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Ankheg Balor Blue Dragon Bone Creatures Bone Naga Bugbear Carrion Crawler Chimera Cockatrice Death Knight Earth Elemental Elemental Elemental Lord Ettin Feyr Flesh Golem Gargoyle Ghoul Goblin Grave Mist Greater Feyr Greater Medusa Groaning Spirit Hag Hobgoblin Lich Living Muck Meazel Minotaur Mummy Ogre Slug Orc Otyugh Scaladar Shade Shade Warrior Shade Wizard Shadow Shambling Mound Sheet Ghoul Slithermorph Spectre Spirit Naga Steel Shadow Swordwraith Tlincalli Troglodyte Troll Umber Hulk Undead Beast Watchghost Water Elemental Water Weird Wererat Wight Wraith Wyvern Xill Books and Scrolls Ioun Stones Keys Potions Rings Sets Wands  
Copy Protection
PageHeadingWordAnswer
03Generating Characters7Attributes
04Character Basics3Inhabit
06Classes3Characters
09Ability Scores5Summary
09Alignments4Fictional
12Racial Advantages4Wondering
13After Selecting A Character4Selected
14A Crash Course In Spellcasting6Evil
16Examine Character Information10Appears
19Ready An Item5Move
21Pray For Spells3Examine
22Show Numbers5Command
25Dungeon Depth9Endure
27Enemy Spell Casting4Shadows
45Damage6Loss
46Go On4Fails
47Ankheg5Enormous
48Cockatrice1Infamous
51Goblin5Great
52Golem, Flesh8Humanoid
55Naga, Bone5Undead
56Otyugh7Gulguthra
61Watchghost3Sometimes
62Xill5Brawny
General Hints
Items
"At first I was confused, but I have decided that several magical objects lose their power after so many uses."
"These special objects, those that have limited uses, are best saved for times of great need."
"Being a wizard, it is difficult for me to carry a large number of items, so I often find safe locations to stash objects."
"Though I am anxious to descend, I often spend time thoroughly exploring a level for supplies."
"Until I memorize another identify spell, I must take notes on the various powers of an item when I use it."
"Rocks, rocks, and more rocks! At least they serve the simple purpose of weighing down plates."
"There are many scrolls in this place. I must remember to scribe the new spells that I find for later use."
Water Level
"A level completely filled with water! Using the potions of water breathing sparingly, I made my wa..."
"...y carefully through the level. I wish I had taken the time to learn the water breathing spell instead."
Doors
"If I had the strength of a strong fighter I could probably smash some of these wooden doors into splinters!"
"It appears that the keys I find look similar to the keyholes in which they are used. I shou..."
"...ld not have spent the precious time I did trying to use the gold key with the iron keyhole."
"Some of the creatures in this place are not as stupid as I thought. On several occasions they opened doors that I clo..."
"I could not find a way through the door, but I learned that one of the creatures was carrying the key that I needed."
Combat
"I once read that a great champion knows his opponents well, taking note of their strengths and weaknesses."
"At times, I find it possible to use the workings of a trap against the monsters attacking me."
"It is much easier to fight a number of adversaries one at a time. Now I talk like a fighter, the next thing you know..."
Maps
"I am thankful that I have the gift of good maps. I refer to them often, so I do not become lost in this maze."
Dungeon Area Effects
Slowed Movement"I feel like I'm moving so slow.""I have noticed areas of this dungeon that hinder my movements. It is almost as if a huge slow spell has been cast..."
"Hey -- I'm moving faster now!"
Weakness"My arms feel like dead weights.""I have once again encountered a strange area of dungeon. This one apparently weakens me as I make my way..."
"Hmmm. My arms don't feel so heavy anymore."
Hunger"All of a sudden I feel so hungry.""Something strange is happening here, I seem to grow ravenous with hunger as I move through this area of dungeon."
"That's strange, I don't feel so incredibly famished anymore."
Anti-Magic"That was weird. A strange tingling just went up my spine.""A note to fellow mages, there are areas within this place that prevent the workings of the arcane -- dead magic!"
"Hmmm. I don't feel that tingling anymore."
Experience Loss"Yuck! I feel like spiders are crawling all over my body!""At first I thought I was losing my mind, but I am now sure that certain areas rob one of their knowledge and experience."
"Whew! That spidery feeling went away."
Damage"Ouch! That hurt to step there!""How such a large area of dungeon was enchanted with a vampirical drain spell is beyond me. Never in my life have..."
"Finally, I'm tired of getting hurt with every step I take!"
Darkness"Hey! All of a sudden I can't see anything!""Whoever rules this underground citadel has managed to enchant areas with many kinds of magic. These zones..."
"I can see again!"
ArmorAC
Adj.
Robe-0
Shield-1
Leather Armor-2
Ring Mail-3
Scale Mail-4
Brigandine-4
Chain Mail-5
Elven Chain Mail-5
Banded Mail-6
Bronze Plate Mail-6
Plate Mail-7
Dragonskin Armor-7
Field Plate Mail-8
Dexterity
AC Adj.
3+4
4+3
5+2
6+1
7-140
15-1
16-2
17-3
18-4
19-4
Armor
Armor provides your character with a base armor class.
The lower the character's armor class, the harder it is for an attack to hit.
Armor class is based on the characters armor and his or her dexterity bonus.
Some magic items also help a character's armor class.
Note: The Character's Class can limit them to certain armor.

The Armor Chart lists the types of armor and the base armor class they provide a character.
A shield subtracts 1 AC from any armor it is used with.
Elven chain mail is light armor, Thieves can use it without penalty.
The only armour which a mage can use is the Robe. It doesn't do anything useful.
Boots, helmets, and non-magical bracelets may look like armor, but they do not modify a character's armor class.
Magical bracelets, however, can modify a character's armor class.

The Dexterity Chart lists the modifiers to the armor class based on the character's Dexterity.

Leather bootsDon't really do anythingMagic HelmDecreases AC by 1 + the amount of the plus.
Drow bootsAllow you to sneak up on monsters easier.Cursed HelmIncreases the AC by amount of minus.
Magic ShieldDecreases AC by 1 + the amount of the plus.Helm of Underwater ActionAllows character to breathe underwater on the underwater level.
Cursed ShieldIncreases the AC by amount of minus.Helm of StupidityCursed item which lowers Intelligence to 7.
Cloak of ProtectionDecreases AC by the amount of the plus, and increases the chance of avoiding disasters by the same amount.
Cannot be used with ANY magical armour, or any normal armour except for leather.
CAN be used with other items such as bracers or rings of protection.
Cloak of DefenselessnessCursed item which willincrease AC by the amount of the minus, and decrease the chance of avoiding disasters by the same amount.
Bracers of ProtectionDecrease AC by the amount of the plus.
Cannot be used with ANY magical armour, or any normal armour except for leather.
CAN be used with other items such as cloaks or rings of protection.
Bracers of DefenselessnessIncrease AC by the amount of the minus.
Bracers of ArcheryWhen using a bow and arrows, these increase the chance of hitting by 2 and increase the damage by 1.
Robe of PowerlessnessCursed item which reduces intelligence to 3 and makes M-U forget all his spells. Must be removed with Remove Curse.
Robe of the ArchmagiIncreases chance of avoiding disasters by 1 - Serves as AC 5 - Gives wizard 5% Magic Resistance
Gauntlets of Ogre PowerGive a strength of 18/00 for as long as they are worn.
Gauntlets of Hill Giant StrengthGive a strength of 19 for as long as they are worn.
Gauntlets of Fire Giant StrengthGive a strength of 22 for as long as they are worn. (One of the best items in game).
Gauntlets of DexterityIncrease dexterity by 1-4 points (depending on how much dexterity you currently have). - Allows non-thief characters to pick locks as if they were 4th level thieves.
"I have made a wonderful discovery! Even though I am not a thief, gloves of dexterity allow me to pick locks."
Ioun Stones
Dull GrayAnyBurned out ioun stone
GreenEllipsoid+1 saves"A small green ellipsoid ioun stone increased my ability to survive various dangerous situations."
Deep BlueEllipsoiddrain protection
Lavender & GreenEllipsoidgreater spell absorbtion
Pale LavenderEllipsoidlesser spell absorbtion
Pale GreenPrism+1 experience level
Dusty RosePrism+1 protection(Does not conflict with other protection magic such as rings, bracers and magical armor, but it DOES conflict with other ioun stones of protection.)
GoldPrismmagic resistance"It was a gold prism, an ioun stone I think, and it granted me a small resistance to magic."
PinkRhomboid+1 constitution
Pale BlueRhomboid+1 strength
Bright RedRhomboiddwarven eyes (darkvision)"Like the dwarven ability, the bright red rhomboid empowered me with underground detection skills."
Pink & GreenSphere+1 charisma
Deep RedSphere+1 dexterity
Scarlet & BlueSphere+1 intelligence
Incandescent BlueSphere+1 wisdom
IridescentSpindleair (underwater breathing)"The iridescent spindle seems to sustain me without air. This stone would have been most useful on that water level."
ClearSpindlenourishment"Now that I found the clear spindle ioun stone, I no longer have the need for food."
YellowSpindlepetrification protection
Pearly WhiteSpindleregeneration
Items
Holy symbolUsed to cast priest spells (Only available with priests)Thieves' toolsUsed to pick certain locks (Only available with thieves)
SpellbookUsed to cast Magic-User spells (Only available with magic-users)Grappling hookAllows character to scale the sides of a pit.
Scrying glassBy holding this in one hand, and an unidentified item in the other, the item will be identified upon using this mirror.
Dust of Remove CurseUsing it will remove a curse from any cursed item you currently are wearing or holding.
AppleReplenish minor foodAmulet of Magic MissilesMust be held. When used, shoots magic missiles.
RationsReplenish moderate foodAmulet of FireballsMust be held. When used, shoots fireballs.
Iron rationsReplenish major foodAmulet of Magic ResistanceCharacter will take less damage from magic.
Gold CoinMajor healing at orb machinesAmulet of Imminent ReturnTeleports you to the latest teleporter or staircase you used.
Silver coinLesser healing at orb machinesNecklace of AdornmentA useless, garbage amulet.
Lute of Well BeingGives the character regenerative powers for a while, also strengthens weakened character
Chime of HungerA cursed item which, upon use, will decrease your food bar to almost 0.
Chime of OpeningOpens locks.Pipes of Feign ImageryLet you detect secret doors and illusionary walls
Harp of DispairInstills fear in some monsters.Drums of Distant ThunderShoot bolts of lightning
"I have made yet another wondrous discovery -- dust of remove curse. Even a fighter can use it to rem..."
"Feign imagery? I think these pipes grant a bard the power to detect secret doors and illusionary walls."
"When in the hands of a bard, drums of distant thunder can shoot forth bolts of lightning."
"I once recall hearing of a harp of despair, and of its power to instill fear in the enemy."
"I have heard it said that a lute of well being bestows a bard with regenerative powers for a short time. This mag..."
"...ical instrument, this lute of well being, is also said to strengthen a weakened bard."
"A lone fighter, in a place such as this, would have need of a scrying glass to identify the various magical objects."
"I could not find a way to scale the steep sides of the pit. What I needed was a good grappling hook."
"I have discovered a use for the coins! There are altars with slots in which the coins are placed in return for healing."
"I have concluded that I am rewarded with more powerful healing magic when I use a gold coin."
Keys
AgateFits on the scaleAmythystFits into hilt of sword.
Blue malletHit blue gong with it.Bull's hornPut it on bull's head.
CitrineUse it upon an altar with an ankh on it.CornelianInserted into the strange, yellow mural.
DiamondFits into big golden jewel.EmeraldFits into skull with one green eye.
GarnetInsert it into a gem shaped mural.Green malletHit green gong with it.
JadeFits into two snakes face-to-face.Lapis LazuliFits on horned skeleton head.
MoonstoneFits under picture of the moon.ObsidianInsert it into a anchor shaped carving.
OnyxFits into face of robed figure surrounded by three black gems.OpalFits into spider web.
PearlFits on one of two clams.PlumeFits on knight's head.
Purple malletHit purple gong with it. Red malletHit red gong with it.
RubyInserted into a colorful (mostly red) ornament.Star SapphireFits into star map.
Tiger EyeFits into one-eyed tiger.TopazFits into shield with hole.
ZirconBone keyFits into skull lock.
Brass keyFits into dark yellow lock.Chrome keyFits into shining lock.
Copper keyFits into copper-coloured lock.Crimson keyFits into red lock.
Crystal keyFits into lock with a blue gem above keyhole.Fire keyFits into keyhole with a flame around it.
Flower keyFits into keyhole with flowers on corners.Frost keyFits into snowflake lock.
Gold keyFits into light yellow lock.Holy keyFits into ankh lock.
Iron keyFits into metallic lock with a ring on top and bottom.Key of faithFits into lock with a wreath around it.
Silver keyFits into lock with brown center and crosses on top and bottom.Stone keyFits into light brown lock.
Potions
Identified PotionsText When Drinking the Potion
Potion of HealingHeals 4-10 hit points of damage."That felt tingly all over.""I feel better now."
Potion of Extra HealingHeals 6-27 hit points of damage."I feel much better now."
Potion of VitalityEliminates need for food temporarily."That really hit the spot!""I wasn't in the mood to drink that. I was already pretty full."
Potion of 'Neutralize Poison'Removes the poisoned condition."I'm glad that poison is out of my system.""Hmm. That made me feel warm all over."
Potion of Restore StrengthRestores any strength lost from undead/zones."Great! I've recovered my strength!""My arms went numb for a second there when I drank that."
Potion of Giant StrengthTemporarily gives you strength of 19+."Yuech! That tasted awful, and it didn't do a thing for me.""Wow! What bulging muscles I've got now!"
Potion of InvisibilityMakes character invisible until he attacks a monster."Ha! Now you see me, now you don't!"
Potion of 'Resist Fire'Character takes less damage from fire attacks."It feels cooler around here all of a sudden."
Potion of SpeedAllows character to move and attack twice as fast."Wow! I'm moving much faster now!"
Potion of 'Water Breathing'Allows movement underwater without losing HP."That potion left a dry taste in my mouth."
Potion of Food DetectionDetects any food on the current level."My nose is tingling ..."
Potion of Monster DetectionShows all the monsters on the current level."I seem to sense the presense of monsters ..."
Aqua RegiaUseless potion which doesn't do anything."Yuech! That tasted awful.""That was mildly refreshing."
Potion of PoisonPoisons character. Thrown at monsters to poison them."I feel really sick now."
Potion of ConfusionMakes it difficult to move or attack."Huh? What? What's going on ... ?""I don't feel confused anymore."
Oil of Fiery BurningWhen thrown at monsters, inflicts 5-30 HP of damage."Ow!!!! That burnt my tongue to a crisp!""Ow!!!! That was hot!"
Unidentified Potions
Amber PotionBlack PotionBlue PotionBrown PotionClear Potion
Crimson PotionEcru PotionGold PotionGray PotionGreen Potion
Khaki PotionLavender PotionMagenta PotionOrange PotionPeriwinkle Potion
Pink PotionPurple PotionRed PotionSilver PotionTan Potion
Tangerine PotionTopaz PotionVermillion PotionWhite PotionYellow Potion
Journal Pages About Potions
"I had mistakenly quaffed the potion of confusion, when I should have hurled it at my opponent."
"One becomes disoriented when the potion of confusion is consumed, so attacking and movement becomes difficult."
"The restore strength potion is needed to counter the strength draining attacks of certain undead."
"I found it a good idea to save several potions of restore strength for the dungeon areas that drain one's strength."
"Food detection potions should only be used when food is scarce and well hidden."
Rings
Identified Rings
Unidentified Rings
Agate ringAmythyst ringCitrine ringCopper ring
Diamond ringEmerald ringGarnet ringGold ring
Jade ringObsidian ringOnyx ringOpal ring
Pearl ringPlatinum ringRuby ringSapphire ring
Silver ringTopaz ring
Ring of ConstitutionAdds 1 point of constitution as long as it is worn
Ring of DexterityAdds 1 point of dexterity as long as it is worn
Ring of WisdomAdds 1 point of wisdom as long as it is worn
Ring of StrengthAdds 1 point of strength as long as it is worn
Ring of ProtectionDecreases AC by plus. Doesn't work with magic armour.
Ring of WizardryDoubles the number of spells for a particular spell level you can memorize.
Ring of RegenerationRegenerates hit points slowly
Ring of Feather FallingCharacter doesn't take damage from falling down pits
Ring of MightMakes attacks more powerful, allowing you to do more damage."A warrior would pay a dear price for a ring of might. With it, his attacks would be more powerful, inflicting..."
Ring of Shocking GraspIncrease the damage of melee weapons by 4-14 damage.
Ring of Fire ResistanceCharacter takes less damage from fire attacks.
Ring of Free ActionCancels web, hold and paralyzation magic.
Ring of InvisibilityMakes character invisible until he attacks a monster.
Ring of Sustain StrengthPrevents strength drain by undead and special zones
Ring of SustenanceEliminates need for food.
Ring of AdornmentUseless ring which doesn't do anything.
Ring of WeaknessCursed item which drains both constitution and strength
Ring of ProvocationCursed item which attracts and enrages monsters."I could not remove the cursed ring of provocation that seemed to attract and enrage all sorts of monsters."
Books and Scrolls
Book of Exalted DeedsCleric of good alignment ONLY.Will gain 1 point of wisdom and experience to put them halfway to next level.
Book of Vile DarknessClerics of evil alignment ONLYWill gain 1 point of wisdom and experience to put them halfway to next level.
Libram of Gainful ConjurationMagic Users of neutral alignment ONLYWill gain enough experience to put them halfway to the next level.
Libram of Ineffable DamnationMagic Users of evil alignment ONLYWill gain enough experience to put them halfway to the next level.
Libram of Silver MagicMagic Users of good alignment ONLYWill gain enough experience to put them halfway to the next level.
Manual of Stealthy PilferingThieves & Bards ONLYWill gain enough experience to put them halfway to the next level.
Manual of Puissant Skill at ArmsFighters, Rangers & Paladins ONLY.Will gain enough experience to put them halfway to the next level.
Vacuous GrimoireWill lose 1 point of intelligence and/or 2 points wisdom.
Manual of Bodily HealthWill gain 1 point of constitution.Protection from cold scroll
Manual of Gainful ExcerciseWill gain 1 point of strength.Protection from dragon breath scroll
Manual of Quickness in ActionWill gain 1 point of dexterity.Protection from electricity scroll
Tome of Clear ThoughtWill gain 1 point of intelligence.Protection from gas scroll
Tome of Leadership and InfluenceWill gain 1 point of charisma.Protection from level drain scroll
Tome of UnderstandingWill gain 1 point of wisdom.Protection from magic scroll
Journal pageContains a hintProtection from petrification scroll
Map parchmentContains a map of the current levelProtection from poison scroll
"Certain levels appear infested with undead, so I am thankful for the scrolls that protect me against level draining."
"Being a mage of good alignment, I would suffer dire consequences if I read a Libram of Ineffable Damnation."
"Only a wizard of neutral, chaotic neutral, or lawful neutral alignment can benefit from the Libram of Gainful Conjuration."
"The Libram of Silver Magic is valuable to wizards of good alignment, such as myself."
"If you are a priest that is good and true, do not even peruse the pages of a Book of Vile Darkness."
"Only a priest of an evil order may benefit from reading a tome such as the Book of Vile Darkness."
"If a good cleric spends the time to read a Book of Exalted Deeds, wisdom and experience are his rewards."
"However, if an evil priest dares to lay hands on a Book of Exalted Deeds, his punishment shall be severe."
"One may benefit from a Manual of Bodily Health only once. Any attempt to gain further benefit is useless."
"Like another book of its kind, one can only benefit from a Manual of Gainful Exercise once."
"A priest, ranger, or paladin should not even consider opening a Manual of Stealthy Pilfering."
"Likewise, there is no reason for a wizard to read a Manual of Puissant Skill at Arms."
"I am not quite sure of the power of a Vacuous Grimoire, but the name itself bodes ill for all who would read its pages."
Weapon and Armor Sets
Show All / Hide All FhangFhangGhreuGhreuKeignKeign MidnightMidnightMyrhMyrhOnexOnexPhoosPhoosRavennaRavenna
Fhang
Armor of FhangGives fire resistance to character"I found reference to an ancient relic, the helm of Fhang. It was rumored to cast an aura of fear aro..."
"And then, it is rumored, the power of fire resistance was bonded with the metal of Fhang's armor."
Helm of FhangCasts an aura of fear around character
Shield of Fhang
Sword of Fhang
Ghreu
Ghreu's Leather Armor of Free ActionCOMPLETE SET: Gives character power to detect illusionary walls and secret passages.
Ghreu's Nimble Boots of ProwlingGrants feather falling and water walking."I remember reading that Ghreu's tools and picks could magically repair themselves a day after they had been broken."
"Ghreu's boots, those of nimble prowling, granted him the power of feather falling and water walking."
"The possessor of all of Ghreu's items is supposedly gifted with the power to detect illusionary walls and secret doors."
Ghreu's Shield of Dexterity
Ghreu's Tools of OpeningMagically repair themselves a day after they were broken.
Keign
Helm of KeignAllows character to see invisible monstersCOMPLETE SET: Small amount of magic resistance
Plate Armor of Keign"And when all four relics of Keign were donned, the wearer was bestowed with a small amount of magic resistance."
"It was said that Keign feared what he could not see, so he had a helm forged that could detect the invisible."
"With his shield in hand, I recall reading that Keign was bestowed with a token amount of resistance to magic."
Shield of KeignGives some magic resistance
Sword of Keign
Midnight
Lost Armor of MidnightNo normal weapon of steel can harm character"And no normal weapon of forged steel could harm Midnight while she wore her armor."
"As well, Midnight had a shield, one that would absorb some damage meant for her."
"But in order to see illusions, Midnight relied upon her helm of true seeing. With it no..."
Lost Helm of MidnightAllows character to see illusionary walls
Lost Shield of MidnightAbsorbs some of the damage.
Lost Sword of Midnight
Myrh
Chainmail of High Priest MyrhCOMPLETE SET: Increases power of clerical spells even further.
High Priest Myrh's Holy SymbolIncreases power of all clerical spells"I cannot believe that the symbol of Myrh still exists! It was said to increase the power of all spells the prie..."
"...st casts. And Myrh's spells were said to be even more powerful when all four of his special items were worn."
Steel Helm of High Priest Myrh
Mace of High Priest MyrhThis is a mace of disruption. Any undead struck by it must save vs. death or be instantly slain. Displays "SLAY" in place of normal damage when this occurs.
Onex
Hat of OnexIncreases chance of avoiding disasters.COMPLETE SET: Small amount of magic resistance
Quarterstaff of Onex +4"Onex, the wizard, wore a hat that increased his chances of surviving many dangerous situations."
"I would have cherished Onex's robe, for it decreased the time needed to memorize spells."
"Once all four items of Onex were worn, I believe a certain amount of magic resistance was besto..."
Ring of Onex
Robe of OnexDecreases time required to memorize spells
Phoos
The Chain Armor of PhoosCOMPLETE SET: Fire resistance
The Helm of Phoos"The symbol of Phoos granted the priest the ability to pray for an additional spell per spell level."
"If one could find all four items of Phoos, they would be almost completely resistant to all forms of fire."
"The text reads, as I recall, the mace of Phoos heals its wielder whenever it delivers a most damaging blow."
The Mace of PhoosHeals weilder whenever it delivers a good shot.
The Symbol of PhoosGrants ability to pray for an aditional spell per spell level.
Ravenna
Ravenna's Elven Mantle of WardingCancels sleep, hold and paralyzation magic"Ravenna, not much is known about her, save that her mantle canceled sleep, hold, and paralyzation magic."
Ravenna's Hat of Intellect
Ravenna's Signet of Priestly Skill
Ravenna's Staff of Swiftness
Wands
Identified Wands
Unidentified Wands
Avacado WandBalsa WandBamboo WandBirch Wand
Cedar WandDogwood WandDriftwood WandEbony Wand
Elm WandHemlock WandMahogany WandManzanita Wand
Maple WandOak WandPine WandPoplar Wand
Mundane WandA useless, burned out wand.
Wand of AcidShoots acid in the direction you are facing.
Wand of AllurmentTeleports a monster in direction you're facing behind you.
Wand of ColdShoots a cone of cold in the direction you are facing.
Wand of CuringHeals 6-21 hit points of damage.
Wand of DistanceTeleports a monster away.
Wand of FireShoots a fireball in the direction you are facing.
Wand of FrostShoots frost in the direction you are facing.
Wand of Hasten FoeA bad wand which speeds up monsters."Is there any use for a wand that hastens the action of one's foe? If so, I have failed to disc..."
Wand of Hinder FoeSpeeds the character up, doubling movement and attacks."...over it. However, there is also a wand of hinder foe that slows an opponent."
Wand of LightningShoots lightning in the direction you are facing.Wand of Smiting is absolutely THE weapon of the game.
Deals a ton of damage (25-40 with ring of shocking grasp + gauntlet of fire giant strength).
It deals full damage to Ogre Slugs making it one of the few weapons usuable by cleric to do so.
Is the only weapon not absorbed by living mucks.
Wand of Magic MissilesShoots magic missile in the direction you are facing.
Wand of ParalyzationParalyzes the monster if front of you.
Wand of RestorationRestores any levels lost because of undead.
Wand of SmitingWhen used as weapon, does 4-11 damage, plus extra vs. Golems
Wand of Trap DetectionDetects all traps on current level.
WeaponsTypeDamage
Sm/MedLarge
AxeM1S1-81-8
Bow & ArrowsF2P1-61-6
ClubM1B1-61-3
DaggerT1P1-41-3
DartT1P1-31-2
FlailM1B2-72-8
HalberdM2S/P1-102-12
Long SwordM1S1-81-12
MaceM1B2-71-6
Morning StarM1P/B2-82-7
PolearmM1B/P2-82-8
RockT1B1-21-2
Short SwordM1S/P1-61-8
Sling & RocksF2B1-41-4
SpearT1P1-61-8
StaffM2B1-61-6
TridentM2P2-73-12
Two-hand SwordM1S1-103-18
WarhammerM/T1B2-51-4
M = Melee T = Thrown F = Fired 
1 = 1 handed  2 = 2 handed 
S = Slashing B = Bludgeoning P = Piercing 
Strength
Hit
Adj.
Dmg
Adj.
3-3-1
4-5-2-1
6-7-10
8-1500
160+1
17+1+1
18+1+2
18/01-50+1+3
18/51-75+2+3
18/76-90+2+4
18/91-99+2+5
19+3+7
20+3+8
21+4+9
22+4+10
Dexterity
Hit Adj.
3-3
4-2
5-1
60
7-140
150
16+1
17+2
18+2
19+3
Weapons
Weapons are divided into 3 classes: melee, thrown, and fired.
Melee weapons are used only in close combat, while thrown and fired weapons are used at range.
Characters in the front rank can use melee and ranged weapons.
Characters in the rear ranks can only use ranged weapons.
Note: The Character's Class can limit them to certain weapons.

THAC0 is not an ability score, but it is an important characteristic.
The THAC0 Chart lists a character's base THACO for his class and level.

The Weapons Chart lists the weapons with their range of hit point damage versus small, medium, and large-sized creatures.

The Strength and Dexterity Charts list the modifiers to THAC0 and damage.
The damage done by a melee weapon is adjusted by the attacking character's strength and any magical bonus the weapon may have.


Base THAC0 by Level
Class ↓Level →1234567891011121314151617181920
Fighter / Paladin / Ranger2019181716151413121110987654321
Cleric20202018181816161614141412121210101088
Bard / Thief2020191918181717161615151414131312121111
Mage2020201919191818181717171616161515151414
Dagger of Venom+1 dagger which also holds poison and will inject a monster on a good hit.
Stone of Good LuckIncreases chance of avoiding disasters by 1, and helps thieving abilities.
Staff of StrikingA +3 weapon which does moderate damage.
Maul of the TitansMagical +2 weapon which inflicts 10-40 damage. (Unfortunately you have to pick it up after every throw)
Sword of SlayingThis does not increase damage, but have a chance to instantly slay the preset monster. The word SLAY will be displayed instead of normal damage.
Arrow of SlayingMagic arrow which is pre-set against a certain monster. Against any other monster it is a +3 arrow, but it instantly kills the monster it is set for if it hits.
Experience Level Tables
Show All / Hide All FighterFighterPaladinPaladinRangerRanger MageMageClericClericThiefThiefBardBard
Fighter
LevelXPHP
101-10
22,000+(1-10)
34,000+(1-10)
48,000+(1-10)
516,000+(1-10)
632,000+(1-10)
764,000+(1-10)
8125,000+(1-10)
9250,000+(1-10)
10500,000+3
11750,000+3
121,000,000+3
131,250,000+3
141,500,000+3
151,750,000+3
162,000,000+3
172,250,000+3
182,500,000+3
192,750,000+3
203,000,000+3
Paladin
LevelXPHP
101-10
22,250+(1-10)
34,500+(1-10)
49,000+(1-10)
518,000+(1-10)
636,000+(1-10)
775,000+(1-10)
8150,000+(1-10)
9300,000+(1-10)
10600,000+3
11900,000+3
121,200,000+3
131,500,000+3
141,800,000+3
152,100,000+3
162,400,000+3
172,700,000+3
183,000,000+3
193,300,000+3
203,600,000+3
Ranger
LevelXPHP
101-10
22,250+(1-10)
34,500+(1-10)
49,000+(1-10)
518,000+(1-10)
636,000+(1-10)
775,000+(1-10)
8150,000+(1-10)
9300,000+(1-10)
10600,000+3
11900,000+3
121,200,000+3
131,500,000+3
141,800,000+3
152,100,000+3
162,400,000+3
172,700,000+3
183,000,000+3
193,300,000+3
203,600,000+3
Mage
LevelXPHP
101-4
22,500+(1-4)
35,000+(1-4)
410,000+(1-4)
520,000+(1-4)
640,000+(1-4)
760,000+(1-4)
890,000+(1-4)
9135,000+(1-4)
10250,000+1
11375,000+1
12750,000+1
131,125,000+1
141,500,000+1
151,875,000+1
162,250,000+1
172,625,000+1
183,000,000+1
193,375,000+1
203,750,000+1
Cleric
LevelXPHP
101-8
21,500+(1-8)
33,000+(1-8)
46,000+(1-8)
513,000+(1-8)
627,500+(1-8)
755,000+(1-8)
8110,000+(1-8)
9225,000+(1-8)
10450,000+2
11675,000+2
12900,000+2
131,125,000+2
141,350,000+2
151,575,000+2
161,800,000+2
172,025,000+2
182,250,000+2
192,475,000+2
202,700,000+2
Thief
LevelXPHP
101-6
21,250+(1-6)
32,500+(1-6)
45,000+(1-6)
510,000+(1-6)
620,000+(1-6)
740,000+(1-6)
870,000+(1-6)
9110,000+(1-6)
10160,000+2
11220,000+2
12440,000+2
13660,000+2
14880,000+2
151,100,000+2
161,320,000+2
171,540,000+2
181,760,000+2
191,980,000+2
202,200,000+2
Bard
LevelXPHP
101-6
21,250+(1-6)
32,500+(1-6)
45,000+(1-6)
510,000+(1-6)
620,000+(1-6)
740,000+(1-6)
870,000+(1-6)
9110,000+(1-6)
10160,000+2
11220,000+2
12440,000+2
13660,000+2
14880,000+2
151,100,000+2
161,320,000+2
171,540,000+2
181,760,000+2
191,980,000+2
202,200,000+2
Mage Spells  Level 1Level 1 Level 2Level 2 Level 3Level 3 Level 4Level 4 Level 5Level 5 Level 6Level 6 Level 7Level 7 Level 8Level 8 Level 9Level 9
Cleric Spells  Level 1Level 1 Level 2Level 2 Level 3Level 3 Level 4Level 4 Level 5Level 5 Level 6Level 6 Level 7Level 7
First-level Mage Spells 
Armor Range: 0
Duration: Special
AoE: Spellcaster
With this spell your mage can surround himself with a magical field that protects as scale mail (AC 6).
The spell has no effect on characters who already have AC 6 or better and it does not have a cumulative effect with the shield spell.
The spell lasts until dispelled, or until the character suffers damage that is equal to or greater than 8 hit points plus 1 hit point for every level of the caster.
Burning
Hands
Range: Close
Duration: Instant
AoE: Front Rank
When a mage casts this spell, a jet of searing flame shoots from his or her fingertips.
The damage inflicted by the flame increases as the mage increases in level and gains power.
The spell does one to three points of damage plus two points per level of the caster.
For example, a 10th-level mage would do 21-23 points of damage.
Chill
Touch
Range: 0
Duration: 3 R + 1 R/L
AoE: Spellcaster
When casting this spell, a blue glow encompasses your character's hand.
This energy attacks the life force of any living thing upon which your character makes a successful melee attack.
Because of this, the creature suffers a -1 to its attack rolls for every other successful touch.
Detect
Magic
Range: 0
Duration: Short
AoE: Carried Items
This spell allows a mage to determine if any of the items he or she is carrying are magically enchanted.
All magic items glow for a short period of time.
Detect
Undead
Range: 0
Duration: 3 Turns
AoE: 60' + 10'/Level
This spell displays the dungeon map and shows the location of any undead creature on that map.
In this way it can detect the undead through walls and obstacles.
Magic
Missile
Range: Long
Duration: Instant
AoE: One Target
Your mage creates a bolt of magic force that unerringly strikes one target.
"Magic missile" spells do greater damage as a mage increases in level.
Initially, "magic missiles" do two to five points of damage, and for every two extra levels the spell does two to five more points.
So, a first or second-level mage does two to five points of damage, but a third or fourth-level mage does four to ten, and so on.
Protection
Vs. Evil
Range: 0
Duration: Medium To Long
AoE: Spellcaster
This spell envelopes your character in a magical shell.
The shell inhibits the attach of evil creatures.
Its duration increases with the level of the spellcaster.
Shocking
Grasp
Range: Close
Duration: Variable
Until Mage Touches A Monster
AoE: Spellcaster
This spell magically charges the caster's hand with a powerful electrical field.
The field remains in place until the spell dissipates naturally or the character touches an adjacent monster.
When the spell is cast, the caster's hand looks electrified, The mage may attack with this hand like any other melee weapon.
The spell does one to eight points of damage plus one point per level of the caster.
For example, a 10th-level mage does 11-18 points of damage.
The amount of time it takes the spell to dissipate ranges from medium to long with the level of the caster.
Shield Range: 0
Duration: Short To Medium
AoE: Spellcaster
This spell produces an invisible barrier in front of the mage that totally blocks "magic missile" attacks.
It also offers AC 2 against hurled weapons (darts, spears) and AC 3 against propelled missiles (arrows, sling-stones).
The spell does not have a cumulative effect with the "armor" spell.
The spell duration increases with the level of the caster.
Snilloc's
Snowballs
Range: 20 Y/L
Duration: Instant
AoE: One Target Or Creature
This spell creates a mystical snowball in the hand of the caster which can then be thrown against any target within range.
It hits automatically for 1-3 points of damage, or 1-6 points if used against a fire-using or fire-dwelling opponent.
The snowball strikes like a "magic missile" and can be affected and repelled in the same way.
Second-Level Mage Spells 
Aganazzer's
Scorcher
Range: 20 Y
Duration: 2 R
AoE: 2' by 60' Jet
Upon casting this spell a jet of flame appears at the caster's fingertips and bursts outward toward a chosen target.
If the target remains within range it suffers 3-18 points of damage in the first round and 3-18 again in the second.
The casting mage cannot perform other actions during the second round of the spell or discontinue the spell until it has run its course.
Blur Range: 0
Duration: Short
AoE: Spellcaster
The position of a mage with an active blur spell shifts and wavers.
This distortion makes the character harder to hit with an attack.
A true "seeing" spell will counter a "blur" spell.
Detect
Invisibility
Range: Close
Duration: Medium
AoE: One Square In Front Of The Spellcaster
With this spell, your character can see invisible monsters, items, or magical effects.
It does not reveal illusions.
Improved
Identify
Range: 0
Duration: Instant
AoE: One Item In The Spellcaster's Hand
When this spell is cast, one item in the mage's hand is identified for what it really is.
The mage learns the item's name and the attack or damage bonuses it has.
Note that some items, such as special magical tomes, cannot be identified with this spell.
Invisibility Range: 0
Duration: Special
AoE: Spellcaster
This spell causes your character to vanish from sight.
He or she remains unseen until attacking a monster.
However, certain powerful monsters can sense invisible characters, or even see them outright.
Melf's
Acid
Arrow
Range: Long
Duration: Special
AoE: One Target
This spell creates a magical arrow that launches itself at a target as though it were fired by a fighter of the same level as the mage.
The arrow is not affected by distance.
The arrow does two to eight points of damage per attack.
For every three levels the mage has earned, the arrow gains an additional attack.
For example, at third to fifth-level the arrow attacks twice, and at sixth to eighth-level the arrow attacks three times.
Protection
From
Paralysis
Range: 0
Duration: Long
AoE: Spellcaster
Upon using this spell, your mage becomes totally immune to paralyzing substances (such as poison or venom) and paralyzing spells (such as hold person and slow).
Keep in mind that although the spell protects the character from paralysis, the spell cannot protect against physical damage from an attack.
Third-Level Mage Spells 
Dispel
Magic
Range: 0
Duration: Instant
AoE: Spellcaster
This spell negates the effects of any spell affecting your character.
"Dispel" does not counter "cure" spells, but it dispels "hold person", "bless", and similar spells.
Fireball Range: Long
Duration: Instant
AoE: Target Square
A "fireball" is an explosive blast of flame that damages everything in the target square.
The explosion does one to six points of damage for every level of the caster to a maximum of 10th-level.
For example, a 10th-level mage does 10-60 points of damage.
Haste Range: 0
Duration: Medium
AoE: Spellcaster
This spell allows your character to move and fight at double the normal rate.
(However, it does not allow spells to he cast at a faster rate.)
The spell's duration increases with the level of the caster.
Hold
Person
Range: Long
Duration: Medium
AoE: Up To Four Targets
This spell can affect humans, demi-humans, or humanoid creatures.
Creatures that are affected become rigid and unable to move or speak.
Spell duration increases with the level of the caster.
Hold
Undead
Range: Long
Duration: Medium
AoE: Up To 3 Targets
This spell affects undead creatures who are as powerful or weaker than the caster.
It automatically affects skeletons, zombies, or ghouls.
All other undead creatures may resist the spell; those who do not become rigid and unable to move or speak.
Duration increases with the level of the caster.
Lightning
Bolt
Range: Long
Duration: Instant
AoE: Two Squares
This spell allows the mage to cast a powerful bolt of electrical energy.
The spell flies to its first target and then continues into the next square.
The bolt does 1-6 points of damage for every level of the caster to a maximum of 10th-level.
For example, a 10th-level mage does 10-60 points of damage.
Slow Range: Long
Duration: Long
AoE: Two Squares
This spell makes enemies move and attack at half their normal rate.
Slowed creatures have a penalty of 4 on their armor class and attack with penalties.
All dexterity combat bonuses are negated.
Vampiric
Touch
Range: Close
Duration: One Attack
AoE: Spellcaster
When this spell is cast, a glowing hand appears.
A mage may attack with this hand like any other melee weapon.
When the caster touches an opponent with a successful attack, the spell does 1-6 points of damage for every two levels of the mage.
For example, a 10th-level mage would do 5-30 points of damage.
These points are transferred temporarily to the mage, so any damage he takes is subtracted from these points first.
This spell does not affect undead monsters such as skeletons.
Water
Breathing
Range: 0
Duration: Long
AoE: Spellcaster
When this spell is cast, your character is able to breathe water freely for the duration of the spell.
Fourth-Level Mage Spells 
Fear Range: Close
Duration: Medium
AoE: One Square
When this spell is cast the mage projects a cone of terror.
Any creature affected by the spell will turn tail and run.
The amount of time the affected creatures remain terrified is based on the level of the casting mage.
The spell's duration increases with the level of the caster.
Improved
Invisibility
Range: 0
Duration: Short
AoE: Spellcaster
This spell causes your character to vanish from sight.
He or she remains unseen, even if attacking with a weapon or spell.
The invisibility makes the character harder to hit with an attack.
A true seeing spell counters an improved "invisibility" spell.
Certain powerful monsters can sense invisible characters, or even see them outright.
Ilyykur's
Mantle
Range: 0
Duration: 1 R/L
AoE: Spellcaster
When casting "Ilyykur's Mantle", your character is surrounded by a luminous aura, a shield of sorts against magical attack.
This spell bestows +1 on saving throws against all spells and, as a bonus, offers some protection against electrical attacks such as "lightning" and "shocking grasp".
Ice
Storm
Range: Medium To Long
Duration: Instant
AoE: A Cross-Shaped Area 3X3 Squares
This spell produces a pounding torrent of huge hailstones.
The spell pummels the targets with 3-30 points of damage.
The range of this spell is based on the caster's level.
Missile
Mastery
Range: 10 Y/L
Duration: 4 R
AoE: One Missile
When this spell is in effect, the wizard can alter the flight of a single missile that passes within the range of the spell, stopping it altogether.
The wizard can affect only a single missile per round.
Magic missiles are negated entirely, but only one particular missile is dispelled in a single round.
Remove
Curse
Range: 0
Duration: Permanent
AoE: Spellcaster
This spell allows a character with a cursed item to drop the item.
However, the item itself will still be cursed with its negative properties.
Fifth-Level Mage Spells 
Cone
Of
Cold
Range: Close
Duration: Instant
AoE: Three Squares
This spell causes the mage to project a chilling cone of sub-zero cold.
The numbing cone causes 2-5 points of damage per level of the caster.
For example, a lOth-level mage would do 20-50 points of damage.
Hold
Monster
Range: Long
Duration: Medium
AoE: One Square
This spell is similar to the "hold person" spell except that it affects a wider range of creatures.
However, the spell does not affect undead creatures.
The spell's duration increases with the level of the caster.
Snilloc's
Major
Missile
Range: 60 Y + 10 Y/L
Duration: Instant
AoE: One Creature
Major missile inflicts 2-5 points of damage to a single target, much as "magic missile".
In addition, the caster does an additional 2-5 points of damage for every two levels thereafter, to a maximum of 30-75 points of damage.
The "major missile" cannot be split up between multiple targets and will be affected by all spells which negate or affect "magic missile".
Wall
Of
Force
Range: Close
Duration: Short
AoE: One Square
A "wall of force" creates a barrier which stops monsters and spells from passing.
A wall cast by a character is dispelled with a "disintegrate" spell, or if your character enters the square with the wall of force.
Sixth-Level Mage Spells 
Disintegrate Range: Close
Duration: Instant
AoE: One Target
This spell causes any one creature it hits to vanish.
Disintegration is Instantaneous and its effects are permanent.
Death
Spell
Range: Long
Duration: Instant
AoE: 3 Squares Long
This spell slays many weak creatures easily, but kills few strong ones.
Some very powerful monsters may not be affected by this spell.
Flesh
To
Stone
Range: Medium
Duration: Permanent (Or Until Reversed)
AoE: One Target
This spell causes any one target to turn to stone.
The spell's effects can be reversed with the "stone to flesh" spell.
Lich
Touch
Range: Touch
Duration: 1 R/L
AoE: Spellcaster
By this spell, the caster gains both the chilling touch of the lich and invulnerability to several lich-like attacks and effects.
The caster is immune to all forms of paralysis and fear, and the caster's touch does 1-10 points of damage as well as paralyzing the target.
Undead and creatures not affected by paralysis are entirely immune to this spell.
Otiluke's
Freezing
Sphere
Range: Special
Duration: Special
AoE: Special
When casting this spell, your character creates a small globe about the size of a sling stone.
It can he hurled by hand or in a sling, but upon hitting the target it does 6-36 points of cold damage upon all creatures within a 10-foot radius.
These special sling stones should be created just before a battle in which they will be used, for they cannot be stored forever and disappear with time.
True
Seeing
Range: O
Duration: Short
AoE: Special
With this spell, your character can see things as they really are.
Illusionary walls do not fool your character, and invisible monsters, items, or magical effects appear.
This spell also reveals certain traps or trapped items by casting a red glow around the item.
Seventh-Level Mage Spells 
Acid
Storm
Range: Long
Duration: Instant
AoE: Three Squares
This spell causes a downpour of acid in the area of effect.
Creatures that are within the area suffer approximately 1-8 points of damage plus an additional 1-8 points of damage for every caster level above 7th.
Finger
Of
Death
Range: 0
Duration: Permanent
AoE: One Target
This spell snuffs out the victim's life force.
If successful, the victim can neither be raised nor resurrected.
The caster utters the finger of death spell incantation, points his or her finger at the creature to be slain, and (with luck) slays the creature.
If the creature does not die, it suffers 3-17 points of damage.
Mordenkainen's
Sword
Range: Close
Duration: Medium
AoE: One Target Per Attack
This spell creates a sword that the mage can wield in melee.
The sword attacks as if a fighter that is half the wizard's level were wielding it.
For example, if a 14th level wizard casts the spell, the sword would attack as if a 7th level fighter were wielding it.
The sword has no magical attack bonuses or damage bonuses.
The sword does 5-20 hit points of damage to man-sized creatures and 5-30 hit points to large creatures.
Power
Word,
Stun
Range: Long
Duration: Special
AoE: One Target
When this spell is cast, the target is stunned and unable to move.
The fewer the hit points a creature has, the longer it stays stunned.
Very strong or healthy creatures may not be affected by this spell.
Eighth-Level Mage Spells 
Abi-Dalzim's
Horrid
Wilting
Range: Close
Duration: Instant
AoE: One Square
This spell evaporates moisture from the bodies of all the targets within the area of effect.
The creatures suffer 1-8 points of damage per level of the caster.
This spell is especially devastating to water elementals and plant creatures.
Bigby's
Clenched
Fist
Range: Close
Duration: Medium
AoE: One Target Per Attack
This spell creates a huge fist that the mage controls (from a distance) in combat.
The fist always hits, but the damage range is from light to heavy depending on how well it hits.
Ninth-Level Mage Spells 
Energy
Drain
Range: Close
Duration: Permanent
AoE: One Target
If the creature is hit by the mage, the creature loses two levels or 2-16 hit points.
The creature also loses attack bonuses.
Meteor
Swarm
Range: Long
Duration: Instant
AoE: 3X3 Square Area
Four fireballs travel down the corridor.
Anything in their path suffers the maximum damage from the spell.
The fireballs fly in a line and form a diamond or square area of effect.
Anything unlucky enough to get caught in the center is affected by all four of the spheres.
Power
Word,
Kill
Range: Long
Duration: Permanent
AoE: One Square
This spell kills a creature with up to 60 hit points.
It also kills two or more creatures with less than ten hit points each (up to a maximum of 120 total hit points).
For example, the spell can kill 12 creatures with ten hit points each.
Time
Stop
Range: 0
Duration: Short
AoE: Spellcaster
This spell stops time momentarily and gives your mage time to do things such as cast more spells or run away.
Everything outside the area of effect temporarily stops moving; it is as if time were suspended.
Only unique creatures or creatures of demigod and greater status are immune to this spell.
Range:  0 = Your character  Close = adjacent object  Medium = up to 2 squares away  Long = as far as visible range
Duration:  Instant = flash or instant effect  Short = single combat round  Medium = effect lasts for some time  Long = effect lasts quite a while  Permanent = effect lasts for the entire game  Variable or Special = see spell desciption
Ankheg
An acid spitting bug monster.

"Beware of the creature known as an ankheg, it can spit a stream of highly corrosive acid at its victim."

The ankheg resembles an enormous many-legged worm and has a fondness for fresh meat.
Its many legs end in sharp hooks suitable for burrowing and grasping, and its powerful mandibles are capable of snapping a small tree in half with a single bite.
A tough chitinous shell, usually brown or yellow, covers the entire body except for its pink, soft belly.
With glistening black eyes and two sensitive antennae, the ankheg can detect the movement of a man-sized creature up to 300 feet away.
The ankheg's preferred attack is to lie five to ten feet below the surface of the ground until it detects the approach of a victim.
Burrowing to the surface, it then attempts to grab its victim in its powerful mandibles.
When desperate, an ankheg may squirt a stream of acid up to 30 feet.
All but the fiercest predators avoid ankhegs.
Balor
A tanar'ri-demon, hittable only by +1 weapons.
Blue Dragon
A dragon-resistant to magic, and immune to electricity.

"I fear that a dragon could be here. There are signs of great lightning damage that only a blue's breath weapon could do."
"I think again of the signs marking the presence of a dragon. Most dragons, as I recall, have some resistance to magic."

Blue dragons love to spend long hours preparing ambushes for their prey, be it a herd of migrating herbivores or an unwary traveler.
They are known to dwell on their successes and admire their trophies for an equally long time.
Highly intelligent, blue dragons speak a tongue common to all evil dragons, while a few possess the ability to communicate with any intelligent creature.
These creatures prefer to stand off and deliver a terrible blow with their breath weapon, a 5' wide bolt of lightning that can streak 100' in a straight line from the dragon's mouth.
This attack is delivered from a distance as a matter of pride, with the dragon as intent on demonstrating its dreadful talent as on killing its prey.
Older blue dragons possess special skills such as "hallucinatory terrain", the ability to camouflage their hiding place and thus aid in their chances to surprise the unwary.
They can also cast spells and demonstrate a variety of magical abilities.
Bone Creatures

"Those who rely on the keen edge of a blade in battle will inflict little harm against creatures made of bone."
Bone Naga
Skeletal snake, takes less damage from sharp weapons.

"Those who rely on the keen edge of a blade in battle will inflict little harm against creatures made of bone."

Bone nagas are created undead.
They appear as snakes with large, human-like skull heads.
Their empty eye sockets glow with hatred.
Created by dark nagas (and a few evil mages) to serve as guardians, these worms serve their masters with absolute loyalty.
Their creation is an exacting process, hence their rarity -- a good thing for the gentler creatures of the Realms.
In battle, bone nagas bite with their long fangs and have been known to use other means of attacking those foolish enough to seek their wrath.
Bone nagas eat nothing and fill no niche in the life cycles of the Realms -- except for the fact that they sometimes kill large, aggressive natural predators (including man) for sport.
Bugbear
A large goblinoid.

Bugbears are the giant, hairy cousins of goblins.
Large and muscular, they are vaguely humanoid in appearance, with a mouth full of long, sharp fangs.
The feature giving them their name is their large nose, which is similar to that of a bear and provides them with an excellent sense of smell.
Their attacks are tactically sound and they do not hesitate to call for reinforcements.
Before closing with their foes, they tend to hurl small weapons such as maces, hammers, and spears.
When overmatched or outnumbered, a bugbear does not hesitate to retreat.
Carrion Crawler
A giant centipede with a paralyzing bite.

"If I had not found the protection against paralyzation scroll earlier, the carrion crawlers would have destroyed me."

The carrion crawler is a scavenger of subterranean areas, feeding primarily on carrion.
When such food becomes scarce, however, it attacks and kills any living thing.
Looking like a cross between a giant green cutworm and a cephalopod, the carrion cralwer is thought to be the result of genetic experimentation by an evil wizard.
Moving quickly, the carrion crawler lashes out with 2' long tentacles, each of which produces a sticky secretion that can paralyze its victims.
They then kill their paralyzed prey.
Some underground inhabitants such as goblins and trolls may make use of carrion crawlers by leaving the bodies of dead foes in designated areas.
This has the effect of encouraging carrion crawlers to patrol the area in question.
Chimera
A fire spitting creature with 3 heads: goat, dragon, lion.

"Had I known the chimera could breath fire, I would have prepared some sort of protection against such an attack."

A chimera has the hindquarters of a large, black goat and the forequarters of a lion.
Brownish black wings rise from its back and it possesses three heads: that of a goat, a lion, and a fierce dragon.
The goat head is pitch black with glowing amber eyes and long ochre horns.
The lion head is framed by a brown mane and has green eyes.
The dragon head is covered with orange scales and has black eyes.
Its three heads and powerful physique make the chimera a deadly foe in combat.
If it's in the mood, the dragon head can loose a searing stream of flame in lieu of a lethal bite.
Cockatrice
Cross between a bird and a lizard, its bite will petrify.

"I have seen several cockatrice within these halls, but they did not get close enough to turn me to stone."

Infamous for its ability to turn flesh into stone, the cockatrice is an eerie hybrid of lizard, rooster, and bat.
About the size of a large goose or turkey, it boasts bat-like wings and the long tail of a lizard.
The cockatrice fiercely attacks anything it deems a threat to its lair, human or otherwise.
The method of attack is for the beast to grapple with its foe, touching exposed flesh and turning it to stone.
Flocks of cockatrices do their utmost to overwhelm and confuse their opponents, sometimes flying directly into their victim's faces.
The touch of a cockatrice is powerful enough to affect its victims through leather and fabric, with only metal armor being strong enough to deflect their deadly beaks.
A cockatrice senses where its victim are vulnerable and proves very effective at finding an area of exposed flesh which it can turn to stone.
Death Knight
An unturnable undead warrior.

"It is a well known fact that a death knight cannot be turned. However, this mattered little to me, for I am a mage."

A death knight is the horrifying corruption of a knight; it was cursed by the gods as punishment for betraying the code of honor it held in its former life.
Death knights are typically taller than six feet and weigh more than 300 pounds.
A death knight's face is a blackened skull covered with shards of shriveled, rotting flesh.
It has two tiny, glowing, orange-red pinpoints for eyes.
Earth Elemental
A creature of Earth, hittable only by +2 weapons.

"I remember early teachings concerning elementals. I do believe they are invulnerable to all but magical weapons."

Earth elementals can be conjured in any area of earth or stone.
This type of common elemental appears on the Prime Material Plane as a very large humanoid made of dirt, stones, precious metals, and gems.
It has a cold, expressionless face, and its two eyes sparkle like brilliant multifaceted gems.
Though they travel very slowly, they are relentless in the fulfillment of their appointed tasks.
An earth elemental can travel through solid ground or stone with no penalty to movement or dexterity.
Elemental Lord
The final monster in the dungeon.
Immune to all magic, hittable by +2 weapons only.
Note: Is NOT immune to acid.
Acid Storm him to death.
Elemental

"I remember early teachings concerning elementals. I do believe they are invulnerable to all but magical weapons."
Ettin
Very powerful, and very dangerous Ettins are two-headed giants.
They are vicious and unpredictable hunters, stalking by night for any meat they can catch.
Uncivilized giants, ettins abhor bathing or any other activity which might soften their thick, grime encrusted skin.
This thick skin gives the ettin a low Armor Class.
They prefer to ambush their victims, but however the battle starts, ettins fight furiously until they either win or are so badly injured that retreat is the only alternative to death.
In combat an ettin has two attacks.
Because each of its two heads controls an arm, an ettin does not suffer an attack roll penalty for attacking with both arms.
Two dubs covered with spikes are the sole weapons of the ettin.
Though ettins collect treasure, adventurers rummaging through their lairs find them disgusting, dangerous places.
Feyr
Feyrs (pronounced fears) are created from the remnants of ordinary nightmares mixed with residual magical energies.
They are unknowingly brought to life by the strong emotions of a large group of people.
They are most commonly found in large cities that have a good number of mages, priests, and other spellcasters.
Feyrs appear as humped, hunchbacked creatures, grim and inhuman in appearance.
Their hide is mottled and curved like the surface of the human brain.
The creature is supported by two main tentacles which act as legs, and by a handful of other tentacled limbs.
Flesh Golem
Magical humanoid creation, hittable only by +1 weapons, and resistant to most forms of magic.
These move slowly, so hit and then drop back by 2 steps to wait for them to come up, then hit them again. Repeat. You shouldn't get hit at all.

"Flesh golems are not only invulnerable against normal weapons, but they also appear to be magic resistant."
"These great abominations of flesh, golems as some call them, seem to rejuvenate when struck by an electrical attack."

A golem is an artificial form, a humanoid body animated by an elemental spirit.
It is under the complete control of its creator.
The flesh golem is made from a ghoulish collection of stolen human body parts, stitched together to form a single, decaying honor.
This creature has no possessions, including weapons.
it cannot speak, but does roar occasion- ally as it walks along in its stiff, disjointed gait.
Incapable of strategy or tactics, flesh golems are emotionless in combat.
As they do not use weapons, it is their Strength of 19 which proves dangerous -- especially since only a magical weapon can be used against them.
Fire and cold-based spells slow them down, while electrical attach actually add hit points to the golem.
All other spells are powerless against the creature.
Gargoyle
+1 or better needed to hit this stone-like monster.

"I would imagine that only weapons of magical nature have the power to hurt the stone-like monsters known as gargoyles."

Gargoyles are ferocious creatures, magical by nature and often found dwelling amid ruins or in underground caverns.
Originally, gargoyles were carved roof spouts designed to represent grotesque human and animal figures.
A powerful enchantment cast long ago brought these sculptures to life.
Gargoyles take great pleasure in torturing to death their helpless prey.
They are winged creatures and excellent fighters, with four attacks per round.
Counting on their appearance as sculptures, gargoyles often stand or sit motionlessly, perhaps posing in a fountain or standing beside a doorway.
When their victim is close enough, they strike out.
When possible, they also enjoy swooping down on their victims from above.
Sometimes the treasure they collect from their victims can be found buried or under a large stone.
Ghoul
Ghost warrior-undead, resistant to death spells and cold.

"I had little trouble defeating the ghouls, but I hate to think what would have happened if one had paralyzed me."

Once human, ghouls are the undead who feed on the flesh of corpses.
Their transformation has left them deranged, destroying their minds and leaving behind only a terrible cunning.
With long, toughened tongues they lick marrow from cracked bones.
Ghouls attack by clawing with their filthy nails and biting with their fangs.
Unfortunately, the very touch of a ghoul causes many creatures to become rigid, a paralysis which can last for many rounds unless negated.
Any human or demi-human (except elves) killed in a ghoulish attack become ghouls themselves.
This fate can be avoided if the victim is devoured by the ghouls, or the proper blessing is obtained.
They can be kept at bay with the magic circle of protection from evil, but are immune to sleep and charm spells.
Goblin
A wussy humanoid, usually seen only on the first level.

If not for their great numbers, these small, evil humanoids would be mere pests.
With sloping foreheads and arms hanging down almost to their knees, they menace other races with their spears and axes, or with any weapon which takes little training to use.
Goblins hate sunlight and prefer to fight underground where their infravision to 60 feet gives them the advantage.
Cowardly, goblins generally avoid a face-to-face fight.
Their specialty is ambush.
Even in an ambush, however, goblin tactics prove to be simple and crude.
Goblins hate most other humanoids, gnomes and dwarves in particular, and work to exterminate them.
Those not killed are taken as slaves or are dispatched later and used for food.
Grave Mist
Strength draining undead, hittable by +1 (or better) weapons.

"I encountered an entity known as a grave mist, it appeared unhurt by all weapons save those of magical nature."
"I managed to best the grave mist, but not before it struck me several times, weakening my constitution."
"Strange. The grave mist almost seemed to heal itself when struck by my cold-based spells."

These terrible undead are typically found in desolate graveyards and burial grounds.
They do, however, dwell anywhere corpses may be found.
Grave mists seep into the Prime Material Plane where dead bodies are present and feed on any remaining life essence the corpse retains.
Grave mists appear vaguely humanoid in shape with grey swirling mist as the outline of their bodies.
Dark, black holes are all that show on the face to denote eyes.
Their movements are swift and deft.
A group may appear as smoke or fog to the unwary traveler.
They attack with a chilling touch similar to that of a wraith.
Greater Feyr
An invisible blob.

A very tough enemy in that he ignores your armor class.
Never ever fight two of these at once! If you are forced to, do this: hit one of them a few times, then run away, rest, and come back.
Repeat as necessary.
Note: Does NOT ignore the silent -4 bonus to AC from improved invisibility.
Under influence of this spell you will actually find that they miss quite often.
Greater Medusa
Shoots poison arrows and petrifies with its gaze.

"I think it is an ioun stone -- a yellow spindle -- that offers some protection against the medusa's petrifying gaze."
"Beware of an arrow shot from the bow of a great medusa, for they are often poisoned!"

Hateful beings able to petrify any creature that meets their gaze, medusa are typically female humanoids with a swarming nest of snakes in lieu of hair.
Rarer still, the greater medusa have serpentine bodies in place of a humanoid torso and legs.
So powerful is the medusa's petrifying gaze that it maintains this ability even after death.
When within 30 feet, the medusa attempts to get its victim to look into its eyes, thus causing petrification.
Should an opponent avert his or her eyes, the medusa rushes forward to allow its serpentine hair an attack.
Greater medusa are known to use poisoned arrows, and their blood is so poisonous that, after one has been killed, touching the body requires a saving throw versus poison.
Groaning Spirit
Hittable with +1 or better weapons, undead.

"It seems as if the banshee are immune to cold and electrical-based magic."
"If this is so, I would guess that these groaning spirits are also unharmed by normal weapons."

The groaning spirit, or banshee, is the spirit of an evil female elf -- a very rare thing indeed.
Groaning spirits hate the living; they find the presence of living beings painful, and seek to harm whomever they meet.
Groaning spirits appear as floating, luminous phantasms of their former selves.
Their image glows brightly at night, but is transparent in sunlight.
Most groaning spirits look old and withered, have hair that is wild and unkempt, and dress in tattered rags.
They have faces of pain and anguish, and eyes burning brightly with hatred and ire.
Groaning spirits frequently cry out in pain -- hence their name.
Hag
Fast robed figure.

"I was not prepared when the lady, or should I say hag, revealed her true form and set upon me with her claws."

Hags are witch-like beings that spread havoc and destruction, working their magic and slaying all whom they encounter.
They appear as wretched old women with long, frayed hair and withered faces.
Grotesque moles and wars dot their blotchy skin.
They wear clothing similar to that of peasant women.
Their mouths contain blackened teeth, and their breath is foul.
Though they appear wrinkled and weak, hags possess supernatural strength and can easily crush smaller creatures (goblins, for example) with one hand.
And though hags look decrepit and dilapidated, they run surprisingly swiftly -- they can even can lithely bound over and around rocks and logs in their path.
Iron-like claws grow from their skinny fingers.
They use these claws and their supernatural strength to rend and tear opponents in combat.
Hobgoblin
A stronger version of the goblin.

Intelligent, organized, and aggressive, hobgoblins wage a perpetual war with other humanoid races.
They appear typically as burly humanoids, with hairy hides and dark red or red-orange skin.
A typical force of hobgoblins may be equipped with such weapons as polearms, morningstars, swords, whips, and spears.
They fight equally well in bright light or darkness, having an infravision good to a range of 60 feet.
As the sworn enemies of elves, they always pay special attention to an elven opponent, often attacking them first.
Lich
Powerful unded, magic using, and requiring +1 or better weapons to hit.
Living Muck
One of the worst enemies EVER.
If you attack him with a sword, the sword will be ABSORBED into the Muck! If you kill him you may get your things back, but still... that's evil! (it's not likely that you will get anything back, however!) So attack with spells.
One good and easy spell to use is Flame Blade, you can use it to attack like a weapon, but it can't be absorbed! Flameblade + Lich Touch is perhaps the best spell combo, but THE weapon to fight mucks is two wands of striking +3.
Meazel
A hag like monster.

The meazel is a vicious, malevolent creature that preys on other subterranean dwellers.
Slightly smaller than the average human, the meazel can only be called ugly, afflicted as many of them are by a contagious skin disease which gives them a horrid, leprous appearance.
If they can approach from the rear, their favorite tactic is to strangle their victims with a cord.
The victim dies in two rounds unless the meazel relaxes its grip, an unlikely occurrence unless the cord breaks or the meazel dies.
They pick the pockets of their victims, collecting the treasure into a hoard which serves as the meazel's bed.
Strangely, gems can be found in the meazel's garbage sacks, sacks of the bones of past meals found near the creature's lair.
Not recognizing the value of precious stones, they often throw them away.
Minotaur
A half-bull half man warrior.

Minotaurs are either cursed humans or the offspring of minotaurs and humans.
They usually dwell in labyrinths, for they are not confused in these places; this gives them an advantage over their prey.
Minotaurs are huge, well over seven feet tall, and quite broad and muscular.
They have the head of a bull and the body of a human male.
Minotaurs are not extraordinarily intelligent, but are extremely cunning and have excellent senses.
Mummy
Undead, +2 or better to hit.

"I am thankful for the fire-based spells at my command. They were most useful against the mummies that I encountered."
"I have learned that even magical weapons do not seem to inflict much damage against a mummy."
"Not only are mummies unharmed by cold-based spells, but they are also immune to poison and paralyzation."

Clothed in rotting strips of linen, mummies are corpses from areas where the dead are entombed by a process known as mummification.
When their tombs are disturbed, the corpses enter a weird, unlife state and are imbued with an unholy hatred of life.
They attack all living things without mercy.
The mere sight of a mummy causes such terror that a saving throw versus spell must be made or the victim becomes paralyzed with fright.
Mummies are always extremely vulnerable to fire, so a blow with a torch or a flask of burning oil are good defenses against such creatures.
Ogre Slug
These big things have a 50% protection against blunt weapons, that is, if you hit them with a mace you do half damage.

"I imagine the thick rubbery hide of an ogre slug offers the monster added protection against blunt weapons."
"More than once, the ogre slug I was fighting attempted to hit me with some sort of corrosive spittle."
"One could only surmise that an ogre slug, which spits acid, would be immune to similar attacks."

The appearance of ogre slugs is unmistakable: they have the upper torso, arms, and head of an ogre but the lower body of a large slug.
Their coloring is swampy, with grey-green skin on the upper body area, fading into a deep, blackish green for the lower portion.
Ogre slugs are just as mean and ugly (if not uglier) than their full-bodied cousins.
Their main attack is a corrosive acidic saliva.
An ogre slug may opt to spit acid once per round instead of attacking with its fists.
Orc
A wimpy humanoid.

Orc are a species of aggressive mammalian carnivores that band together in tribes and survive by hunting and raiding.
Constantly working to expand their territory, orcs have many enemies and are usually at war with humans, elves, dwarves, goblins, and other orc tribes.
They resemble primitive humans with gray-green skin and coarse hair, but perhaps their most distinctive feature is their pig-like snout.
The orog is a separate race of elite orcs, possibly of mixed blood origin with ogres.
Highly disciplined, orogs are usually found in the vanguard of any orc force.
Orcs fight with many weapons, but most commonly with axes in combination with spears, polearms, or bows.
Otyugh
A grotesque monster.
Has a lot of attacks.

Otyughs (Aw-tee-ug), also known as the gulguthra, are terrifying creatures that lurk in heaps of dung and decay, waiting for something to disturb them.
While generally feeding on the wastes of other dungeon creatures, they occasionally enjoy a snack of fresh meat.
Gulguthra have infravision with a 90-foot range.
Otyughs can be thought of as a waste disposal system for the dungeons they inhabit.
Scaladar
Scorpion-type monster resistant to electricity, and bladed weapons.
Note: It is perhaps worth noting that they can emit a series of lightning bolts that does a ton of damage.
Those scrolls of electricity resistence are meant for these.

"The vicious scaladar, I have learned, are resistant to cold, acid, and electrical-based attacks."
"Having done battle with a scaladar myself, I caution fighters against using bladed weapons against this monster."

Scaladar are scorpion-like monsters that have been described as smoothly-moving metallic constructs.
Formally found only in Undermountain, they are beginning to spread to both subterranean and surface areas nearby... though none have surfaced within Waterdeep proper.
Rumor has it that some of these cold, methodical killers are released with orders to simply destroy all living things they encounter.
They attack by grabbing prey with two huge pincer claws while lashing out with their sting-equipped tails.
Shade
All knowledgeable authorities agree that shades are (or were) normal humans who, through arcane magic or dark sciences, have traded their souls or spirits for the essence of shadowstuff.
Although they retain the shape and abilities of their original body, they are rumored to have grown in power by joining with the dark side.
The true native shade is unknown, and no one knows if shades are connected with shadows (see the next monster description), or some power or substance from the Plane of Shadow.
The method of transmutation from living being to unliving shade life has been lost.
Shade Warrior
An undead warrior.
Wimpy.
Shade Wizard
An undead wizard, wimpy, but worth lots of experience.
Shadow
Strength draining undead, hittable only by magic weapons, with a resistance to cold spells.

"An adventurer should have an enchanted blade at hand if he wishes to do battle with a shadow."
"It seems as if many creatures within this dungeon are immune to cold-based spells, and the shadow is no exception."
"... and the chilling touch of the shadow seems to draw physical strength from its victim."

Shadows are shadow, undead creatures that drain strength from their victims with their chilling touch.
Shadows are 90% undetectable in all but the brightest of surroundings as they normally appear to be nothing more than their name would suggest: shadows.
However, you can clearly see them in bright light.
Shadows travel in loosely organized packs that freely roam ancient ruins, graveyards, and dungeons.
They specialize in terrifying their victims.
Shambling Mound
An animated compost heap.
Resistant to fire, lightning and cold, with all weapons doing 1/2 damage.

"My fire-based attacks do not seem very effective against the shambling mound's wet and slimy nature."
"As well, the cold-based spells at my disposal do not seem to inflict full damage against the shambling mound."
"A shambling mound does not seem harmed by crushing blows, nor do edged weapons appear very effective."

Shambling mounds, also known as shamblers, appear as heaps of rotting vegetation.
They are actually an intelligent form of vegetable life that is roughly humanoid-shaped.
They measure six to nine feet tall; their girth is about six feet at their base (legs to waist), and two feet at their summit (the head).
Shambling mounds are fearless attackers and are perhaps the most deadly form of plant life known; they are not above creeping slowly into the camps of unsuspecting travelers at night.
One bit of trivia: shambling mounds are excellent swimmers as well.
Sheet Ghoul
An undead spitting corrosive acid.

"Like several other creatures within this dreadful place, the sheet ghoul can spit a highly corrosive acid."

Under normal circumstances, sheet ghouls are indistinguishable from normal ghouls.
With wispy, spiderweb-like strands of white clinging to their faces, sheet ghouls carry what look like burial shrouds.
They attack with claws and fangs, but unlike the conventional ghoul, the sheet ghoul's touch does not cause paralysis; however, this creature squirts a jet of corrosive acid out of its mouth.
This causes severe damage at a range of ten feet.
They are subject to all forms of attack except sleep, charm, and other mind-affecting spells.
Corpses are the preferred meal of a sheet ghoul, although they are not above eating a living victim.
Slithermorph
Immune to electricity, does a lot of damage.
At first glance you might mistake this for a Living Muck, but then its Snake Body pops out to attack.

"The slithermorph is another creature immune to cold, acid, and electrical-based attacks."
"Like many of the things that lurk within this dreaded place, the slithermorph is immune to poisons."

A slithermorph is an amphibious predator and carrion-eater.
Most of the time it resembles a black pudding, creeping about in a glistening black, amorphous form.
At will, it can shape change into and out of the form of a serpentine, four-armed monster resembling a yuan-ti.
In serpentine form, a slithermorph appears as a thick- bodied, scaled snake.
Four muscular arms protrude near its head; these arms can employ clubs and other crude weapons.
Spectre
Undead, +1 or better to hit and its touch can drain levels.

"... thus the touch of a spectre drains two life energy levels from its victim."
"Only weapons ensorcelled with a magic enchantment have the power to harm a spectre."
"It seems as if the spectre, like most undead, is immune to poison, paralyzation, and cold-based spells."
"One could reason that a raise dead spell would utterly and completely destroy a spectre."

Spectres are powerful undead that haunt the most desolate and deserted places.
They hate all life and light.
Appearing as semi-transparent beings, they are often mistaken for haunts or ghosts.
The chilling touch of a spectre drains energy from living creatures.
Any being totally drained of life energy becomes a spectre under the control of the one who created him or her.
Spectres are immune to all "sleep", "charm", "hold", and cold-based spells, as well as poisons and paralyzation attacks.
They can be attacked only with magical weapons.
A "raise dead" spell reverses the undead status of the spectre and often destroys it immediately.
Spirit Naga
A snake monster, with a poisonous bite.

"The bite of a spirit naga is poisonous, so it is wise to keep a few vials of a cure poison potion at hand."

These black-and-crimson-banded naga have a human-like head with stringy hair and deep brown eyes.
Spirit naga smell of rotting flesh which also happens to be their favorite food.
Hiding in deserted ruins or caverns, the evil and cunning spirit naga try to harm any creature that passes through their domain.
They set traps and frequently attack without warning.
Steel Shadow
An electricity reflecting undead.

"It is not wise to battle a steel shadow with electrical-based attacks."

Although steel shadows look rather like giant planarion worms, equally at home on land and underwater, they are rarely seen in their true forms.
They merge with metal to enter and animate metal items.
They use the metal shells as both homes and weapons; they can remain inside metal indefinitely without harm.
As long as metal of some sort is nearby, you can find steel shadows in almost any habitat: from the wrecks of ships in the ocean depths to ancient tombs locked in glacial ice in the high mountains.
Swordwraith
An undead warrior.

"The swordwraith draws strength from any living thing it strikes. In order to combat..."
"... a creature like a swordwraith, one needs a weapon bestowed with powerful enchantments."

Swordwraiths are the spirits of warriors cut down during battle and kept from the dissolution of death by their indomitable wills.
Only seen at night or underground where the sun never shines, swordwraiths appear as warriors.
Their weapons and armor are unremarkable; their flesh within the armor appears insubstantial.
Swordwraiths were hardened, professional soldiers at one time, and as undead, they have retained their knowledge of strategy and tactics... and continue fighting because fighting is all they know.
In many cases, these soldiers are too stubborn to even admit that they are dead.
Tlincalli
A poisonous half-man, half scorpion monster.

"Much like the scorpion, I now know that the stinger of a tlincalli releases a very deadly poison."

These horrors are part human and part scorpion.
Bony plates cover their chest and stomach, while the ribs and backbone protrude from the body.
Tlincallis patrol theft territory in squads of six warriors.
They attack in an organized manner as directed by their squad leader, usually throwing bolas or other long range weapons before dosing to melee.
In close combat, attacks with claw and tail are common.
A tlincalli spellcaster may also be present and, if so, is capable of casting spells as a 4th-level priest.
They often hold humans and dwarves as slaves, and use them to mine and create weaponry.
Troglodyte
A lizard warrior which reduces chances to hit.

"I seemed to weaken from the horrible stench that filled the air as I battled the troglodyte."

Troglodytes are a warlike race of carnivorous reptilian humanoids that dwell in natural subterranean caverns and in the cracks and crevices of mountains.
They hate man above all other creatures and often launch bloody raids on human communities in search of food and steel.
Troglodytes are experts with the javelin, but their favorite tactic is to use their natural chameleon abilities to blend in to the background and set up an ambush.
A victim is often first aware of them when a volley of javelins is thrown.
When angered, these creatures secrete an oil that smells so disgusting that it actually causes the victim to lose some of his or her strength.
Troll
Regenerating monster, well affected by fire.

"I had quite simply forgotten that the troll has the power to regenerate. Once I had rememb..."
"... ered this fact, I threw every fire-based spell I had at the troll to utterly destroy it."

Trolls are horrid carnivores found in all climes: from arctic wastelands to tropical jungles.
Most creatures avoid these beasts because trolls know no fear and attack unceasingly when hungry (which is most of the time).
Their limited intelligence and ravenous appetites are commonly known character traits.
They grow to a height of 9 feet or more.
A rubbery hide serves as skin, and regenerates at a phenomenal rote.
The color of this skin is a nauseating moss green, mottled green and gray, or putrid gray.
A writhing hair-like mass grows from their skulls and is usually greenish black or iron gray in color.
Trolls walk upright, but hunched forward with sagging shoulders.
Their gait is uneven, and when they run their arms dangle free -- often dragging along the ground.
In spite of this awkwardness and pathetic lack of grace, trolls are extremely agile climbers and runners.
Umber Hulk
Capable of confusion beetle monster.

Umber hulks are powerful subterranean predators whose ironlike claws allow them to burrow through solid stone in search of prey.
These beasts are tremendously strong, standing nearly eight feet tall and over five feet wide.
They often dig to a point near a main corridor, then peek through a crack they've made.
As their prey approaches, the umber hulk springs out.
Looking into an umber hulks eyes causes confusion.
Fortunately, these beasts are slow and show poor balance.
Solitary hunters, they possess no known culture; however, legend has it that somewhere, entire umber hulk cities exist.
Undead Beast
Resistant to fire and sharp weapons.

"The spells of fire that I cast do not seem very effective against the undead beasts that roam these halls."

The undead beast is a killer of unknown origin, compelled by its nature to destroy any living thing.
The size of a small dragon with bones protruding from its rotting flesh, it has a great horned head.
Its ribs are bare and barbed, forming a nasty cage.
Moving on all fours, it can rear on its hind legs by balancing with its stubby tail, thus bringing its powerful forearms against its opponent.
Watchghost
Resistant to cold, death, poison and paralysis.

"A watch ghost is not only resistant to poison, paralyzation, and cold-based attacks, but it is also..."
"... resistant to death magic. This makes the watch ghost a difficult creature to slay."

These undead, sometimes called 'unsleeping guardians, appear as graceful, beautiful humans of either sex who drift or walk about silently.
Their limbs and appendages sometimes retain chalk-white flesh, but their torsos and lower bodies are always skeletal, and their eyes are always dark, empty pits.
Watchghosts are intelligent, dangerous opponents; they are usually found as guardians serving powerful undead lords such as specters, vampires, and liches.
Often, powerful, evil priests or wizards set watchghosts to guard a tomb, treasure vault, or other enclosed areas.
Water Elemental
Hittable only by +2 weapons.
Only in water levels.

"I remember early teachings concerning elementals. I do believe they are invulnerable to all but magical weapons."

Water elementals can be conjured in any area containing a large amount of water or watery liquid.
Usually a large pool serves this purpose, but several large kegs of wine or ale have been known to work as well.
The water elemental appears on the Prime Material Plane as a high-crested wave.
The elemental's arms appear as smaller waves, one thrust out on each side of its main body.
The arms ebb and flow, growing longer and shorter as the elemental moves.
Two orbs of deep green peer out of the front of the wave and serve the elemental as eyes.
Like all other common elementals, water elementals rarely speak.
Water Weird
A tentacle-like monster, unaffected by sharp weapons.

"Neither fire or cold-based spells seem to inflict much damage upon the water weird."
"Although edged weapons seem useless, the water weird appears vulnerable to blunt weapons."

These unusual creatures are natives of the elemental plane of Water, but they are being encountered more and more often on the Prime Material Plane.
When they are found in this realm, they are violent and hostile, attacking all living things instantly.
In some manner that has never been fully understood, water weirds are able to feed on the life essences of those they slay.
Water weirds look like serpents composed entirely of water.
Wererat
Hittable only by silver or magic weapons.

"If it were not for my silver dagger, I would have needed an enchanted weapon to fight the wererats that I encountered."

Usually found in tunnel complexes beneath cities, wererats can transform themselves into human-sized ratmen or into giant rats.
As humans, they tend to be thin, wiry individuals of shorter than average height.
Their noses may twitch when they are excited.
In ratman form, they are shorter still.
Head, torso, and tail in this form become those of a rat while the limbs remain visibly human.
In its last metamorphosis, the creature becomes a two-foot-long rat.
In all three forms, wererats rely on weapons for their attacks, preferring short swords and daggers.
As ratmen or giant rats, the wererat can be hurt only by silver or magical weapons.
They are never alone if they can help it.
Wight
Silver or magic weapons only, level drain ability.
Save it before you tangle with these guys, and if you lose levels, restore it with Level 7 Cleric spell, Restoration

"It was unfortunate that I did not have a silver or magic weapon when I encountered the wight."
"... thus did I lose several of my spells when the wight struck and took from me a portion of my life energy."
"Only if I had been a cleric, for I believe that a raise dead spell would have instantly destroyed the wight."

Long ago, the word wight' meant simply man.
As the centuries have passed, though, it has come to be associated only with those undead that typically inhabit barrow mounds and catacombs.
From a distance, wights can easily be mistaken for any number of humanoid races.
Upon closer examination, however, their t-rue nature becomes apparent.
As undead creatures, wights are nightmarish reflections of their former selves with cruel, burning eyes set in mummified flesh over a twisted skeleton with hands that end in sharp claws.
Wraith
Silver or magic weapons only, level drain ability.

"It is common knowledge that a wraith is immune to normal weapons. And even tho..."
"... ugh the wraith can be hit by silver weapons, they inflict only partial damage against this undead horr..."
"... or. As can be expected of the undead, the wraith is also immune to poison, paralyzation, and cold-based magic."
"There is an ioun stone, a deep blue ellipsoid I believe, that protects against an undead's energy drain."

Once a powerful human, the wraith is an undead spirit seeking to absorb human life and energy.
These evil creatures are seen as black, vaguely man-shaped clouds.
The chilling touch of a wraith does damage even to creatures immune to cold, but worse, each hit drains a level of experience from its victim.
Wraiths are immune to normal weapons.
Silver weapons cause only half damage.
Magical weapons inflict full damage, causing a black vapor to boil away from the body of the wraith.
However, like most undead, wraiths are immune to sleep, charm, hold, death, and cold-based spells.
A raise dead spell stands a good chance of utterly destroying the creature.
Wyvern
A dragon-like creature with poisonous sting.

"I wish I had the power of the neutralize poison spell. Twice I was struck by the poisonous sting of the wyvern."

A distant cousin to the dragon, the wyvem is a huge flying lizard with a poisonous stinger in its tail.
The dark brown to gray body of the wyvem is half tail.
The tip of the tail is a thick knot of cartilage from which a 2-foot-long stinger protrudes, much like that of a scorpion.
This tail is very mobile, easily striking over the back of the wyvem to hit an opponent to its front.
The wyvern's eyes are red or orange.
It does not have a strong odor, although its lair might smell of a recent kill.
Like many other monsters, it is rather stupid, aggressive, and always ready to attack.
Xill
A beetle man with paralyzing capability.

Xill appear as short, brawny bipeds with bright red skin and four arms, all of which are capable of wielding weapons simultaneously! Though xill are asexual, their one aim in life is to reproduce by laying their eggs within the human stomach.
These young feed on the sustenance taken in by their human hosts, until it is time for them to hatch.
They prefer to attack by appearing suddenly from the Ethereal Plane near the intended prey.
Magic use attracts them, and hence they are a particular danger to mages and clerics.
Once a victim has been infested with xill eggs, a cure disease spell must be used to remove the infestation within four days.