Draft:Monster

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Omega 0.90.4

@Historical adventurer (Draft article) @Historical officeholder (Index entry; article pending) @Itinerant merchant (Index entry; article pending) @Master thief (Draft article) @Mendicant priest (Index entry; article pending) @Merchant (Draft article) @Militant priest (Draft article) @Ordinary human (Index entry; article pending) @Sneak-thief (Draft article) @Were-human (Index entry; article pending) AAir elemental (Draft article) AArchangel (Draft article) AAutomatum major (Draft article) AHigh angel (Draft article) AThe Elemental Lord of Air (Index entry; article pending) aAcid cloud (Draft article) aAngel (Draft article) aAnteater (Draft article) aAutomatum minor (Draft article) aGiant soldier ant (Draft article) BBehemoth (Draft article) BBog thing (Draft article) bBadger (Draft article) bBan sidhe (Draft article) bBandersnatch (Draft article) bBear (Draft article) bBlipper (Draft article) bBorogrove (Draft article) bBrigand (Draft article) bStriped bass (Draft article) CCatoblepas (Draft article) CComa beast (Draft article) cCamel (Draft article) cGiant crocodile (Draft article) cRadeligian cateagle (Draft article) cServant of chaos (Draft article) DDeath (Index entry; article pending) DDemon Emperor (Draft article) DDemon prince (Draft article) DDragon (Draft article) DDragon Lord (Draft article) DInner circle demon (Draft article) dDeathstar (Draft article) dDeer (Draft article) dDoberman death-hound (Draft article) dDragonette (Draft article) dOuter circle demon (Draft article) EEarth elemental (Draft article) EEater of Magic (Draft article) EThe Elemental Lord of Earth (Index entry; article pending) eElephant (Draft article) eEnchanter (Draft article) eEtheric grue (Draft article) eFloating eye (Draft article) FAstral fuzzy (Draft article) FFire elemental (Draft article) FFlame devil (Draft article) FFrost demon lord (Draft article) FIllusory fiend (Draft article) FThe Elemental Lord of Fire (Index entry; article pending) fAggravator fungus (Draft article) fFairy (Index entry; article pending) fFairy (Index entry; article pending) fFnord (Draft article) fFrost demon (Draft article) fLesser frost demon (Draft article) fMurk fungus (Draft article) GElder etheric grue (Draft article) GGoblin chieftain (Draft article) GGoblin shaman (Draft article) GGuardsman (Draft article) gGhost (Draft article) gGoblin (Draft article) gGrunt (Draft article) gPencil-necked geek (Draft article) hHaunt (Draft article) hHawk (Draft article) hHornet (Draft article) hHorse (Index entry; article pending) hHyena (Draft article) iInvisible slayer (Draft article) JJabberwock (Draft article) JJotun (Draft article) jJub-jub bird (Draft article) KGoblin King (Draft article) LLawBringer (Draft article) LLich (Draft article) lLion (Draft article) lServant of law (Draft article) MMan o' war (Draft article) MManticore (Draft article) MThe Elemental Master (Index entry; article pending) mMamba (Draft article) mManaburst (Draft article) mMirror master (Draft article) mMirrorshade (Draft article) NNazgul (Draft article) nApprentice ninja (Draft article) nsIncubus / succubus (Index entry; article pending) nNecromancer (Draft article) nNight gaunt (Draft article) nNinja (chunin) (Draft article) nNinja (genin) (Draft article) nNinja (jonin) (Draft article) nsNymph / satyr (Index entry; article pending) nTransparent nasty (Draft article) PPterodactyl (Draft article) pParrot (Draft article) pPhantasticon (Draft article) pPhantom (Draft article) qQuail (Draft article) RHousehold robot (Draft article) RRakshasa (Draft article) rRabbit (Draft article) rRicochet (Draft article) rRodent of unusual size (Draft article) rSewer rat (Draft article) SDemon serpent (Draft article) SLoathly serpent (Draft article) SSandman (Draft article) SShadow slayer (Draft article) SShadow spirit (Draft article) SSpectre (Draft article) sDenebian slime devil (Draft article) sSalamander (Draft article) sSheep (Draft article) sSwarm (Draft article) THigh thaumaturgist (Draft article) TTasmanian devil (Draft article) TThought-form (Draft article) TTigershark (Draft article) TTriceratops (Draft article) TTriton (Draft article) tTesla monster (Draft article) tTorpor beast (Draft article) tTove (Draft article) tTrout (Draft article) tTse-tse fly (Draft article) UUnicorn (Draft article) VAstral vampire (Draft article) VVampire lord (Draft article) WGreat Wyrm (Draft article) WKing wyvern (Draft article) WLava worm (Draft article) WThe Elemental Lord of Water (Index entry; article pending) WWater elemental (Draft article) WWyvern (Draft article) wWolf (Draft article) ZZombie overlord (Draft article) |Lurker at the threshold (Draft article)

Monsters are the creatures and embodied characters encountered in Omega, including peaceful residents, hostile opponents and unique quest figures. Their symbol alone is not a reliable identity: several creatures share a character and color, while some change appearance during generation or play.[1]

This index covers the 150 creature templates in Omega 0.90.4. Historical identities and generated forms are marked separately; the total is not a count of 150 fully written species articles. Existing articles remain public drafts. The named directory records which entries still need an independent article.[2]

Encounters and behavior

Ordinary monster generation selects from a difficulty-dependent range and rejects templates reserved for special construction. Fixed maps, dungeon finales, summoning and historical characters use additional paths. A creature listed at level 0 is not necessarily harmless: the guardsman has far more HP and combat strength than many early random opponents.[3]

Countryside encounters expand a monster's awareness to the width of the encounter map. A missile user can therefore attack from farther away than the ordinary sensing range quoted in its article, although the ranged routine still needs line of sight and its other conditions. Arena opponents also receive expanded awareness.[4]

Being awake and being hostile are different states. A sleeping creature can awaken without becoming hostile. Special abilities have their own conditions, so peace alone is not proof that every nearby power is harmless; the automatum minor is an example. Look up the actual creature before approaching, provoking or attempting to pacify it.[5]

Arena forms

The arena begins with a fixed sequence of creature types. Later matches can draw random ordinary creatures from the level-0 through level-8 template range, excluding the three dynamic NPC templates and creatures whose attack-damage setting is zero. The latter filter does not guarantee an actual melee sequence: a quail, for example, has a nonzero damage setting but no attacks.[6]

An arena opponent is named, awake and hostile. Compared with its ordinary template, it gains ten HP per base level, twice the hit score and half again the damage setting, rounded down. That damage increase can also strengthen effects such as poison. It is copied directly into the arena, bypassing ordinary starting possessions, and receives the exit-opening item. Its normal death reliably leaves remains. An ordinary infobox therefore does not describe the strengthened arena form; fixed opponents have comparisons in their articles.[7]

Reading creature data

Monster level is a game parameter, not a universal difficulty rating. HP and combat scores describe the stated form; an arena opponent or historical resident can differ from the ordinary creature. Action interval is the delay between scheduled monster actions: lower numbers are faster. One such action can execute an entire tactical attack sequence, so it is not necessarily one swing.[8]

Information Meaning
Hit and defense Scores used by attack checks; defense is not armor absorption
Damage roll Raw damage before the player's applicable immunity or absorption; a rating of 20 normally rolls 0–19
Attack sequence Number and kind of attempted attacks, plus defensive actions; each attack must satisfy its own checks
Immunities Damage/effect types resisted by this creature; these do not automatically describe benefits from eating its remains
Carried items Possessions that can be dropped, distinct from a corpse or alchemical product created after death

Ordinary landed damage still costs at least one HP unless immunity prevents it. Secondary effects such as life drain are separate from ordinary absorption. See Defense and protection and Melee attacks for the shared combat rules.[9]

Monster spellcasting

Many creatures use a shared random spell repertoire. Their base level determines which spells are available; a name such as necromancer does not by itself add a separate summoning or undead-raising power. Individual pages distinguish this repertoire from special attacks such as a frost demon's snowball.[10]

The ordinary spell routine requires a hostile caster with line of sight. Nearby special actions normally have a 50% check, and some creatures also cast through their ranged action. Sanctuary suppresses either route. The following choices are equally likely within the caster's available range, after the player's resistance check. A level-2 caster has the first nine choices, a level-5 caster the first twelve, and a level-9 caster all sixteen. At level 10, disintegration occupies two choices rather than one.[11]

Minimum caster level Spell Effect and main limitation
0 Physical missile Raw physical damage 0–9; deflection stops a bolt reaching you
0 Recovery Caster gains 0 to level squared minus 1 HP, without a cap at its original HP
0 Slow Adds 250–499 slow counts unless you are already hasted
0 Disease Adds 1–24 disease counts unless you have infection immunity
0 Lightning Raw electricity damage 0–19; bolt or nine-square ball depending on the caster's immunity and distance
0 Cold Raw cold damage 0–29; bolt or nine-square snowball depending on the caster's immunity and distance
0 Remove item magic A random eligible carried object loses its special use, enchantment and charges; ordinary equipment and several other kinds are exempt
1 Weaken blessing A random carried object's blessing falls by 2; the result may become cursed
2 Poison Adds the caster's level in poison counts unless you have poison immunity
3 Sleep Adds 2 through (2 × floor(level / 2) + 1) sleep counts; sleep immunity prevents it and existing sleep is not extended
4 Fire bolt Raw fire damage 0–49; deflection can stop it
5 Destroy item Destroys one object from a random carried slot, rather than necessarily the whole stack
6 Dispel benefits Ends several temporary benefits and advances a ten-minute status check; not every lasting effect is removed
7 Disruption 50 physical damage before applicable absorption or immunity
8 Drain levels Loses the caster's level in character levels, with corresponding current and maximum HP loss; no separate negative-energy immunity check
9 Disintegration Destroys a worn cloak first, otherwise body armor; with neither present, attempts 250 damage

The damage figures are raw rolls or amounts, not promised HP loss after protection. Lightning and cold use a ball if the caster is immune to that element or farther than two squares away; otherwise they use a bolt. Balls can also affect nearby creatures, including the caster. Bolts that reach the player check deflection rather than an ordinary melee hit roll.[12]

Slow, poison and sleep counts normally decrease at game-minute updates, with extra checks during some longer advances. Disease and similar recovery counts normally decrease every ten game minutes indoors; countryside hourly advances also run these checks. A status count is therefore not one player command. Existing haste prevents this slow spell; it is not removed by the attempt.[13]

Item-magic removal skips ordinary weapons, armor and shields, food, launchers and several inert objects; cursed eligible objects resist it, and artifacts have an additional two-thirds resistance chance. Item destruction can affect equipped objects as well as other carried property. Disintegration removes a cloak or armor before checking bare-body damage; elemental immunity does not preserve that equipment. The level-drain spell directly reduces levels and HP, which differs from the separately checked life-drain attacks of some undead.[14]

Resisting a spell

Before choosing its spell, the caster allows a general magic-resistance check. College or Circle membership can supply an earlier counterspell attempt when the two guild ranks sum to a positive value. If the counterspell succeeds and current mana is strictly greater than the caster's level squared, that amount of mana is spent and the spell stops. Otherwise the normal resistance check still follows.[15]

Check Success condition
Guild counterspell floor(player level / 2) + random 0–19 > caster level + random 0–19
Normal resistance floor(player level / 4) + protection + random 0–19 > caster level + random 0–29

All random draws in these comparisons are separate. Resistance happens before spell selection, so it can even prevent the caster from choosing recovery. Passing an elemental immunity check later is not the same as resisting the cast: immunity to fire, cold or electricity does not itself stop curses, item loss or direct level drain.[16]

Remains

Possessions and remains are separate rewards. Normal death drops carried items, while an ordinary creature has a 50% chance to leave its corpse or other remains. Named unique forms normally leave remains on normal death. Destruction or disappearance that bypasses normal death need not provide either reward.[17]

Ordinary edible remains, such as bunnyburgers and trunk steak, each add six food-reserve points; one point is consumed by a normal hourly hunger check. Body size and a fancy food name do not increase that nourishment. Do not keep eating after you are full: food reserve above 48 causes vomiting and falls to 12. Eating while travelling on the country map also runs an hourly check, so the meal's nominal nutrition is not always the net change.[18]

Other remains may poison you, produce a special effect, provide little food or be inedible. A creature's own immunities do not automatically become benefits from eating its remains. Check the individual article before eating or taking remains to an alchemist. Likewise, edible prey are not necessarily hungry animals that can be pacified by feeding: living behavior and corpse effects are separate properties.[19]

Creature directory

Entries are grouped by their template level for comparison. HP / interval gives baseline HP and action interval; historical templates use variable values. Ordinary pool eligibility does not imply equal encounter probability or guarantee an appearance in every location. The special-placement rows identify a different generation route, not an additional ordinary pool. The elemental lords and Elemental Master occupy successive Astral Plane levels, with their listed Orbs as fixed possessions.[20]

Some forms need additional explanation: the nymph/satyr and incubus/succubus templates are displayed as n or s after ordinary construction, rather than their source placeholder. Their generated names overlap, while the corpse names distinguish the underlying templates. Historical officeholders and adventurers also receive their actual identity and combat values during construction.[21]

Level 0

Symbol Creature HP / interval Encounter and article
h Hornet 1 / 1 Ordinary pool candidate; Draft article.
@ Mendicant priest 30 / 5 Ordinary pool candidate; Article pending.
@ Itinerant merchant 15 / 7 Ordinary pool candidate; Article pending.
G Guardsman 150 / 3 Ordinary pool candidate; Draft article.
@ Historical adventurer Variable Variable historical identity; Draft article.
Historical resident; name, form and combat data depend on the saved history.
s Sheep 5 / 5 Ordinary pool candidate; Draft article.
@ Merchant 16 / 6 Ordinary pool candidate; Draft article.
Village trade uses this merchant template.
@ Ordinary human 10 / 5 Ordinary pool candidate; Article pending.
Generated with a variable human description.
@ Historical officeholder Variable Variable historical identity; Article pending.
Special construction supplies a named officeholder and changes the baseline data; see Duke, Justiciar and high priests.

Level 1

Symbol Creature HP / interval Encounter and article
g Grunt 25 / 8 Ordinary pool candidate; Draft article.
t Tse-tse fly 1 / 4 Ordinary pool candidate; Draft article.
f Fnord 1 / 10 Ordinary pool candidate; Draft article.
r Sewer rat 5 / 3 Ordinary pool candidate; Draft article.
f Aggravator fungus 12 / 10 Ordinary pool candidate; Draft article.
b Blipper 50 / 24 Ordinary pool candidate; Draft article.
g Goblin 8 / 5 Ordinary pool candidate; Draft article.
p Phantasticon 10 / 9 Ordinary pool candidate; Draft article.
R Household robot 5 / 12 Ordinary pool candidate; Draft article.
g Pencil-necked geek 1 / 8 Ordinary pool candidate; Draft article.
b Borogrove 6 / 4 Ordinary pool candidate; Draft article.
q Quail 3 / 2 Ordinary pool candidate; Draft article.
b Badger 13 / 4 Ordinary pool candidate; Draft article.
h Hawk 7 / 2 Ordinary pool candidate; Draft article.
d Deer 23 / 2 Ordinary pool candidate; Draft article.
c Camel 30 / 5 Ordinary pool candidate; Draft article.
a Anteater 20 / 4 Ordinary pool candidate; Draft article.
r Rabbit 3 / 3 Ordinary pool candidate; Draft article.
t Trout 3 / 2 Ordinary pool candidate; Draft article.
b Striped bass 1 / 4 Ordinary pool candidate; Draft article.
p Parrot 5 / 3 Ordinary pool candidate; Draft article.
h Hyena 10 / 4 Ordinary pool candidate; Draft article.

Level 2

Symbol Creature HP / interval Encounter and article
n Apprentice ninja 20 / 3 Ordinary pool candidate; Draft article.
n Night gaunt 30 / 6 Ordinary pool candidate; Draft article.
@ Sneak-thief 32 / 2 Ordinary pool candidate; Draft article.
e Floating eye 25 / 5 Ordinary pool candidate; Draft article.
t Tove 30 / 4 Ordinary pool candidate; Draft article.
n Transparent nasty 32 / 8 Ordinary pool candidate; Draft article.
g Ghost 32 / 20 Ordinary pool candidate; Draft article.
e Enchanter 20 / 8 Ordinary pool candidate; Draft article.
f Murk fungus 7 / 12 Ordinary pool candidate; Draft article.
G Goblin chieftain 25 / 4 Ordinary pool candidate; Draft article.
w Wolf 40 / 4 Ordinary pool candidate; Draft article.
a Giant soldier ant 20 / 3 Ordinary pool candidate; Draft article.
e Elephant 100 / 12 Ordinary pool candidate; Draft article.
h Horse 50 / 4 Ordinary pool candidate; Article pending.
p Phantom 1 / 10 Ordinary pool candidate; Draft article.

Level 3

Symbol Creature HP / interval Encounter and article
s Salamander 35 / 4 Ordinary pool candidate; Draft article.
C Catoblepas 100 / 8 Ordinary pool candidate; Draft article.
f Lesser frost demon 15 / 4 Ordinary pool candidate; Draft article.
a Acid cloud 10 / 20 Ordinary pool candidate; Draft article.
K Goblin King 32 / 5 Special placement; Draft article.
Goblin Caves, final cavern.
P Pterodactyl 42 / 3 Ordinary pool candidate; Draft article.
G Goblin shaman 25 / 6 Ordinary pool candidate; Draft article.
l Lion 60 / 3 Ordinary pool candidate; Draft article.
b Brigand 30 / 5 Ordinary pool candidate; Draft article.
b Bear 70 / 10 Ordinary pool candidate; Draft article.
m Mamba 10 / 3 Ordinary pool candidate; Draft article.
M Man o' war 40 / 7 Ordinary pool candidate; Draft article.
@ Were-human 40 / 5 Ordinary pool candidate; Article pending.
Generated with a variable human description.
T Thought-form 4 / 5 Ordinary pool candidate; Draft article.

Level 4

Symbol Creature HP / interval Encounter and article
M Manticore 100 / 6 Ordinary pool candidate; Draft article.
T Tasmanian devil 50 / 2 Ordinary pool candidate; Draft article.
a Automatum minor 100 / 7 Ordinary pool candidate; Draft article.
s Denebian slime devil 75 / 12 Ordinary pool candidate; Draft article.
j Jub-jub bird 50 / 3 Ordinary pool candidate; Draft article.
h Haunt 50 / 7 Ordinary pool candidate; Draft article.
ns Incubus / succubus 50 / 5 Ordinary pool candidate; Article pending.
Ordinary construction displays n or s and names the creature nymph or satyr; its remains distinguish the incubus/succubus template.
ns Nymph / satyr 50 / 6 Ordinary pool candidate; Article pending.
Generated form follows the player's preference and a random choice where applicable.
c Giant crocodile 80 / 8 Ordinary pool candidate; Draft article.
t Torpor beast 40 / 12 Ordinary pool candidate; Draft article.
d Doberman death-hound 40 / 2 Ordinary pool candidate; Draft article.
F Astral fuzzy 40 / 1 Ordinary pool candidate; Draft article.
l Servant of law 30 / 5 Ordinary pool candidate; Draft article.
c Servant of chaos 40 / 5 Ordinary pool candidate; Draft article.
s Swarm 40 / 10 Ordinary pool candidate; Draft article.
b Ban sidhe 40 / 4 Ordinary pool candidate; Draft article.
e Etheric grue 50 / 6 Ordinary pool candidate; Draft article.
n Ninja (genin) 40 / 5 Ordinary pool candidate; Draft article.

Level 5

Symbol Creature HP / interval Encounter and article
d Dragonette 50 / 3 Ordinary pool candidate; Draft article.
t Tesla monster 50 / 12 Ordinary pool candidate; Draft article.
W Wyvern 100 / 4 Ordinary pool candidate; Draft article.
c Radeligian cateagle 50 / 2 Ordinary pool candidate; Draft article.
f Frost demon 75 / 3 Ordinary pool candidate; Draft article.
S Spectre 75 / 6 Ordinary pool candidate; Draft article.
n Necromancer 50 / 5 Ordinary pool candidate; Draft article.
S Shadow spirit 40 / 7 Ordinary pool candidate; Draft article.
B Bog thing 80 / 12 Ordinary pool candidate; Draft article.
V Astral vampire 40 / 6 Ordinary pool candidate; Draft article.
W Lava worm 100 / 10 Ordinary pool candidate; Draft article.
m Manaburst 1 / 20 Ordinary pool candidate; Draft article.
d Outer circle demon 120 / 4 Ordinary pool candidate; Draft article.
m Mirrorshade 40 / 6 Ordinary pool candidate; Draft article.

Level 6

Symbol Creature HP / interval Encounter and article
F Fire elemental 125 / 4 Ordinary pool candidate; Draft article.
A Air elemental 125 / 2 Ordinary pool candidate; Draft article.
W Water elemental 100 / 6 Ordinary pool candidate; Draft article.
E Earth elemental 200 / 15 Ordinary pool candidate; Draft article.
b Bandersnatch 100 / 2 Ordinary pool candidate; Draft article.
L Lich 100 / 3 Ordinary pool candidate; Draft article.
T Triton 100 / 5 Ordinary pool candidate; Draft article.
@ Master thief 100 / 3 Ordinary pool candidate; Draft article.
Initially displayed as human; its remains and guild dialogue identify a master thief.
T Triceratops 200 / 8 Ordinary pool candidate; Draft article.
R Rakshasa 100 / 3 Ordinary pool candidate; Draft article.
S Demon serpent 100 / 7 Ordinary pool candidate; Draft article.
a Angel 120 / 4 Ordinary pool candidate; Draft article.
n Ninja (chunin) 100 / 4 Ordinary pool candidate; Draft article.

Level 7

Symbol Creature HP / interval Encounter and article
B Behemoth 300 / 15 Ordinary pool candidate; Draft article.
N Nazgul 250 / 5 Ordinary pool candidate; Draft article.
U Unicorn 100 / 2 Ordinary pool candidate; Draft article.
r Rodent of unusual size 150 / 3 Ordinary pool candidate; Draft article.
F Illusory fiend 100 / 5 Ordinary pool candidate; Draft article.
W Great Wyrm 250 / 5 Special placement; Draft article.
F Flame devil 150 / 1 Ordinary pool candidate; Draft article.
| Lurker at the threshold 150 / 1 Ordinary pool candidate; Draft article.
S Sandman 50 / 4 Ordinary pool candidate; Draft article.
m Mirror master 50 / 2 Ordinary pool candidate; Draft article.
G Elder etheric grue 150 / 4 Ordinary pool candidate; Draft article.
S Loathly serpent 150 / 8 Ordinary pool candidate; Draft article.
Z Zombie overlord 100 / 3 Ordinary pool candidate; Draft article.
r Ricochet 50 / 1 Ordinary pool candidate; Draft article.
D Inner circle demon 240 / 3 Ordinary pool candidate; Draft article.

Level 8

Symbol Creature HP / interval Encounter and article
f Fairy 1 / 3 Ordinary pool candidate; Article pending.
f Fairy 100 / 3 Ordinary pool candidate; Article pending.
A Automatum major 500 / 3 Ordinary pool candidate; Draft article.
D Dragon 500 / 5 Ordinary pool candidate; Draft article.
J Jabberwock 500 / 2 Ordinary pool candidate; Draft article.
F Frost demon lord 350 / 2 Ordinary pool candidate; Draft article.
T Tigershark 350 / 2 Ordinary pool candidate; Draft article.
n Ninja (jonin) 250 / 3 Ordinary pool candidate; Draft article.
S Shadow slayer 250 / 3 Ordinary pool candidate; Draft article.
@ Militant priest 250 / 6 Ordinary pool candidate; Draft article.
C Coma beast 150 / 5 Ordinary pool candidate; Draft article.
A High angel 250 / 3 Ordinary pool candidate; Draft article.

Level 9

Symbol Creature HP / interval Encounter and article
J Jotun 750 / 8 Ordinary pool candidate; Draft article.
i Invisible slayer 1000 / 4 Ordinary pool candidate; Draft article.
W King wyvern 700 / 3 Ordinary pool candidate; Draft article.
d Deathstar 500 / 4 Ordinary pool candidate; Draft article.
T High thaumaturgist 250 / 4 Ordinary pool candidate; Draft article.
V Vampire lord 750 / 2 Ordinary pool candidate; Draft article.
A Archangel 1000 / 2 Ordinary pool candidate; Draft article.
D Demon prince 800 / 2 Ordinary pool candidate; Draft article.

Level 10

Symbol Creature HP / interval Encounter and article
E Eater of Magic 1000 / 5 Special placement; Draft article.
Magic Isle.
L LawBringer 500 / 5 Special placement; Draft article.
Star Peak.
D Dragon Lord 2000 / 1 Special placement; Draft article.
Dragon's Lair.
D Demon Emperor 3000 / 2 Special placement; Draft article.
HellWell Volcano.
E The Elemental Lord of Earth 2000 / 12 Special placement; Article pending.
Special elemental-plane encounter; carries the Orb of Air.
A The Elemental Lord of Air 1000 / 1 Special placement; Article pending.
Special elemental-plane encounter; carries the Orb of Earth.
W The Elemental Lord of Water 1500 / 5 Special placement; Article pending.
Special elemental-plane encounter; carries the Orb of Fire.
F The Elemental Lord of Fire 1500 / 3 Special placement; Article pending.
Special elemental-plane encounter; carries the Orb of Water.
M The Elemental Master 1000 / 2 Special placement; Article pending.
Special final encounter; carries the Orb of Mastery.

Level 100

Symbol Creature HP / interval Encounter and article
D Death 100 / 10 Special placement; Article pending.
Special endgame construction and repeated pursuit; ordinary random generation excludes this template.

Related creatures and characters

Trifids are dangerous terrain rather than members of the creature-template array. Narrative service characters are not automatically combat monsters either. For named and historical figures, see historical adventurers, the Duke, high priests, and the people linked from Rampart.

References

  1. minit.h in Omega 0.90.4, lines 5–306; lev.c in Omega 0.90.4, lines 317–371; mon.c in Omega 0.90.4, lines 529–750.
  2. defs.h in Omega 0.90.4, lines 1071–1094; defs.h in Omega 0.90.4, lines 1442–1456.
  3. lev.c in Omega 0.90.4, lines 280–399; minit.h in Omega 0.90.4, line 12; gen1.c in Omega 0.90.4, lines 394–431.
  4. lev.c in Omega 0.90.4, lines 47–66; env.c in Omega 0.90.4, lines 63–70; mon.c in Omega 0.90.4, lines 33–42.
  5. mon.c in Omega 0.90.4, lines 12–70; mspec.c in Omega 0.90.4, lines 41–53.
  6. guild1.c in Omega 0.90.4, lines 349–435; defs.h in Omega 0.90.4, lines 1071–1090; minit.h in Omega 0.90.4, line 47.
  7. guild1.c in Omega 0.90.4, lines 436–450; env.c in Omega 0.90.4, lines 63–76; lev.c in Omega 0.90.4, lines 373–394; mmelee.c in Omega 0.90.4, lines 109–117; mon.c in Omega 0.90.4, lines 134–203.
  8. time.c in Omega 0.90.4, lines 47–74; mmelee.c in Omega 0.90.4, lines 24–51; env.c in Omega 0.90.4, lines 8–88; mon.c in Omega 0.90.4, lines 689–750.
  9. mmelee.c in Omega 0.90.4, lines 8–20; mmelee.c in Omega 0.90.4, lines 55–146; aux1.c in Omega 0.90.4, lines 498–513; util.c in Omega 0.90.4, lines 53–62.
  10. mspec.c in Omega 0.90.4, lines 135–215; minit.h in Omega 0.90.4, lines 171–175.
  11. mon.c in Omega 0.90.4, lines 12–76; mon.c in Omega 0.90.4, lines 390–417; mspec.c in Omega 0.90.4, lines 135–215.
  12. mspec.c in Omega 0.90.4, lines 135–215; effect1.c in Omega 0.90.4, lines 245–433; aux1.c in Omega 0.90.4, lines 498–513.
  13. time.c in Omega 0.90.4, lines 19–23; aux2.c in Omega 0.90.4, lines 186–255; aux2.c in Omega 0.90.4, lines 340–445; aux3.c in Omega 0.90.4, lines 11–47; effect2.c in Omega 0.90.4, lines 432–448; effect3.c in Omega 0.90.4, lines 215–224; effect3.c in Omega 0.90.4, lines 770–811.
  14. effect1.c in Omega 0.90.4, lines 8–54; effect1.c in Omega 0.90.4, lines 118–156; effect1.c in Omega 0.90.4, lines 647–664; inv.c in Omega 0.90.4, lines 475–503; effect3.c in Omega 0.90.4, lines 323–397; effect3.c in Omega 0.90.4, lines 888–910.
  15. aux3.c in Omega 0.90.4, lines 395–414.
  16. aux3.c in Omega 0.90.4, lines 395–414; mspec.c in Omega 0.90.4, lines 135–155; aux2.c in Omega 0.90.4, lines 172–175.
  17. mon.c in Omega 0.90.4, lines 134–203.
  18. item.c in Omega 0.90.4, lines 63–139; command2.c in Omega 0.90.4, lines 130–161; aux1.c in Omega 0.90.4, lines 716–748; aux3.c in Omega 0.90.4, lines 26–34.
  19. item.c in Omega 0.90.4, lines 63–139; itemf1.c in Omega 0.90.4, lines 662–750; inv.c in Omega 0.90.4, lines 410–467.
  20. minit.h in Omega 0.90.4, lines 5–306; lev.c in Omega 0.90.4, lines 280–399; gen2.c in Omega 0.90.4, lines 412–435.
  21. lev.c in Omega 0.90.4, lines 339–371; mon.c in Omega 0.90.4, lines 529–750.