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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.
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:
|3 or less||d8|
|9 or more||d11|
The result of this die roll is given by the following table:
|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)|