|Sees in the dark?||Yes|
Molochs are extremely strong yet slow monsters in ADOM. They are powerful opponents with an extremely high PV, which makes weapons such as Phase Daggers excellent against them. They are immune to fire and cold. Note that they don't use a KPL system like most monsters, and instead adjust in power dependent on the level of the PC.
Molochs are capable of shattering an altar by walking onto one; this will cause a deity to get angry and attack the moloch with an energy bolt, though it will usually shrug this off. Doomed PCs have to beware of this—if the PC is standing next to the shattered altar at the time, the bolt will accidentally hit him/her.
Special abilities[edit source]
- Immune to cold and fire
- Occasionally shrugs off bolts and other resistible magic
- Immune to death rays and petrification
- Immune to telepathic mindcraft
- Penetrating melee attack
- Rapidly regenerates
- Power adjustment
- Smashes altars
- Can dig through walls
- Diagonal movement
- Can break down doors
Level: 1, DV: 5, PV: 40, Hits: 307, Attacks: 1, Damage: 6-72, Speed: 60.
Level: 26, DV: 21, PV: 45, Hits: 444, Attacks: 3, Damage: 14-80. Speed: 60.
Corpse effects[edit source]
Reduces Dexterity by 1. Chance to increase Toughness by 1, or potential Toughness by 1 if Toughness is at potential. The increase is less likely the higher Toughness is, with less than a 10% chance of working once Toughness is 31 or higher. Cannot increase Toughness higher than 55.
There might be a physical being inside the hulking armor, but most who dare to look report only seeing a stifling darkness accompanied by flowing waves of hatred and malevolence. While their movements are fairly slow, they are made with such directed hatred that even the strongest substances yield beneath their power.