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Doctor Kildeer's Guide to NetHack

Monsters

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There are many different kinds of Monsters in NetHack 3.1. Some are just ordinary Animals, some are Humans or humanoid creatures, some are strange beings from fantasy, myth, and legend. Some are Undead, revolting beings who refuse entirely to die when their time comes, or who have been re-animated by some powerful necromancer. And there are any number of unclassifiable creatures.

Some Monsters are Friendly, and may even help you out under some circumstances. Some Monsters are better than Friendly, they are Tame, and will follow you around and help you fight other Monsters; these are Pets. Most just want to chew your bones. Fight the Hostile ones, but not the Friendly or Tame ones! You will suffer grave (pardon me) consequences if you kill non-Hostile monsters.

Monsters you cannot see are not displayed on the Screen. Beware! You may suddenly come upon one in a dark place. Some magical items can help you locate them before they locate you, which some Monsters do very well.

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Monster table

Here is tabulated all the Monster information the author could find using his heroic Healer character Doctor Kildeer (whose Stethoscope came out before his Frost brand left its scabbard in order to get you these statistics). For each species the statistics given are from the most formidable specimens encountered. For more complete information on any monster whose name appears in green, click on the name; you can also click on Table column headings.

A Colr Ali Lvl HP AC Attacks Comments
Acid blob (see Blob)
Air elemental (see Elemental)
Angelic being
Aleax Yel L 14 58 -2 Hit-Hit-Kick
Angel Wht N 16 70 -6 Weapon, Shield are Rustproof
" 19 88 -6
Archon Pur 22 95 -8 Curses items; blinds you; has great equipment.
Couatl Grn L 12 59 5
Ant
Giant Brn N 3 13 3
Fire Red N
Ape
(common) N 6 30 6
Carnivorous N 6 24 6
" 9 39 6
Archon (see Angelic being)
Asmodeus (see Demon lord)
B Colr Ali Lvl HP AC Attacks Comments
Bat
Giant
Vampire Gra N 7 37 6
Bee
Killer Yel N 1 5 -1
Queen Pur N 13 61 -4 Found only in a Beehive
Beetle
Giant N 7 31 4
Blob
Acid N 1 4 8
Quivering N 7 32 8 Touch
Bugbear C 4 25 5 Hug
C Colr Ali Lvl HP AC Attacks Comments
Captain (see Human)
Cat Wht N
Centaur
Forest C 7 37 3 Kick
Plains
Mountain C 9 42 2
Chameleon N 15 65 5 Polymorphs into other Monsters
Cockatrice Yel N 7 46 6 Pertification
Couatl (see Angelic being)
Crocodile Red N 9 45 5 Hit-Hit
D Colr Ali Lvl HP AC Attacks Comments
Demilich (see Lich)
Demon
Djinni Yel N 10 44 4 Can come from Magic Lamp
Erinyes Red L 10 48 2
Hezrou Red C 13 53 -2
Incubus
Manes C 1 8 7
Marilith Red C 10 20 -6
Nalfeshnee Red C 16 52 -1
Succubus Gra C 8 40 0 Sex with one may have various effects
Vrock Red C 12 51 0
Water demon Blu C 11 48 -4 Can come out of Fountains
Demon lord
Asmodeus Pur L 49 198 -7
Dispater Pur L 36 144 -2
Juiblex Grn C 22 88 -7
Dispater (see Demon lord)
Djinni (see Demon)
Dog
(grown)
Little N 2 12 6
Dragon Bite-Hit-Hit, or breath weapon
Black Gra C 15 60 -1 Breathes Disintegration Eat to gain Disintegration Resistance
Gray Gra L 17 136 -1 Breathes blast of fragments
" 20 160 -1
Green Grn L 17 136 -1
Red Red C 20 160 -1
White
White, baby Wht N 11 66 2
Yellow
Yellow, baby Yel 13 65 2
Orange Org L 20 160 -1 Breathes Sleep gas
Dwarf
(common) L 3 23 8 Hard shoes, Pick-axe
Lord
King
E Colr Ali Lvl HP AC Attacks Comments
Eel
Giant Cyn N 7 43 -1 Lurks in Water, invisibly
Electric Blu N 10 51 -3
Elemental
Air Cyn N 12 63 2
Earth Brn N 12 46 2
Fire Yel N 12 51 2
Water Blu N 12 57 2
Elf
Elvenking Pur C 12 45 7 Has v/good armor item
Gray Gra C 9 43 5
Woodland Grn C 6 25 10
Erinyes (see Demon)
Ettin N 12 77 3 Hit-Hit Two-headed Giant-like Monster
Eye
Floating Blu N 3 18 9 Paralysis Eat to gain Telepathy
Radiation
F Colr Ali Lvl HP AC Attacks Comments
Feline (see Cat, Tiger, Lion, Jaguar)
Fire ant (see Ant)
Fog cloud (see Vortex)
G Colr Ali Lvl HP AC Attacks Comments
Garter snake (see Snake)
Gecko N 1 4 8
Gelatinous cube N 9 48 8 Engulfs objects
Giant Eat to gain Strength
Hill C 10 51 6 Throws boulders
" 12 61 6
Fire L 12 55 4 Can use magic items
Frost Wht C 13 61 0
Gnome
(common) Red N
Gnomish wizard Blu N 4 17 4
Goblin C 0 4 10
Golem
Clay N 12 50 7 Turns to Rocks when dead
Flesh N 10 40 9
Rope Brn N 6 30 8
Wood Turns to Quarterstaffs when dead
Rock
Iron Cyn N 21 80 3 Breathes poison gas Turns to Iron Chains when dead
Gremlin Grn C 7 41 2
Grid bug Pur N 0 1 9 Electric shock
H Colr Ali Lvl HP AC Attacks Comments
Hezrou (see Demon)
Hell hound Red C 10 50 4
Hobbit Grn L 1 1 10 Sling Eat to gain Dexterity or Constitution
Hobgoblin C 1 7 10
Homunculus Grn
Human
Captain Blu C 15 76 -2
" 18 79 -1
Guard Gra
Lieutenant
Nurse Wht N 11 36 0 Attack heals armor-free 'victims' or gives more Hit points
Oracle Wht N 13 55 0 Can summon Monsters
Priest(ess) Wht
Sergeant Red C 12 62 0
Shopkeeper Wht
Soldier Gra C 9 53 5
I Colr Ali Lvl HP AC Attacks Comments
Iguana Brn N 3 9 7
Imp C 4 24 2
Invisible stalker Wht N 12 49 3 Stuns you if you eat corpse
J Colr Ali Lvl HP AC Attacks Comments
Jabberwock Org N 14 74 -2 Bite-Bite-Hit-Hit
" 19 73 -1
Jackal N 0 4 7
Jaguar N 6 26 6
Jelly
Blue Blu N 6 30 8 Eat for Fire or Cold Resistance (?)
Ochre Brn N 9 52 8
Spotted Grn N 7 33 8
Juiblex (see Demon lord)
K Colr Ali Lvl HP AC Attacks Comments
Kobold
(common) Red
Large C 1 2 10
Kraken Red C 21 93 6 A kind of sea monster (giant squid)
L Colr Ali Lvl HP AC Attacks Comments
Leocrotta N 9 47 4 Gaze can Confuse or Stun (?)
Leprechaun Grn N 6 30 8 Steals Gold, then Teleports away
Lich
(common)
Demilich Red C 20 106 -2 Many spells
Master C 16 80 4 Many spells
Lion
Lizard Grn N 7 29 6
Lurker above N 11 38 3 Engulfs victim
" 13 62 3
Lycanthrope
Were-rat Brn
Werewolf
M Colr Ali Lvl HP AC Attacks Comments
Medusa Grn C 23 110 2 Pertifying gaze
Mimic Looks like Treasure until 'picked up'
Small Brn N 10 51 7
Large Red N 11 55 7
Giant Pur N 12 60 7
Mind flayer Pur C 13 73 -1 Sucks brain (steals Intelligence)
Minotaur Brn 21 93 6 Found in Maze; has Wand of Digging
Mold
Brown
Green Grn
Red Fire
Yellow Yel N 1 4 9 Stuns victim when it hits Hallucinogenic when eaten (?)
Mumak C 7 26 0 Mammoth from J.R.R. Tolkien
N Colr Ali Lvl HP AC Attacks Comments
Naga
Black Gra L 12 71 2
Golden Yel L 15 68 2
Golden, hatchling Yel N 4 23 6
Guardian
Guardian, hatchling Yel N 4 26 6
Red Red C 9 44 4 Eat to gain Fire resistance
Red, hatchling Red N 4 27 6
Nalfeshnee (see Demon)
Newt N 0 4 8
Nymph Steals magic items, then Teleports away
Mountain Brn
Water Blu N 4 27 9
Wood Grn N 4 10 9
O Colr Ali Lvl HP AC Attacks Comments
Ogre
(common)
Lord C 10 57 3
King C 10 42 4
Olog-hai (see Troll)
Ooze
Gray Gra Slow-moving
Oracle (of Delphi) (see Human)
Orc
Hill Yel C 3 20 9
Uruk-hai C 4 19 8
Mordor C 4 20 2
Shaman Blu C 4 20 5 Many spells
Captain Pur C 7 33 8
Owlbear N 7 37 5 Grab/Crush
P Colr Ali Lvl HP AC Attacks Comments
Piercer
Rock Gra N 4 24 3
Iron Cyn N 7 29 0
Pudding
Brown Brn N 7 34 8 Divides when hit
Spotted
Q Colr Ali Lvl HP AC Attacks Comments
Quantum mechanic N 7 30 3
" 9 54 3
Quasit C 4 19 2
Queen bee (see Bee)
R Colr Ali Lvl HP AC Attacks Comments
Rat
Giant Brn
Rabid Brn N 3 23 6
Sewer N 0 4 7
Rothe Gra N 3 19 7
S Colr Ali Lvl HP AC Attacks Comments
Scorpion N 7 32 3
Sergeant (see Human)
Shrieker N 2 9 7 No attacks Shrieks when approached or hit, possibly attracting other monsters
Snake
(common) Brn N 6 30 3 Poisonous bite
Cobra
Garter Grn N 1 2 8 Eating one is said to be 'healthy'
Python
Water moccasin N 6 24 3
Spider
Cave Gra
Giant Pur N 7 32 4
Succubus (see Demon)
T Colr Ali Lvl HP AC Attacks Comments
Tengu L 9 47 5
Titan Pur L 20 81 -3
Tiger Yel N 8 40 6
9 49 6
Trapper Grn N 16 62 3 Engulfs victim
Troll Regenerates, even after death
(common) C 9 29 4
" 10 47 4
Ice C 12 64 2 Hit-Hit-Bite
Rock C 10 44 0 Hit-Hit-Bite
" 11 64 0
Olog-hai Pur C 18 73 -4
U Colr Ali Lvl HP AC Attacks Comments
Umber hulk Hypnotic gaze (?)
Unicorn Throw Gems to it to improve your Luck
V Colr Ali Lvl HP AC Attacks Comments
Vortex Engulfs victim
Dust Brn N 6 21 2 Blinds victim while engulfed
Energy N 9 43 2 Shocks victim
Fog cloud Gra Pummels victim with debris
Vrock (see Demon)
W Colr Ali Lvl HP AC Attacks Comments
Warg (see Wolf)
Water moccasin (see Snake)
Wight
Barrow C 4 18 3
Wolf
(common) N 7 39 4
Warg C 9 48 4
Winter Wht N 9 44 4 Cold Eat for Cold resistance
Worm
Long N 11 64 5 Leaves Worm tooth when dead
Purple Pur N 16 73 4 Engulfs & digests victim
Wraith Gra C 7 10 4 Steals Experience Eat to gain Experience level
Wumpus Cyn N 12 52 7
X Colr Ali Lvl HP AC Attacks Comments
Xan N 10 40 -4 Stings legs to immobilize
Xorn Red N 10 50 -2 Hit-Hit-Hit-Bite Travels through rock
" 11 57 -2
" 12 52 -2
Y Colr Ali Lvl HP AC Attacks Comments
Yellow light Yel N 4 22 0 Explodes to Blind victim
Yeti N 7 34 6
Z Colr Ali Lvl HP AC Attacks Comments
Zombie (various types have differing characteristics; it varies by the original species)
Kobold zombie C 0 1 10
Zruty N 10 44 3
" 13 58 3

Key to table columns:

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Kildeer's Monstrous Encyclopedia

The Aleax is a type of Angelic being, apparently animal in form (they Kick). Look out — they can be formidable opponents. Their Armor class is very low, making them extremely hard to hit.

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An Angel is your typical wings-harp-and-halo type celestial denizen. Note that they are not necessarily Lawful; they may be Chaotic! They certainly may be out to kill you. And they are extremely hard to hit!

Angels wield a Rustproof Sword and wear a rustproof Shield. One or the other may be Blessed. They are powerful fighters, but the Sword and Shield are very valuable, making it tempting to take one on. Be sure you are pretty powerful yourself!

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An Archon is a high-ranking, powerful type of Angelic being. It uses Magic spells to Curse your items or Blinds you with its radiance. Its equipment is superb — it wields Demonbane, and is protected by the fabulously useful Shield of Reflection.

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A Couatl is a sort of Angelic winged snake, taken from Middle American Indian mythos.

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Ants may at times plague you.

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There are two kinds of Apes in NetHack:

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Bats in the Dungeons are enough to drive an adventurer batty. They're hard to hit because of their speed.

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Bees can get troublesome, even in a dungeon!

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The Giant beetle is a large, tough insect. The author seems to recall that its meat is Poisonous.

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Quivering blobs are amorphous globs of protoplasm. They are easy to hit and damage, but their touch can temporarily Paralyze you; Missile or Magical attacks are better, as they do not expose you to its touch. If you eat one, you "feel healthy." The author thinks this indicates a Healing spell effect.

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Bugbears are big, ugly goblinoids. They are capable of delivering a Hug, which keeps inflicting crushing Damage on the victim each turn until it is broken.

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Cats and Kittens are occasionally found as wandering Monsters in the Dungeons. But they are usually encountered as Pets.

The Pet that a beginning Adventurer starts the game with may be a Kitten or a Little dog. Kittens, of course, grow into Cats with time... and Experience!

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Centaurs are chimerae (mixed Monsters) from Greek mythology. They have the body of a horse, but where the horse's neck should be, a human torso rises; the upper body, arms, and head are essentially Human. Centaurs are powerful fighters, and some can use Magic spells.

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The Chameleon is a shape-shifter, but unlike Lycanthropes it can change freely from one type of Monster to another, exactly as if a Polymorph spell were used. Eating the corpse of a Chameleon will Polymorph you into another creature!

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The Cockatrice, small as it is, is a dangerous Monster. Its gaze will Petrify anyone it falls upon! If you are Blinded, you cannot see it, and so cannot be killed (even if you have Telepathy, and so can still 'see' where it is). Touching it is also deadly, so don't attack with bare hands; also do not try to Tin its corpse unless you are wearing Gloves. Eating Cockatrice meat is every bit as petrifying as touching it.

You can kill it by normal means, or by reflecting its gaze upon itself by applying a Looking-glass in its direction. Its corpse can also be wielded using the w command (assuming you are wearing Gloves) and used as a Weapon to petrify Monsters.

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Crocodiles are (for game purposes) pretty much like big Lizards. Only meaner, of course…

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The variety of Demons in NetHack is quite wide:

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Dogs are usually Pets, but hostile Dogs may also be encountered as Monsters. When you begin the game, your initial Pet may be either a Little dog or a Kitten. As a Little dog gains Experience, it will become more powerful, growing into (what else) a Large dog.

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Dragons are among the most formidable Monsters in NetHack. They are available in many lovely colors to match any Dungeon's decor.

All Dragons get three attacks (Bite-Hit-Hit) per round of fighting, plus a powerful Breath weapon that differs from species to species. Many are intelligent enough to use Magic spells or Magic items.

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Dwarves are short but very heavily built humanoids.

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The Eels are large fishes; accordingly they live in the Water.

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Elementals are creatures of the four elemental planes: Air, Earth, Fire, and Water. They have a dim intelligence but are not truly sapient. Nonetheless, they can make you into mincemeat if you aren't powerful enough!

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Elves are much like Humans, but usually more slightly built.

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Ettins are two-headed Ogre-like Monsters.

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Two kinds of Eyes float around the Dungeons, making your life more difficult. But some troublesome creatures can have beneficial uses.

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I know of only one kind of Fungus, but there may be others.

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Gelatinous cubes slide slowly along corridors, sweeping up objects and absorbing them. Striking a Gelatinous Cube may splash the attacker with Acid.

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Ghosts are Undead Monsters. They represent the spirits of departed Adventurers such as yourself… in fact, you may even meet your own Ghost if you save and restore games to get around dying!

Ghosts are not terribly fast, so you can usually outrun them; they are fairly difficult to kill, so you may need to run away. Every Ghost has as its Treasure all the possessions the character had when it died. Some of these items may very well be Cursed, so beware when going through the things left behind by deceased Ghosts!

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Giants are large to enormous humanoids. They often hurl Boulders; some can use Magic spells and Magic items. Eating Giant corpses may add one or more points to your Strength.

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Gnomes are small humanoids who love to mine the earth,

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Goblins are small spiteful humanoids, somewhat similar to small Orcs. Individually they are not terribly dangerous, but in groups they can cause low-level characters some concern.

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Golems are pseudo-living creatures from medieval Jewish legend; they are made by a powerful magician and imbued by their maker with life of a sort. They can be made of various materials.

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Gremlins are hateful little creatures that delight in torture and inflicting pain. They may be able to multiply in certain circumstances (the author is not certain of this).

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The Grid bug is a strange insect that uses electric discharge to zap its enemies. They are not terribly dangerous unless you are a low-level character, in which case trying to fight several at once might spell doom.

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Hell hounds are formidable Dogs that have a Breath weapon — they can spout Fire! The Pups may be trainable (try throwing Tripe rations to the Pup to make it a Pet). But remember that a Pet that belches flame can be inconvenient at times…

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Hobbits, or Halflings, are small humanoids who usually prefer the comforts of home and hearth to the rigors of Dungeon exploration. However, there are a few mavericks who defy community standards and go off to get into trouble. These tend to be very dexterous, and especially good with projectile weapons. They typically carry (and use) a Sling.

Eating dead Hobbits, though somewhat repulsive to contemplate, is not considered cannibalism for game purposes; you may gain a point of Dexterity, or of Constitution (or even both).

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A Hobgoblin is similar to a Goblin, but much larger and more powerful.

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The Homunculus is a small demon-like being. It bites for ordinary physical Damage, but it can also use Magical items and may have Scrolls or Potions.

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Humans are Just Ordinary Folks like you or me (unless you happen to be playing an Elf, that is). They may come from many walks of life.

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Iguanas are similar to Lizards.

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Imps are little Demon-like creatures, bent on mischief and evil.

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Invisible stalkers are, of course, invisible. They stalk you. 'Nuff said.

Oh, yes — eating the corpse of one will Stun (or Confuse?) you.

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Jabberwocks are huge, bat-winged, long-necked, claw-bedecked high-level Monsters taken from the works of Lewis Carroll. Tenniel's illustration of this horrendous beast in Through The Looking-Glass, the second of the Alice books, is the only picture known to have been drawn from nature. In deference to Victorian mores, the Monster is shown wearing a waistcoat and spats. (AD&D players might notice a distinct similarity to the illustrations of the Quasit in that game's Monster Manual.)

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Jaguars are large jungle cats. They claw and bite.

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Jackals are wild Dog-like Animals. They are not too difficult to defeat, and yield edible (if not terribly tasty) meat.

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Jellies are amorphous, amoeba-like blobs of living plasm that creep along slowly enough to avoid, but are nasty enough when you attack them! They come in various types, each with its own distinctive attack method:

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The Leocrotta is a bizarre quadruped with a badger's head, stag's body, lion's tail, and cloven hooves; its 'teeth' are in reality jagged bony ridges. It can imitate the Human voice; a Pet Leocrotta will impersonate you if you chat to it, a real novelty!

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The Leprechaun is a thief of Gold. It will steal your money, then Teleport away leaving you fuming.

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Liches are a class of an Undead Monster who were once extremely powerful chaotic magic-users or clerics who refused to die, preferring instead to use their magics to become creatures neither living nor dead.

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Lions are large plains cats, fully capable of devouring the average Adventurer for a snack. Be sure you are an above-average Adventurer before taking on a Lion.

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Lizards are simply large, formidable reptiles. Eating Lizard meat can cure Confusion.

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The Lurker above is a Dungeon dweller that imitates a portion of the Ceiling. When you pass beneath it, it drops and envelops you.

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The Medusa (there is only one, and a good thing too) is a horrid Monster from Greek mythology. She looks like a Human woman, but instead of hair she has Snakes growing from her scalp. These can bite victims, but the Medusa's main weapon is her gaze. The sight of the Medusa is so terrifying the the victim is Petrified. The only way to avoid this is not to look — being Blind (temporarily, of course) is essential.

The Medusa can be killed by conventional methods, but the best and most satisfying (not to mention mythologically correct) way to kill her is to reflect her gaze upon her in a Looking-glass (the author thinks this works, but it has been a while).

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A Mimic is a camouflaged Monster. It looks exactly like some piece of Treasure until you try to pick it up; then it suddenly reveals its true nature and attacks. They come in various sizes, the larger the more formidable.

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Mind flayers are horrible, more-or-less humanoid psychic Monsters that can attack physically, but their main attack mode is to use the squid-like tentacles around its mouth to suck at your head. Successful attacks suck your brain out, decreasing your Intelligence (but in no way rendering you unfit to run for public office). As the Mind Flayer gets multiple attacks per round, this can have a devastating effect. The safest thing to do is stand a few squares away and blast the vile thing with Magic or Missile weapons.

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Molds are as annoying in a Dungeon as in real life — maybe even more so. But they certainly do brighten up any subterranean adventurer's surroundings!

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Mumaks are a type of Mammoth or Mastodon, great prehistoric elephants, as described in J.R.R. Tolkien's Lord of the Rings, in which the Easterlings (or is it the Haradrim?) use them as war-beasts.

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Naga are supernatural beings with the bodies of serpents but Human-like heads. They are intelligent and can use Magic spells. Sometimes you'll also encounter their Hatchlings. Naga come in many varieties.

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Nymphs are slight, Elf-like female creatures from Greek mythology who typically inhabit rustic scenes. For some reason, a few are found in the Dungeon. Perhaps this unusual setting makes them bitter; in any case, they will pretend to be friendly, get seductive, then steal one of your pieces of equipment. This done, they Teleport away, leaving you feeling stupid.

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Ogres are huge humanoids, similar to Giants but not so big. They are wild savages, and eat meat; they like it best still squirming.

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Gray ooze is one of the many shapeless blob-like Monsters in the Dungeons. It is slow, but can move. It attacks by biting with its many mouth-like openings.

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Orcs are hate-filled, distorted, sadistic creatures bred for battle. They often serve as slave-soldiers to powerful monsters, though many form roving bands. They come from J.R.R. Tolkien's Lord of the Rings.

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The Owlbear is a bizarre mixed monster; it has a bear-like body, a thick tail, and a strange beak. It can bite or claw, and is able to hug its victims to crush them.

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Piercers resemble stalactites that occur naturally in Dungeons and Caverns. They can be virtually Invisible (due to their camouflage) until they attack by dropping on their victims, skewering them.

Piercers come in two disagreeable species:

--<>--

Puddings are not as innocuous in the Dungeon as the ones you may be used to on your dining table.

--<>--

A Quantum mechanic is an unusual creature. It looks Human enough, but seems to be from another universe. It can Teleport if threatened. Eating the corpse of one causes your speed to be 'uncertain' (it may be increased or decreased).

These properties are taken from subatomic physics. In the field of quantum mechanics, it is explained that one can never know both the position and the speed of any particle to any degree of accuracy; because the act of measuring one drastically alters the other, and vice versa.

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Quasits are minor Demons transformed into a small, Imp-like form. They often serve as familiars to powerful chaotic Wizards.

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Rats come larger and more dangerous when you're in the Mazes. Here are some of the virulent varieties:

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The Rothe is another nondescript quadruped. Its precise characteristics are obscure, but it shares with most Monsters the desire to destroy adventurers…

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Rust monsters are the bane of every Adventurer who carries metal items. They attack by Rusting your metal Armor and Weapons, making them useless.

You can guard against them in several ways:

  1. Wear only non-metallic Armor and use only non-metallic Weapons (Leather Armor and a Club or Bullwhip is cheap; Crystal Plate Mail and a Crysknife not so much so).
  2. Rustproof all your metallic equipment (requires considerable magic but gives you really nice equipment).
  3. Use a Genocide spell to get rid of all Rust monsters.

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Scorpions are Poisonous relatives of the Spiders. Scorpions can attack with their two claws, and their tail ends with a poisoned sting.

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Snakes range from ordinary serpents through Poisonous species, and come in many sizes.

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You can find Spiders underground; they're usually dangerous.

Cave spiders are often discovered hiding under items of Treasure. They bite you if you approach too closely.

Giant spiders are huge arachnids; they are often found hiding under items of Treasure, and attack when you try to pick the items up (or maybe if you're just standing nearby). They may weave Webs, which can entrap weaker adventurers.

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Tengu are supernatural beings from another plane of existence. They can Teleport. Eating a Tengu corpse may give you intrinsic Involuntary teleportation, or it may give you Teleport control.

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Titans are powerful Giant-like Monsters from Greek myth. They were the original rulers of the Earth, but were overthrown by the 'present' gods. Titans will use Magic spells, often to Curse your equipment or otherwise render you less fit for combat. If at all possible, drop your equipment somewhere safe and duke it out with your fists. They are nasty!

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Tigers are big, orange-and-black striped jungle cats. They claw and bite to attack. They can make good Pets if you can tame them; the author's Healer character Doctor Kildeer has a Pet Tiger named Hobbes.

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Trolls of all sorts can Regenerate, even coming back to life after being killed. In fact, even if you start eating a Troll corpse, it might revive and resume fighting (though it will have been damaged by your chewing).

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Unicorns are fantastic Monsters that look mostly like horses, but with a lion-like tail and a long, pointed horn coming from their foreheads. They come in Black, White, and Gray varieties.

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Vampires are dreaded Undead Monsters that live by drinking the blood of living victims. They can drain Experience levels away if they hit.

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A Vortex is a whirling tornado of Dust, Energy or some other substance. Vortices can attack you in the usual way, or they can Engulf you.

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Were-rats are a species of Lycanthrope; they are able magically change from Human to Giant rat form and back. If you eat a Were-Rat corpse you will be infected with Lycanthropy and become a Were-Rat yourself; most Adventurers would prefer to avoid this.

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The Werewolf is a type of Lycanthrope that shifts shape between that of a Human and a Wolf. If you eat the corpse of a Werewolf you will become a Werewolf too.

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Barrow-wights are Undead monsters that prefer to live near burial mounds (barrows). They scavenge among the corpses for edibles, but are not above helping the occasional adventurer to become carrion…

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Wolves are wild relatives of Dogs. They roam the Dungeons looking for meat — and they think thatyou're it!

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Long worms are dungeon-dwelling relatives of the Sandworms of Arrakis, or Dune. They are the only monsters in NetHack that occupy more than one square of floor space — the head occupies one square, and there may be one or more body segments trailing after it. The safest way to kill a Long Worm is to attack the rear, so the head can't bite at you. When a Long Worm dies, it may leave behind a Worm tooth.

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The Purple worm haunts the Dungeons looking for adventurers to eat. It can ingest opponents and digest them for Acid Damage.

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Wraiths are high-level Undead Monsters that can drain away Experience levels with just a touch. They can also make physical attacks. Eating a Wraith corpse may raise your Experience by one level. Note that the corpse is too insubstantial to Tin or otherwise keep; you must eat it right away or its potential benefit will be wasted.

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The Xan is a monstrous, mythical mosquito mentioned in the Popul Vuh, the grisly holy writings of the ancient Maya Indians of Mexico. It attacks by biting your legs, slowing you and making it hard (or even impossible) for you to move. This effect gradually wears off… if you survive!

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The Xorn is a massive creature from the Elemental Plane of Earth. It can move through rock as if it were not there, and often attacks from within the walls. Due to its rock-like skin, it is extremely hard to hit.

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The Yellow light is a reclusive creature that floats stationary (or nearly so) in the Dungeon darkness — until it is disturbed. Then its annoyance is so great that it explodes with a brilliant yellow light (hence the name). If you chance to detonate a Yellow Light you will be Blinded for several turns.

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Yeti are mysterious creatures, sometimes identified with the legendary Abominable Snowman. They are sort of a combination Ape and Ogre, and very fierce.

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Zombies are Undead creatures made by necromantically re-animating dead bodies. They are not as powerful as the Monsters they were made from, but still pretty dangerous to the beginner.

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The Zruty is a large, nondescript quadruped, apparently invented to have another Monster beginning with the letter 'Z'.

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Classes of Monsters

Angelic beings are supernatural, religious-inspired beings. They come in many kinds, from the familiar to the exotic, from the mythoi of different civilizations. Note that just because such a being is of the same alignment as you, you can't assume it will be friendly toward you! Angelic Beings, like their opposites, are generally rather powerful and dangerous.

The Angelic Beings the author knows about include: Aleax, Angel, Archon, Couatl

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Animals are simply that: dumb (in both the senses of "unable to speak" and "no Intelligence rating") beasts. There are many sorts, including: Bat, Cat, Dog, Jackal, Jaguar, Lion, Tiger, Wolf

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Demons are creatures from the Underworld, usually hostile. They can pop up in the Dungeons, though, especially when certain things are disturbed that might better have been left alone. When (and if) you travel to Hades, you will encounter Demons aplenty.

Among the sorts of Demons found in NetHack are: Djinni, Erinyes, Hezrou, Incubus, Manes, Marilith, Nalfeshnee, Succubus, Vrock, Water demon

There exists in the game a Sword called Demonbane; this may be extra-powerful against Demons (it seems logical, doesn't it?).

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Lycanthropes (also called Shape-changers) are were-Monsters. They alternate between a two forms, one Human and one Animal. In fact the name comes from ancient Greek roots meaning "wolf" and "man".

Among the sorts of Lycanthropes found in NetHack are: Were-rat, Werewolf.

The author is uncertain whether the class of "Shape-changers" is construed to include the following Monsters: Chameleon, Mimic. These two definitely do not qualify as Lycanthropes, though.

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Undead are disgusting Monsters that are neither living nor truly dead. Some are formerly dead creatures that have been reanimated by powerful necromantic magic. Others are high-level magicians who refuse to let Death stop them from doing what they want! Whatever their origins, the Undead are repulsive and some of the higher-level ones are extremely dangerous.

Priests and Priestesses have the ability to Turn the Undead, which effectively destroys them and is treated as such in the game.

Types of Undead found in NetHack include: Zombie, Skeleton, Wraith, Vampire, Lich, Ghost.

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