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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.

CreatureTakesChance on a hitAgain after
Impcoins, gems, potions, rings, scrolls30%60 s
Incubuscoins, gems, potions, rings, scrolls30%60 s
Nymphanything30%60 s
Pixiecoins, gems, potions, rings, scrolls30%60 s
Succubuscoins, gems, potions, rings, scrolls30%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.

CreatureReachAgain after
Blink dog6 cells30 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:

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.

CreatureLevelRarityUnseenLastsAgain afterHunts by scent
Darkling9Uncommon, dreadin the dim--no
Deathshade60Very rare, dreadin the dim--no
Duergar crossbowman15Uncommonfades from sight120 s300 sno
Duergar hulk22Uncommonfades from sight120 s300 sno
Duergar king40Very rarefades from sight120 s300 sno
Duergar mindbreaker29Rarefades from sight120 s300 sno
Duergar miner9Commonfades from sight120 s300 sno
Duergar priest19Rarefades from sight120 s300 sno
Duergar slinger8Uncommonfades from sight120 s300 sno
Duergar smith13Rarefades from sight120 s300 sno
Duergar spider rider25Uncommonfades from sight120 s300 sno
Duergar thane34Rarefades from sight120 s300 sno
Duergar veteran17Uncommonfades from sight120 s300 sno
Duergar warrior11Uncommonfades from sight120 s300 sno
Greater shadow31Rare, dreadin the dim--no
Imp9Uncommonfades from sight120 s300 sno
Invisible stalker22Uncommon, dreadalways--yes
Quasit12Rarefades from sight120 s300 sno
Shadow8Rare, dreadin the dim--no
Sluagh43Uncommonin the dim--no
Will-o’-wisp7Very rare, dreadfades from sight120 s300 sno

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.

CreatureLevelRarityLeavesFirst seen
Archlich54Very rare, dread-An archlich. Death gave up on this one long ago.
Balor62Very rare, dread-A balor, wreathed in flame. Few who see one live to say so.
Banshee23Rare, dread-A banshee. Her wail is a death-knell; do not stay to hear it out.
Barbed devil26Common, dread-A barbed devil, all hooks and spines. Every blow at it costs blood.
Barrow spider2Commonold webs-
Basilisk16Very rare, dreadstatuesA basilisk. Do not meet its eyes.
Black pudding18Rare, dreadacid-pitted floorA black pudding. A blade only makes more of it.
Blink dog14Uncommon, dread-A blink dog. It will not stay where you left it.
Charnel heap22Uncommon, dread-A charnel heap. Cut it, and there is more of it.
Chasme28Uncommon, dread-A chasme. Its droning would lull you to sleep.
Cockatrice7Rare, dreadstatuesA cockatrice. Do not let it peck you.
Darkling9Uncommon, dread-A darkling, half a shadow. Keep to the light.
Deathshade60Very rare, dread-A deathshade. The dark itself is hunting you.
Dread wraith28Rare, dread-A dread wraith. Even the grave’s cold shrinks from it.
Drow assassin32Rare, dread-A drow assassin. You see it now; you may not see it again.
Elder vampire58Very rare, dread-An elder vampire. It has fed for centuries and is not sated.
Eldest vampire69Very rare, dread-The eldest of the vampires. Older than the hills, and hungrier.
Ember beetle8Commonacid-pitted floor-
Ghost lord53Rare, dread-A ghost lord. Blades pass through it as through smoke.
Gibbering shade18Rare, dread-A gibbering shade. Its babble drowns out every word of power.
Gorgon28Very rare, dreadstatuesA gorgon. Hold your breath, and get out of its way.
Greater shadow31Rare, dread-A greater shadow. Its touch drinks the strength from you.
Hezrou30Uncommon, dreadacid-pitted floorA hezrou. The stench of it alone could sicken a horse.
Hydra24Rare, dread-A hydra. Every head bites, and killing it is not the end of them.
Imp9Uncommontorn cloth-
Incubus27Rare, dread-An incubus. A fair face and fair words; guard your purse.
Invisible stalker22Uncommon, dread-An invisible stalker, seen for once. It will not stay seen.
Large spider2Commonold webs-
Lich30Rare, dread-A lich. A wizard who would not die, and has not.
Night mare49Rare, dread-A night mare. Do not look at it; it will look back.
Nightworm63Very rare, dread-A nightworm. The deep has sent up its worst.
Nosferatu35Rare, dread-A nosferatu. Its eyes would hold you, and its teeth too.
Nymph22Rare, dreadtorn clothA nymph. Lovely, and light-fingered; mind your pack.
Pit fiend66Very rare, dread-A pit fiend. A lord of the pit, and it has seen you.
Pixie4Very rare, dread-A pixie. When it laughs, your pack is lighter.
Rakshasa52Very rare, dread-A rakshasa. Its face is not its own; do not meet its eyes.
Rust monster12Uncommon, dread-A rust monster. Its feelers twitch toward your iron.
Sea hag26Rare, dread-A sea hag. So foul to look on that the heart falters.
Shadow8Rare, dread-A shadow. It drinks the strength from you, and the dark hides it.
Spectre14Rare, dread-A spectre. Its cold hand takes what the years cannot give back.
Succubus27Rare, dread-A succubus. Her kiss takes more than it gives.
Ultroloth58Very rare, dread-An ultroloth. Do not look into its eyes.
Vampire25Rare, dread-A vampire. Mind its bite, and mind its eyes.
Vampire lord45Rare, dread-A vampire lord. Blood is all it wants, and it wants yours.
Vampire spawn16Rare, dread-Vampire spawn. Its master cannot be far.
Washer at the ford48Rare, dread-The washer at the ford. The clothes she washes are your own.
White lady39Rare, dread-A white lady. To see her is an omen; to meet her eyes, worse.
Will-o’-wisp7Very rare, dread-A will-o’-wisp. Do not follow the light.
Wormhost26Uncommon, dread-A wormhost. Kill it, and the worms come out.
Wormlord47Rare, dread-A wormlord. The worms are his, and they are hungry.
Wraith11Rare, dread-A wraith. The cold of the grave comes with it.
Wraith lord41Rare, 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.

CreatureLevelRarityManaSpells (mana each), first preferred
Arcanaloth46Rare171Fire cloak (12), Chain lightning (20), Fireball (26), Magic missile (4)
Archlich54Very rare347Haste (11), Silence (20), Sunfire (90), Chain lightning (20), Grave spear (25)
Ash wraith15Rare37Scorching ray (7), Grave breath (6)
Barrow king42Rare148Fear (18), Grave spear (25), Rime (14)
Barrow wight6Very rare15Hex of weakness (4), Grave breath (6)
Bheur hag42Rare108Curse of sloth (4), Rime (14), Frost (14)
Bog hag11Very rare31Hex of weakness (4), Acid arrow (5), Grave breath (6)
Cult priest9Very rare18Mend (3), Evil eye (4), Grave breath (6)
Dark wizard24Rare125Haste (11), Fireball (26), Lightning bolt (20), Magic missile (4)
Deathless king66Very rare353Haste (11), Fear (18), Sunfire (90), Grave spear (25), Chain lightning (20)
Demilich70Very rare403Silence (20), Sunfire (90), Chain lightning (20), Leech (10), Grave spear (25)
Drow archmage40Rare165Haste (11), Web (13), Chain lightning (20), Fireball (26)
Drow high priestess44Very rare138Cure wounds (3), Silence (20), Web (13), Leech (10)
Drow mage22Rare91Web (13), Lightning bolt (20), Magic missile (4)
Drow matron50Very rare171Cure wounds (3), Silence (20), Web (13), Chain lightning (20), Leech (10)
Drow priestess24Rare99Cure wounds (3), Silence (20), Leech (10)
Dryad19Rare52Barkskin (4), Bind (9), Acid arrow (5)
Duergar mindbreaker29Rare76Fear (18), Bind (9), Flay (8)
Duergar priest19Rare52Cure wounds (3), Blessing (4), Flay (8), Cause wounds (3)
Ghost lord53Rare165Fear (18), Slumber (15), Grave spear (25)
Giant shaman36Rare101Cure wounds (3), Rime (14), Lightning bolt (20)
Goblin wizard8Very rare34Burning hands (6), Spark (4)
Green hag18Rare66Curse of sloth (4), Mesmerise (5), Blight (17)
Hobgoblin warcaster14Rare50Frost (14), Arcane bolt (11), Magic missile (4)
Kobold shaman4Very rare5Mend (3), Spark (4)
Lich30Rare151Haste (11), Chain lightning (20), Fireball (26), Grave spear (25)
Līgetdrȳ the Storm-Wright61Very rare467Haste (11), Silence (20), Chain lightning (20), Lightning bolt (20)
Mummy king56Very rare178Fear (18), Flame (29), Grave spear (25)
Mummy lord36Rare114Fear (18), Blight (17), Grave spear (25)
Mummy priest20Rare83Fear (18), Cause wounds (3), Blight (17)
Necromancer18Rare71Hex of weakness (4), Leech (10), Blight (17)
Night hag33Rare102Slumber (15), Leech (10), Blight (17)
Nymph22Rare47Mesmerise (5), Magic missile (4)
Ogre mage18Rare56Rime (14), Frost (14), Magic missile (4)
Orc high shaman24Rare102Cure wounds (3), Blessing (4), Fireball (26)
Orc shaman10Very rare12Mend (3), Burning hands (6), Spark (4)
Pixie4Very rare5Evil eye (4), Spark (4)
Rakshasa52Very rare174Glamour (8), Mesmerise (5), Flame (29), Lightning bolt (20)
Troll shaman21Rare70Cure wounds (3), Rime (14), Lightning bolt (20)
Will-o’-wisp7Very rare8Spark (4)
Wormlord47Rare131Fear (18), Leech (10), Blight (17)

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.

CreatureAuraReachKept off byEveryAlways hasCry
Abyssal gate-----a scream (loudness 70, every 90 s)
Arch-gate-----a howl (loudness 92, every 90 s)
Archlichfrightened (2)3 cells, in sightWillpower 2012 s--
Balor----fire-cloaked-
Bansheefrightened (2)6 cells, heard (loudness 100)Willpower 1524 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 hagsluggish (1), resisted as cold2 cells, in sightToughness 1812 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 devilfrightened (2)2 cells, in sightWillpower 1712 s--
Bone dragon-----a rattle (loudness 60, every 90 s)
Charnel heap-----a rattle (loudness 50, every 60 s)
Chasmedrowsy (1)3 cells, heard (loudness 50)Willpower 1618 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)
Deathshadefrightened (2)3 cells, in sightWillpower 2112 s--
Demilichfrightened (2)3 cells, in sightWillpower 2212 s--
Dire gate-----a scream (loudness 82, every 90 s)
Dire warg-----a howl (loudness 120, every 180 s)
Dread wraithsluggish (2), resisted as cold2 cells, in sightToughness 1612 s--
Ember beetle----acid blood-
Fire salamander----fire-cloaked-
Gate of gloom-----a howl (loudness 56, every 90 s)
Gibbering shadesilenced (1)3 cells, in sightnothing6 s--
Hellmouth-----a howl (loudness 50, every 90 s)
Hezroupoisoned (1)2 cells, in sightToughness 1630 s--
Hound of the hunt-----a howl (loudness 150, every 120 s)
Hydra-----a hiss (loudness 50, every 60 s)
Ice devilsluggish (2), resisted as cold2 cells, in sightToughness 2012 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)
Nalfeshneefrightened (2)3 cells, in sightWillpower 1912 s--
Nymph-----giggling (loudness 40, every 60 s)
Pit fiendfrightened (2)3 cells, in sightWillpower 2212 sfire-cloaked-
Pixie-----giggling (loudness 40, every 60 s)
Poltergeist-----banging (loudness 80, every 60 s)
Rift-----a wail (loudness 50, every 90 s)
Satyrdrowsy (1)3 cells, heard (loudness 60)Willpower 1318 s--
Screaming skullfrightened (2)4 cells, heard (loudness 120)Willpower 1724 s-a scream (loudness 120, every 60 s)
Vrockfrightened (2)2 cells, in sightWillpower 1712 s-a scream (loudness 100, every 90 s)
Warg-----a howl (loudness 120, every 180 s)
Washer at the fordfrightened (2)3 cells, in sightWillpower 1912 s--
Wraithsluggish (1), resisted as cold2 cells, in sightToughness 1312 s--
Wraith lordsluggish (3), resisted as cold2 cells, in sightToughness 1812 s--
Yeth houndfrightened (2)2 cells, in sightWillpower 1612 s-a howl (loudness 150, every 120 s)

See also: Creature powers, Creatures, and Creatures in numbers.