  This evil dragon
moves normally.  It may breathe light or darkness, and is also magical,
casting spells which terrify, confuse or slow; 1 time in 6.  It can pass
through walls.  It is invisible.  It cannot be confused or slept.  It takes
a while to see intruders, which it may notice from 250 feet.  It will carry
up to 4 objects.  It can claw to attack with damage 1d8, claw to attack
with damage 1d8, and bite to attack with damage 2d6.

[U] Bert the Stone Troll  (L.Slate 'T')
=== Num:343  Lev:33  Rar:7  Spd:+0  Hp:1100  Ac:70  Exp:2000
Big, brawny, powerful and with a taste for hobbit.  He has friends called
Bill and Tom.  This evil troll moves normally.  He usually appears with an
escort.  He can open doors, bash down doors and pick up objects.  He is
hurt by rock remover and bright light.  He resists cold and poison.  He
tends to overlook intruders, which he may notice from 200 feet.  He will
carry one or two good objects.  He can hit to attack with damage 5d5, bite
to attack with damage 2d10, and bite to attack with damage 2d3.

[U] Bill the Stone Troll  (L.Slate 'T')
=== Num:344  Lev:33  Rar:7  Spd:+0  Hp:1100  Ac:70  Exp:2000
Big, brawny, powerful and with a taste for hobbit.  He has friends called
Bert and Tom.  This evil troll moves normally.  He usually appears with an
escort.  He can open doors, bash down doors and pick up objects.  He is
hurt by rock remover and bright light.  He resists cold and poison.  He
tends to overlook intruders, which he may notice from 200 feet.  He will
carry one or two good objects.  He can hit to attack with damage 5d5, bite
to attack with damage 2d10, and bite to attack with damage 2d3.

[U] Tom the Stone Troll  (L.Slate 'T')
=== Num:345  Lev:33  Rar:7  Spd:+0  Hp:1100  Ac:70  Exp:2000
Big, brawny, powerful and with a taste for hobbit.  He has friends called
Bert and Bill.  This evil troll moves normally.  He usually appears with an
escort.  He can open doors, bash down doors and pick up objects.  He is
hurt by rock remover and bright light.  He resists cold and poison.  He
tends to overlook intruders, which he may notice from 200 feet.  He will
carry one or two good objects.  He can hit to attack with damage 5d5, bite
to attack with damage 2d10, and bite to attack with damage 2d3.

The Shade  (L.Dark 'G')
=== Num:346  Lev:33  Rar:3  Spd:+10  Hp:14d20  Ac:30  Exp:350
A shadowy form clutches at you from the darkness.  A powerful undead with
a deadly touch.  This evil undead creature moves a bit erratically.  It is
magical, casting spells which drain mana, blind, paralyze or cause amnesia;
1 time in 16.  It can pass through walls and pick up objects.  It is
invisible.  It is cold blooded.  It resists cold and poison.  It cannot be
confused or slept.  It is fairly observant of intruders, which it may
notice from 200 feet.  It will carry up to 6 objects.  It can wail to
terrify, touch to lower experience (by 40d6+), and claw to reduce
intelligence with damage 1d10.

The Spectre  (L.Umber 'G')
=== Num:347  Lev:33  Rar:3  Spd:+10  Hp:14d20  Ac:30  Exp:350
A phantasmal shrieking spirit.  Its wail drives the intense cold of pure
evil deep within your body.  This evil undead creature moves a bit
erratically.  It is magical, casting spells which drain mana, blind,
paralyze or cause amnesia; 1 time in 16.  It can pass through walls and
pick up objects.  It is invisible.  It is cold blooded.  It resists cold
and poison.  It cannot be confused or slept.  It is fairly observant of
intruders, which it may notice from 200 feet.  It will carry up to 6
objects.  It can wail to terrify, touch to lower experience (by 40d6+), and
claw to reduce wisdom with damage 5d5.

The Water troll  (Slate 'T')
=== Num:348  Lev:33  Rar:1  Spd:+0  Hp:360  Ac:50  Exp:420
He is a troll that reeks of brine.  This evil troll moves normally.  He
usually appears in groups.  He can open doors and bash down doors.  He is
hurt by bright light.  He resists cold and poison.  He tends to overlook
intruders, which he may notice from 200 feet.  He will carry an object or
treasure.  He can hit to attack with damage 1d9, hit to attack with damage
1d9, hit to attack with damage 2d2, and hit to attack with damage 2d2.

The Fire elemental  (Red 'E')
=== Num:349  Lev:33  Rar:2  Spd:+0  Hp:30d8  Ac:50  Exp:350
It is a towering inferno of flames.  This evil creature moves a bit
erratically.  It is magical, casting spells which produce fire bolts; 1
time in 6.  It can bash down doors, destroy weaker monsters and destroy
objects.  It is not detected by telepathy.  It resists fire and poison.  It
cannot be frightened, confused or slept.  It tends to overlook intruders,
which it may notice from 120 feet.  It can hit to burn with damage 4d6, and
hit to burn with damage 4d6.

The Astral Deva  (L.Green 'A')
=== Num:350  Lev:33  Rar:6  Spd:+10  Hp:450  Ac:68  Exp:400
It is an angel moving very quickly, wielding a holy war hammer and casting
a volley of powerful spells in your direction.  This creature moves
normally.  It is magical, casting spells intelligently which cause mind
blasting, produce fire bolts, terrify, blind, haste-self, heal-self or
summon monsters; 1 time in 3.  It can open doors, bash down doors, push
past weaker monsters and pick up objects.  It resists acid, lightning,
fire, cold and poison.  It cannot be confused or slept.  It prefers to
ignore intruders, which it may notice from 300 feet.  It will carry up to
6 objects.  It can hit to attack with damage 4d3, hit to attack with damage
3d8, hit to attack with damage 4d3, and hit to attack with damage 3d8.

The Water elemental  (Slate 'E')
=== Num:351  Lev:33  Rar:2  Spd:+0  Hp:25d8  Ac:40  Exp:325
It is a towering tempest of water.  This evil creature moves a bit
erratically.  It is magical, casting spells which produce frost bolts; 1
time in 6.  It can bash down doors, destroy weaker monsters and destroy
objects.  It is cold blooded.  It is not detected by telepathy.  It resists
poison.  It cannot be frightened, confused or slept.  It tends to overlook
intruders, which it may notice from 120 feet.  It can hit to attack with
damage 1d10, hit to attack with damage 1d10, and hit to attack with damage
1d10.

The Invisible stalker  (Yellow 'E')
=== Num:352  Lev:34  Rar:3  Spd:+20  Hp:19d12  Ac:46  Exp:300
It is impossible to define its form but its violence is legendary.  This
evil creature moves somewhat erratically.  It can open doors and bash down
doors.  It is invisible.  It is cold blooded.  It is not detected by
telepathy.  It resists lightning 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 hit to attack with damage 1d6, hit to attack with
damage 1d6, and hit to attack with damage 1d6.

The Carrion crawler  (Orange 'c')
=== Num:353  Lev:34  Rar:2  Spd:+0  Hp:20d12  Ac:40  Exp:100
A hideous centipede covered in slime and with glowing tentacles around its
head.  This natural creature moves a bit erratically.  It usually appears
in groups.  It can bash down doors.  It is rarely detected by telepathy. 
It resists poison.  It is fairly observant of intruders, which it may
notice from 150 feet.  It can sting to paralyze with damage 2d6, and sting
to paralyze with damage 2d6.

The Master thief  (L.Blue 'p')
=== Num:354  Lev:34  Rar:2  Spd:+20  Hp:18d10  Ac:30  Exp:350
Cool and confident, fast and lithe; protect your possessions quickly!  This
evil creature moves normally.  He can open doors, bash down doors and pick
up objects.  He takes quite a while to see intruders, which he may notice
from 200 feet.  He will carry up to 6 objects or treasures.  He can hit to
attack with damage 2d8, hit to attack with damage 3d4, hit to steal gold
with damage 4d4, and hit to steal items with damage 4d5.

[U] Ulfang the Black  (L.Umber 'p')
=== Num:355  Lev:34  Rar:5  Spd:+10  Hp:1000  Ac:90  Exp:1200
A short and swarthy Easterling dressed in Black.  This evil creature moves
normally.  He can open doors, bash down doors and pick up objects.  He
takes quite a while to see intruders, which he may notice from 200 feet. 
He will carry up to 4 good objects.  He can hit to attack with damage 5d5,
hit to attack with damage 5d5, hit to attack with damage 5d5, and hit to
attack with damage 5d5.

The Lich  (Orange 'L')
=== Num:356  Lev:34  Rar:3  Spd:+0  Hp:300  Ac:60  Exp:800
It is a skeletal form dressed in robes.  It radiates vastly evil power. 
This evil undead creature moves normally.  It is magical, casting spells
intelligently which drain mana, cause brain smashing, cause critical
wounds, terrify, blind, slow, paralyze, blink-self, teleport to or teleport
away; 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
cannot be confused or slept.  It tends to overlook intruders, which it may
notice from 200 feet.  It will carry one or twon objects or treasures.  It
can touch to lower experience (by 40d6+), touch to drain charges, touch to
reduce dexterity with damage 2d8, and touch to reduce dexterity with damage
2d8.

The Master vampire  (Green 'V')
=== Num:357  Lev:34  Rar:3  Spd:+0  Hp:340  Ac:60  Exp:750
It is a humanoid form dressed in robes.  Power emanates from its chilling
frame.  This evil undead creature moves normally.  It is magical, casting
spells which cause mind blasting, cause critical wounds, produce nether
bolts, terrify, confuse, paralyze, teleport to, create darkness or cause
amnesia; 1 time in 6.  It can open doors and bash down doors.  It is cold
blooded.  It regenerates quickly.  It is hurt by bright light.  It resists
cold and poison.  It cannot be confused or slept.  It is fairly observant
of intruders, which it may notice from 200 feet.  It will carry up to 8
objects or treasures.  It can hit to attack with damage 1d6, hit to attack
with damage 1d6, bite to lower experience (by 40d6+) with damage 1d4, and
bite to lower experience (by 40d6+) with damage 1d4.

The Giant grey scorpion  (Slate 'S')
=== Num:358  Lev:34  Rar:4  Spd:+10  Hp:18d20  Ac:50  Exp:275
It is a giant grey scorpion.  It looks poisonous.  This natural creature
moves normally.  It can bash down doors.  It is rarely detected by
telepathy.  It takes quite a while to see intruders, which it may notice
from 120 feet.  It can bite to attack with damage 1d6, and sting to poison
with damage 1d4.

The Earth elemental  (Umber 'E')
=== Num:359  Lev:34  Rar:2  Spd:-10  Hp:30d10  Ac:60  Exp:375
It is a towering form composed of rock with fists of awesome power.  This
evil creature moves normally.  It is magical, casting spells which produce
acid bolts; 1 time in 8.  It can pass through walls, destroy weaker
monsters and destroy objects.  It is cold blooded.  It is not detected by
telepathy.  It is hurt by rock remover.  It resists lightning, fire, cold
and poison.  It cannot be frightened, confused or slept.  It pays little
attention to intruders, which it may notice from 100 feet.  It can hit to
attack with damage 4d6, hit to attack with damage 4d6, and hit to attack
with damage 4d6.

The Air elemental  (L.Blue 'E')
=== Num:360  Lev:34  Rar:2  Spd:+10  Hp:30d5  Ac:50  Exp:390
It is a towering tornado of winds.  This evil creature moves a bit
erratically.  It is magical, casting spells which produce lightning bolts;
1 time in 8.  It can bash down doors, destroy weaker monsters and destroy
objects.  It is cold blooded.  It is not detected by telepathy.  It resists
acid, lightning, fire, cold and poison.  It cannot be frightened, confused
or slept.  It tends to overlook intruders, which it may notice from 120
feet.  It can hit to attack with damage 1d10, hit to confuse with damage
1d4, and hit to attack with damage 1d10.

The Hell hound  (Red 'C')
=== Num:361  Lev:35  Rar:3  Spd:+10  Hp:400  Ac:80  Exp:600
It is a giant dog that glows with heat.  Flames pour from its nostrils. 
This natural evil creature moves a bit erratically.  It may breathe fire;
1 time in 5.  It can bash down doors and push past weaker monsters.  It
resists fire.  It is ever vigilant for intruders, which it may notice from
250 feet.  It can bite to burn with damage 3d12, bite to burn with damage
3d12, and bite to burn with damage 3d12.

The Eog golem  (Umber 'g')
=== Num:362  Lev:35  Rar:4  Spd:-10  Hp:100d20  Ac:125  Exp:1200
It is a massive deep brown statue, striding towards you with an
all-too-familiar purpose.  Your magic surprisingly feels much less powerful
now.  This creature moves normally.  It can bash down doors.  It is cold
blooded.  It is not detected by telepathy.  It resists lightning, fire,
cold and poison.  It cannot be frightened, confused or slept.  It is fairly
observant of intruders, which it may notice from 120 feet.  It will carry
up to 4 treasures.  It can hit to attack with damage 8d6, hit to attack
with damage 8d6, hit to attack with damage 6d6, and hit to attack with
damage 6d6.

The Olog  (Yellow 'T')
=== Num:363  Lev:35  Rar:1  Spd:+0  Hp:420  Ac:50  Exp:400
It is a massive intelligent troll with needle sharp fangs.  This evil troll
moves normally.  It usually appears in groups.  It can open doors and bash
down doors.  It resists poison.  It tends to overlook intruders, which it
may notice from 200 feet.  It will carry an object or treasure.  It can hit
to attack with damage 1d12, hit to attack with damage 1d12, bite to attack
with damage 2d3, and bite to attack with damage 2d3.

The Dagashi  (Yellow 'p')
=== Num:364  Lev:35  Rar:4  Spd:+10  Hp:13d25  Ac:70  Exp:500
A human warrior, moving with lightning speed.  This evil creature moves
normally.  He can open doors and bash down doors.  He cannot be confused or
slept.  He is fairly observant of intruders, which he may notice from 200
feet.  He will carry one or twon objects or treasures.  He can hit to
poison with damage 3d4, hit to reduce strength with damage 3d4, hit to
reduce strength with damage 3d4, and hit to poison with damage 3d4.

The Gravity hound  (L.Slate 'Z')
=== Num:365  Lev:35  Rar:2  Spd:+0  Hp:35d10  Ac:30  Exp:500
Unfettered by the usual constraints of gravity, these unnatural creatures
are walking on the walls and even the ceiling!  The earth suddenly feels
rather less solid as you see gravity warp all round the monsters.  This
natural creature moves normally.  It usually appears in groups.  It may
breathe gravity; 1 time in 5.  It can bash down doors.  It cannot be
confused or slept.  It is ever vigilant for intruders, which it may notice
from 300 feet.  It can bite to attack with damage 2d12, bite to attack with
damage 2d12, bite to attack with damage 2d12, and claw to attack with
damage 3d3.

The Acidic cytoplasm  (Slate 'j')
=== Num:366  Lev:35  Rar:5  Spd:+10  Hp:400  Ac:18  Exp:36
A disgusting animated blob of destruction.  Flee its gruesome hunger!  This
creature moves normally.  It can open doors, bash down doors and pick up
objects.  It is cold blooded.  It is not detected by telepathy.  It resists
acid, lightning, fire, cold and poison.  It cannot be frightened, confused
or slept.  It is vigilant for intruders, which it may notice from 120 feet.
It will carry up to 10 objects or treasures.  It can touch to shoot acid
with damage 1d10, touch to shoot acid with damage 1d10, touch to shoot acid
with damage 1d10, and touch to shoot acid with damage 1d10.

The Inertia hound  (L.Slate 'Z')
=== Num:367  Lev:35  Rar:2  Spd:+0  Hp:35d10  Ac:30  Exp:500
Bizarrely, this hound seems to be hardly moving at all, yet it approaches
you with deadly menace.  It makes you tired just to look at it.  This
natural creature moves normally.  It usually appears in groups.  It may
breathe inertia; 1 time in 5.  It can bash down doors.  It cannot be
confused or slept.  It is ever vigilant for intruders, which it may notice
from 300 feet.  It can bite to attack with damage 2d12, bite to attack with
damage 2d12, bite to attack with damage 2d12, and claw to attack with
damage 3d3.

The Impact hound  (Umber 'Z')
=== Num:368  Lev:35  Rar:2  Spd:+0  Hp:35d10  Ac:30  Exp:500
A deep brown shape is visible before you, its canine form strikes you with
an almost physical force.  The dungeon floor buckles as if struck by a
powerful blow as it stalks towards you.  This natural creature moves
normally.  It usually appears in groups.  It may breathe force; 1 time in
8.  It can bash down doors.  It cannot be confused or slept.  It is ever
vigilant for intruders, which it may notice from 300 feet.  It can bite to
attack with damage 2d12, bite to attack with damage 2d12, bite to attack
with damage 2d12, and claw to attack with damage 3d3.

The Dread  (Orange 'G')
=== Num:369  Lev:35  Rar:2  Spd:+10  Hp:25d20  Ac:30  Exp:600
It is a form that screams its presence against the eye.  Death incarnate,
its hideous black body seems to struggle against reality as the universe
itself struggles to banish it.  This evil undead creature moves a bit
erratically.  It is magical, casting spells which drain mana, produce
nether bolts, blind, confuse or paralyze; 1 time in 16.  It can pass
through walls and pick up objects.  It is invisible.  It is cold blooded.
It resists cold and poison.  It cannot be confused or slept.  It is fairly
observant of intruders, which it may notice from 200 feet.  It will carry
up to 5 objects.  It can hit to attack with damage 6d6, hit to attack with
damage 6d6, and hit to reduce strength with damage 3d4.

The Ooze elemental  (Green 'E')
=== Num:370  Lev:35  Rar:3  Spd:+0  Hp:13d10  Ac:80  Exp:300
It is a towering mass of filth, an eyesore of ooze.  This evil creature
moves normally.  It is magical, casting spells which produce acid balls or
produce acid bolts; 1 time in 5.  It can bash down doors, destroy weaker
monsters and destroy objects.  It is cold blooded.  It is not detected by
telepathy.  It resists acid, lightning, fire, cold and poison.  It cannot
be frightened, confused or slept.  It pays little attention to intruders,
which it may notice from 100 feet.  It can touch to shoot acid with damage
1d10, touch to shoot acid with damage 1d10, and touch to shoot acid with
damage 1d10.

The Smoke elemental  (L.Red 'E')
=== Num:371  Lev:35  Rar:3  Spd:+10  Hp:15d10  Ac:80  Exp:375
It is a towering blackened form, crackling with heat.  This evil creature
moves normally.  It is magical, casting spells which produce fire bolts or
create darkness; 1 time in 5.  It can bash down doors, destroy weaker
monsters and destroy objects.  It is not detected by telepathy.  It resists
lightning, fire, cold and poison.  It cannot be frightened, confused or
slept.  It pays little attention to intruders, which it may notice from 100
feet.  It can bite to attack with damage 2d6, and bite to attack with
damage 2d6.

The Young black dragon  (Slate 'd')
=== Num:372  Lev:35  Rar:1  Spd:+0  Hp:250  Ac:60  Exp:620
It has a form that legends are made of.  Its still-tender scales are a
darkest black hue.  Acid drips from its body.  This evil dragon moves
normally.  It may breathe acid, and is also magical, casting spells which
terrify; 1 time in 11.  It can open doors and bash down doors.  It resists
acid.  It tends to overlook intruders, which it may notice from 200 feet.
It will carry up to 5 objects or treasures.  It can claw to attack with
damage 1d5, claw to attack with damage 1d5, and bite to attack with damage
1d6.

The Mumak  (Slate 'q')
=== Num:373  Lev:35  Rar:3  Spd:+0  Hp:90d10  Ac:55  Exp:2100
A massive elephantine form with eyes twisted by madness.  This natural
creature moves normally.  It can bash down doors.  It pays very little
attention to intruders, which it may notice from 200 feet.  It can butt to
attack with damage 4d6, butt to attack with damage 4d6, and crush to attack
with damage 4d4.

The Giant red ant  (Red 'a')
=== Num:374  Lev:35  Rar:1  Spd:+0  Hp:200  Ac:49  Exp:350
A giant ant covered in shaggy fur.  Its powerful jaws glow with heat.  This
natural creature moves normally.  It usually appears in groups.  It can
bash down doors and destroy weaker monsters.  It is rarely detected by
telepathy.  It resists fire.  It takes quite a while to see intruders,
which it may notice from 140 feet.  It can bite to burn with damage 3d12,
and bite to burn with damage 3d12.

The Mature white dragon  (White 'd')
=== Num:375  Lev:35  Rar:1  Spd:+0  Hp:400  Ac:65  Exp:1000
A large dragon, scales gleaming bright white.  This evil dragon moves
normally.  It may breathe frost, and is also magical, casting spells which
terrify; 1 time in 10.  It can open doors and bash down doors.  It resists
cold.  It cannot be confused or slept.  It tends to overlook intruders,
which it may notice from 200 feet.  It will carry up to 4 objects or
treasures.  It can claw to attack with damage 1d8, claw to attack with
damage 1d8, and bite to attack with damage 2d8.

The Xorn  (Umber 'X')
=== Num:376  Lev:36  Rar:2  Spd:+0  Hp:160  Ac:80  Exp:650
A huge creature of the element Earth.  Able to merge with its element, it
has four huge arms protruding from its enormous torso.  This creature moves
normally.  It can pass through walls and destroy objects.  It is cold
blooded.  It is not detected by telepathy.  It is hurt by rock remover.  It
resists lightning, fire, cold and poison.  It cannot be confused or slept.
It is fairly observant of intruders, which it may notice from 200 feet.  It
can hit to attack with damage 1d6, hit to attack with damage 1d6, hit to
attack with damage 1d6, and hit to attack with damage 1d6.

The Shadow  (L.Dark 'G')
=== Num:377  Lev:36  Rar:3  Spd:+10  Hp:10d20  Ac:30  Exp:400
A mighty spirit of darkness of vaguely humanoid form.  Razor-edged claws
reach out to end your life as it glides towards you, seeking to suck the
energy from your soul to feed its power.  This evil undead creature moves
normally.  It is magical, casting spells which slow or teleport to; 1 time
in 8.  It can pass through walls.  It is invisible.  It is cold blooded. 
It resists cold and poison.  It cannot be confused or slept.  It takes a
while to see intruders, which it may notice from 300 feet.  It will carry
one or two objects.  It can touch to lower experience (by 80d6+), touch to
lower experience (by 40d6+), claw to reduce intelligence with damage 1d10,
and claw to reduce wisdom with damage 1d10.

The Phantom  (Violet 'G')
=== Num:378  Lev:36  Rar:3  Spd:+10  Hp:20d25  Ac:30  Exp:400
An unholy creature of darkness, the aura emanating from this evil being
saps your very soul.  This evil undead creature moves normally.  It is
magical, casting spells which cause amnesia; 1 time in 5.  It can pass
through walls.  It is invisible.  It is cold blooded.  It resists cold and
poison.  It cannot be confused or slept.  It takes a while to see
intruders, which it may notice from 300 feet.  It will carry one or two
objects.  It can touch to lower experience (by 80d6+), touch to lower
experience (by 40d6+), claw to reduce intelligence with damage 1d10, and
claw to reduce wisdom with damage 1d10.

The Grey wraith  (Slate 'W')
=== Num:379  Lev:36  Rar:1  Spd:+0  Hp:190  Ac:50  Exp:700
A tangible but ghostly form, made of grey fog.  The air around it feels
deathly cold.  This evil undead creature moves normally.  It is magical,
casting spells which cause critical wounds, terrify, paralyze or create
darkness; 1 time in 7.  It can open doors and bash down doors.  It is cold
blooded.  It is hurt by bright light.  It resists cold and poison.  It
cannot be confused or slept.  It is fairly observant of intruders, which it
may notice from 200 feet.  It will carry up to 3 objects or treasures.  It
can hit to attack with damage 1d10, hit to attack with damage 1d10, and
touch to lower experience (by 40d6+).

The Young multi-hued dragon  (Violet 'd')
=== Num:380  Lev:36  Rar:1  Spd:+0  Hp:320  Ac:60  Exp:1320
It has a form that legends are made of.  Beautiful scales of shimmering and
magical colours cover it.  This evil dragon moves normally.  It may breathe
acid, lightning, fire, frost or poison, and is also magical, casting spells
which terrify; 1 time in 5.  It can open doors and bash down doors.  It
resists acid, lightning, fire, cold and poison.  It cannot be confused or
slept.  It tends to overlook intruders, which it may notice from 200 feet.
It will carry up to 10 objects or treasures.  It can claw to attack with
damage 1d9, claw to attack with damage 1d9, and bite to attack with damage
2d10.

The Colossus  (L.Green 'g')
=== Num:381  Lev:36  Rar:4  Spd:-10  Hp:3000  Ac:150  Exp:850
An enormous construct resembling a titan made from stone.  It strides
purposefully towards you, swinging its slow fists with earth-shattering
power.  This creature moves normally.  It can bash down doors.  It is cold
blooded.  It is not detected by telepathy.  It resists lightning, fire,
cold and poison.  It cannot be frightened, confused or slept.  It is fairly
observant of intruders, which it may notice from 120 feet.  It can hit to
attack with damage 10d10, hit to attack with damage 10d10, hit to attack
with damage 6d6, and hit to attack with damage 6d6.

The Young gold dragon  (Yellow 'd')
=== Num:382  Lev:36  Rar:2  Spd:+0  Hp:300  Ac:63  Exp:950
It has a form that legends are made of.  Its still-tender scales are a
tarnished gold hue, and light is reflected from its form.  This dragon
moves normally.  It may breathe sound, and is also magical, casting spells
which terrify; 1 time in 11.  It can open doors and bash down doors.  It
pays very little attention to intruders, which it may notice from 200 feet.
It will carry up to 7 objects or treasures.  It can claw to attack with
damage 1d8, claw to attack with damage 1d8, and bite to attack with damage
2d8.

[U] Rogrog the Black Troll  (L.Dark 'T')
=== Num:383  Lev:36  Rar:5  Spd:+10  Hp:1500  Ac:70  Exp:5000
A massive and cruel troll of great power, drool slides caustically down his
muscular frame.  Despite his bulk, he strikes with stunning speed.  This
evil troll moves normally.  He usually appears with an escort.  He can open
doors, bash down doors and pick up objects.  He resists cold and poison. 
He tends to overlook intruders, which he may notice from 200 feet.  He will
carry up to 4 good objects.  He can hit to attack with damage 6d6, bite to
attack with damage 2d10, bite to attack with damage 2d3, and spit to shoot
acid with damage 3d8.

The Mature blue dragon  (Blue 'd')
=== Num:384  Lev:36  Rar:1  Spd:+0  Hp:400  Ac:75  Exp:1200
A large dragon, scales tinted deep blue.  This evil dragon moves normally.
It may breathe lightning, and is also magical, casting spells which
terrify; 1 time in 9.  It can bash down doors.  It resists lightning.  It
cannot be confused or slept.  It tends to overlook intruders, which it may
notice from 200 feet.  It will carry up to 7 objects or treasures.  It can
claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to
attack with damage 2d10.

The Mature green dragon  (Green 'd')
=== Num:385  Lev:36  Rar:1  Spd:+0  Hp:400  Ac:70  Exp:1100
A large dragon, scales tinted deep green.  This evil dragon moves normally.
It may breathe poison, and is also magical, casting spells which terrify;
1 time in 9.  It can bash down doors.  It resists poison.  It cannot be
confused or slept.  It tends to overlook intruders, which it may notice
from 200 feet.  It will carry up to 7 objects or treasures.  It can claw to
attack with damage 1d4, claw to attack with damage 1d4, and bite to attack
with damage 1d6.

The Mature bronze dragon  (L.Umber 'd')
=== Num:386  Lev:36  Rar:2  Spd:+0  Hp:440  Ac:70  Exp:1300
A large dragon with scales of rich bronze.  This dragon moves normally.  It
may breathe confusion, and is also magical, casting spells which terrify or
confuse; 1 time in 9.  It can bash down doors.  It cannot be confused or
slept.  It pays very little attention to intruders, which it may notice
from 200 feet.  It will carry up to 10 objects or treasures.  It can claw
to attack with damage 1d8, claw to attack with damage 1d8, and bite to
attack with damage 2d10.

The Young red dragon  (Red 'd')
=== Num:387  Lev:36  Rar:1  Spd:+0  Hp:290  Ac:63  Exp:640
It has a form that legends are made of.  Its still-tender scales are a
deepest red hue.  Heat radiates from its form.  This evil dragon moves
normally.  It may breathe fire, and is also magical, casting spells which
terrify; 1 time in 11.  It can open doors and bash down doors.  It resists
fire.  It tends to overlook intruders, which it may notice from 200 feet.
It will carry up to 5 objects or treasures.  It can claw to attack with
damage 1d8, claw to attack with damage 1d8, and bite to attack with damage
2d8.

The Trapper  (White '.')
=== Num:388  Lev:36  Rar:3  Spd:+10  Hp:600  Ac:75  Exp:580
A larger cousin of the lurker, this creature traps unsuspecting victims and
paralyzes them, to be slowly digested later.  This creature moves normally,
but does not deign to chase intruders.  It is invisible.  It is cold
blooded.  It is not detected by telepathy.  It cannot be frightened,
confused or slept.  It is fairly observant of intruders, which it may
notice from 300 feet.  It can hit to attack with damage 3d8, hit to attack
with damage 3d8, hit to paralyze with damage 15, and hit to paralyze with
damage 15.

The Bodak  (Red 'u')
=== Num:389  Lev:36  Rar:2  Spd:+0  Hp:35d10  Ac:68  Exp:750
It is a humanoid form composed of flames and hatred.  This evil demon moves
normally.  It is magical, casting spells which produce fire balls, produce
fire bolts or summon a demon; 1 time in 4.  It can open doors, bash down
doors and pick up objects.  It resists fire and poison.  It cannot be
confused or slept.  It pays little attention to intruders, which it may
notice from 100 feet.  It can hit to burn with damage 4d6, hit to burn with
damage 4d6, and gaze to lower experience (by 20d6+).

The Ice elemental  (White 'E')
=== Num:390  Lev:36  Rar:2  Spd:+0  Hp:35d10  Ac:60  Exp:650
It is a towering glacier of ice.  This evil creature moves normally.  It is
magical, casting spells which produce frost balls or produce ice bolts; 1
time in 5.  It can bash down doors, destroy weaker monsters and destroy
objects.  It is cold blooded.  It is not detected by telepathy.  It resists
lightning, cold and poison.  It cannot be frightened, confused or slept. 
It pays little attention to intruders, which it may notice from 100 feet.
It can bite to freeze with damage 1d3, hit to attack with damage 4d6, and
bite to freeze with damage 1d3.

The Necromancer  (L.Red 'p')
=== Num:391  Lev:36  Rar:2  Spd:+0  Hp:280  Ac:50  Exp:630
A gaunt figure, clothed in black robes.  This evil creature moves normally.
He is magical, casting spells intelligently which cause critical wounds,
produce nether bolts, terrify, blind, paralyze, haste-self, teleport-self,
teleport to or summon an undead; 1 time in 3.  He can open doors and bash
down doors.  He is fairly observant of intruders, which he may notice from
200 feet.  He will carry one or two objects.  He can hit to attack with
damage 2d6, and hit to attack with damage 2d6.

[U] Lorgan, Chief of the Easterlings  (L.Red 'p')
=== Num:392  Lev:36  Rar:2  Spd:+10  Hp:1800  Ac:100  Exp:1200
A mighty warrior from the east, Lorgan hates everything that he cannot
control.  This evil creature moves normally.  He is magical, casting spells
which teleport to or summon monsters; 1 time in 4.  He can open doors and
bash down doors.  He resists acid, lightning, fire, cold and poison.  He
cannot be confused or slept.  He is fairly observant of intruders, which he
may notice from 250 feet.  He will carry up to 4 good objects.  He can hit
to attack with damage 6d6, hit to attack with damage 6d6, hit to attack
with damage 3d8, and hit to attack with damage 3d8.

The Demonologist  (L.Red 'p')
=== Num:393  Lev:36  Rar:2  Spd:+10  Hp:280  Ac:50  Exp:700
A figure twisted by evil standing in robes of deepest crimson.  This evil
creature moves normally.  He is magical, casting spells intelligently which
paralyze, teleport-self or summon a demon; 1 time in 2.  He can open doors
and bash down doors.  He is fairly observant of intruders, which he may
notice from 200 feet.  He will carry one or two objects.  He can hit to
attack with damage 2d6, hit to attack with damage 2d6, and hit to attack
with damage 2d5.

The Mummified troll  (White 'z')
=== Num:394  Lev:37  Rar:1  Spd:+0  Hp:190  Ac:50  Exp:420
It is a massive figure clothed in wrappings.  You are wary of its massive
fists.  This evil undead troll 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
tends to overlook intruders, which it may notice from 200 feet.  It will
carry an object or treasure.  It can hit to attack with damage 2d6, and hit
to attack with damage 2d6.

[U] The Queen Ant  (L.Dark 'a')
=== Num:395  Lev:37  Rar:2  Spd:+10  Hp:1500  Ac:100  Exp:1000
She's upset because you hurt her children.  This natural creature moves
normally.  She usually appears with escorts.  She is magical, casting
spells which summon ants; 1 time in 2.  She can open doors and bash down
doors.  She is rarely detected by telepathy.  She cannot be confused or
slept.  She is fairly observant of intruders, which she may notice from 300
feet.  She will carry up to 4 good objects.  She can bite to attack with
damage 2d12, bite to attack with damage 2d12, bite to attack with damage
2d8, and bite to attack with damage 2d8.

The Will o' the wisp  (L.Slate 'E')
=== Num:396  Lev:37  Rar:4  Spd:+20  Hp:200  Ac:150  Exp:500
A strange ball of glowing light.  It disappears and reappears and seems to
draw you to it.  You seem somehow compelled to stand still and watch its
strange dancing motion.  This creature moves somewhat erratically.  It is
magical, casting spells intelligently which cause serious wounds, confuse,
blink-self or teleport-self; 1 time in 2.  It can pass through walls.  It
is invisible.  It is not detected by telepathy.  It resists acid,
lightning, fire, cold and poison.  It cannot be frightened, confused or
slept.  It is ever vigilant for intruders, which it may notice from 300
feet.  It can hit to attack with damage 1d9, hit to attack with damage 1d9,
hit to attack with damage 1d9, and hit to attack with damage 1d9.

The Magma elemental  (Red 'E')
=== Num:397  Lev:37  Rar:2  Spd:+0  Hp:35d10  Ac:70  Exp:950
It is a towering glowing form of molten hate.  This evil creature moves
normally.  It is magical, casting spells which produce fire balls or
produce plasma bolts; 1 time in 7.  It can pass through walls, destroy
weaker monsters and destroy objects.  It is not detected by telepathy.  It
resists lightning, fire and poison.  It cannot be frightened, confused or
slept.  It pays little attention to intruders, which it may notice from 100
feet.  It can hit to burn with damage 3d7, hit to attack with damage 4d6,
and hit to burn with damage 3d7.

The Black pudding  (L.Dark 'j')
=== Num:398  Lev:37  Rar:5  Spd:+0  Hp:400  Ac:18  Exp:36
A lump of rotting black flesh that slurrrrrrrps across the dungeon floor.
This creature moves normally.  It usually appears in groups.  It can open
doors, bash down doors and pick up objects.  It is cold blooded.  It is not
detected by telepathy.  It resists acid, lightning, fire, cold and poison.
It cannot be frightened, confused or slept.  It is vigilant for intruders,
which it may notice from 120 feet.  It will carry up to 5 objects or
treasures.  It can touch to shoot acid with damage 1d10, touch to shoot
acid with damage 1d10, touch to shoot acid with damage 1d10, and touch to
shoot acid with damage 1d10.

The Killer blue beetle  (Blue 'K')
=== Num:399  Lev:37  Rar:2  Spd:+0  Hp:250  Ac:60  Exp:850
It is a giant beetle, whose carapace shimmers with vibrant energies.  This
natural creature moves normally.  It can bash down doors.  It is rarely
detected by telepathy.  It resists lightning.  It takes quite a while to
see intruders, which it may notice from 160 feet.  It can claw to electrify
with damage 1d12, claw to electrify with damage 1d12, and gaze to paralyze.

The Nexus vortex  (L.Red 'v')
=== Num:400  Lev:37  Rar:1  Spd:+10  Hp:32d10  Ac:40  Exp:800
A maelstrom of potent magical energy.  This creature moves extremely
erratically.  It may breathe nexus powerfully; 1 time in 6.  It can bash
down doors.  It is not detected by telepathy.  It cannot be frightened,
confused or slept.  It is ever vigilant for intruders, which it may notice
from 1000 feet.  It can engulf to attack with damage 5d5.

The Plasma vortex  (Red 'v')
=== Num:401  Lev:37  Rar:1  Spd:+10  Hp:32d10  Ac:40  Exp:800
A whirlpool of intense flame, charring the stones at your feet.  This
creature moves extremely erratically.  It may breathe plasma powerfully; 1
time in 6.  It can bash down doors.  It is not detected by telepathy.  It
resists fire.  It cannot be frightened, confused or slept.  It is ever
vigilant for intruders, which it may notice from 1000 feet.  It can engulf
to burn with damage 8d8.

The Mature red dragon  (Red 'd')
=== Num:402  Lev:37  Rar:1  Spd:+0  Hp:480  Ac:80  Exp:1400
A large dragon, scales tinted deep red.  This evil dragon moves normally.
It may breathe fire, and is also magical, casting spells which terrify or
confuse; 1 time in 9.  It can bash down doors.  It resists fire.  It cannot
be confused or slept.  It takes quite a while to see intruders, which it
may notice from 200 feet.  It will carry up to 10 objects or treasures.  It
can claw to attack with damage 1d4, claw to attack with damage 1d10, and
bite to attack with damage 2d12.

The Mature gold dragon  (Yellow 'd')
=== Num:403  Lev:37  Rar:2  Spd:+0  Hp:560  Ac:80  Exp:1500
A large dragon with scales of gleaming gold.  This dragon moves normally.
It may breathe sound, and is also magical, casting spells which terrify or
confuse; 1 time in 9.  It can bash down doors.  It cannot be confused or
slept.  It pays very little attention to intruders, which it may notice
from 200 feet.  It will carry up to 10 objects or treasures.  It can claw
to attack with damage 1d4, claw to attack with damage 1d10, and bite to
attack with damage 2d12.

The Crystal drake  (Violet 'd')
=== Num:404  Lev:37  Rar:2  Spd:+10  Hp:500  Ac:100  Exp:1500
A dragon of strange crystalline form.  Light shines through it, dazzling
your eyes with spectrums of colour.  This evil dragon moves normally.  It
may breathe shards, and is also magical, casting spells which terrify,
confuse or slow; 1 time in 6.  It can open doors and bash down doors.  It
is invisible.  It resists cold.  It cannot be confused or slept.  It takes
quite a while to see intruders, which it may notice from 250 feet.  It will
carry up to 8 objects.  It can claw to attack with damage 1d4, claw to
attack with damage 1d4, and bite to attack with damage 2d5.

The Mature black dragon  (Slate 'd')
=== Num:405  Lev:37  Rar:1  Spd:+0  Hp:460  Ac:55  Exp:1350
A large dragon, with scales of deepest black.  This evil dragon moves
normally.  It may breathe acid, and is also magical, casting spells which
terrify; 1 time in 9.  It can bash down doors.  It resists acid.  It cannot
be confused or slept.  It takes quite a while to see intruders, which it
may notice from 200 feet.  It will carry up to 7 objects or treasures.  It
can claw to attack with damage 1d8, claw to attack with damage 1d8, and
bite to attack with damage 2d10.

The Mature multi-hued dragon  (Violet 'd')
=== Num:406  Lev:38  Rar:2  Spd:+0  Hp:640  Ac:65  Exp:1700
A large dragon, scales shimmering many colours.  This evil dragon moves
normally.  It may breathe acid, lightning, fire, frost or poison, and is
also magical, casting spells which terrify, blind or confuse; 1 time in 5.
It can open doors and bash down doors.  It resists acid, lightning, fire,
cold and poison.  It cannot be confused or slept.  It tends to overlook
intruders, which it may notice from 200 feet.  It will carry up to 14
objects or treasures.  It can claw to attack with damage 1d10, claw to
attack with damage 1d10, and bite to attack with damage 2d12.

The Death knight  (L.Dark 'p')
=== Num:407  Lev:38  Rar:1  Spd:+10  Hp:600  Ac:100  Exp:1000
It is a humanoid form dressed in armour of an ancient form.  From beneath
its helmet, eyes glow a baleful red and seem to pierce you like lances of
fire.  This evil creature moves normally.  It is magical, casting spells
intelligently which cause critical wounds, produce nether bolts, terrify,
blind or summon monsters; 1 time in 5.  It can open doors and bash down
doors.  It is cold blooded.  It resists cold.  It is fairly observant of
intruders, which it may notice from 200 feet.  It will carry up to 6
objects.  It can hit to attack with damage 6d6, hit to attack with damage
5d5, and hit to attack with damage 5d5.

[U] Castamir the Usurper  (L.Red 'p')
=== Num:408  Lev:38  Rar:5  Spd:+10  Hp:880  Ac:90  Exp:1600
A Black Numenorean who usurped the throne of Gondor, he is treacherous and
evil.  This evil creature moves normally.  He is magical, casting spells
intelligently which produce lightning bolts, produce fire bolts, produce
frost bolts, produce ice bolts, heal-self or create traps; 1 time in 2.  He
can open doors, bash down doors and pick up objects.  He takes quite a
while to see intruders, which he may notice from 200 feet.  He will carry
up to 4 good objects.  He can hit to attack with damage 5d5, hit to attack
with damage 5d5, hit to attack with damage 5d5, and hit to attack with
damage 5d5.

The Time vortex  (L.Blue 'v')
=== Num:409  Lev:38  Rar:4  Spd:+20  Hp:32d10  Ac:40  Exp:900
You haven't seen it yet.  This creature moves extremely erratically.  It
may breathe time powerfully; 1 time in 6.  It can bash down doors.  It is
not detected by telepathy.  It cannot be frightened, confused or slept.  It
is ever vigilant for intruders, which it may notice from 1000 feet.  It can
engulf to attack with damage 5d5.

The Shimmering vortex  (Violet 'v')
=== Num:410  Lev:38  Rar:4  Spd:+30  Hp:6d12  Ac:30  Exp:200
A strange pillar of shining light that hurts your eyes.  Its shape changes
constantly as it cuts through the air towards you.  It is like a beacon,
waking monsters from their slumber.  This creature moves extremely
erratically.  It may shriek for help.  It may breathe light powerfully; 1
time in 4.  It can bash down doors.  It is not detected by telepathy.  It
cannot be frightened, confused or slept.  It is ever vigilant for
intruders, which it may notice from 1000 feet.  It has no physical attacks.

The Ancient blue dragon  (Blue 'D')
=== Num:411  Lev:38  Rar:1  Spd:+10  Hp:700  Ac:80  Exp:1500
A huge draconic form.  Lightning crackles along its length.  This evil
dragon moves normally.  It may breathe lightning powerfully, and is also
magical, casting spells intelligently which terrify, blind or confuse; 1
time in 9.  It can bash down doors and push past weaker monsters.  It
resists lightning.  It cannot be confused or slept.  It pays little
attention to intruders, which it may notice from 200 feet.  It will carry
up to 10 objects or treasures.  It can claw to attack with damage 1d8, claw
to attack with damage 1d8, and bite to attack with damage 2d8.

The Ancient bronze dragon  (L.Umber 'D')
=== Num:412  Lev:38  Rar:2  Spd:+10  Hp:730  Ac:100  Exp:1700
A huge draconic form enveloped in a cascade of colour.  This dragon moves
normally.  It may breathe confusion powerfully, and is also magical,
casting spells intelligently which terrify, blind or confuse; 1 time in 6.
It can bash down doors and push past weaker monsters.  It cannot be
confused or slept.  It pays very little attention to intruders, which it
may notice from 200 feet.  It will carry up to 14 objects or treasures.  It
can claw to attack with damage 1d8, claw to attack with damage 1d8, and
bite to attack with damage 2d10.

The Beholder  (L.Umber 'e')
=== Num:413  Lev:38  Rar:4  Spd:+10  Hp:1600  Ac:80  Exp:6000
A disembodied eye, surrounded by twelve smaller eyes on stalks.  This evil
creature moves normally.  It is magical, casting spells which drain mana,
cause mind blasting, produce acid bolts, produce fire bolts, produce frost
bolts, terrify, blind, confuse, slow, create darkness or cause amnesia; 1
time in 2.  It can bash down doors.  It resists poison.  It cannot be
confused or slept.  It is fairly observant of intruders, which it may
notice from 300 feet.  It can gaze to lower experience (by 20d6+) with
damage 2d4, gaze to paralyze with damage 2d4, gaze to reduce intelligence
with damage 2d6, and gaze to drain charges with damage 2d6.

The Emperor wight  (Red 'W')
=== Num:414  Lev:38  Rar:2  Spd:+10  Hp:380  Ac:40  Exp:1600
Your life force is torn from your body as this powerful unearthly being
approaches.  This evil undead creature moves normally.  It is magical,
casting spells which cause critical wounds, produce nether bolts, terrify
or paralyze; 1 time in 6.  It can open doors and bash down doors.  It is
cold blooded.  It is hurt by bright light.  It resists cold and poison.  It
cannot be confused or slept.  It is fairly observant of intruders, which it
may notice from 200 feet.  It will carry up to 10 objects.  It can hit to
attack with damage 1d12, hit to attack with damage 1d12, touch to lower
experience (by 80d6+), and touch to lower experience (by 80d6+).

The Planetar  (Red 'A')
=== Num:415  Lev:38  Rar:6  Spd:+10  Hp:500  Ac:68  Exp:1800
It is an angel, fast and strong.  You are stunned by its extreme holiness
and try to resist all desires to obey it.  This creature moves normally. 
It is magical, casting spells intelligently which produce mana bolts,
produce plasma bolts, confuse, haste-self, heal-self, teleport away, summon
monsters or summon an angel; 1 time in 11.  It can open doors, bash down
doors, push past weaker monsters and pick up objects.  It resists acid,
lightning, fire, cold and poison.  It cannot be confused or slept.  It
prefers to ignore intruders, which it may notice from 300 feet.  It will
carry up to 6 objects.  It can hit to attack with damage 4d6, hit to attack
with damage 5d5, hit to attack with damage 5d5, and hit to attack with
damage 4d6.

[U] Vargo, Tyrant of Fire  (Red 'E')
=== Num:416  Lev:38  Rar:3  Spd:+10  Hp:1500  Ac:50  Exp:3000
A towering fire elemental, Vargo burns everything beyond recognition.  This
evil creature moves a bit erratically.  It is magical, casting spells which
produce fire balls or produce plasma bolts; 1 time in 4.  It can bash down
doors, destroy weaker monsters and destroy objects.  It is not detected by
telepathy.  It resists fire and poison.  It cannot be confused or slept. 
It tends to overlook intruders, which it may notice from 120 feet.  It can
hit to burn with damage 4d6, hit to burn with damage 4d6, hit to burn with
damage 4d6, and hit to burn with damage 4d6.

The Black wraith  (L.Dark 'W')
=== Num:417  Lev:38  Rar:2  Spd:+10  Hp:500  Ac:55  Exp:1700
A figure that seems made of void, its strangely human shape is cloaked in
shadow.  It reaches out at you.  This evil undead creature moves normally.
It is magical, casting spells which cause critical wounds, produce nether
bolts, terrify, blind or paralyze; 1 time in 7.  It can open doors and bash
down doors.  It is cold blooded.  It is hurt by bright light.  It resists
cold and poison.  It cannot be confused or slept.  It is fairly observant
of intruders, which it may notice from 200 feet.  It will carry up to 6
objects.  It can hit to attack with damage 1d12, hit to attack with damage
1d12, touch to lower experience (by 40d6+), and touch to lower experience
(by 40d6+).

The Erinyes  (Umber 'U')
=== Num:418  Lev:38  Rar:2  Spd:+0  Hp:240  Ac:50  Exp:1000
It is a lesser demon of female form; however, she takes little time to show
her true colours.  This evil demon moves normally.  She is magical, casting
spells which produce fire bolts, blind or confuse; 1 time in 7.  She can
open doors and bash down doors.  She resists fire and poison.  She cannot
be confused or slept.  She pays little attention to intruders, which she
may notice from 200 feet.  She will carry a object.  She can hit to attack
with damage 3d4, and touch to reduce strength with damage 1d5.

The Nether wraith  (L.Green 'W')
=== Num:419  Lev:39  Rar:2  Spd:+10  Hp:480  Ac:55  Exp:1700
A form that hurts the eye, death permeates the air around it.  As it nears
you, a coldness saps your soul.  This evil undead creature moves normally.
It is magical, casting spells which cause mind blasting, cause critical
wounds, produce nether bolts, terrify, blind or create darkness; 1 time in
6.  It can pass through walls.  It is invisible.  It is cold blooded.  It
is hurt by bright light.  It resists cold and poison.  It cannot be
confused or slept.  It is fairly observant of intruders, which it may
notice from 200 feet.  It will carry up to 10 objects.  It can hit to
attack with damage 1d12, hit to attack with damage 1d12, touch to lower
experience (by 80d6+), and touch to lower experience (by 80d6+).

The Eldrak  (Red 'T')
=== Num:420  Lev:39  Rar:3  Spd:+0  Hp:750  Ac:80  Exp:800
A massive troll, larger and stronger than many men together.  This evil
troll moves normally.  It can open doors, bash down doors and pick up
objects.  It resists poison.  It cannot be confused or slept.  It tends to
overlook intruders, which it may notice from 200 feet.  It will carry an
object or treasure.  It can hit to attack with damage 3d4, hit to attack
with damage 3d4, and hit to attack with damage 3d4.

The Ettin  (Blue 'T')
=== Num:421  Lev:39  Rar:3  Spd:+0  Hp:1500  Ac:100  Exp:1000
A massive troll of huge strength.  Ettins are stupid but violent.  This
evil troll moves normally.  It can open doors and bash down doors.  It
resists poison.  It cannot be confused or slept.  It takes quite a while to
see intruders, which it may notice from 200 feet.  It will carry one or two
objects.  It can hit to attack with damage 3d6, hit to attack with damage
3d6, and hit to attack with damage 3d6.

[U] Waldern, King of Water  (Slate 'E')
=== Num:422  Lev:39  Rar:3  Spd:+10  Hp:2000  Ac:40  Exp:3250
A towering water elemental, Waldern is master of all things liquid.Wave
after wave drowns your frail body.  This evil creature moves a bit
erratically.  It is magical, casting spells which produce frost balls,
produce water balls, produce water bolts or produce ice bolts; 1 time in 4.
It can bash down doors, destroy weaker monsters and destroy objects.  It is
cold blooded.  It is not detected by telepathy.  It resists poison.  It
cannot be frightened, confused or slept.  It tends to overlook intruders,
which it may notice from 120 feet.  It can hit to attack with damage 5d5,
hit to attack with damage 5d5, hit to attack with damage 5d5, and hit to
attack with damage 5d5.

[U] Kavlax the Many-Headed  (Violet 'd')
=== Num:423  Lev:39  Rar:3  Spd:+10  Hp:1300  Ac:85  Exp:3000
A large dragon with a selection of heads, all shouting and arguing as they
look for prey, but each with its own deadly breath weapon.  This evil
dragon moves normally.  He may breathe acid, lightning, fire, frost,
confusion, sound, nexus, gravity or shards powerfully; 1 time in 4.  He can
open doors and bash down doors.  He resists acid, lightning, fire and cold.
He cannot be confused or slept.  He takes quite a while to see intruders,
which he may notice from 200 feet.  He will carry up to 8 good objects.  He
can bite to attack with damage 2d12, bite to attack with damage 2d12, bite
to attack with damage 2d12, and bite to attack with damage 2d12.

The Ancient white dragon  (White 'D')
=== Num:424  Lev:39  Rar:1  Spd:+10  Hp:700  Ac:90  Exp:2500
A huge draconic form.  Frost covers it from head to tail.  This evil dragon
moves normally.  It may breathe frost powerfully, and is also magical,
casting spells intelligently which terrify, blind or confuse; 1 time in 9.
It can bash down doors and push past weaker monsters.  It resists cold.  It
cannot be confused or slept.  It pays little attention to intruders, which
it may notice from 200 feet.  It will carry up to 14 objects or treasures.
It can claw to attack with damage 1d9, claw to attack with damage 1d9, and
bite to attack with damage 2d12.

The Ancient green dragon  (Green 'D')
=== Num:425  Lev:39  Rar:1  Spd:+10  Hp:720  Ac:85  Exp:2400
A huge draconic form enveloped in clouds of poisonous vapour.  This evil
dragon moves normally.  It may breathe poison powerfully, and is also
magical, casting spells intelligently which terrify, blind or confuse; 1
time in 9.  It can bash down doors and push past weaker monsters.  It
resists poison.  It cannot be confused or slept.  It pays little attention
to intruders, which it may notice from 200 feet.  It will carry up to 14
objects or treasures.  It can claw to attack with damage 1d8, claw to
attack with damage 1d8, and bite to attack with damage 2d10.

The 7-headed hydra  (L.Green 'M')
=== Num:426  Lev:39  Rar:2  Spd:+10  Hp:100d10  Ac:90  Exp:2000
A strange reptilian hybrid with seven heads dripping venom.  This natural
creature moves normally.  It may breathe poison, and is also magical,
casting spells which produce poison balls or terrify; 1 time in 5.  It can
bash down doors and push past weaker monsters.  It resists poison.  It
takes a while to see intruders, which it may notice from 200 feet.  It will
carry up to 12 treasures.  It can bite to poison with damage 3d9, bite to
poison with damage 3d9, bite to poison with damage 3d9, and spit to blind
with damage 1d2.

The Night mare  (L.Dark 'q')
=== Num:427  Lev:39  Rar:3  Spd:+10  Hp:1500  Ac:85  Exp:2900
A fearsome skeletal horse with glowing eyes, that watch you with little
more than a hatred of all that lives.  This evil undead creature moves
normally.  It can open doors and bash down doors.  It is cold blooded.  It
resists cold and poison.  It cannot be confused or slept.  It is ever
vigilant for intruders, which it may notice from 300 feet.  It will carry
up to 4 treasures.  It can bite to lower experience (by 80d6+) with damage
2d6, hit to attack with damage 3d8, hit to attack with damage 3d8, and hit
to confuse with damage 6d6.

The Vampire lord  (Blue 'V')
=== Num:428  Lev:39  Rar:3  Spd:+10  Hp:1600  Ac:70  Exp:1800
A foul wind chills your bones as this ghastly figure approaches.  This evil
undead creature moves normally.  It is magical, casting spells which drain
mana, cause brain smashing, cause critical wounds, cause mortal wounds,
produce nether bolts, terrify, blind, paralyze or create darkness; 1 time
in 7.  It can open doors and bash down doors.  It is cold blooded.  It
regenerates quickly.  It is hurt by bright light.  It resists cold and
poison.  It cannot be confused or slept.  It is fairly observant of
intruders, which it may notice from 200 feet.  It will carry up to 9
objects or treasures.  It can hit to attack with damage 1d6, hit to attack
with damage 1d6, bite to lower experience (by 80d6+) with damage 1d6, and
bite to lower experience (by 80d6+) with damage 1d6.

The Ancient black dragon  (Slate 'D')
=== Num:429  Lev:39  Rar:1  Spd:+10  Hp:720  Ac:90  Exp:2500
A huge draconic form.  Pools of acid melt the floor around it.  This evil
dragon moves normally.  It may breathe acid powerfully, and is also
magical, casting spells intelligently which terrify, blind or confuse; 1
time in 9.  It can bash down doors and push past weaker monsters.  It
resists acid.  It cannot be confused or slept.  It tends to overlook
intruders, which it may notice from 200 feet.  It will carry up to 14
objects or treasures.  It can claw to attack with damage 1d9, claw to
attack with damage 1d9, and bite to attack with damage 2d10.

The Disenchanter worm mass  (Violet 'w')
=== Num:430  Lev:40  Rar:3  Spd:-10  Hp:10d8  Ac:5  Exp:30
It is a strange mass of squirming worms.  Magical energy crackles around
its disgusting form.  This natural creature moves somewhat erratically.  It
can bash down doors.  It is rarely detected by telepathy.  It breeds
explosively.  It is hurt by bright light.  It cannot be frightened.  It is
fairly observant of intruders, which it may notice from 70 feet.  It can
crawl on you to disenchant with damage 1d4.

The Rotting quylthulg  (Umber 'Q')
=== Num:431  Lev:40  Rar:1  Spd:+10  Hp:160  Ac:1  Exp:1500
It is a pulsing flesh mound that reeks of death and putrefaction.  This
natural evil creature moves normally, but does not deign to chase
intruders.  It is magical, casting spells which blink-self, teleport-self
or summon an undead; 1 time in 2.  It is invisible.  It is not detected by
telepathy.  It cannot be frightened, confused or slept.  It is ever
vigilant for intruders, which it may notice from 200 feet.  It has no
physical attacks.

The Spirit troll  (L.Blue 'T')
=== Num:432  Lev:40  Rar:3  Spd:+0  Hp:1000  Ac:90  Exp:900
A weird troll from the elemental planes.  This evil troll moves normally.
It can pass through walls.  It is invisible.  It resists lightning, cold
and poison.  It cannot be confused or slept.  It is observant of intruders,
which it may notice from 200 feet.  It will carry one or twon objects or
treasures.  It can hit to attack with damage 3d6, hit to attack with damage
3d5, and hit to attack with damage 3d5.

The Lesser titan  (Yellow 'P')
=== Num:433  Lev:40  Rar:3  Spd:+10  Hp:1000  Ac:80  Exp:3500
It is a humanoid figure thirty feet tall that gives off an aura of power
and hate.  This evil giant moves normally.  It is magical, casting spells
intelligently which terrify, heal-self, teleport to or summon monsters; 1
time in 3.  It can open doors, bash down doors and pick up objects.  It
takes a while to see intruders, which it may notice from 300 feet.  It will
carry up to 12 objects or treasures.  It can hit to confuse with damage
6d6, hit to confuse with damage 6d6, hit to confuse with damage 6d6, and
hit to confuse with damage 6d6.

The 9-headed hydra  (Red 'M')
=== Num:434  Lev:40  Rar:2  Spd:+10  Hp:100d12  Ac:95  Exp:3000
A strange reptilian hybrid with nine smouldering heads.  This natural
creature moves normally.  It may breathe fire, and is also magical, casting
spells which produce fire bolts or terrify; 1 time in 4.  It can open
doors, bash down doors and push past weaker monsters.  It resists fire.  It
takes a while to see intruders, which it may notice from 200 feet.  It will
carry up to 12 treasures.  It can bite to burn with damage 3d6, bite to
burn with damage 3d6, bite to burn with damage 3d6, and bite to burn with
damage 3d6.

The Enchantress  (L.Red 'p')
=== Num:435  Lev:40  Rar:4  Spd:+20  Hp:520  Ac:60  Exp:2100
This elusive female spellcaster has a special affinity for dragons, whom
she rarely fights without.  This evil creature moves normally.  She is
magical, casting spells which blind or summon a dragon; 1 time in 2.  She
can open doors and bash down doors.  She cannot be confused or slept.  She
is fairly observant of intruders, which she may notice from 200 feet.  She
will carry up to 4 good objects.  She can hit to attack with damage 2d6,
hit to attack with damage 2d6, and hit to attack with damage 2d8.

The Archpriest  (L.Green 'p')
=== Num:436  Lev:40  Rar:2  Spd:+10  Hp:520  Ac:60  Exp:1800
An evil priest, dressed all in black.  Deadly spells hit you at an alarming
rate as his black spiked mace rains down blow after blow on your pitiful
frame.  This evil creature moves normally.  He is magical, casting spells
intelligently which cause critical wounds, blind, confuse, paralyze,
heal-self, summon a monster or summon an undead; 1 time in 2.  He can open
doors and bash down doors.  He cannot be confused or slept.  He is fairly
observant of intruders, which he may notice from 200 feet.  He will carry
up to 6 objects.  He can hit to attack with damage 3d4, hit to attack with
damage 3d4, and hit to attack with damage 3d5.

The Sorcerer  (Violet 'p')
=== Num:437  Lev:40  Rar:2  Spd:+20  Hp:520  Ac:60  Exp:2150
A human figure in robes, he moves with magically improved speed, and his
hands are ablur with spell casting.  This evil creature moves normally.  He
is magical, casting spells which produce fire balls, produce frost balls,
cause critical wounds, produce acid bolts, blind, confuse, blink-self,
teleport to, create traps, summon a monster, summon an undead or summon a
dragon; 1 time in 2.  He can open doors and bash down doors.  He cannot be
confused or slept.  He is fairly observant of intruders, which he may
notice from 200 feet.  He will carry up to 10 objects.  He can hit to
attack with damage 2d8, hit to attack with damage 2d8, and hit to attack
with damage 2d8.

The Xaren  (Slate 'X')
=== Num:438  Lev:40  Rar:1  Spd:+10  Hp:320  Ac:80  Exp:1200
It is a tougher relative of the Xorn.  Its hide glitters with metal ores.
This creature moves normally.  It can pass through walls and destroy
objects.  It is cold blooded.  It is not detected by telepathy.  It is hurt
by rock remover.  It resists lightning, fire, cold and poison.  It cannot
be confused or slept.  It is fairly observant of intruders, which it may
notice from 200 feet.  It can hit to attack with damage 3d4, hit to attack
with damage 3d4, hit to attack with damage 3d4, and hit to attack with
damage 3d4.

The Giant roc  (Umber 'B')
=== Num:439  Lev:40  Rar:3  Spd:+0  Hp:80d13  Ac:70  Exp:1000
A vast legendary bird, its iron talons rake the most impenetrable of
surfaces and its screech echoes through the many winding dungeon corridors.
This natural creature moves normally.  It can bash down doors.  It resists
lightning.  It is fairly observant of intruders, which it may notice from
200 feet.  It can crush to attack with damage 8d12, crush to attack with
damage 8d12, and hit to electrify with damage 12d12.

[U] Uvatha the Horseman  (L.Dark 'W')
=== Num:440  Lev:40  Rar:3  Spd:+10  Hp:1200  Ac:60  Exp:7000
A tall black cloaked Ringwraith, he is a master of horsemanship.  He longs
to taste your blood.  This evil undead creature moves normally.  He can
open doors, bash down doors and push past weaker monsters.  He is cold
blooded.  He is hurt by bright light.  He resists cold and poison.  He
cannot be confused or slept.  He is fairly observant of intruders, which he
may notice from 900 feet.  He will carry up to 4 good objects.  He can hit
to attack with damage 6d6, hit to attack with damage 6d6, hit to lower
experience (by 80d6+) with damage 4d6, and hit to lower experience (by
80d6+) with damage 4d6.

The Minotaur  (Slate 'H')
=== Num:441  Lev:40  Rar:2  Spd:+20  Hp:100d10  Ac:25  Exp:2100
It is a cross between a human and a bull.  This evil creature moves
normally.  It can bash down doors.  It is fairly observant of intruders,
which it may notice from 130 feet.  It can butt to attack with damage 4d6,
butt to attack with damage 4d6, butt to attack with damage 2d6, and butt to
attack with damage 2d6.

[U] Medusa, the Gorgon  (Orange 'n')
=== Num:442  Lev:40  Rar:3  Spd:+10  Hp:2400  Ac:100  Exp:9000
One of the original three ugly sisters.  Her face could sink a thousand
ships.  Her scales rattle as she slithers towards you, venom dripping from
her ghastly mouth.  This evil creature moves normally.  She is magical,
casting spells intelligently which produce acid balls, cause critical
wounds, produce fire bolts, produce plasma bolts, terrify, paralyze or
summon hydras; 1 time in 2.  She can open doors and bash down doors.  She
resists acid, fire and poison.  She cannot be confused or slept.  She is
observant of intruders, which she may notice from 300 feet.  She will carry
up to 6 good objects.  She can gaze to lower experience (by 80d6+), gaze to
paralyze, hit to attack with damage 8d6, and hit to attack with damage 8d6.

The Death drake  (L.Green 'D')
=== Num:443  Lev:40  Rar:2  Spd:+10  Hp:1000  Ac:100  Exp:3500
It is a dragon-like form wrapped in darkness.  You cannot make out its true
form but you sense its evil.  This evil dragon moves normally.  It may
breathe nether powerfully, and is also magical, casting spells which
terrify, confuse or slow; 1 time in 6.  It can pass through walls, push
past weaker monsters and pick up objects.  It is invisible.  It resists
cold.  It cannot be confused or slept.  It takes quite a while to see
intruders, which it may notice from 250 feet.  It will carry up to 12
objects.  It can claw to attack with damage 1d10, claw to attack with
damage 1d10, bite to lower experience (by 80d6+) with damage 1d6, and bite
to lower experience (by 80d6+) with damage 1d6.

The Ancient red dragon  (Red 'D')
=== Num:444  Lev:40  Rar:1  Spd:+10  Hp:1000  Ac:100  Exp:2750
A huge draconic form.  Wisps of smoke steam from its nostrils and the
extreme heat surrounding it makes you gasp for breath.  This evil dragon
moves normally.  It may breathe fire powerfully, and is also magical,
casting spells intelligently which terrify, blind or confuse; 1 time in 6.
It can bash down doors and push past weaker monsters.  It resists fire.  It
cannot be confused or slept.  It tends to overlook intruders, which it may
notice from 200 feet.  It will carry up to 14 objects or treasures.  It can
claw to attack with damage 1d10, claw to attack with damage 1d10, and bite
to attack with damage 2d14.

The Ancient gold dragon  (Yellow 'D')
=== Num:445  Lev:40  Rar:2  Spd:+10  Hp:1500  Ac:100  Exp:4000
A huge draconic form wreathed in a nimbus of light.  This dragon moves
normally.  It may breathe sound powerfully, and is also magical, casting
spells intelligently which terrify, blind or confuse; 1 time in 6.  It can
bash down doors and push past weaker monsters.  It cannot be confused or
slept.  It pays very little attention to intruders, which it may notice
from 200 feet.  It will carry up to 14 objects or treasures.  It can claw
to attack with damage 1d10, claw to attack with damage 1d10, and bite to
attack with damage 2d14.

The Great crystal drake  (Violet 'D')
=== Num:446  Lev:40  Rar:2  Spd:+10  Hp:1500  Ac:100  Exp:3500
A huge crystalline dragon.  Its claws could cut you to shreds and its teeth
are razor sharp.  Strange colours ripple through it as it moves in the
light.  This evil dragon moves normally.  It may breathe shards powerfully,
and is also magical, casting spells which terrify, confuse or slow; 1 time
in 6.  It can open doors, bash down doors and push past weaker monsters. 
It is invisible.  It resists cold.  It cannot be confused or slept.  It
takes quite a while to see intruders, which it may notice from 250 feet. 
It will carry up to 12 objects.  It can claw to attack with damage 1d9,
claw to attack with damage 1d9, and bite to attack with damage 2d12.

The Vrock  (Slate 'U')
=== Num:447  Lev:40  Rar:2  Spd:+0  Hp:400  Ac:50  Exp:1000
It is a demon with a long neck and raking claws.  This evil demon moves
normally.  It usually appears in groups.  It is magical, casting spells
which blind or confuse; 1 time in 8.  It can open doors and bash down
doors.  It resists fire.  It cannot be confused or slept.  It pays little
attention to intruders, which it may notice from 200 feet.  It will carry
a object.  It can hit to attack with damage 3d4, crush to attack with
damage 8d12, and crush to attack with damage 8d12.

The Death quasit  (L.Dark 'u')
=== Num:448  Lev:40  Rar:3  Spd:+20  Hp:440  Ac:80  Exp:1000
It is a demon of small stature, but its armoured frame moves with lightning
speed and its powers make it a tornado of death and destruction.  This evil
demon moves normally.  It is magical, casting spells intelligently which
cause critical wounds, terrify, blind, confuse, cause amnesia or summon a
demon; 1 time in 10.  It can pass through walls.  It is invisible.  It
resists fire and poison.  It cannot be frightened, confused or slept.  It
is ever vigilant for intruders, which it may notice from 200 feet.  It will
carry up to 14 objects.  It can bite to reduce dexterity with damage 3d6,
claw to attack with damage 3d3, and claw to attack with damage 3d3.

[U] Adunaphel the Quiet  (L.Dark 'W')
=== Num:449  Lev:41  Rar:3  Spd:+10  Hp:1200  Ac:60  Exp:8000
A sorceress in life, Adunaphel quickly fell under Sauron's sway and the
power of the rings.  This evil undead creature moves normally.  She is
magical, casting spells which cause critical wounds, produce acid bolts,
produce fire bolts, produce frost bolts, produce nether bolts, terrify,
blind, paralyze, cause amnesia or summon a monster; 1 time in 3.  She can
pass through walls and push past weaker monsters.  She is invisible.  She
is cold blooded.  She is hurt by bright light.  She resists cold and
poison.  She cannot be confused or slept.  She is fairly observant of
intruders, which she may notice from 900 feet.  She will carry up to 8 good
objects.  She can hit to attack with damage 5d5, hit to attack with damage
5d5, and touch to lower experience (by 80d6+).

The Dark elven sorceror  (Violet 'h')
=== Num:450  Lev:41  Rar:2  Spd:+20  Hp:800  Ac:70  Exp:3000
A dark elven figure, dressed in deepest black.  Power seems to crackle from
his slender frame.  This evil creature moves normally.  He is magical,
casting spells intelligently which produce fire balls, produce frost balls,
cause critical wounds, produce acid bolts, blind, confuse, heal-self,
blink-self, teleport to, create darkness, summon a monster, summon a demon
or summon an undead; 1 time in 2.  He can open doors and bash down doors.
He is hurt by bright light.  He cannot be confused or slept.  He is fairly
observant of intruders, which he may notice from 200 feet.  He will carry
up to 10 objects.  He can hit to attack with damage 2d8, hit to attack with
damage 2d8, and hit to attack with damage 2d8.

The Master lich  (Red 'L')
=== Num:451  Lev:41  Rar:2  Spd:+10  Hp:1800  Ac:80  Exp:10000
A skeletal form wrapped in robes.  Powerful magic crackles along its bony
fingers.  This evil undead creature moves normally.  It is magical, casting
spells intelligently which drain mana, cause brain smashing, cause critical
wounds, cause mortal wounds, terrify, blind, confuse, paralyze, blink-self,
teleport to or summon an undead; 1 time in 3.  It can open doors and bash
down doors.  It is cold blooded.  It resists cold and poison.  It cannot be
confused or slept.  It tends to overlook intruders, which it may notice
from 200 feet.  It will carry up to 12 objects.  It can touch to lower
experience (by 80d6+), touch to drain charges, touch to reduce dexterity
with damage 2d12, and touch to reduce dexterity with damage 2d12.

The Hezrou  (Violet 'U')
=== Num:452  Lev:41  Rar:3  Spd:+0  Hp:520  Ac:40  Exp:1500
It is a demon of lizard form with cruel-looking jaws.  This evil demon
moves normally.  It usually appears in groups.  It is magical, casting
spells which produce fire bolts or summon a demon; 1 time in 9.  It can
open doors and bash down doors.  It resists fire.  It cannot be confused or
slept.  It pays little attention to intruders, which it may notice from 200
feet.  It will carry up to 4 objects.  It can hit to attack with damage
3d4, and hit to attack with damage 3d4.

[U] Akhorahil the Blind  (L.Dark 'W')
=== Num:453  Lev:41  Rar:3  Spd:+10  Hp:1800  Ac:70  Exp:12000
A mighty sorcerer King, Akhorahil was blind in life.  With powerful
enchantments, he created jewelled eyes that enabled him to see better than
any ordinary man ever could.  This evil undead creature moves normally.  He
is magical, casting spells which cause critical wounds, produce fire bolts,
produce frost bolts, produce nether bolts, terrify, blind, paralyze, create
darkness or summon a monster; 1 time in 3.  He can open doors, bash down
doors and push past weaker monsters.  He is cold blooded.  He is hurt by
bright light.  He resists cold and poison.  He cannot be confused or slept.
He is fairly observant of intruders, which he may notice from 900 feet.  He
will carry up to 8 good objects.  He can hit to attack with damage 5d5, hit
to attack with damage 5d5, gaze to lower experience (by 80d6+), and wail to
terrify.

[U] Gorlim, Betrayer of Barahir  (Slate 'p')
=== Num:454  Lev:41  Rar:3  Spd:+10  Hp:1600  Ac:120  Exp:7000
This once-mighty warrior was so dominated by Morgoth's power that he became
little more than a mindless creature of evil.  This creature moves
normally.  He is magical, casting spells intelligently which cause critical
wounds, produce water bolts or produce mana bolts; 1 time in 2.  He can
open doors and bash down doors.  He resists acid, lightning, cold and
poison.  He cannot be confused or slept.  He takes quite a while to see
intruders, which he may notice from 200 feet.  He will carry up to 4 good
objects.  He can hit to attack with damage 8d6, hit to attack with damage
8d6, hit to disenchant with damage 6d8, and hit to disenchant with damage
6d8.

The Solar  (Yellow 'A')
=== Num:455  Lev:41  Rar:6  Spd:+20  Hp:100d35  Ac:140  Exp:15000
Never a more heavenly being have you seen.  The very holiness of its
presence makes you deeply respect it.  Few creatures can match the powers
of a Solar; fewer still live to tell the tale after attacking one.  This
creature moves normally.  It is magical, casting spells intelligently which
cause serious wounds, cause mortal wounds, produce mana bolts, terrify,
blind, teleport to or summon an angel; 1 time in 3.  It can open doors,
bash down doors, push past weaker monsters and pick up objects.  It resists
acid, lightning, fire, cold and poison.  It prefers to ignore intruders,
which it may notice from 300 feet.  It will carry up to 14 good objects. 
It can gaze to terrify with damage 4d4, gaze to terrify with damage 4d4,
hit to attack with damage 8d6, and hit to attack with damage 8d6.

The Glabrezu  (Orange 'U')
=== Num:456  Lev:41  Rar:2  Spd:+0  Hp:600  Ac:40  Exp:1750
It is demon with arms and pincers, its form a true mockery of life.  This
evil demon moves normally.  It is magical, casting spells which produce
fire bolts or summon a demon; 1 time in 9.  It can open doors and bash down
doors.  It resists fire.  It cannot be confused or slept.  It pays little
attention to intruders, which it may notice from 200 feet.  It will carry
one or two objects.  It can hit to attack with damage 3d4, and hit to
attack with damage 3d4.

[U] Ren the Unclean  (L.Dark 'W')
=== Num:457  Lev:41  Rar:3  Spd:+10  Hp:1800  Ac:70  Exp:13000
Ren was an insane eastern king who believed himself to be the son of a
volcano god.  At an early age his sanity was destroyed by a plague that
wiped out his family, and he never recovered.  This evil undead creature
moves normally.  He is magical, casting spells which produce fire balls,
cause critical wounds, produce fire bolts, produce nether bolts, terrify,
blind, paralyze or summon a monster; 1 time in 3.  He can open doors, bash
down doors and push past weaker monsters.  He is invisible.  He is cold
blooded.  He is hurt by bright light.  He resists fire, cold and poison. 
He cannot be confused or slept.  He is fairly observant of intruders, which
he may notice from 900 feet.  He will carry up to 8 good objects.  He can
hit to attack with damage 5d5, hit to attack with damage 5d5, touch to
lower experience (by 80d6+), and wail to terrify.

The Nalfeshnee  (Red 'U')
=== Num:458  Lev:42  Rar:2  Spd:+0  Hp:670  Ac:50  Exp:2000
It is a large demon with the head of a giant boar.  Flames run up and down
its length.  This evil demon moves normally.  It may breathe fire
powerfully, and is also magical, casting spells which blind, confuse or
summon a demon; 1 time in 9.  It can open doors and bash down doors.  It
resists fire.  It cannot be confused or slept.  It pays little attention to
intruders, which it may notice from 200 feet.  It will carry one or two
objects.  It can hit to attack with damage 3d4, hit to attack with damage
3d4, and hit to attack with damage 3d4.

The Undead beholder  (Umber 'e')
=== Num:459  Lev:42  Rar:4  Spd:+10  Hp:2700  Ac:100  Exp:4000
A disembodied eye, floating in the air.  Black nether storms rage around
its bloodshot pupil and light seems to bend as it sucks its power from the
very air around it.  Your soul chills as it drains your vitality for its
evil enchantments.  This evil undead creature moves normally.  It is
magical, casting spells which drain mana, cause mind blasting, cause brain
smashing, cause mortal wounds, produce mana bolts, slow, cause amnesia or
summon an undead; 1 time in 2.  It can bash down doors.  It is cold
blooded.  It resists acid, lightning, fire, cold and poison.  It cannot be
confused or slept.  It is fairly observant of intruders, which it may
notice from 300 feet.  It can gaze to lower experience (by 40d6+), gaze to
paralyze, gaze to reduce intelligence with damage 2d6, and gaze to drain
charges with damage 2d6.

The Dread  (Orange 'G')
=== Num:460  Lev:42  Rar:1  Spd:+10  Hp:25d20  Ac:30  Exp:600
It is a form that screams its presence against the eye.  Death incarnate,
its hideous black body seems to struggle against reality as the universe
itself struggles to banish it.  This evil undead creature moves a bit
erratically.  It usually appears in groups.  It is magical, casting spells
which drain mana, produce nether bolts, blind, confuse or paralyze; 1 time
in 16.  It can pass through walls and pick up objects.  It is invisible. 
It is cold blooded.  It resists cold and poison.  It cannot be confused or
slept.  It is fairly observant of intruders, which it may notice from 200
feet.  It will carry a object.  It can hit to attack with damage 6d6, hit
to attack with damage 6d6, and hit to reduce strength with damage 3d4.

The Mumak  (Slate 'q')
=== Num:461  Lev:43  Rar:2  Spd:+0  Hp:90d10  Ac:55  Exp:2100
A massive elephantine form with eyes twisted by madness.  This natural
creature moves normally.  It usually appears in groups.  It can bash down
doors.  It pays very little attention to intruders, which it may notice
from 200 feet.  It can butt to attack with damage 4d6, butt to attack with
damage 4d6, and crush to attack with damage 4d4.

The Ancient multi-hued dragon  (Violet 'D')
=== Num:462  Lev:43  Rar:1  Spd:+10  Hp:2100  Ac:100  Exp:13000
A huge draconic form.  Many colours ripple down its massive frame.  Few
live to see another.  This evil dragon moves normally.  It may breathe
acid, lightning, fire, frost or poison powerfully, and is also magical,
casting spells intelligently which terrify, blind or confuse; 1 time in 5.
It can open doors, bash down doors and push past weaker monsters.  It
resists acid, lightning, fire, cold and poison.  It cannot be confused or
slept.  It tends to overlook intruders, which it may notice from 200 feet.
It will carry up to 18 objects.  It can claw to attack with damage 1d12,
claw to attack with damage 1d12, and bite to attack with damage 3d12.

The Ethereal dragon  (Orange 'D')
=== Num:463  Lev:43  Rar:2  Spd:+10  Hp:2100  Ac:100  Exp:11000
A huge dragon emanating from the elemental plains, the ethereal dragon is
a master of light and dark.  Its form disappears from sight as it cloaks
itself in unearthly shadows.  This dragon moves normally.  It may breathe
light, darkness or confusion powerfully, and is also magical, casting
spells which blind or confuse; 1 time in 5.  It can pass through walls and
push past weaker monsters.  It is invisible.  It cannot be confused or
slept.  It takes a while to see intruders, which it may notice from 250
feet.  It will carry up to 18 objects.  It can claw to attack with damage
1d12, claw to attack with damage 1d12, and bite to attack with damage 3d12.

[U] Ji Indur Dawndeath  (L.Dark 'W')
=== Num:464  Lev:43  Rar:4  Spd:+10  Hp:1800  Ac:70  Exp:12000
This Ringwraith was a weak-minded sorcerer-king who fell easily under
Sauron's power.  This evil undead creature moves normally.  He is magical,
casting spells which produce fire balls, produce nether balls, cause
critical wounds, terrify, blind, paralyze or summon an undead; 1 time in 3.
He can open doors, bash down doors and push past weaker monsters.  He is
invisible.  He is cold blooded.  He is hurt by bright light.  He resists
fire, cold and poison.  He cannot be confused or slept.  He is fairly
observant of intruders, which he may notice from 900 feet.  He will carry
up to 8 good objects.  He can hit to attack with damage 5d5, hit to attack
with damage 5d5, touch to lower experience (by 40d6+), and touch to lower
experience (by 40d6+).

The Marilith  (Yellow 'U')
=== Num:465  Lev:43  Rar:2  Spd:+10  Hp:1200  Ac:75  Exp:5000
She is a demon of female form with many arms, each bearing deadly weapons.
This evil demon moves normally.  She is magical, casting spells which cause
serious wounds, blind or summon a demon; 1 time in 9.  She can open doors
and bash down doors.  She resists fire.  She cannot be confused or slept.
She pays little attention to intruders, which she may notice from 200 feet.
She will carry one or two objects.  She can hit to attack with damage 3d6,
hit to attack with damage 3d6, hit to attack with damage 3d6, and hit to
attack with damage 3d6.

[U] Quaker, Master of Earth  (Umber 'E')
=== Num:466  Lev:43  Rar:4  Spd:+0  Hp:1800  Ac:97  Exp:6000
A towering stone elemental stands before you.  The walls and ceiling are
reduced to rubble as Quaker advances.  This evil creature moves normally.
He is magical, casting spells which produce acid balls or produce acid
bolts; 1 time in 6.  He can pass through walls, destroy weaker monsters and
destroy objects.  He is cold blooded.  He is not detected by telepathy.  He
is hurt by rock remover.  He resists lightning, fire, cold and poison.  He
cannot be frightened, confused or slept.  He pays little attention to
intruders, which he may notice from 100 feet.  He can hit to attack with
damage 6d6, hit to attack with damage 6d6, hit to attack with damage 6d6,
and hit to shatter with damage 10d10.

The Lesser Balrog  (L.Red 'U')
=== Num:467  Lev:44  Rar:3  Spd:+10  Hp:1800  Ac:50  Exp:8000
It is a massive humanoid demon wreathed in flames.  This evil demon moves
normally.  It may breathe fire powerfully, and is also magical, casting
spells which blind, confuse or summon a demon; 1 time in 4.  It can open
doors, bash down doors and push past weaker monsters.  It resists fire.  It
cannot be confused or slept.  It pays little attention to intruders, which
it may notice from 200 feet.  It will carry up to 6 objects.  It can hit to
burn with damage 2d6, hit to attack with damage 4d6, hit to burn with
damage 2d6, and hit to attack with damage 5d5.

[U] Ariel, Queen of Air  (L.Blue 'E')
=== Num:468  Lev:44  Rar:4  Spd:+20  Hp:2700  Ac:50  Exp:8000
A towering air elemental, Ariel, the sorceress, avoids your blows with her
extreme speed.  This evil creature moves a bit erratically.  She is
magical, casting spells which produce lightning balls, produce frost balls
or produce lightning bolts; 1 time in 5.  She can bash down doors, destroy
weaker monsters and destroy objects.  She is cold blooded.  She is not
detected by telepathy.  She resists acid, lightning, fire, cold and poison.
She cannot be frightened, confused or slept.  She tends to overlook
intruders, which she may notice from 120 feet.  She can hit to attack with
damage 4d6, hit to confuse with damage 1d4, hit to attack with damage 4d6,
and hit to confuse with damage 1d4.

The 11-headed hydra  (L.Red 'M')
=== Num:469  Lev:44  Rar:2  Spd:+10  Hp:100d18  Ac:100  Exp:6000
A strange reptilian hybrid with eleven smouldering heads.  This natural
creature moves normally.  It may breathe fire, and is also magical, casting
spells which produce fire balls, produce fire bolts, produce plasma bolts
or terrify; 1 time in 4.  It can open doors, bash down doors and push past
weaker monsters.  It resists fire.  It takes a while to see intruders,
which it may notice from 200 feet.  It will carry up to 12 treasures.  It
can bite to burn with damage 3d12, bite to burn with damage 3d12, bite to
burn with damage 3d12, and bite to burn with damage 3d12.

The Patriarch  (L.Green 'p')
=== Num:470  Lev:44  Rar:2  Spd:+10  Hp:800  Ac:60  Exp:5000
A dark priest of the highest order.  Powerful and evil, beware his many
spells.  This evil creature moves normally.  He is magical, casting spells
intelligently which cause brain smashing, cause mortal wounds, blind,
paralyze, heal-self, summon monsters or summon an undead; 1 time in 2.  He
can open doors and bash down doors.  He cannot be confused or slept.  He is
fairly observant of intruders, which he may notice from 200 feet.  He will
carry up to 10 objects.  He can hit to attack with damage 3d4, hit to
attack with damage 3d4, and hit to attack with damage 3d5.

The Dreadmaster  (Yellow 'G')
=== Num:471  Lev:44  Rar:2  Spd:+10  Hp:1200  Ac:100  Exp:8000
It is an unlife of power almost unequaled.  An affront to existence, its
very touch abuses and disrupts the flow of life, and its unearthly limbs,
of purest black, crush rock and flesh with ease.  This evil undead creature
moves a bit erratically.  It is magical, casting spells intelligently which
drain mana, cause mortal wounds, produce nether bolts, blind, confuse,
paralyze, teleport level or summon an undead; 1 time in 9.  It can pass
through walls and pick up objects.  It is invisible.  It is cold blooded.
It resists cold and poison.  It cannot be confused or slept.  It is fairly
observant of intruders, which it may notice from 200 feet.  It will carry
up to 10 objects.  It can hit to attack with damage 6d6, hit to attack with
damage 6d6, hit to reduce strength with damage 3d4, and hit to reduce
strength with damage 3d4.

The Drolem  (Green 'g')
=== Num:472  Lev:44  Rar:3  Spd:+10  Hp:3000  Ac:130  Exp:12000
A constructed dragon, the drolem has massive strength.  Powerful spells
weaved during its creation make it a fearsome adversary.  Its eyes show
little intelligence, but it has been instructed to destroy all it meets. 
This dragon moves normally.  It may fire missiles.  It may breathe poison,
and is also magical, casting spells which blind, confuse or slow; 1 time in
6.  It can open doors and bash down doors.  It is cold blooded.  It is not
detected by telepathy.  It resists lightning, fire, cold and poison.  It
cannot be frightened, confused or slept.  It takes quite a while to see
intruders, which it may notice from 250 feet.  It can bite to attack with
damage 5d8, bite to attack with damage 5d8, claw to poison with damage 3d3,
and claw to poison with damage 3d3.

[U] Scatha the Worm  (White 'D')
=== Num:473  Lev:44  Rar:2  Spd:+10  Hp:2000  Ac:130  Exp:17000
An ancient and wise Dragon.  Scatha has grown clever over the long years.
His scales are covered with frost, and his breath sends a shower of ice
into the air.  This evil dragon moves normally.  He may breathe frost
powerfully, and is also magical, casting spells which cause critical wounds
or confuse; 1 time in 3.  He can bash down doors and push past weaker
monsters.  He resists cold.  He cannot be confused or slept.  He tends to
overlook intruders, which he may notice from 200 feet.  He will carry up to
14 good objects.  He can claw to attack with damage 1d10, claw to attack
with damage 1d10, claw to attack with damage 1d10, and bite to attack with
damage 3d14.

[U] Dwar, Dog Lord of Waw  (L.Dark 'W')
=== Num:474  Lev:44  Rar:3  Spd:+10  Hp:2000  Ac:90  Exp:13000
Dwar had a special affinity for dogs in life, and can still command them at
will.  He howls manically as he reaches out to destroy you.  This evil
undead creature moves normally.  He is magical, casting spells
intelligently which produce fire balls, produce nether balls, cause
critical wounds, terrify, blind, paralyze, summon monsters, summon hounds
or summon an undead; 1 time in 3.  He can open doors, bash down doors and
push past weaker monsters.  He is cold blooded.  He is hurt by bright
light.  He resists fire, cold and poison.  He cannot be confused or slept.
He is fairly observant of intruders, which he may notice from 900 feet.  He
will carry up to 8 good objects.  He can hit to attack with damage 5d5, hit
to attack with damage 5d5, bite to lower experience (by 40d6+) with damage
2d4, and wail to terrify.

[U] Smaug the Golden  (Red 'D')
=== Num:475  Lev:45  Rar:2  Spd:+10  Hp:2000  Ac:100  Exp:19000
Smaug is one of the Uruloki that still survive, a fire-drake of immense
cunning and intelligence.  His speed through air is matched by few other
dragons and his dragonfire is what legends are made of.  This evil dragon
moves normally.  He may breathe fire powerfully, and is also magical,
casting spells which cause critical wounds or confuse; 1 time in 3.  He can
bash down doors and push past weaker monsters.  He resists fire.  He cannot
be confused or slept.  He tends to overlook intruders, which he may notice
from 200 feet.  He will carry up to 14 good objects.  He can claw to attack
with damage 1d10, claw to attack with damage 1d10, claw to attack with
damage 1d10, and bite to attack with damage 3d14.

The Dracolich  (L.Green 'D')
=== Num:476  Lev:46  Rar:2  Spd:+10  Hp:3500  Ac:120  Exp:18000
The skeletal form of a once-great dragon, enchanted by magic most perilous.
Its animated form strikes with speed and drains life from its prey to
satisfy its hunger.  This evil undead dragon moves normally.  It may
breathe frost or nether powerfully, and is also magical, casting spells
which terrify or confuse; 1 time in 6.  It can open doors, bash down doors,
push past weaker monsters and pick up objects.  It is cold blooded.  It
resists cold and poison.  It cannot be confused or slept.  It takes quite
a while to see intruders, which it may notice from 250 feet.  It will carry
up to 8 good objects.  It can claw to attack with damage 1d12, claw to
attack with damage 1d12, bite to lower experience (by 80d6+) with damage
1d6, and bite to lower experience (by 80d6+) with damage 1d6.

The Greater titan  (Orange 'P')
=== Num:477  Lev:46  Rar:3  Spd:+10  Hp:3800  Ac:125  Exp:13500
A forty foot tall humanoid that shakes the ground as it walks.  The power
radiating from its frame shakes your courage, its hatred inspired by your
defiance.  This evil giant moves normally.  It is magical, casting spells
intelligently which heal-self, teleport to or summon monsters; 1 time in 3.
It can open doors, bash down doors and pick up objects.  It takes a while
to see intruders, which it may notice from 300 feet.  It will carry up to
8 good objects.  It can hit to confuse with damage 12d12, hit to confuse
with damage 12d12, hit to confuse with damage 12d12, and hit to confuse
with damage 12d12.

The Dracolisk  (L.Green 'D')
=== Num:478  Lev:46  Rar:2  Spd:+10  Hp:3500  Ac:120  Exp:14000
A mixture of dragon and basilisk, the dracolisk stares at you with deep
piercing eyes, its evil breath burning the ground where it stands.  This
natural evil dragon moves normally.  It may breathe fire or nether, and is
also magical, casting spells which terrify or paralyze; 1 time in 6.  It
can open doors and bash down doors.  It resists acid and fire.  It cannot
be confused or slept.  It takes quite a while to see intruders, which it
may notice from 250 feet.  It will carry up to 8 good objects.  It can bite
to attack with damage 2d12, bite to attack with damage 2d12, bite to attack
with damage 5d8, and gaze to paralyze.

The Death mold  (L.Dark 'm')
=== Num:479  Lev:47  Rar:1  Spd:+30  Hp:100d20  Ac:60  Exp:1000
It is the epitome of all that is evil, in a mold.  Its lifeless form draws
power from sucking the souls of those that approach it, a nimbus of pure
evil surrounds it.  Luckily for you, it can't move.  This evil creature
moves normally, but does not deign to chase intruders.  It resists acid,
lightning, fire, cold and poison.  It cannot be frightened, confused or
slept.  It is ever vigilant for intruders, which it may notice from 2000
feet.  It can hit to disenchant with damage 7d7, hit to disenchant with
damage 7d7, hit to disenchant with damage 7d7, and hit to lower experience
(by 80d6+) with damage 5d5.

[U] Itangast the Fire Drake  (Red 'D')
=== Num:480  Lev:47  Rar:4  Spd:+10  Hp:2200  Ac:100  Exp:20000
A mighty ancient dragon, Itangast's form scorches your flesh.  Wisps of
smoke curl up from his nostrils as he regards you with disdain.  This evil
dragon moves normally.  He may breathe fire powerfully, and is also
magical, casting spells which cause critical wounds or confuse; 1 time in
3.  He can bash down doors and push past weaker monsters.  He resists fire.
He cannot be confused or slept.  He tends to overlook intruders, which he
may notice from 200 feet.  He will carry up to 14 good objects.  He can
claw to attack with damage 1d10, claw to attack with damage 1d10, bite to
attack with damage 3d14, and bite to attack with damage 4d14.

[U] Glaurung, Father of the Dragons  (Red 'D')
=== Num:481  Lev:48  Rar:2  Spd:+10  Hp:2800  Ac:120  Exp:25000
Glaurung is the father of all dragons, and was for a long time the most
powerful.  Nevertheless, he still has full command over his brood and can
command them to appear whenever he so wishes.  He is the definition of
dragonfire.  This evil dragon moves normally.  He may breathe fire
powerfully, and is also magical, casting spells which cause critical
wounds, confuse or summon a dragon; 1 time in 5.  He can bash down doors
and push past weaker monsters.  He resists fire.  He cannot be confused or
slept.  He tends to overlook intruders, which he may notice from 200 feet.
He will carry up to 14 good objects.  He can claw to attack with damage
4d12, claw to attack with damage 4d12, bite to attack with damage 6d14, and
bite to attack with damage 6d14.

The Master mystic  (Orange 'p')
=== Num:482  Lev:50  Rar:3  Spd:+20  Hp:1100  Ac:60  Exp:6000
A lord of all that is natural, skilled in the mystic ways.  He is a master
of martial arts and is at one with nature, able to summon help from the
wild if need be.  This creature moves normally.  He is magical, casting
spells which heal-self or summon spiders; 1 time in 3.  He can open doors
and bash down doors.  He is invisible.  He resists acid, lightning, fire,
cold and poison.  He cannot be confused or slept.  He is observant of
intruders, which he may notice from 300 feet.  He will carry up to 6
objects.  He can kick to attack with damage 10d2, kick to attack with
damage 10d2, hit to poison with damage 20, and hit to paralyze with damage
15.

[U] Muar, the Balrog  (Orange 'U')
=== Num:483  Lev:50  Rar:3  Spd:+10  Hp:3000  Ac:100  Exp:30000
A huge balrog surrounded by raging pillars of fire, Muar is indeed a
terrible opponent.  Wielding a great whip of fire and a blazing sword, his
fury blisters your skin and melts your flesh!  This evil demon moves
normally.  He usually appears with escorts.  He may breathe fire
powerfully, and is also magical, casting spells which terrify, confuse,
summon a demon or summon an undead; 1 time in 4.  He can open doors, bash
down doors and push past weaker monsters.  He resists fire.  He cannot be
confused or slept.  He pays little attention to intruders, which he may
notice from 200 feet.  He will carry up to 18 good objects.  He can hit to
burn with damage 8d12, crush to attack with damage 8d12, and touch to drain
charges.

The Nightwing  (L.Dark 'W')
=== Num:484  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 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 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.

The Nether hound  (L.Green 'Z')
=== Num:485  Lev:51  Rar:2  Spd:+10  Hp:60d10  Ac:100  Exp:5000
You feel a soul-tearing chill upon viewing this beast, a ghostly form of
darkness in the shape of a large dog.  This natural creature moves
normally.  It usually appears in groups.  It may breathe nether; 1 time in
5.  It can open doors and bash down doors.  It cannot be confused or slept.
It is ever vigilant for intruders, which it may notice from 300 feet.  It
can bite to attack with damage 2d12, bite to attack with damage 2d12, bite
to attack with damage 2d12, and claw to attack with damage 3d3.

The Time hound  (L.Blue 'Z')
=== Num:486  Lev:51  Rar:4  Spd:+20  Hp:60d10  Ac:100  Exp:5000
You get a terrible sense of deja vu, or is it a premonition?  All at once
you see a little puppy and a toothless old dog.  Perhaps you should give up
and go to bed.  This natural creature moves normally.  It usually appears
in groups.  It may breathe time; 1 time in 8.  It can open doors and bash
down doors.  It cannot be confused or slept.  It is ever vigilant for
intruders, which it may notice from 300 feet.  It can bite to attack with
damage 2d12, bite to attack with damage 2d12, bite to attack with damage
2d12, and claw to attack with damage 3d3.

The Plasma hound  (Red 'Z')
=== Num:487  Lev:51  Rar:2  Spd:+10  Hp:60d10  Ac:100  Exp:5000
The very air warps as pure elemental energy stalks towards you in the shape
of a giant hound.  Your hair stands on end and your palms itch as you sense
trouble.  This natural creature moves normally.  It usually appears in
groups.  It may breathe plasma; 1 time in 5.  It can open doors and bash
down doors.  It resists fire.  It cannot be confused or slept.  It is ever
vigilant for intruders, which it may notice from 300 feet.  It can bite to
attack with damage 2d12, bite to attack with damage 2d12, bite to attack
with damage 2d12, and claw to attack with damage 3d3.

The Demonic quylthulg  (Red 'Q')
=== Num:488  Lev:51  Rar:1  Spd:+10  Hp:480  Ac:1  Exp:3000
A pile of pulsing flesh that glows with an inner hellish fire.  The world
itself seems to cry out against it.  This natural evil creature moves
normally, but does not deign to chase intruders.  It is magical, casting
spells which blink-self, teleport-self or summon a demon; 1 time in 2.  It
is invisible.  It is not detected by telepathy.  It cannot be frightened,
confused or slept.  It is ever vigilant for intruders, which it may notice
from 200 feet.  It has no physical attacks.

The Great storm wyrm  (Blue 'D')
=== Num:489  Lev:51  Rar:2  Spd:+10  Hp:3000  Ac:150  Exp:17000
A vast dragon of power.  Storms and lightning crash around its titanic
form.  Deep blue scales reflect the flashes and highlight the creature's
great muscles.  It regards you with contempt.  This evil dragon moves
normally.  It may breathe lightning powerfully, and is also magical,
casting spells which terrify, blind or confuse; 1 time in 6.  It can bash
down doors and push past weaker monsters.  It resists lightning.  It cannot
be confused or slept.  It pays little attention to intruders, which it may
notice from 300 feet.  It will carry up to 14 good objects.  It can claw to
attack with damage 1d12, claw to attack with damage 1d12, claw to attack
with damage 1d12, and bite to attack with damage 4d14.

[U] Baphomet the Minotaur Lord  (Slate 'H')
=== Num:490  Lev:51  Rar:4  Spd:+20  Hp:3500  Ac:120  Exp:18000
A fearsome bull-headed demon, Baphomet swings a mighty axe as he curses all
that defy him.  This evil creature moves normally.  He may fire missiles.
He may breathe force, and is also magical, casting spells which produce
lightning balls, produce mana bolts, produce plasma bolts or slow; 1 time
in 6.  He can bash down doors.  He resists fire and poison.  He cannot be
confused or slept.  He takes quite a while to see intruders, which he may
notice from 300 feet.  He will carry up to 10 good objects.  He can butt to
attack with damage 12d13, butt to attack with damage 12d13, hit to attack
with damage 10d10, and hit to attack with damage 10d10.

[U] Harowen the Black Hand  (L.Blue 'p')
=== Num:491  Lev:52  Rar:3  Spd:+30  Hp:2500  Ac:90  Exp:20000
He is a master of disguise, an expert of stealth, a genius at traps, and
moves with blinding speed.  Check your pockets!  This creature moves
normally.  He is magical, casting spells which create traps; 1 time in 6.
He can open doors, bash down doors and pick up objects.  He resists poison.
He cannot be confused or slept.  He is ever vigilant for intruders, which
he may notice from 400 feet.  He will carry up to 10 good objects.  He can
touch to steal gold with damage 5d5, touch to steal items with damage 5d5,
hit to blind with damage 10d5, and hit to poison with damage 8d5.

[U] Hoarmurath of Dir  (L.Dark 'W')
=== Num:492  Lev:52  Rar:3  Spd:+10  Hp:2500  Ac:100  Exp:40000
A Ringwraith powerful in fell sorcery, he yearns for the life he has lost
for a life of everlasting torment.  This evil undead creature moves
normally.  He is magical, casting spells intelligently which produce frost
balls, produce nether balls, cause mind blasting, cause critical wounds,
cause mortal wounds, produce frost bolts, terrify, blind, paralyze or
summon an undead; 1 time in 3.  He can open doors, bash down doors and push
past weaker monsters.  He is cold blooded.  He is hurt by bright light.  He
resists cold and poison.  He cannot be confused or slept.  He is fairly
observant of intruders, which he may notice from 900 feet.  He will carry
up to 12 good objects.  He can hit to attack with damage 10d10, hit to
attack with damage 5d5, touch to lower experience (by 80d6+), and wail to
terrify.

The Grand master mystic  (Orange 'p')
=== Num:493  Lev:53  Rar:3  Spd:+20  Hp:2200  Ac:80  Exp:15000
He is one of the few true masters of the art, being extremely skillful in
all forms of unarmed combat and controlling the world's natural creatures
with disdainful ease.  This creature moves normally.  He is magical,
casting spells which cause mind blasting, heal-self, summon spiders or
summon hounds; 1 time in 2.  He can open doors and bash down doors.  He is
invisible.  He resists acid, lightning, fire, cold and poison.  He cannot
be confused or slept.  He is observant of intruders, which he may notice
from 300 feet.  He will carry up to 8 objects.  He can kick to attack with
damage 20d2, kick to attack with damage 10d2, hit to poison with damage 20,
and hit to paralyze with damage 15.

[U] Khamul the Easterling  (L.Dark 'W')
=== Num:494  Lev:53  Rar:3  Spd:+10  Hp:3500  Ac:100  Exp:50000
A warrior-king of the East.  Khamul is a powerful opponent, his skill in
combat awesome and his form twisted by evil cunning.  This evil undead
creature moves normally.  He is magical, casting spells intelligently which
produce fire balls, produce frost balls, produce nether balls, cause
critical wounds, cause mortal wounds, produce mana bolts, terrify, blind,
paralyze, teleport level or summon an undead; 1 time in 2.  He can open
doors, bash down doors and push past weaker monsters.  He is cold blooded.
He is hurt by bright light.  He resists acid, fire, cold and poison.  He
cannot be confused or slept.  He is fairly observant of intruders, which he
may notice from 900 feet.  He will carry up to 14 good objects.  He can hit
to attack with damage 10d10, hit to attack with damage 5d5, touch to lower
experience (by 40d6+), and touch to lower experience (by 40d6+).

The Ethereal hound  (L.Green 'Z')
=== Num:495  Lev:54  Rar:3  Spd:+10  Hp:60d15  Ac:100  Exp:5000
A pale green hound.  Pulsing red lines and strange fluorescent lighthints
at internal organs best left to the imagination.  This natural creature
moves normally.  It usually appears in groups.  It may breathe nether; 1
time in 5.  It can pass through walls.  It is invisible.  It cannot be
confused or slept.  It is ever vigilant for intruders, which it may notice
from 300 feet.  It can bite to attack with damage 2d12, bite to attack with
damage 2d12, bite to attack with damage 2d12, and claw to attack with
damage 3d3.

The Great ice wyrm  (White 'D')
=== Num:496  Lev:54  Rar:2  Spd:+10  Hp:3000  Ac:170  Exp:20000
An immense dragon capable of awesome destruction.  You have never felt such
extreme cold, or witnessed such an icy stare.  Begone quickly or feel its
wrath!  This evil dragon moves normally.  It may breathe frost powerfully,
and is also magical, casting spells which terrify, blind or confuse; 1 time
in 6.  It can bash down doors and push past weaker monsters.  It resists
cold.  It cannot be confused or slept.  It pays little attention to
intruders, which it may notice from 300 feet.  It will carry up to 14 good
objects.  It can claw to attack with damage 1d12, claw to attack with
damage 1d12, claw to attack with damage 3d12, and bite to attack with
damage 4d14.

[U] The Phoenix  (Red 'B')
=== Num:497  Lev:54  Rar:3  Spd:+10  Hp:3600  Ac:130  Exp:40000
A massive glowing eagle bathed in flames.  The searing heat chars your skin
and melts your armour.  This natural creature moves normally.  It may
breathe fire, light or plasma, and is also magical, casting spells which
produce fire balls, produce fire bolts or produce plasma bolts; 1 time in
3.  It can open doors and bash down doors.  It resists acid, lightning,
fire and poison.  It cannot be confused or slept.  It is ever vigilant for
intruders, which it may notice from 600 feet.  It will carry up to 4 good
objects.  It can bite to burn with damage 12d6, bite to burn with damage
12d6, hit to burn with damage 9d12, and hit to burn with damage 9d12.

The Nightcrawler  (L.Dark 'W')
=== Num:498  Lev:54  Rar:4  Spd:+10  Hp:80d60  Ac:160  Exp:8000
This intensely evil creature bears the form of a gargantuan black worm. 
Its gaping maw is a void of blackness, acid drips from its steely hide.  It
is like nothing you have ever seen before, and a terrible chill runs down
your spine as you face it.  This evil undead creature moves normally.  It
may breathe nether, and is also magical, casting spells intelligently which
produce nether balls, cause brain smashing, 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 fire, cold and poison.  It cannot be confused or slept.
It is fairly observant of intruders, which it may notice from 200 feet.  It
will carry up to 6 good objects.  It can sting to reduce constitution with
damage 8d8, sting to reduce constitution with damage 8d8, bite to shoot
acid with damage 10d10, and bite to shoot acid with damage 10d10.

The Hand druj  (Yellow 's')
=== Num:499  Lev:55  Rar:4  Spd:+20  Hp:600  Ac:110  Exp:12000
A skeletal hand floating in the air, motionless except for its flexing
fingers.  This evil undead creature moves normally, but does not deign to
chase intruders.  It is magical, casting spells intelligently which cause
critical wounds, terrify, blind, confuse, teleport away, create darkness or
cause amnesia; 1 time in 1.  It is cold blooded.  It resists cold and
poison.  It cannot be frightened, confused or slept.  It is fairly
observant of intruders, which it may notice from 200 feet.  It has no
physical attacks.

The Eye druj  (Red 's')
=== Num:500  Lev:55  Rar:4  Spd:+20  Hp:1000  Ac:90  Exp:24000
A bloodshot eyeball floating in the air, you'd be forgiven for assuming it
harmless.  This evil undead creature moves normally, but does not deign to
chase intruders.  It is magical, casting spells intelligently which produce
nether balls, produce nether bolts, produce mana bolts or summon an undead;
1 time in 1.  It is cold blooded.  It resists fire, cold and poison.  It
cannot be frightened, confused or slept.  It is fairly observant of
intruders, which it may notice from 200 feet.  It can gaze to lower
experience (by 80d6+), and gaze to lower experience (by 80d6+).

The Skull druj  (Orange 's')
=== Num:501  Lev:55  Rar:4  Spd:+20  Hp:1400  Ac:120  Exp:25000
A glowing skull possessed by sorcerous power.  It need not move, but merely
blast you with mighty magic.  This evil undead creature moves normally, but
does not deign to chase intruders.  It is magical, casting spells
intelligently which produce water balls, cause mind blasting, cause brain
smashing, cause mortal wounds, produce nether bolts, produce plasma bolts,
slow, create traps or summon an undead; 1 time in 1.  It is cold blooded.
It resists fire, cold and poison.  It cannot be frightened, confused or
slept.  It is fairly observant of intruders, which it may notice from 200
feet.  It can bite to lower experience (by 80d6+) with damage 4d4, bite to
paralyze with damage 4d4, bite to reduce intelligence with damage 4d4, and
bite to reduce wisdom with damage 4d4.

The Chaos vortex  (Violet 'v')
=== Num:502  Lev:55  Rar:1  Spd:+30  Hp:32d20  Ac:80  Exp:4000
Void, nothingness, spinning destructively.  This creature moves extremely
erratically.  It may breathe chaos powerfully; 1 time in 6.  It can bash
down doors.  It is not detected by telepathy.  It cannot be frightened,
confused or slept.  It is ever vigilant for intruders, which it may notice
from 1000 feet.  It has no physical attacks.

The Aether vortex  (Violet 'v')
=== Num:503  Lev:55  Rar:2  Spd:+20  Hp:32d20  Ac:40  Exp:4500
An awesome vortex of pure magic, power radiates from its frame.  This
creature moves extremely erratically.  It may breathe acid, lightning,
fire, frost, poison, nether, light, darkness, confusion, sound, chaos,
nexus, time, inertia, gravity, shards, plasma or force powerfully; 1 time
in 6.  It can bash down doors.  It is not detected by telepathy.  It
resists acid, lightning, fire, cold and poison.  It cannot be frightened,
confused or slept.  It is ever vigilant for intruders, which it may notice
from 1000 feet.  It can engulf to electrify with damage 5d5, engulf to burn
with damage 3d3, engulf to shoot acid with damage 3d3, and engulf to freeze
with damage 3d3.

[U] The Lernean Hydra  (White 'M')
=== Num:504  Lev:55  Rar:2  Spd:+10  Hp:4500  Ac:140  Exp:20000
A massive legendary hydra.  It has twelve powerful heads.  Its many eyes
stare at you as clouds of smoke and poisonous vapour rise from its seething
form.  This natural creature moves normally.  It may breathe fire or poison
powerfully, and is also magical, casting spells intelligently which produce
fire balls, produce poison balls, produce fire bolts, produce plasma bolts,
terrify or summon hydras; 1 time in 3.  It can open doors, bash down doors
and destroy weaker monsters.  It resists fire and poison.  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 14 treasures.  It can bite to poison
with damage 8d6, bite to poison with damage 8d6, bite to burn with damage
12d6, and bite to burn with damage 12d6.

[U] Thuringwethil  (L.Dark 'V')
=== Num:505  Lev:55  Rar:4  Spd:+20  Hp:4000  Ac:145  Exp:23000
Chief messenger between Sauron and Morgoth, she is surely the most deadly
of her vampire race.  At first she is charming to meet, but her wings and
eyes give away her true form.  This evil undead creature moves normally. 
She is magical, casting spells intelligently which produce nether balls,
drain mana, cause brain smashing, cause critical wounds, cause mortal
wounds, terrify, blind or paralyze; 1 time in 3.  She can open doors and
bash down doors.  She is cold blooded.  She regenerates quickly.  She is
hurt by bright light.  She resists cold and poison.  She cannot be confused
or slept.  She is fairly observant of intruders, which she may notice from
200 feet.  She will carry up to 18 good objects.  She can bite to attack
with damage 5d8, bite to lower experience (by 80d6+) with damage 6d6, hit
to confuse with damage 6d6, and hit to confuse with damage 6d6.

The Great hell wyrm  (Red 'D')
=== Num:506  Lev:55  Rar:2  Spd:+10  Hp:5400  Ac:170  Exp:23000
A vast dragon of immense power.  Fire leaps continuously from its huge
form.  The air around it scalds you.  Its slightest glance burns you, and
you truly realize how insignificant you are.  This evil dragon moves
normally.  It may breathe fire powerfully, and is also magical, casting
spells which terrify, blind or confuse; 1 time in 6.  It can bash down
doors and push past weaker monsters.  It resists fire.  It cannot be
confused or slept.  It takes quite a while to see intruders, which it may
notice from 400 feet.  It will carry up to 18 good objects.  It can claw to
attack with damage 1d12, claw to attack with damage 1d12, claw to attack
with damage 3d12, and bite to attack with damage 4d14.

The Draconic quylthulg  (Green 'Q')
=== Num:507  Lev:55  Rar:3  Spd:+10  Hp:720  Ac:1  Exp:5500
It looks like it was once a dragon corpse, now deeply infected with magical
bacteria that make it pulse in a foul and degrading way.  This natural evil
creature moves normally, but does not deign to chase intruders.  It is
magical, casting spells which blink-self, teleport-self or summon a dragon;
1 time in 2.  It is invisible.  It is not detected by telepathy.  It cannot
be frightened, confused or slept.  It is ever vigilant for intruders, which
it may notice from 200 feet.  It has no physical attacks.

[U] Fundin Bluecloak  (L.Green 'h')
=== Num:508  Lev:56  Rar:2  Spd:+20  Hp:5000  Ac:195  Exp:20000
He is one of the greatest dwarven priests to walk the earth.  Fundin has
earned a high position in the church, and his skill with both weapon and
spell only justify his position further.  His combination of both dwarven
strength and priestly wisdom are a true match for any adventurer.  This
creature moves normally.  He is magical, casting spells which cause brain
smashing, cause critical wounds, cause mortal wounds, terrify, blind,
confuse, heal-self, cause amnesia or summon monsters; 1 time in 4.  He can
open doors and bash down doors.  He resists acid, lightning, fire, cold and
poison.  He cannot be confused or slept.  He is fairly observant of
intruders, which he may notice from 250 feet.  He will carry up to 10 good
objects.  He can hit to attack with damage 10d10, hit to attack with damage
8d6, hit to attack with damage 8d6, and hit to attack with damage 8d6.

[U] Uriel, Angel of Fire  (Red 'A')
=== Num:509  Lev:56  Rar:3  Spd:+20  Hp:5500  Ac:160  Exp:25000
A creature of godly appearance, you dare not challenge Uriel's supremacy.
Those who stood against him before are but a memory, cremated by his
mastery of elemental fire.  This creature moves normally.  He may breathe
fire powerfully, and is also magical, casting spells intelligently which
produce fire balls, produce fire bolts, produce mana bolts, blind, teleport
to or summon an angel; 1 time in 2.  He can open doors, bash down doors,
push past weaker monsters and pick up objects.  He resists acid, lightning,
fire, cold and poison.  He is fairly observant of intruders, which he may
notice from 400 feet.  He will carry up to 14 good objects.  He can hit to
burn with damage 9d12, hit to burn with damage 4d6, hit to attack with
damage 10d10, and hit to attack with damage 10d10.

[U] Azriel, Angel of Death  (L.Dark 'A')
=== Num:510  Lev:57  Rar:3  Spd:+20  Hp:6000  Ac:170  Exp:30000
Azriel commands awesome power, his visage holy enough to shrivel your soul.
You shriek with disbelief as his mastery of death draws you to your grave.
It is truly beyond all but the mightiest of warriors to stand against him
and live.  This creature moves normally.  He may breathe nether powerfully,
and is also magical, casting spells intelligently which produce nether
balls, produce nether bolts, produce mana bolts, blind, teleport to or
summon an angel; 1 time in 2.  He can open doors, bash down doors, push
past weaker monsters and pick up objects.  He resists acid, lightning,
fire, cold and poison.  He is fairly observant of intruders, which he may
notice from 400 feet.  He will carry up to 14 good objects.  He can touch
to lower experience (by 80d6+), hit to blind with damage 10d5, hit to
attack with damage 10d10, and hit to attack with damage 10d10.

[U] Ancalagon the Black  (L.Dark 'D')
=== Num:511  Lev:58  Rar:3  Spd:+10  Hp:7500  Ac:125  Exp:30000
'Rushing Jaws' is his name, and death is his game.  No dragon of the brood
of Glaurung can match him.  This evil dragon moves normally.  He may
breathe acid powerfully, and is also magical, casting spells which terrify,
blind, confuse, summon a dragon or summon ancient dragons; 1 time in 2.  He
can open doors, bash down doors and push past weaker monsters.  He resists
acid and fire.  He cannot be confused or slept.  He tends to overlook
intruders, which he may notice from 200 feet.  He will carry up to 14 good
objects.  He can claw to attack with damage 5d12, claw to attack with
damage 6d12, claw to attack with damage 8d12, and bite to attack with
damage 10d14.

The Nightwalker  (L.Dark 'W')
=== Num:512  Lev:59  Rar:4  Spd:+20  Hp:50d65  Ac:175  Exp:15000
A huge giant garbed in black, more massive than a titan and stronger than
a dragon.  With terrible blows, it breaks your armour from your back,
leaving you defenseless against its evil wrath.  It can smell your fear,
and you in turn smell the awful stench of death as this ghastly figure
strides towards you menacingly.  This evil undead creature moves normally.
It is magical, casting spells intelligently which produce nether balls,
cause brain smashing, 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
lightning, fire, cold and poison.  It cannot be confused or slept.  It is
fairly observant of intruders, which it may notice from 200 feet.  It will
carry up to 8 good objects.  It can hit to disenchant with damage 10d10,
hit to disenchant with damage 10d10, hit to disenchant with damage 7d7, and
hit to disenchant with damage 7d7.

[U] Gabriel, the Messenger  (White 'A')
=== Num:513  Lev:59  Rar:3  Spd:+20  Hp:7500  Ac:180  Exp:35000
Commanding a legion of angels, Gabriel will destroy you for your sins.  He
will crush you like the pitiful insignificant being he sees you to be. 
Your very soul will be taken into judgement by his supreme authority as he
cleanses the world of evil.  This creature moves normally.  He usually
appears with an escort.  He is magical, casting spells intelligently which
produce mana bolts, blind, teleport to or summon an angel; 1 time in 2.  He
can open doors, bash down doors, push past weaker monsters and pick up
objects.  He resists acid, lightning, fire, cold and poison.  He is fairly
observant of intruders, which he may notice from 400 feet.  He will carry
up to 14 good objects.  He can hit to disenchant with damage 6d8, hit to
burn with damage 4d6, hit to attack with damage 10d10, and hit to attack
with damage 10d10.

[U] Saruman of Many Colours  (Violet 'p')
=== Num:514  Lev:60  Rar:1  Spd:+10  Hp:5000  Ac:100  Exp:35000
Originally known as the White, Saruman fell prey to Sauron's wiles.  He
seeks to emulate him and breeds orcs and trolls to fight for him.  He
searches forever for the One Ring, to become a mighty Sorcerer-King of the
world.  This evil creature moves normally.  He is magical, casting spells
intelligently which produce acid balls, produce fire balls, produce frost
balls, produce water balls, cause mind blasting, cause mortal wounds,
produce ice bolts, terrify, blind, confuse, haste-self, heal-self,
teleport-self, teleport away, create traps, cause amnesia, summon a demon,
summon an undead or summon a dragon; 1 time in 2.  He can open doors and
bash down doors.  He resists lightning, fire, cold and poison.  He cannot
be confused or slept.  He is ever vigilant for intruders, which he may
notice from 1000 feet.  He will carry up to 18 good objects.  He can hit to
disenchant with damage 6d8, hit to disenchant with damage 6d8, hit to
attack with damage 5d5, and hit to attack with damage 5d5.

The Dreadlord  (Red 'G')
=== Num:515  Lev:62  Rar:2  Spd:+10  Hp:3000  Ac:150  Exp:20000
It is a massive form of animated death, its colour deeper than black.  It
drinks in light, and space around it is twisted and torn by the weight of
its evil.  It is unlife and it knows nothing but the stealing of souls and
the stench of death.  Flee its hunger!  This evil undead creature moves a
bit erratically.  It is magical, casting spells which produce nether balls,
drain mana, blind, confuse, paralyze or summon an undead; 1 time in 4.  It
can pass through walls and pick up objects.  It is invisible.  It is cold
blooded.  It resists cold and poison.  It cannot be confused or slept.  It
is fairly observant of intruders, which it may notice from 200 feet.  It
will carry up to 18 objects.  It can hit to attack with damage 6d6, hit to
attack with damage 6d6, hit to reduce strength with damage 4d6, and hit to
reduce strength with damage 4d6.

[U] The Cat Lord  (Red 'f')
=== Num:516  Lev:64  Rar:3  Spd:+20  Hp:4800  Ac:200  Exp:30000
Master of all things feline, the Cat Lord moves with catlike stealth.  This
creature moves normally.  He usually appears with escorts.  He is magical,
casting spells which teleport to; 1 time in 3.  He can open doors and bash
down doors.  He is invisible.  He resists fire, cold and poison.  He cannot
be confused or slept.  He is ever vigilant for intruders, which he may
notice from 1000 feet.  He will carry up to 8 good objects.  He can hit to
confuse with damage 12d12, touch to reduce dexterity with damage 2d12, hit
to blind with damage 10d5, and hit to paralyze with damage 15.

The Chaos beetle  (Violet 'K')
=== Num:517  Lev:65  Rar:4  Spd:+20  Hp:3200  Ac:125  Exp:19000
With biting jaws and catching claws, this immense beetle is likedeath
incarnate chasing behind you!  This natural creature moves normally.  It
may breathe chaos, and is also magical, casting spells which cause mortal
wounds; 1 time in 5.  It can bash down doors.  It prefers to ignore
intruders, which it may notice from 350 feet.  It will carry up to 3
objects.  It can claw to attack with damage 10d10, claw to attack with
damage 10d10, bite to attack with damage 10d10, and bite to attack with
damage 10d10.

The Chaos hound  (Violet 'Z')
=== Num:518  Lev:65  Rar:1  Spd:+10  Hp:60d30  Ac:100  Exp:10000
A constantly changing canine form, this hound rushes towards you as if
expecting mayhem and chaos ahead.  It appears to have an almost kamikaze
relish for combat.  You suspect all may not be as it seems.  This natural
creature moves normally.  It usually appears in groups.  It may breathe
chaos; 1 time in 5.  It can bash down doors.  It cannot be confused or
slept.  It is ever vigilant for intruders, which it may notice from 300
feet.  It can bite to attack with damage 2d12, bite to attack with damage
2d12, bite to attack with damage 2d12, and claw to attack with damage 3d3.

The Great Wyrm of Chaos  (Violet 'D')
=== Num:519  Lev:67  Rar:2  Spd:+10  Hp:4500  Ac:170  Exp:29000
A massive dragon of changing form.  As you watch, it appears first fair and
then foul.  Its body is twisted by chaotic forces as it strives to stay
real.  Its very existence distorts the universe around it.  This evil
dragon moves normally.  It may breathe chaos or disenchantment powerfully,
and is also magical, casting spells which terrify, blind, confuse or summon
a dragon; 1 time in 3.  It can bash down doors and push past weaker
monsters.  It cannot be confused or slept.  It takes a while to see
intruders, which it may notice from 400 feet.  It will carry up to 18 good
objects.  It can claw to attack with damage 5d12, claw to attack with
damage 5d12, claw to attack with damage 6d12, and bite to attack with
damage 8d14.

The Great Wyrm of Law  (L.Blue 'D')
=== Num:520  Lev:67  Rar:2  Spd:+10  Hp:4500  Ac:170  Exp:29000
A massive dragon of powerful intellect.  It seeks to dominate the universe
and despises all other life.  It sees all who do not obey it as mere
insects to be crushed underfoot.  This dragon moves normally.  It may
breathe sound or shards powerfully, and is also magical, casting spells
which terrify, blind, confuse or summon a dragon; 1 time in 3.  It can bash
down doors and push past weaker monsters.  It cannot be confused or slept.
It prefers to ignore intruders, which it may notice from 400 feet.  It will
carry up to 18 good objects.  It can claw to attack with damage 5d12, claw
to attack with damage 5d12, claw to attack with damage 6d12, and bite to
attack with damage 8d14.

The Great Wyrm of Balance  (Violet 'D')
=== Num:521  Lev:67  Rar:4  Spd:+10  Hp:4900  Ac:170  Exp:31000
A massive dragon, one of the mightiest of dragonkind.  It is thousands of
years old and seeks to maintain the Cosmic Balance.  It sees you as an
upstart troublemaker without the wisdom to control your actions.  It will
destroy you.  This dragon moves normally.  It may breathe sound, chaos,
disenchantment or shards powerfully, and is also magical, casting spells
which terrify, blind, confuse, summon a dragon or summon ancient dragons;
1 time in 3.  It can bash down doors and push past weaker monsters.  It
cannot be confused or slept.  It prefers to ignore intruders, which it may
notice from 400 feet.  It will carry up to 18 good objects.  It can claw to
attack with damage 5d12, claw to attack with damage 5d12, claw to attack
with damage 6d12, and bite to attack with damage 8d14.

[U] Tselakus, the Dreadlord  (Red 'G')
=== Num:522  Lev:68  Rar:2  Spd:+20  Hp:6500  Ac:150  Exp:35000
This huge affront to existence twists and tears at the fabric of space.  A
master of mighty magic, Tselakus hungers for your tender flesh.  Darkness
itself recoils from the touch of Tselakus as he leaves a trail of death and
destruction.  Tselakus is a being of sneering contempt, laughing at your
pitiful efforts to defy him.  Mighty claws rend reality as he annihilates
all in his path to your soul!  This evil undead creature moves normally. 
He is magical, casting spells which produce nether balls, produce darkness
storms, blind, confuse, paralyze, summon greater undead or summon ring
wraiths; 1 time in 3.  He can pass through walls.  He is invisible.  He is
cold blooded.  He resists 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 14 good objects.  He can hit to attack with damage 10d10,
hit to attack with damage 10d10, hit to reduce strength with damage 4d6,
and hit to reduce strength with damage 4d6.

[U] Tiamat, Celestial Dragon of Evil  (Violet 'D')
=== Num:523  Lev:70  Rar:4  Spd:+20  Hp:10000  Ac:125  Exp:45000
Usually found guarding the first plane of Hell, Tiamat is a formidable
opponent, her five heads breathing death to all who stand against her. 
This evil dragon moves normally.  She usually appears with an escort.  She
may breathe acid, lightning, fire, frost or poison powerfully, and is also
magical, casting spells which terrify, blind, confuse or summon ancient
dragons; 1 time in 2.  She can open doors, bash down doors and push past
weaker monsters.  She resists acid, lightning, fire, cold and poison.  She
cannot be confused or slept.  She tends to overlook intruders, which she
may notice from 200 feet.  She will carry up to 18 exceptional objects. 
She can claw to attack with damage 6d12, claw to attack with damage 8d12,
claw to attack with damage 8d12, and bite to attack with damage 10d14.

The Black reaver  (L.Dark 'L')
=== Num:524  Lev:71  Rar:3  Spd:+10  Hp:3500  Ac:170  Exp:23000
A humanoid form,  black as night, advancing steadily and unstoppably. 
Flee!  This evil undead creature moves normally.  It is magical, casting
spells intelligently which produce nether balls, produce mana storms, drain
mana, cause brain smashing, cause critical wounds, cause mortal wounds,
blind, confuse, paralyze, teleport to or summon an undead; 1 time in 3.  It
can open doors, bash down doors and bore through walls.  It is cold
blooded.  It resists cold and poison.  It cannot be confused or slept.  It
tends to overlook intruders, which it may notice from 200 feet.  It will
carry up to 6 good objects.  It can hit to disenchant with damage 6d8, hit
to disenchant with damage 6d8, hit to reduce strength with damage 4d6, and
hit to reduce strength with damage 4d6.

The Master quylthulg  (L.Blue 'Q')
=== Num:525  Lev:71  Rar:3  Spd:+10  Hp:2000  Ac:1  Exp:12000
A pulsating mound of flesh, shining with silver pulses of throbbing light.
This natural evil creature moves normally, but does not deign to chase
intruders.  It is magical, casting spells which summon a monster, summon
monsters, summon an undead, summon a dragon, summon greater undead or
summon ancient dragons; 1 time in 2.  It is invisible.  It is not detected
by telepathy.  It cannot be frightened, confused or slept.  It is ever
vigilant for intruders, which it may notice from 200 feet.  It has no
physical attacks.

The Greater draconic quylthulg  (L.Green 'Q')
=== Num:526  Lev:71  Rar:3  Spd:+10  Hp:1500  Ac:1  Exp:10500
A massive mound of scaled flesh, throbbing and pulsating with multi-hued
light.  This natural evil creature moves normally, but does not deign to
chase intruders.  It is magical, casting spells which blink-self, teleport
to or summon ancient dragons; 1 time in 2.  It is invisible.  It is not
detected by telepathy.  It cannot be frightened, confused or slept.  It is
ever vigilant for intruders, which it may notice from 200 feet.  It has no
physical attacks.

The Greater rotting quylthulg  (L.Umber 'Q')
=== Num:527  Lev:71  Rar:3  Spd:+10  Hp:1500  Ac:1  Exp:10500
A massive pile of rotting flesh.  A disgusting stench fills the air as it
throbs and writhes.  This natural evil creature moves normally, but does
not deign to chase intruders.  It is magical, casting spells which
blink-self, teleport to or summon greater undead; 1 time in 2.  It is
invisible.  It is not detected by telepathy.  It cannot be frightened,
confused or slept.  It is ever vigilant for intruders, which it may notice
from 200 feet.  It has no physical attacks.

[U] Vecna, the Emperor Lich  (L.Red 'L')
=== Num:528  Lev:72  Rar:2  Spd:+20  Hp:5000  Ac:85  Exp:30000
He is a highly cunning, extremely magical being, spoken of in legends. 
This ancient shadow of death wilts any living thing it passes.  This evil
undead creature moves normally.  He usually appears with an escort.  He is
magical, casting spells intelligently which produce nether balls, produce
mana storms, cause brain smashing, cause critical wounds, cause mortal
wounds, produce mana bolts, terrify, blind, confuse, paralyze, blink-self,
teleport to, create traps, summon monsters or summon an undead; 1 time in
2.  He can open doors and bash down doors.  He is cold blooded.  He resists
cold and poison.  He cannot be confused or slept.  He tends to overlook
intruders, which he may notice from 200 feet.  He will carry up to 12 good
objects.  He can touch to lower experience (by 80d6+), touch to drain
charges, touch to reduce dexterity with damage 2d12, and touch to reduce
dexterity with damage 2d12.

[U] Omarax the Eye Tyrant  (Violet 'e')
=== Num:529  Lev:73  Rar:4  Spd:+20  Hp:6500  Ac:80  Exp:16000
A disembodied eye, floating in the air.  His gaze seems to shred your soul
and his spells crush your will.  He is ancient, his history steeped in
forgotten evils, his atrocities numerous and sickening.  This evil creature
moves normally.  He is magical, casting spells intelligently which produce
darkness storms, drain mana, cause mind blasting, produce acid bolts,
produce fire bolts, produce frost bolts, terrify, blind, confuse, slow,
create darkness or cause amnesia; 1 time in 2.  He can bash down doors.  He
resists poison.  He cannot be confused or slept.  He is fairly observant of
intruders, which he may notice from 300 feet.  He can gaze to lower
experience (by 40d6+) with damage 2d6, gaze to paralyze with damage 2d6,
gaze to drain charges with damage 2d6, and gaze to reduce intelligence with
damage 2d6.

[U] Ungoliant, the Unlight  (L.Dark 'S')
=== Num:530  Lev:75  Rar:1  Spd:+10  Hp:13000  Ac:160  Exp:35000
This enormous, hideous spirit of void is in the form of a spider of immense
proportions.  She is surrounded by a cloud of Unlight as she sucks in all
living light into her bloated body.  She is always ravenously hungry and
would even eat herself to avoid starvation.  She is rumoured to have a foul
and deadly breath.  This natural evil creature moves normally.  She may
breathe poison or darkness, and is also magical, casting spells
intelligently which produce darkness storms, terrify, blind, confuse, slow,
heal-self, create darkness or summon spiders; 1 time in 3.  She can bash
down doors.  She is hurt by bright light.  She resists poison.  She cannot
be confused or slept.  She pays little attention to intruders, which she
may notice from 80 feet.  She will carry up to 8 good objects.  She can
bite to poison with damage 3d9, bite to poison with damage 3d9, sting to
poison with damage 2d5, and sting to poison with damage 2d5.

The Aether hound  (Violet 'Z')
=== Num:531  Lev:75  Rar:2  Spd:+10  Hp:60d30  Ac:100  Exp:10000
A shifting, swirling form.  It seems to be all colours and sizes and
shapes, though the dominant form is that of a huge dog.  You feel very
uncertain all of a sudden.  This natural creature moves normally.  It
usually appears in groups.  It may breathe acid, lightning, fire, frost,
poison, nether, light, darkness, confusion, sound, chaos, disenchantment,
nexus, time, inertia, gravity, shards, plasma or force; 1 time in 5.  It
can bash down doors.  It resists acid, lightning, fire, cold and poison. 
It cannot be confused or slept.  It is ever vigilant for intruders, which
it may notice from 300 feet.  It can bite to attack with damage 2d12, bite
to attack with damage 2d12, bite to attack with damage 2d12, and claw to
attack with damage 3d3.

[U] The Mouth of Sauron  (Violet 'p')
=== Num:532  Lev:78  Rar:3  Spd:+20  Hp:7000  Ac:100  Exp:38000
The Mouth of Sauron is a mighty spell caster.  So old that even he cannot
remember his own name, his power and evil are undeniable.  He believes
unshakeably that he is unbeatable and laughs as he weaves his awesome
spells.  This evil creature moves normally.  He is magical, casting spells
intelligently which produce fire balls, produce nether balls, produce water
balls, produce mana storms, produce darkness storms, cause critical wounds,
produce plasma bolts, paralyze, teleport to or create traps; 1 time in 2.
He can open doors and bash down doors.  He is invisible.  He resists
lightning, fire and cold.  He cannot be confused or slept.  He is fairly
observant of intruders, which he may notice from 600 feet.  He will carry
up to 10 good objects.  He can hit to disenchant with damage 6d8, hit to
disenchant with damage 6d8, touch to drain charges, and touch to drain
charges.

[U] The Emperor Quylthulg  (White 'Q')
=== Num:533  Lev:78  Rar:3  Spd:+20  Hp:5000  Ac:1  Exp:20000
A huge seething mass of flesh with a rudimentary intelligence, the Emperor
Quylthulg changes colours in front of your eyes.  Pulsating first one
colour then the next, it knows only it must bring help to protect itself.
This natural evil creature moves normally, but does not deign to chase
intruders.  It is magical, casting spells which cause brain smashing,
summon greater undead or summon ancient dragons; 1 time in 2.  It is
invisible.  It cannot be frightened, confused or slept.  It is ever
vigilant for intruders, which it may notice from 300 feet.  It will carry
up to 8 objects.  It has no physical attacks.

[U] Qlzqqlzuup, the Lord of Flesh  (Orange 'Q')
=== Num:534  Lev:78  Rar:3  Spd:+20  Hp:5000  Ac:1  Exp:20000
This disgusting creature squeals and snorts as it writhes on the floor.  It
pulsates with evil.  Its intent is to overwhelm you with monster after
monster, until it can greedily dine on your remains.  This natural evil
creature moves normally, but does not deign to chase intruders.  It is
magical, casting spells which summon a monster, summon monsters, summon
ants, summon spiders, summon hounds, summon hydras, summon an angel, summon
a demon, summon an undead, summon a dragon, summon greater undead, summon
ancient dragons, summon ring wraiths or summon unique monsters; 1 time in
1.  It is invisible.  It cannot be frightened, confused or slept.  It is
ever vigilant for intruders, which it may notice from 300 feet.  It will
carry up to 8 objects.  It has no physical attacks.

[U] Murazor, the Witch-King of Angmar  (L.Dark 'W')
=== Num:535  Lev:80  Rar:3  Spd:+20  Hp:6000  Ac:120  Exp:42000
The Chief of the Ringwraiths.  A fell being of devastating power.  His
spells are lethal and his combat blows crushingly hard.  He moves at speed,
and commands legions of evil to do his bidding.  It is said that he is
fated never to die by the hand of mortal man.  This evil undead creature
moves normally.  He is magical, casting spells intelligently which produce
nether balls, cause brain smashing, cause critical wounds, produce mana
bolts, terrify, blind, paralyze, teleport away, summon monsters, summon
greater undead, summon ancient dragons or summon ring wraiths; 1 time in 2.
He can open doors, bash down doors and push past weaker monsters.  He is
cold blooded.  He is hurt by bright light.  He resists cold and poison.  He
cannot be confused or slept.  He is fairly observant of intruders, which he
may notice from 900 feet.  He will carry up to 14 good objects.  He can hit
to attack with damage 10d10, hit to attack with damage 10d10, hit to lower
experience (by 80d6+) with damage 5d5, and hit to lower experience (by
80d6+) with damage 5d5.

[U] Pazuzu, Lord of Air  (White 'B')
=== Num:536  Lev:82  Rar:2  Spd:+30  Hp:5500  Ac:125  Exp:30000
A winged humanoid from the Planes of Hell, Pazuzu grins inhumanely at you
as he decides your fate.  This evil demon moves normally.  He is magical,
casting spells which produce lightning balls, cause mind blasting, produce
lightning bolts or produce mana bolts; 1 time in 3.  He can open doors and
bash down doors.  He is invisible.  He resists acid, lightning, fire, cold
and poison.  He cannot be confused or slept.  He is fairly observant of
intruders, which he may notice from 400 feet.  He will carry up to 8 good
objects.  He can hit to electrify with damage 12d12, hit to electrify with
damage 12d12, hit to electrify with damage 12d12, and hit to electrify with
damage 12d12.

The Hell hound  (Red 'C')
=== Num:537  Lev:83  Rar:4  Spd:+10  Hp:480  Ac:80  Exp:600
It is a giant dog that glows with heat.  Flames pour from its nostrils. 
This natural evil creature moves a bit erratically.  It usually appears in
groups.  It may breathe fire; 1 time in 5.  It can bash down doors and push
past weaker monsters.  It resists fire.  It takes quite a while to see
intruders, which it may notice from 250 feet.  It can bite to burn with
damage 3d12, bite to burn with damage 3d12, and bite to burn with damage
3d12.

[U] Cantoras, the Skeletal Lord  (White 's')
=== Num:538  Lev:84  Rar:2  Spd:+30  Hp:7500  Ac:120  Exp:45000
A legion of evil undead druj animating the skeleton of a once mighty
sorcerer.  His power is devastating and his speed unmatched in the
underworld.  Flee his wrath!  This evil undead creature moves normally.  He
is magical, casting spells intelligently which produce nether balls,
produce water balls, cause brain smashing, cause mortal wounds, produce
mana bolts, produce ice bolts, terrify, slow, teleport to or summon greater
undead; 1 time in 1.  He can open doors and bash down doors.  He is cold
blooded.  He resists fire, cold and poison.  He cannot be frightened,
confused or slept.  He pays little attention to intruders, which he may
notice from 200 feet.  He will carry up to 18 exceptional objects.  He can
gaze to lower experience (by 80d6+), gaze to lower experience (by 80d6+),
touch to poison with damage 3d5, and touch to poison with damage 3d5.

[U] The Tarrasque  (Violet 'R')
=== Num:539  Lev:84  Rar:2  Spd:+20  Hp:8500  Ac:185  Exp:35000
The Tarrasque is a massive reptile of legend, rumoured to be unkillable and
immune to magic.  Fear its anger, for its devastation is unmatched!  This
evil creature moves normally.  It may breathe fire, frost or disenchantment
powerfully; 1 time in 2.  It can open doors, bash down doors and push past
weaker monsters.  It resists fire and cold.  It cannot be confused or
slept.  It takes a while to see intruders, which it may notice from 500
feet.  It will carry up to 12 good objects.  It can hit to attack with
damage 10d10, hit to attack with damage 10d10, touch to drain charges, and
touch to drain charges.

[U] Lungorthin, the Balrog of White Fire  (White 'U')
=== Num:540  Lev:85  Rar:2  Spd:+20  Hp:8000  Ac:125  Exp:37000
A massive form cloaked in flame.  Lungorthin stares balefully at you with
eyes that smoulder red.  The dungeon floor where he stands is scorched by
the heat of his body.  This evil demon moves normally.  He usually appears
with escorts.  He may breathe fire powerfully, and is also magical, casting
spells which terrify, blind, confuse, summon a demon or summon greater
undead; 1 time in 4.  He can open doors, bash down doors and push past
weaker monsters.  He resists fire.  He cannot be confused or slept.  He
pays little attention to intruders, which he may notice from 200 feet.  He
will carry up to 18 good objects.  He can hit to burn with damage 8d12, hit
to burn with damage 8d12, crush to attack with damage 8d12, and touch to
drain charges.

[U] Draugluin, Sire of All Werewolves  (Umber 'C')
=== Num:541  Lev:87  Rar:2  Spd:+20  Hp:7000  Ac:90  Exp:40000
Draugluin provides Sauron with a fearsome personal guard.  He is an
enormous wolf inhabited with a human spirit.  He is chief of all his kind.
This natural evil creature moves a bit erratically.  He usually appears
with escorts.  He is magical, casting spells which terrify, summon monsters
or summon hounds; 1 time in 3.  He can open doors, bash down doors, push
past weaker monsters and pick up objects.  He resists poison.  He pays
little attention to intruders, which he may notice from 800 feet.  He will
carry one or two good objects.  He can claw to attack with damage 3d3, claw
to attack with damage 3d3, bite to poison with damage 2d6, and bite to
poison with damage 2d6.

[U] Feagwath the Undead Sorceror  (L.Red 'L')
=== Num:542  Lev:90  Rar:3  Spd:+20  Hp:6000  Ac:100  Exp:45000
A stench of corruption and decay surrounds this sorcerer, who has clearly
risen from the grave to continue his foul plots and schemes.  This evil
undead creature moves normally.  He usually appears with an escort.  He is
magical, casting spells intelligently which produce fire balls, produce
mana storms, cause brain smashing, cause mortal wounds, produce mana bolts,
terrify, blind, teleport-self, summon monsters, summon a demon or summon
greater undead; 1 time in 3.  He can open doors and bash down doors.  He is
cold blooded.  He resists lightning, fire, cold and poison.  He cannot be
confused or slept.  He is ever vigilant for intruders, which he may notice
from 1000 feet.  He will carry up to 18 exceptional objects.  He can hit to
disenchant with damage 6d8, hit to disenchant with damage 6d8, hit to
attack with damage 5d5, and hit to attack with damage 5d5.

[U] Carcharoth, the Jaws of Thirst  (L.Dark 'C')
=== Num:543  Lev:92  Rar:2  Spd:+20  Hp:7500  Ac:110  Exp:40000
The first guard of Angband, Carcharoth, also known as 'The Red Maw', is the
largest wolf to ever walk the earth.  He is highly intelligent and a deadly
opponent in combat.  This natural evil creature moves a bit erratically. 
He may breathe fire, and is also magical, casting spells intelligently
which cause brain smashing, terrify, heal-self or summon hounds; 1 time in
4.  He can open doors, bash down doors, push past weaker monsters and pick
up objects.  He resists fire and poison.  He cannot be confused or slept.
He is fairly observant of intruders, which he may notice from 800 feet.  He
will carry one or two good objects.  He can claw to attack with damage 3d3,
claw to attack with damage 3d3, bite to poison with damage 4d4, and bite to
poison with damage 4d4.

[U] Cerberus, Guardian of Hades  (Red 'C')
=== Num:544  Lev:94  Rar:1  Spd:+20  Hp:10000  Ac:160  Exp:40000
A two-headed hell hound of fearsome aspect.  Flame burns merrily from its
hide as it snarls and roars its defiance.  This natural evil creature moves
normally.  It may breathe fire or nether, and is also magical, casting
spells which produce darkness storms or summon hounds; 1 time in 3.  It can
open doors, bash down doors and push past weaker monsters.  It resists
fire.  It cannot be confused or slept.  It is fairly observant of
intruders, which it may notice from 500 feet.  It will carry up to 8 good
objects.  It can hit to burn with damage 9d12, hit to burn with damage
9d12, hit to burn with damage 9d12, and hit to burn with damage 9d12.

[U] Gothmog, the High Captain of Balrogs  (L.Red 'U')
=== Num:545  Lev:95  Rar:1  Spd:+20  Hp:8000  Ac:140  Exp:43000
Gothmog is the Chief Balrog in Morgoth's personal guard.  He is renowned
for slaying Ecthelion the Warder of the Gates and he has never been
defeated in combat.  With his whip of flame and awesome fiery breath he
saved his master from Ungoliant's rage.  This evil demon moves normally. 
He usually appears with escorts.  He may breathe fire powerfully, and is
also magical, casting spells which terrify, blind, confuse, summon a demon
or summon greater undead; 1 time in 3.  He can open doors, bash down doors
and push past weaker monsters.  He resists lightning and fire.  He cannot
be confused or slept.  He is ever vigilant for intruders, which he may
notice from 1000 feet.  He will carry up to 18 exceptional objects.  He can
hit to burn with damage 9d12, hit to burn with damage 9d12, crush to attack
with damage 8d12, and touch to drain charges.

[Q] Sauron, the Sorcerer  (Violet 'p')
=== Num:546  Lev:99  Rar:1  Spd:+20  Hp:10500  Ac:160  Exp:50000
He is Morgoth's most powerful servant.  Mighty in spells and enchantments,
he created the One Ring.  His eyes glow with power and his gaze seeks to
destroy your soul.  He has many servants, and rarely fights without them.
This evil creature moves normally.  He is magical, casting spells
intelligently which produce fire balls, produce nether balls, produce water
balls, produce mana storms, produce darkness storms, cause brain smashing,
cause mortal wounds, produce mana bolts, produce plasma bolts, produce ice
bolts, terrify, blind, confuse, teleport-self, teleport level, cause
amnesia, summon monsters, summon a demon, summon greater undead or summon
ancient dragons; 1 time in 2.  He can open doors, bash down doors and push
past weaker monsters.  He regenerates quickly.  He resists lightning, fire,
cold and poison.  He cannot be frightened, confused or slept.  He is ever
vigilant for intruders, which he may notice from 1000 feet.  He will carry
up to 18 exceptional objects.  He can hit to disenchant with damage 10d12,
hit to disenchant with damage 10d12, touch to drain charges, and touch to
drain charges.

[Q] Morgoth, Lord of Darkness  (L.Dark 'P')
=== Num:547  Lev:100  Rar:1  Spd:+30  Hp:20000  Ac:150  Exp:60000
He is the Master of the Pits of Angband.  His figure is like a black
mountain crowned with Lightning.  He rages with everlasting anger, his body
scarred by Fingolfin's eight mighty wounds.  He can never rest from his
pain, but seeks forever to dominate all that is light and good in the
world.  He is the origin of man's fear of darkness and created many foul
creatures with his evil powers.  Orcs, Dragons, and Trolls are his most
foul corruptions, causing much pain and suffering in the world to please
him.  His disgusting visage, twisted with evil, is crowned with iron, the
two remaining Silmarils forever burning him.  Grond, the mighty Hammer of
the Underworld, cries defiance as he strides towards you to crush you to a
pulp!  This evil creature moves normally.  He is magical, casting spells
intelligently which produce nether balls, produce mana storms, cause brain
smashing, produce mana bolts, summon monsters, summon greater undead,
summon ancient dragons, summon ring wraiths or summon unique monsters; 1
time in 3.  He can bore through walls and push past weaker monsters.  He
regenerates quickly.  He resists acid, lightning, fire, cold and poison. 
He cannot be frightened, confused or slept.  He is ever vigilant for
intruders, which he may notice from 1000 feet.  He will carry up to 20
exceptional objects, in addition to chosen objects.  He can hit to shatter
with damage 20d10, hit to shatter with damage 20d10, hit to reduce all
stats with damage 10d12, and touch to drain charges.