Creature tricks
Some creatures have more than claws and breath. They steal from your pack, blink from place to place, go unseen, give themselves away by signs, cast spells, or carry an aura. Their blows and their attacking powers are on Creatures in numbers and Creature powers.
Thieves
Some creatures pick your pack as they fight you. The pixie, the imp, the succubus, and the incubus take only small things: coins, gems, potions, rings, and scrolls. The nymph takes anything.
Each time one of their blows hits you up close and leaves you alive, the chance below decides whether it also takes one whole stack of what you carry. The stack is picked at random among those it may take. A thief never takes what you wear or wield, and never robs anyone but you. After a theft it steals nothing more until the time below has passed. A thief that casts spells strikes you instead of casting when it is beside you with its theft ready, to rob you.
A thief does not run. It fights on with your things in its pack, and they fall where it dies, as anything a creature carries does. The message log names what it took, so you know what to look for. If you cannot see it, “Something” snatches it.
| Creature | Takes | Chance on a hit | Again after |
|---|---|---|---|
| Imp | coins, gems, potions, rings, scrolls | 30% | 60 s |
| Incubus | coins, gems, potions, rings, scrolls | 30% | 60 s |
| Nymph | anything | 30% | 60 s |
| Pixie | coins, gems, potions, rings, scrolls | 30% | 60 s |
| Succubus | coins, gems, potions, rings, scrolls | 30% | 60 s |
Blinkers
The blink dog steps through nothing. When its way to you is blocked (a doorway held, a corridor full of its fellows, a door it cannot open), it is suddenly beside you, on a free cell next to you within its reach that it can see. Then it must run on its paws until the time below has passed.
It never blinks away. It blinks only to where it sees, so a closed door between you is still a door.
| Creature | Reach | Again after |
|---|---|---|
| Blink dog | 6 cells | 30 s |
The unseen
Some creatures you do not see, even though you see where they stand.
Shadowy creatures are hidden in dim light. On a cell whose light is under twice what your eyes need to see at all, a shadowy creature is not there to you, however good your darkvision, until it stands beside you. You feel a cold draught when one you do not see comes within two cells.
Invisible creatures are not there to you in any light, at any distance. The invisible stalker is always invisible. The rest are invisible while they are Invisible. They give themselves that status at the start of their turn whenever the time below has passed since the last time, at no cost, and then go on with their turn. While invisible a creature sheds no light of its own.
What shows them after all:
- Seeing, from the spell See invisible or the potion of seeing;
- Blood scent, on one it scents;
- your companion’s nose;
- a blow of yours that hits, for that turn.
You hear them as you hear anyone: their steps, and the fighting where an unseen blow came from. Their blows are “something’s”. Walking into one strikes at it at −4 to hit. One that hunts by scent comes to you wherever you are on its level.
When you are invisible
The potion of the unseen makes you Invisible for two minutes. No creature sees you then, however near and however bright the light, unless it is Seeing or has no eyes at all (oozes, worms, and the like). The same goes for an invisible creature and your allies: they do not see it either.
A creature that does not see you:
- does not come after you or shoot at you;
- is unaware of you, if it was not already after you, so your blow may surprise it;
- is not frightened by your War cry or by intimidating, which need it to see you.
It still hears you. A creature that hears your steps or your fighting goes to look where the sound came from, as it goes to look into any noise. Beside the cell it looks into, if you stand there, it strikes at you at −4 to hit. It does the same at the cell where it last saw you, so drinking the potion in the middle of a fight does not stop a blow from the one beside you. Step away quietly.
Warning signs
Some creatures leave signs around where they are found:
- a basilisk stands among statues of what it has stoned;
- spiders live among old webs, which catch no one;
- acid-hided things leave the floor eaten into pits;
- torn cloth lies where a light-fingered thing has been.
The signs are laid within four cells of each creature a floor is peopled with or a vault holds, from one to a few for each kind. A statue is placed only where open ground is all about it. The statues are of nobodies of the floor’s own kind, hold nothing, and can be dug and kicked as any statue.
A basilisk’s statues may bear the names of your own past characters who were turned to stone: “a statue of Brakka the dwarf”. Every character who dies goes into the graveyard, a file kept beside the settings that no new version of the game invalidates. Its petrified characters are named on statues, the most recent first, and never twice on one floor. The rest are buried in Līctūn, Cēaptūn’s churchyard.
The more dreadful creatures are named once, the first time in a life you see one, with the line below. Each life remembers which it has seen.
| Creature | Level | Rarity | Leaves | First seen |
|---|---|---|---|---|
| Archlich | 54 | Very rare, dread | - | An archlich. Death gave up on this one long ago. |
| Balor | 62 | Very rare, dread | - | A balor, wreathed in flame. Few who see one live to say so. |
| Banshee | 23 | Rare, dread | - | A banshee. Her wail is a death-knell; do not stay to hear it out. |
| Barbed devil | 26 | Common, dread | - | A barbed devil, all hooks and spines. Every blow at it costs blood. |
| Barrow spider | 2 | Common | old webs | - |
| Basilisk | 16 | Very rare, dread | statues | A basilisk. Do not meet its eyes. |
| Black pudding | 18 | Rare, dread | acid-pitted floor | A black pudding. A blade only makes more of it. |
| Blink dog | 14 | Uncommon, dread | - | A blink dog. It will not stay where you left it. |
| Charnel heap | 22 | Uncommon, dread | - | A charnel heap. Cut it, and there is more of it. |
| Chasme | 28 | Uncommon, dread | - | A chasme. Its droning would lull you to sleep. |
| Cockatrice | 7 | Rare, dread | statues | A cockatrice. Do not let it peck you. |
| Darkling | 9 | Uncommon, dread | - | A darkling, half a shadow. Keep to the light. |
| Deathshade | 60 | Very rare, dread | - | A deathshade. The dark itself is hunting you. |
| Dread wraith | 28 | Rare, dread | - | A dread wraith. Even the grave’s cold shrinks from it. |
| Drow assassin | 32 | Rare, dread | - | A drow assassin. You see it now; you may not see it again. |
| Elder vampire | 58 | Very rare, dread | - | An elder vampire. It has fed for centuries and is not sated. |
| Eldest vampire | 69 | Very rare, dread | - | The eldest of the vampires. Older than the hills, and hungrier. |
| Ember beetle | 8 | Common | acid-pitted floor | - |
| Ghost lord | 53 | Rare, dread | - | A ghost lord. Blades pass through it as through smoke. |
| Gibbering shade | 18 | Rare, dread | - | A gibbering shade. Its babble drowns out every word of power. |
| Gorgon | 28 | Very rare, dread | statues | A gorgon. Hold your breath, and get out of its way. |
| Greater shadow | 31 | Rare, dread | - | A greater shadow. Its touch drinks the strength from you. |
| Hezrou | 30 | Uncommon, dread | acid-pitted floor | A hezrou. The stench of it alone could sicken a horse. |
| Hydra | 24 | Rare, dread | - | A hydra. Every head bites, and killing it is not the end of them. |
| Imp | 9 | Uncommon | torn cloth | - |
| Incubus | 27 | Rare, dread | - | An incubus. A fair face and fair words; guard your purse. |
| Invisible stalker | 22 | Uncommon, dread | - | An invisible stalker, seen for once. It will not stay seen. |
| Large spider | 2 | Common | old webs | - |
| Lich | 30 | Rare, dread | - | A lich. A wizard who would not die, and has not. |
| Night mare | 49 | Rare, dread | - | A night mare. Do not look at it; it will look back. |
| Nightworm | 63 | Very rare, dread | - | A nightworm. The deep has sent up its worst. |
| Nosferatu | 35 | Rare, dread | - | A nosferatu. Its eyes would hold you, and its teeth too. |
| Nymph | 22 | Rare, dread | torn cloth | A nymph. Lovely, and light-fingered; mind your pack. |
| Pit fiend | 66 | Very rare, dread | - | A pit fiend. A lord of the pit, and it has seen you. |
| Pixie | 4 | Very rare, dread | - | A pixie. When it laughs, your pack is lighter. |
| Rakshasa | 52 | Very rare, dread | - | A rakshasa. Its face is not its own; do not meet its eyes. |
| Rust monster | 12 | Uncommon, dread | - | A rust monster. Its feelers twitch toward your iron. |
| Sea hag | 26 | Rare, dread | - | A sea hag. So foul to look on that the heart falters. |
| Shadow | 8 | Rare, dread | - | A shadow. It drinks the strength from you, and the dark hides it. |
| Spectre | 14 | Rare, dread | - | A spectre. Its cold hand takes what the years cannot give back. |
| Succubus | 27 | Rare, dread | - | A succubus. Her kiss takes more than it gives. |
| Ultroloth | 58 | Very rare, dread | - | An ultroloth. Do not look into its eyes. |
| Vampire | 25 | Rare, dread | - | A vampire. Mind its bite, and mind its eyes. |
| Vampire lord | 45 | Rare, dread | - | A vampire lord. Blood is all it wants, and it wants yours. |
| Vampire spawn | 16 | Rare, dread | - | Vampire spawn. Its master cannot be far. |
| Washer at the ford | 48 | Rare, dread | - | The washer at the ford. The clothes she washes are your own. |
| White lady | 39 | Rare, dread | - | A white lady. To see her is an omen; to meet her eyes, worse. |
| Will-o’-wisp | 7 | Very rare, dread | - | A will-o’-wisp. Do not follow the light. |
| Wormhost | 26 | Uncommon, dread | - | A wormhost. Kill it, and the worms come out. |
| Wormlord | 47 | Rare, dread | - | A wormlord. The worms are his, and they are hungry. |
| Wraith | 11 | Rare, dread | - | A wraith. The cold of the grave comes with it. |
| Wraith lord | 41 | Rare, dread | - | A wraith lord. The grave’s cold walks at its side. |
Spells
Casters cast real spells, the very ones you may learn. They are rolled at the caster’s own stats as yours are at yours, with the same reach and dice, the same areas, spell types, and resistances. A spell that rolls to hit adds a quarter of the caster’s level to the roll, as its blows do.
Each cast costs the mana below from the caster’s pool, which comes back as slowly as anyone’s. So a caster casts a handful of spells and then fights with whatever it holds. One that cannot cast (silenced) fights the same way.
A caster casts the first spell on its list that it has the mana for and that would do something from where it stands:
- a buff it does not have yet;
- a heal by touch on itself, or on a friend beside it, below half its hit points;
- a hex within reach that you are not under (and are not immune to);
- harm within reach, with nothing solid and nobody between you for a ray, a bolt, a cone, or a line.
It never casts an area spell that would catch a friend of its own. Failing all that, it comes closer, to where its longest spell would reach. Spell reflection turns its rays and bolts back at it, as it turns anyone’s. Casters up to level 10 know only the weakest spells and are very rare. Unseen, a caster is heard chanting.
Auras and cries
Auras. Some creatures carry an aura that touches every foe within its reach on the creature’s turn. It then does not touch again until its time below has passed. There are two kinds:
- a seen aura reaches anyone in its line of sight, with no light needed (a chill comes in the dark);
- a heard aura reaches anyone within the reach who would hear a voice as loud as the one given, through doors and round corners, by the rules of hearing.
Each foe it reaches makes the check in the “kept off by” column: 2d12 plus the stat’s modifier against the number, as any check. On a failure it suffers the status’s degrees, caused by the creature. A resistance to the type named takes its share of them, and an immunity keeps it off. The first time an aura touches you anew, you are told its cause (“A chill comes off the wraith.”). The reach is short, so keep your distance and shoot.
Always on. What a creature always has comes back every turn it takes, and is never shown when you look at it. A fire salamander is always cloaked in flame, and whoever strikes it burns.
Cries. A cry is a sound a creature makes now and then where it stands, on a turn it does not fight. Each turn the chance is 6 in the number of seconds given. It is heard by the rules of hearing like any sound, so you hear the hound before you see it.
| Creature | Aura | Reach | Kept off by | Every | Always has | Cry |
|---|---|---|---|---|---|---|
| Abyssal gate | - | - | - | - | - | a scream (loudness 70, every 90 s) |
| Arch-gate | - | - | - | - | - | a howl (loudness 92, every 90 s) |
| Archlich | frightened (2) | 3 cells, in sight | Willpower 20 | 12 s | - | - |
| Balor | - | - | - | - | fire-cloaked | - |
| Banshee | frightened (2) | 6 cells, heard (loudness 100) | Willpower 15 | 24 s | - | a wail (loudness 100, every 60 s) |
| Barbed devil | - | - | - | - | barbed hide | - |
| Barghest | - | - | - | - | - | a howl (loudness 150, every 120 s) |
| Basilisk | - | - | - | - | - | a hiss (loudness 40, every 60 s) |
| Bheur hag | sluggish (1), resisted as cold | 2 cells, in sight | Toughness 18 | 12 s | - | - |
| Black gate | - | - | - | - | - | a wail (loudness 72, every 90 s) |
| Black shuck | - | - | - | - | - | a howl (loudness 150, every 120 s) |
| Bodach | - | - | - | - | - | a howl (loudness 150, every 120 s) |
| Bone devil | frightened (2) | 2 cells, in sight | Willpower 17 | 12 s | - | - |
| Bone dragon | - | - | - | - | - | a rattle (loudness 60, every 90 s) |
| Charnel heap | - | - | - | - | - | a rattle (loudness 50, every 60 s) |
| Chasme | drowsy (1) | 3 cells, heard (loudness 50) | Willpower 16 | 18 s | - | buzzing (loudness 50, every 30 s) |
| Church grim | - | - | - | - | - | a howl (loudness 150, every 120 s) |
| Cockatrice | - | - | - | - | - | a hiss (loudness 30, every 60 s) |
| Crocodile | - | - | - | - | - | a hiss (loudness 40, every 90 s) |
| Deathshade | frightened (2) | 3 cells, in sight | Willpower 21 | 12 s | - | - |
| Demilich | frightened (2) | 3 cells, in sight | Willpower 22 | 12 s | - | - |
| Dire gate | - | - | - | - | - | a scream (loudness 82, every 90 s) |
| Dire warg | - | - | - | - | - | a howl (loudness 120, every 180 s) |
| Dread wraith | sluggish (2), resisted as cold | 2 cells, in sight | Toughness 16 | 12 s | - | - |
| Ember beetle | - | - | - | - | acid blood | - |
| Fire salamander | - | - | - | - | fire-cloaked | - |
| Gate of gloom | - | - | - | - | - | a howl (loudness 56, every 90 s) |
| Gibbering shade | silenced (1) | 3 cells, in sight | nothing | 6 s | - | - |
| Hellmouth | - | - | - | - | - | a howl (loudness 50, every 90 s) |
| Hezrou | poisoned (1) | 2 cells, in sight | Toughness 16 | 30 s | - | - |
| Hound of the hunt | - | - | - | - | - | a howl (loudness 150, every 120 s) |
| Hydra | - | - | - | - | - | a hiss (loudness 50, every 60 s) |
| Ice devil | sluggish (2), resisted as cold | 2 cells, in sight | Toughness 20 | 12 s | - | - |
| Iron gate | - | - | - | - | - | banging (loudness 70, every 90 s) |
| Knocker | - | - | - | - | - | banging (loudness 80, every 60 s) |
| Lords’ gate | - | - | - | - | - | a scream (loudness 100, every 90 s) |
| Nalfeshnee | frightened (2) | 3 cells, in sight | Willpower 19 | 12 s | - | - |
| Nymph | - | - | - | - | - | giggling (loudness 40, every 60 s) |
| Pit fiend | frightened (2) | 3 cells, in sight | Willpower 22 | 12 s | fire-cloaked | - |
| Pixie | - | - | - | - | - | giggling (loudness 40, every 60 s) |
| Poltergeist | - | - | - | - | - | banging (loudness 80, every 60 s) |
| Rift | - | - | - | - | - | a wail (loudness 50, every 90 s) |
| Satyr | drowsy (1) | 3 cells, heard (loudness 60) | Willpower 13 | 18 s | - | - |
| Screaming skull | frightened (2) | 4 cells, heard (loudness 120) | Willpower 17 | 24 s | - | a scream (loudness 120, every 60 s) |
| Vrock | frightened (2) | 2 cells, in sight | Willpower 17 | 12 s | - | a scream (loudness 100, every 90 s) |
| Warg | - | - | - | - | - | a howl (loudness 120, every 180 s) |
| Washer at the ford | frightened (2) | 3 cells, in sight | Willpower 19 | 12 s | - | - |
| Wraith | sluggish (1), resisted as cold | 2 cells, in sight | Toughness 13 | 12 s | - | - |
| Wraith lord | sluggish (3), resisted as cold | 2 cells, in sight | Toughness 18 | 12 s | - | - |
| Yeth hound | frightened (2) | 2 cells, in sight | Willpower 16 | 12 s | - | a howl (loudness 150, every 120 s) |
See also: Creature powers, Creatures, and Creatures in numbers.