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This page is a list of all special abilities that monsters in ADOM feature.

Melee-range combat abilities[]

Poisoning melee attack[]

Monsters with this ability have a chance to poison the PC on successful hits. Having intrinsic poison resistance will not allow the PC to completely resist this effect, but will greatly reduce the damage from poison.

All monsters with this ability are vulnerable to thrown potions of cure poison which will stun them for a number of turns. Such potions are one of the most common in Ancardia, and may be a great help against powerful monsters such as the Snake From Beyond or Keriax.

The monster memory will identify monsters with this ability with the following line:
It/He/She is using poison. or They are using poison.

The full list of monsters with poisoning melee attack can be viewed here.

Corrupting melee attack[]

Monsters with this ability will increase the PC's accumulated corruption points when the PC receives damage from their attacks; if these corruption points reach certain levels the PC will gain a new corruption

How much corruption a PC receives from a corrupting melee attack seems to vary depending on the species of the monster. For example, while the PC will need to take a *lot* of attacks from a chaos rat or vapor rat to gain another corruption, attacks from corruptors and particularly the greater balor will corrupt the PC a lot more. 

Note that all monsters that can corrupt by touch will take damage and lose their ability to corrupt (and all other melee-attack-modifying powers) if hit with a thrown potion of cure corruption. Also, they recover HP if the PC delivers a non-lethal blow to them with a weapon 'of corruption' or while under the effects of the essence of Chaos corruption.

The monster memory will identify monsters with this ability with the following line:
It/He/She has a corrupting touch. or They have a corrupting touch.

The full list of monsters with corrupting melee attack can be viewed here.

Penetrating melee attack[]

Monsters with this ability will penetrate the PC's armor on every successful hit. Such monsters present a significant threat to PCs relying on high PV and having low DV.

Monsters with a penetrating melee attack typically come in two varieties: slow heavy-hitters with one or two very strong attacks per round or fast combatants with multiple light-to-moderate attacks per round. Both types are able to best the PC—a single critical strike from heavy-hitters may deplete all of PC's hit points, while fast penetrating monsters will prevent the PC from escaping.

The monster memory will not display any line to signify the ability to penetrate armor.

The full list of monsters with penetrating melee attack can be viewed here.

Paralyzing melee attack[]

Monsters with this ability may paralyze the PC if their melee attack injures him/her. The effect is not guaranteed to occur; Willpower and luck play a role in determining whether or not the PC gets paralyzed by an attack.

The paralyzing melee attack is one of the most feared of all monster abilities, as every paralyzing attack received from a monster extends the duration of the paralysis further and the PC can do nothing to defend himself/herself during this state. As long as the monster can keep repeatedly paralyzing the PC, this can lead to an inevitable and frustrating death in a process known as chain paralysis.

The monster memory will identify monsters with this ability with the following line:
It is able to paralyze by touch or They are able to paralyze by touch.

The full list of monsters with a paralyzing melee attack can be viewed here.

Sickness-inducing melee attack[]

Monsters with this ability may cause the PC to become sick if their melee attack injures him/her. Generally, the chance of an attack causing sickness is very low, but still a significant danger.

The monster memory will identify monsters with this ability with the following line:
It is able to cause sickness or They are able to cause sickness.

The full list of monsters with a sickness-inducing melee attack can be viewed here.

Sleep-inducing melee attack[]

Monsters with this ability may cause the PC to fall asleep if their attack injures him/her. A high Mana score reduces the chance that the PC will be affected.

While the mechanics of paralysis and sleep are very similar, this ability is much less feared than the paralyzing melee attack ability since only homunculi have it. It can still kill sick PCs, though.

The monster memory will identify monsters with this ability with the following line:
It is able to make you fall asleep by touching you or They are able to make you fall asleep by touching you.

Aging melee attack[]

Monsters with this ability will increase the PC's age if their attack injures him/her.

Unnatural aging is undesirable for many PCs since it decreases Strength, Dexterity and Toughness at certain levels (usually in exchange for Learning and Willpower), and dangerous for some races that have much shorter life spans than others. The effects can only be reversed by drinking potions of youth or from pools.

The monster memory will identify monsters with this ability with the following line:
It is able to age someone by touching them or They are able to age someone by touching them.

The full list of monsters with an aging melee attack can be viewed here.

Slowing melee attack[]

Monsters with this ability will inflict the PC with the Slowed status for several turns if their melee attack injures him/her, which reduces their speed to half the value it was before receiving the status. If the PC is hit with a slowing attack while already slowed, their speed will not be halved again; they will keep the same speed until the status wears off.

The only known species of monsters that have this ability are clay golems, stone snakes, slow shadows and writhing masses of primal chaos. Some boss monsters may have the ability too; a known example is Groof the goblin.

The monster memory will identify monsters with this ability with the following line:
They are able to slow by touch.

Confusing melee attack[]

Monsters with this ability will confuse the PC for several turns if their attack injures him/her. Intrinsic confusion resistance does not seem to prevent the PC from becoming confused, but will reduce the duration that (s)he will stay in such state for.

Eyes of destruction, gibbering mouthers, jackal demons, magebane eyes, magedoom eyes and staring eyes have this ability, as do some boss monsters.

The monster memory will identify monsters with this ability with the following line:
They are able to confuse living beings by touching them.

Stat-draining melee attack[]

Monsters with this ability have a chance to permanently decrease the PC's Strength or Toughness, or both, if their attack injures him/her. It is usually one of most frustrating effects in the game since both are vital stats, and permanent losses to them can be hard to recover from.

The PC usually has some chance to resist the effect, which may depend on luck; additionally, necromancers and Paladins get a class power each that helps them resist stat draining attacks from undead creatures. Of course the possibility of any effect from a melee attack can be avoided by not being hit or injured, so having high PV and/or DV also helps prevent it.

Note that if a character is killed by an attack that would also drain his/her strength (maybe also works for toughness), the death message will say that (s)he was 'transformed into a <monster>'. Some unlucky adventurers have reportedly ended their careers by being transformed into quasits, living walls, or undead creatures of the opposite sex.

A list of strength draining monsters can be found here, and a list of toughness draining monsters can be found here. Note that spectres and vampires can drain either or both.

The monster memory identifies monsters with the strength draining ability by the line They are able to drain strength., and monsters with the toughness draining ability by the line They are able to drain your health by touch..

Melee-range non-combat abilities[]

Confusion attack[]

Doppelgangers, greater doppelgangers and ultimate doppelgangers have a special attack that confuses their target for a turn by pretending to be their victim. They seem to always use this power on their targets, and it does not seem to count as one of their attacks; the average doppelganger lord, which is indicated by the game to have 2 attacks, can confuse the PC and try to hit them twice in the same turn. Raven-born PCs have a chance to resist the attack, generating the message 'You manage to look through the ruse'.

The monster memory identifies monsters with the ability with the line: They are able to imitate other beings.

Disarming[]

Monsters with this ability will sometimes attempt to disarm the PC, which if successful will move the PC's equipped weapon from his/her hand(s) to a tile adjacent to him/her. The PC's chance to resist disarming seemingly depends on his/her skill level with the wielded weapon in question. Of course, this ability makes foes that have it particularly frustrating to try to take on melee combat for anyone except beastfighters or unburdened monks.

The monster memory identifies monsters with the ability with the line: They are able to disarm others.

Equipment destruction[]

Eyes of destruction and annihilators have the very worrying ability to instantly destroy a randomly selected piece of the PC's equipment (not their inventory). Only artifacts are immune to this power; even the most powerful eternium or crystal items that the PC has can be torn apart in an instant if they are not artifacts. Clearly it is best to take these monsters on from a distance, though it is quite uncommon that they will actually use the power so the PC often can risk melee combat with them.

The monster memory identifies monsters with the ability with the line: They are able to annihilate equipment.

Sleep-inducing song[]

Harpies and jackalweres in melee range can sing to try to put the PC to sleep for a few turns. Intrinsic sleep resistance will prevent the PC from sleeping; otherwise, a high Willpower score reduces the chance to get put to sleep.

The monster memory identifies monsters with the ability with the line: Their song is very alluring.

Confusion-inducing song[]

Fairy dragons can also sing, though their song will confuse the PC for a few turns instead of putting him/her to sleep due to its dis-harmonic nature. Note that unlike the songs that lull opponents to sleep, this ability usually seems to work.

The monster memory identifies monsters (fairy dragons) with the ability with the line Their song is very alluring, same as (the two) monsters that can sing to put the PC to sleep.

Ranged combat abilities[]

Missile attacks[]

A number of humanoids, as well as a small amount of non-humanoid monsters such as wall beasts, can attack from afar by either firing missiles or throwing a weapon. The category that contains monsters that use missiles is a large one, with members ranging in strength from goblin rockthrowers to greater titans.

There seems to be two types of monsters that use missiles: those that have an ample supply of ammunition to fire or throw, such as users of rocks / arrows / quarrels, and those that can throw a melee weapon as a once-off special attack such as orcish monsters of many ranks with their weapon of choice.

As with melee attacks, the PC's DV and PV are factors in determining their chance of dodging an attack and how much damage they will take from a hit respectively. The damage dealt by the attack obviously depends on the type of missile used and seems to depend on the melee attack power of the attacker, with weaker creatures dealing little damage with missiles and giant folk dealing significantly more.

The monster memory identifies monsters with the ability with the line They use missile weapons.

Elemental breath attacks[]

Elemental breath, along with missile attacks, is one of the more common special monster abilities in ADOM. Fire breath seems to be the most common, and is possessed by a diverse range of creatures, whereas cold and acid breath are rarer. Lightning breath is associated with creatures of air. Elemental breath seems to be treated as a bolt spell for purposes of monsters' resistance.

The power of a creature's elemental breath attack seems to depend on the strength of the creature using it, with red worms usually dealing little damage with it and great red wyrms dealing quite a bit of damage even to PCs that have two resistances to fire, for example. The range of the breath attack also depends on the creature, with wyrms and lightning lizards having a notably long reach with their breath. Lightning breath bounces off walls, so the PC should try not to be in a closed space with a creature that can use it.

Resistance to the corresponding element can help PCs reduce damage taken from elemental breath, and elemental immunity practically eliminates any injury the PC may otherwise suffer from the attack. Inventory destruction may still occur if the attack hits the PC though, depending on the element in question. PCs with high alertness can often dodge breath attacks completely; high dodge skill also helps (but to a lesser extent).

Lists of monsters that have elemental breath attacks:

Water breath attack[]

Water breath deals non-elemental damage to the PC, and can rust iron items and ruin paper ones. Having water breathing reduces the damage by around 67%.

The monster memory will identify monsters with this ability with the following line:
They are able to breathe water.

The full list of monsters with the ability can be viewed here.

Shrapnel breath attack[]

Shrapnel breath deals non-elemental damage to the PC, and can destroy items not made of mithril, truesilver, eternium, or crystal. There does not appear to be any way to reduce the damage.

The monster memory will identify monsters with this ability with the following line:
They are able to breathe a hailstorm of pebble shrapnel.

Stone dragon hatchlings, Stone dragons, Ancient stone dragons, Great stone wyrms, and Katharamandus possess this ability.

Ranged non-combat abilities[]

Power drain[]

Magebane eyes and magedoom eyes will steal PP from the PC at random intervals, with the message "Something drains your magical reserves!". Magebane eyes seem to only steal one point at a time, whereas magedoom eyes can steal a few more. Eyes that cannot even see the PC can steal their PP from adjacent rooms, and even eyes that are not hostile to the PC will steal their PP. High Willpower reduces the chance for PCs to be affected by PP drain.

The monster memory will identify monsters with this ability with the following line:
They are able to drain mana in their surroundings.

Banshee wail[]

The banshee's wail, when used, will instantly kill all creatures within a few squares of the banshee that hear it. The PC can save himself/herself from the wail by becoming (temporarily) deaf, or somehow stopping her from wailing. Damage from the wail can also be reduced by an amulet of protection from undead.

While many non-playable creatures will also be instantly slain if they hear the banshee wail, some of them are immune to it. Details can be found on the Banshee page.

Petrifying gas attack[]

Petrification gas is exclusive to gorgons, and they appear to not use it very often. When used it will instantly kill any target within two spaces in front of the gorgon, unless they have petrification resistance and/or dodge the breath.

The monster memory will identify monsters with this ability with the following line:
They are able to breathe petrification gas.

Spore breath[]

Spore breath is exclusive to fungoid sporecasters. It can inflict slow, paralysis, confusion, and sickness, or any combination of these statuses.

The monster memory will identify monsters with this ability with the following line:
They are able to breathe a cloud of spores.

Defensive abilities[]

Elemental immunities[]

Many monsters in the game are immune to attacks based on a certain element, and some are immune to more than element or even all of them. Monsters take no damage at all from attacks related to the element, whether these are from the PC's spells, vortex explosions or fire damage from traps.

Almost all monsters that have an attack based around a certain element have a corresponding immunity to it; exceptions include chaos lizards and fairy dragons, which breathe all elements but are immune to none. Some have less obvious, but still thematic connections to some elements, such as most demon monsters being immune to fire and yetis being immune to the cold.

Lists of monsters with elemental immunities:

Non-elemental immunities[]

Some creatures in the game seem to be completely immune to certain status conditions, which could otherwise be used to disable them. The game does not seem to communicate when monsters resist such attacks completely, through the monster memory or otherwise.

Poison[]

Constructs, undead, the Snake from Beyond, Yulgash, and Andor Drakon are immune to poison.

Confusion[]

Undead, the big casino guard, the Ancient Chaos Wyrm, Nuurag-Vaarn, and Andor Drakon are immune to confusion.

Blinding[]

Constructs and undead are immune to blindness.

Stunning[]

Constructs, undead, the Ancient Chaos Wyrm, Yulgash, the Ancient Stone Beast, and Andor Drakon are immune to stunning.

Paralysis[]

Constructs, undead, the Ancient Chaos Wyrm, the Ancient Stone Beast, Nuurag-Vaarn, and Andor Drakon are immune to paralysis.

Polymorphing[]

The set of monsters immune to potion of exchange polymorphing seems to be all monsters that cannot be wished for. Monsters with a special wish interaction (shopkeepers, emperor moloch, quickling bard, and minotaur emperor) are not immune. Non-immune monsters can still avoid the effect by dodging the potion.

Petrification[]

All monsters that cannot be wished for, molochs, greater molochs, and the emperor moloch are immune to petrification.

Death Rays[]

Certain monsters will always shrug off the PC's death rays. This doesn't necessarily mean they are immune to damage from other monsters' death rays.

The full list of monsters resistant to death rays can be viewed here.

Regeneration[]

Monsters with the power to quickly regenerate will regain a few hit points at the end of every turn, making it harder to wear down their health.

The monster memory will identify monsters with this ability with the following line:
They are able to quickly regenerate.

The full list of monsters with the ability can be viewed here.

Karmic backfire[]

Main article: Karmic creatures

The PC has a chance to suffer a negative change to their intrinsics if they successfully hit a 'karmic being' with a melee attack. A description of this effect and a list of karmic beings are provided in the main article.

Acidic skin[]

Creatures with acidic skin, gray oozes and ochre jellies, will injure the PC and/or try to damage his/her equipment if (s)he engages in melee with them.

If the PC attacks with a weapon, that weapon may become corroded which reduces its to-hit and damage ratings; the weapon's resistance to become corroded depends on its material, with adamantium rarely becoming corroded and eternium, crystal and stone being completely immune to the effect. Weapons that are corroded too many times will be destroyed.

It the PC uses an unarmed melee attack, and does not have acid resistance, they will take damage if they are not wearing gauntlets (leather gloves of any kind won't do). If they are wearing gloves or gauntlets, these may be damaged (causing a reduction in PV) or destroyed completely. PCs that try to kick creatures with acidic skin will either injure themselves if not wearing boots, or risk damaging the boots if they are. Note that having at least one count of acid resistance seems to prevent both injury to the PC and damage to their armor.

The monster memory will identify monsters with this ability with the following line:
They are covered in acid.

Paralytic skin[]

Monsters with this ability will sometimes paralyze the PC for some turns if (s)he hits them with a melee attack. Paralyzation resistance will prevent this from happening.

The monster memory will identify monsters with this ability with the following line:
They are covered in paralytic fluids.

The only known monsters that have this ability are floating eyes, gelatinous cubes and stone oozes. Dorn Beasts have a defensive ability that acts very similar to paralytic skin, except that the PC will be paralyzed before it can attack and it can be prevented if the PC cannot see the beast.

Spellcraft[]

All monsters that have at least one of these abilities are noted in the monster memory with the line They are able to cast spells. (thus not distinguishing which of the abilities a monster can or cannot use).

Confusion[]

Many spellcasting monsters can magically confuse the PC from a distance. The spell covers a wide radius around the caster, unobstructed by walls. The player is alerted to attempts from monsters to confuse the PC by the message "Some force seems to attack your mind!".

The radius and effectiveness (i.e. how long the spell keeps the PC confused) depends on the spell power of the monster. Some monsters notable for their potent and wide confusion attack are the Ancient Chaos Wyrm and emperor liches. Having intrinsic confusion resistance will reduce the length of time that the PC stays confused for once affected by the spell, but does not usually seem to prevent the PC from becoming confused. The PC's willpower, mana and luck also seem to be factors in determining the success or failure of a monster's confusion attack.

Energy blast[]

Energy blast is a spell that travels in straight lines and deals non-elemental damage to a target that it manages to hit. As with all spellcraft, the power of an energy ray depends on the type and possibly level of the caster. No intrinsics seem to allow the PC to resist the attack (not even shock immunity), so the PC will have to try to avoid it; having a high Alertness usually allows PCs to avoid the attack, and making sure there isn't a straight line between the caster and the PC prevents it altogether (though obviously this would be a difficult tactic to maintain).

Dark sages, dark elven wizards, the Ancient Chaos Wyrm, Nuurag-Vaarn, Andor Drakon, Gaab'Baay, Khelavaster, and Ruun have this ability. The ability was also available for boss monsters; currently, Tycho the living wall is known to use it.

Glowing balls[]

Main article: Glowing balls

This spell will launch a glowing ball fire-based projectile at the PC. Many spellcasting monsters are known to have the ability, including all wyrms, liches, and both druids.

Cone of cold[]

Cone of cold is a spell that is fired like a projectile rather than always moving in straight lines, and deals cold damage. Obviously, PCs that have cold resistance will take reduced damage from it, and PCs that have cold immunity will resist all damage from it. High alertness will help the PC to avoid it.

So far ogre magi, Nuurag-Vaarn, and the Ice Queen are known to use the spell, as well as a few boss monsters.

Shock bolt[]

Shock bolt is a spell that is fired like a projectile rather than always moving in straight lines, and deals shock damage. High alertness will help the PC to avoid it. Even if hit, PCs have a chance to not take any damage from the spell.

Kobold shamans, Nuurag-Vaarn, Khelavaster, and Andor Drakon are known to use this spell.

Healing[]

Some monsters have the ability to significantly restore their HP using magic. Many wyrms, including the bosses Ancient Chaos Wyrm and Srraxxarrakex, as well as all liches have the ability. A few boss monsters seem to have it as well.

Stat drains[]

Some monsters have a melee range spell that permanently decreases one of the PC's stats, chosen at random, by 1d3. This tends to be one of the most frustrating monster abilities in the game since permanent stat losses are hard to recover from, and unlike stat-draining melee attacks the spell does not check DV and PV. Staying out of melee range is the best way to prevent this from happening, but this is may not be a feasible tactic for PCs that rely on melee and is hard to do even for spellcasters against monsters that confuse the PC or teleport over to them.

Keethrax, Greater daemons, minotaur mages, lich kings, emperor liches, great white wyrms, Nuurag-Vaarn, Keriax, Khelavaster, Gaab'Baay, and Andor Drakon are known to have stat draining spells.

Curse[]

Monsters with this ability can curse a random piece of the PC's inventory or equipment if in melee range with him/her. Sometimes, the monster will target the PC himself/herself instead, inflicting him/her with the cursed intrinsic; the PC can often resist this depending on his/her mana score, though. Having the PC's items cursed is often annoying if the PC lacks suitable means of uncursing, such as blessed scrolls of uncursing. For PCs relying on girdles of carrying or girdles of greed, having these cursed could be a disaster.

Green hags, annis hags, black wizards, emperor liches, Keethrax and Nuurag-Vaarn are known to curse the PC or their items.

Death ray[]

Main article: Death ray

Death ray is in most circumstances the most dangerous spell in the game, killing any target it hits that doesn't have resistance to death attacks and seriously injuring those that do. More about the mechanics of the spell, and the monsters that cast it, can be found on the article.

Invisibility[]

Some monsters in the game can cast invisibility on themselves as a defensive tactic, though obviously this will no practical effect as long as the PC can see invisible.

Ogre magi, the cat lord, Nuurag-Vaarn and the ancient sage all can cast invisibility on themselves.

Teleport other[]

Fairy dragons, Guth'Alak, Zebu the blink dog, and Rakki the ratling thief, are known to cast a spell that teleports the adjacent PC away from them instead of teleporting themselves.

Special[]

Breeding[]

Certain monsters are capable of duplicating over time. The rate at which they duplicate varies from monster to monster. Jellies which duplicate split their HP when they duplicate.

The monster memory will identify monsters that breed with the following line:
They are able to duplicate.

A full list of breeding monsters can be found here.

Summoning[]

Main article: Summoner

Certain monster are able to summon other monsters to assist them in battle.

The monster memory will identify monsters that summon with the following line:
They are able to summon help.

A full list of summoners can be found here.

Miscellaneous[]

Phasing[]

A number of monsters are able to pass through walls and doors. These monsters are unable to pass through undiggable walls, however. Phasing also confers immunity to the telekinetic abilities of Mindcrafters

The monster memory will identify monsters with this ability with the following line:
They are able to pass through solid objects.

The full list of normal monsters able to pass through walls can be found here. Certain boss monsters are also capable of passing through walls.

Digging[]

A number of monsters are able to dig through dungeon walls leaving behind rocks, huge rocks, ores or gems. Such behavior seems to be random when the monsters are neutral to the PC or are unable to see him/her, but seems to be more "intelligent" when they are actively moving to the PC's location. More common digging monsters can sometimes be exploited to dig out huge sections of the level to obtain materials for Smithing or magical gems through Gemology. This tactic is especially effective on the levels with anthills as digging ants are generated en masse.

The list of monsters with digging abilities includes giant ant workers, giant ant warriors, giant raccoons, bulettes, dwarves and (greater) molochs.

The monster memory will identify digging monsters with the following line:
It is able to dig through the ground. or They are able to dig through the ground.

Teleport self[]

Monsters with this ability can teleport themselves to random locations. They will use this ability more frequently when they have been disabled by something other than paralysis.

The monster memory will identify teleporting monsters with the following line:
They are able to teleport.

Occasionally, non-teleporting monsters will be given this line due to the PC seeing them be affected by teleportation traps.

Stealing[]

Monsters with this ability can attempt to steal the PC's gold if in melee range with them. The message "The <foo> fingers your pockets." indicates an attempt, and the message "Your purse feels lighter." indicates that the thief was successful. Attempts to pickpocket are not always successful, and can always be prevented if the PC is wearing a money belt. There's a chance that some percentage of the stolen gold will be taken by the god of thieves, essentially removing it from the game.

The monster memory will identify monsters with this ability with the following line:
They are damned thieves.

Suicide attack[]

Two monsters in the game—giant bee workers and giant bee warriors—can only perform one successful melee attack as doing so will instantly kill them (as normally happens to bees in real life, albeit not that fast—their stingers remain lodged in the victim and are torn from their bodies, lethally eviscerating them). Both these monsters will have the following line in the monster memory:

It dies when hitting an enemy. or They die when hitting an enemy.

Web-spinning[]

Cave fishers, large spiders, giant spiders, and tarantulas will leave large webs as they move around dungeons.

The monster memory will identify monsters with this ability with the following line:
They are able to spin webs.

Floor item destruction[]

Monsters with this ability will periodically dissolve items lying on the ground in the space which they occupy. Only one item (or stack of identical items) will be destroyed at a time. All non-artifact items are vulnerable to this destruction, regardless of what material they are made out of. The gelatinous cube is the only known monster with this ability.

The monster memory will identify monsters with this ability with the following line:
They are able to dissolve objects.

Mimicking[]

Mimics, master mimics, greater mimics, and mimic hiveminds are able to disguise themselves as items. Walk commands will not treat disguised mimics as monsters, and the PC will remember their location, even if out of line of sight. Mimics can be distinguished by using item or monster detection, attacking the square they are on, or by their (usually) strange colors. Apparently mimics can only disguise as the following items: Iron ration, Potion of water, Robe, Dagger, Wand of light, Ring of fire resistance

The monster memory will identify monsters with this ability with the following line:
They are able to mimic objects.

Power adjustment[]

Certain monsters will adjust their level depending on the PC's level. These monsters include molochs, greater molochs, and the PC's undead slaves.

The monster memory will identify monsters with this ability with the following line:
They adjust in power.

Diagonal movement[]

Certain monsters prefer to use exclusively diagonal movement when pursuing the PC. This can make sacrificing and maneuvering around them more difficult. This behavior is not noted in the monster memory.

A full list of monsters exhibiting this behavior can be found here.

Ignore traps[]

Monsters with this ability will not trigger floor traps. Monsters lose this ability when they are afraid.

A full list of monsters with this ability can be found here.

Ignore water[]

Monsters with this ability can freely move through water squares.

The monster memory will identify monsters with this ability with the following lines:
He/she ignores water. or They ignore water.

A full list of monsters with this ability can be found here.

Ignore/destroy webs[]

Certain monsters will always ignore or destroy webs. These monsters include most vortexes, spiders, and dark elven monsters.

Elemental vulnerability[]

Monsters that are vulnerable to an element take double, triple, or quadruple damage from that element. The multiplier is determined randomly each time they take damage. Also, they take additional damage equal to their PV, twice their PV, or three times their PV, depending on the multiplier rolled.

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