Greater moloch | |
& | |
Location | Random |
---|---|
Monster type | Demon Humanoid |
Alignment | Chaotic |
Unique? | No |
Sees invisible? | Yes |
Sees in the dark? | Yes |
Magic resistance | Medium |
Picks up items? | Yes |
1.1.1 KPL | N/A |
Greater molochs are slow yet extremely powerful monsters in ADOM. They are immune to fire and cold based attacks and can quickly regenerate health. Furthermore, they adjust in power depending on the strength of the player. Weapons such as Phase daggers or missiles with the 'penetrating' prefix are extremely helpful for bypassing their massive PV. Stunning them helps for range players.
Greater molochs are one of three monsters that can be detected from a distance by the *THUMB* sound produced by their footsteps.
Special abilities[]
- Immune to cold and fire
- Sometimes shrugs off bolts and other resistible magic
- Immune to death rays and petrification
- Penetrating melee attack
- Regeneration 8
- Power adjustment
- Smashes altars
- Can dig through walls
- Diagonal movement
- Can break down doors
Common stats[]
Level: 1, DV: 3, PV: 100, Hits: 1004, Attacks: 1, Damage: 30-228. Speed: 70.
Level: 11, DV: 9, PV: 102, Hits: 1066, Attacks: 2, Damage: 33-231. Speed: 70.
Corpse effects[]
Decreases Dexterity by 3. Chance to increase Strength or potential Strength by 1. Can increase Toughness and potential Toughness by up to 2 combined points. The increases are less likely at higher attribute scores, with less than a 10% chance of working at 32 or higher.
Monster memory[]
Malevolence incarnate, if there really is a body to this armored mass of focused hatred and power. Working like time, slow but irresistible, the greater moloch seeks to beat down any structure or power that reveals an underlying order.