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"This page describes the generation of defensive items, but not how monsters use them."
When a monster is generated, there is a chance that it will be given a defensive item in order to protect itself from hostile adventurers. This will happen if the monster's level equals or exceeds the roll of a d50.[1]
The following monster types are ineligible for defensive items:
In addition, regular soldiers have a 12/13 chance of missing out on the defensive item roll.
If chosen to receive a defensive item, the monster selects and rolls a die according to its difficulty:
| Difficulty | Roll |
|---|---|
| 3 or less | d8 |
| 4–6 | d9 |
| 7–8 | d10 |
| 9 or more | d11 |
The result of this die roll is given by the following table:
| Roll | Outcome |
|---|---|
| 1–2 | scroll of teleportation |
| 3 | scroll of create monster |
| 4 | potion of healing |
| 5 | potion of extra healing |
| 6 | potion of full healing (potion of sickness for Pestilence) |
| 7 | wand of teleportation (33%) or scroll of teleportation (67%) (reroll up to 2 times if no-teleport level) |
| 8 | wand of digging (nothing for floating eyes, shopkeepers, guards, and temple priests) |
| 9 | wand of create monster (33%) or scroll of create monster (67%) |
| 10 | (teleport item, same as case 7) |
| 11 | (create-monster item, same as case 9) |