Monster template

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In some variants, "Undead" is a property that may be acquired by other creature types, instead of or in addition to being a hard-coded property of certain monsters.

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Zombies

Zombies are found in groups throughout the Dungeons of Doom. Most natural monsters that leave corpses can be found as zombies. Zombies have a tendency to get up again after being killed (~50% chance), and the corpses of monsters injured by zombies will also rise from the dead as zombies. In addition, the dead walk in the presence of a dread seraph.

Zombies are resistant to piercing and bludgeoning weapons, and do double normal damage in melee. However, they tend to move slower than living monsters. Monsters with natural speeds greater than 6 will have their speed reduced by half, to a minimum of 6.

Zombies are mindless and immune to cold, sleep, and poison. As undead, they take extra damage from blessed weapons. Zombies suffer a 2-point penalty to AC.

Skeletons

Skeletons are only found on a few special levels. Skeletons don't leave corpses when killed, so they will not revive. However, the corpses of monsters injured by skeletons may rise from the dead as zombies.

Skeletons are resistant to piercing and slashing weapons, and gain a slowing melee attack. However, they tend to move slower than living monsters. Monsters with natural speeds greater than 6 will have their speed reduced by 14, to a minimum of 6.

Skeletons are mindless and immune to cold, sleep, and poison. As undead, they take extra damage from blessed weapons. Skeletons receive a 2-point bonus to AC.

Crystal Dead (Vitreans)

Crystal Dead are only found on one special level. Vitreans leave glass statues when killed and don't rise from the dead.

Vitreans are resistant to piercing and slashing weapons, and gain an enhanced cold touch attack.

Vitreans are mindless and immune to cold, sleep, and poison. As undead, they take extra damage from blessed weapons. Vitreans receive a 6-point bonus to AC.

Witnesses of the Great Fracture (Witnesses)

Only Kamerel are eligible to become Witnesses, and Kamerel are not eligible to become zombies. Kamerel Witnesses can be found throughout the upper levels of the neutral quest. Witnesses do not leave corpses, but have intrinsic life saving which triggers 50% of the time. Each time a Witness is revived by its intrinsic life saving, it gains 4 levels.

As undead, Witnesses take extra damage from blessed weapons. Witnesses have claws of broken silver mirrors.

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