Ah, this game is a remake of the SNES Eye of the Beholder,
complete with a similar layout. It is remade using 3rd
edition ruleset, but analysis made it clear they didn't put
much effort in ensuring all the... quirks... are removed.
This FAQ details in the monsters you can expect to find in
this game. I should hope that's obvious from the title I've
given it. This data was extracted by poking about the game's
internal stuff, though I still had to translate what most of
the bits meant. I think I got most of it.
There is a lot the game has, but a whole lot it just isn't
telling you. I had to dig into the game to even get a rough
idea what almost any of these stats were. Everything I list,
the game refuses to tell. Even the names are never revealed
to you at any point. Now that's just sad. Especially since
there are some monsters who share the same miniatures.
So, with all that said, I do hope you find the information
useful in some way. This is a near-complete information of
all the enemies in the game. What little left to find out is
probably not all that relevant anyway.
Monster Name - Extracted name. You never actually see this.
Floor - Which floors the monster can be found in.
A is floor 10. 0 is floor 0 (called Secret Area).
At:Dmg - Attack bonus (chance to hit) and damage dealt.
If * is visible, the monster uses a ranged attack.
If ? is visible, it's using ammo as a melee weapon. Don't ask.
If ! is visible, the weapon has a secondary effect. Watch out!
In - Initiative bonus. How likely the monster will act first.
S - Speed. Number of squares it can travel in one move action.
Hit dice - Monster hit points.
##d..+.. - Number of dice (this is the HD)
..d##+.. - Sides of each dice Yes, the enemy's HP is
..d..+## - Flat bonus to HP determined randomly.
If * is visible, HD is counted one less than indicated
for various things based off of level, such as spell
duration, or how many of these that Sleep will target.
AC - Derived AC value. This includes equipment and Dexterity.
Fo:Re:Wi - Saves: Fortitude, Reflex, and Will.
I've already included effects of stats and feats.
<Srch> - Search tag for locating monster in my guide.
While not an all-encompassing section to deal with
everything you'll ever come across, this section does
provide some information that pertains specifically to
monster encounters.
For lack of a better title (MISC. INFORMATION came close), I
chose TIPS & TRICKS as they do let you know what to do to
gain an advantage, even if unintuitive.
Here's what happens when you select Fight from the menu:
* +2 Initiative to each character in your party
If a fight starts through any other method, this happens:
* +2 Initiative to each enemy
Therefore, with a possible 4 point adjustment to Initiative,
you are highly encouraged to go into the menu to hit fight.
The battles right around that corner will always get this
advantage against you, as you can't menu-fight them.
The Hide state prevents the character from being targeted
until the character acts, which is also nice in its own way,
but even insane stats have a harsh chance to fail if you
don't select to Fight from the menu.
3. 2 --------------------- Modifiers to Attack/AC ----------------------<aa23>
The following affects your chance to hit as follows:
+ 2 - Flanking (Have someone on the opposite side)
+ 1 - Point Blank Shot w/ ranged weapon within 4 squares
- 4 - Attacking past a corner
- 4 - Shooting past a creature to hit another one
- 4 - Shooting an engaged enemy (without Precise Shot)
Flanking: Just have someone on the opposite side of an
enemy. Both characters on each side get the Attack bonus.
Rogues also get their bonus damage against living enemies.
Point Blank Shot: When shooting an enemy no further than 4
spaces away, get +1 bonus to attack. You need this feat,
Point Blank Shot, to get this bonus.
Corners: Attacking past a corner imparts a significant
penalty. This happens with both ranged and melee attacks.
Attacks of opportunity are not allowed past corners.
Shooting past others: For each creature in a line between
the shooter and target, a cumulative -4 penalty is applied.
Shooting engaged foes: If an enemy attacked one of your
characters with melee weapon, there's a -4 penalty to shoot
that enemy at range. Precise Shot feat negates this penalty.
When moving about, the game checks the following:
* 4 steps ahead
* 1 step to the left
* 1 step to the right
* 1 step behind you
Some encounters trigger when 2 or more steps away. You can
deny this extra range by simply walking backwards, and can
always guarantee you trigger a fight much closer than
designed, or to avoid a few entirely.
Rather than walk forward to the enemy group, walk backwards.
Of course, you can't try menu->fight, so you'll be at an
Initiative disadvantage, but here the enemy formation is
reversed, potentially putting their ranged units in melee
range. Note, your own formation will also be reversed.
Keep in mind that, if you have a large enough party, some
enemies in that group will be displaced to surround your
party. For a six-person party, slots 3 and 4 will likely be
safe from attack.
3. 5 ------------------------- Party Formation -------------------------<pf73>
Above is the order your living party enters combat (dead
ones are skipped). Rotate this for whatever facing you take.
If a monster is right around a corner, you can't actually
face them directly, so you might want to put a Fighter in
slot 3 (if to the left OR a wall is on a side) or perhaps
slot 4 (if no wall AND to the right). Obviously, if you are
backing up to an encounter, you'll want your strong ones in
the back.
I will list every stat and explain what I know about each
and every monster. There isn't room in the quick list to
list things like inventory, feats, spells, and specials, so
they're all here instead.
I may occasionally list a number (x2) along with some spells
and items, this means it has that many of it. Without it, it
is implied they have exactly one of that thing. This count
is entirely ignored by the game despite internal listing,
and they can endlessly use spells or ranged attacks without
ever running out of the appropriate thing.
Enemies will only ever use spells to target your characters.
This means that, even though there are beneficial spells in
the enemy's list of spells, these will never be cast as they
will never target another monster for any reason.
Due to some glitch, some monsters may have more than one
copy of the same feat. Duplicates do not give further
benefit as opposed to having just one of that feat.
List of feats |Inventory
--------------------+-------------
Alertness |Short Sword
Martial Weapon Prof.|Leather Armor
Atk: 1d6 damage : +5 Attack : +1 Initiative
Def: 1~4 HP : 15 AC : 0 Fort : +2 Refl : +2 Will
First fight is versus five of these. Idealized hit chances:
Ideal start defense|Ideal start offense
-------------------+-------------------
10 base AC | +1 Fighter Lv1
+5 DEX:20 | +5 DEX:20 w/ Weapon Finesse
+1 Small size | +1 Small size
+2 Leather Armor |
+1 Buckler |
-------------------+-------------------
19 AC | +7 Attack
35% to be hit | 65% to hit them
More likely, your 14 STR, 13 DEX Human Cleric will hit with
40% chance and be hit 60% of the time. They will hit rather
often, and generally make your first fight a particularly
uncomfortable one. Wizard can use Magic Missile for a high
chance to slay one (81.25%) or Sleep to disable a group. I
recommend Sleep, but it can burst to hit your guys, too.
They use the same miniature as the Kobold Guards, who have
more HP and AC, with significantly weaker attacks. It would
be lovely to attack these Swordsmen first, but you have to
guess who's who, as they look identical.
After you reach the Inn, things get easier because you have
access to Chain Shirts, large shields, and Bucklers. This
levels the playing field a bit, with 7 AC from equipment to
save you instead of 2 (Leather Armor only).
Side note: Sleep is real funny. It targets entire groups,
and when asleep, any physical attack, including a Sling from
10 squares away, will be 100% instant death, with no chance
to miss. This can hit your guys, too, so learn of its 3
square radius and hope to Sleep them before they approach.
This one spell helps to trivialize Kobold encounters, which
is good, since they're kind of unfair with hit rates.
List of feats |Inventory
-------------------+---------------
Alertness |Halfspear
Simple Weapon Prof.|Studded Leather
Atk: 1d6-2 damage : +2 Attack : +1 Initiative
Def: 3~6 HP : 16 AC : 0 Fort : +2 Refl : +2 Will
They hit much less often than the visually identical
Kobold Swordsman, but to make up for that, they have more HP
and AC, meaning Magic Missile is unlikely to slay in one
shot. This would be a lovely thing to keep in mind, if, you
know, you can actually tell apart who the two are!
In any case, when they do hit, it's for 1~4 damage, with
3 chances out of 6 to be 1 damage. Until you get to the Inn,
they will still be frustrating like the Swordsmen, so keep
that Sleep spell in mind. Sleep is more useful against these
Guards, as Magic Missile won't be so likely to kill.
List of feats |Inventory
-------------------+-------------------
Alertness |Light Crossbow
Simple Weapon Prof.|Crossbow Bolts (x3)
|Leather Armor
Atk: 1d8 damage : +7 Attack : +2 Initiative : Ranged
Def: 1~4 HP : 16 AC : 0 Fort : +3 Refl : +2 Will
The Light Crossbow does 1d8 damage, and the hit rate is
enhanced by their small size and that high Dexterity. They
are rather painful to a group just starting out, as that
offense is just deadly so quickly. If you can get up to
them, the attacks of opportunity you get might force them to
stop shooting you sooner (by killing them). Maybe.
They're a good target for Magic Missile, as it has 81.25%
chance to outright kill one. Sleep, as usual, is also a good
idea to cripple the whole group, and even if you don't get
the archer, perhaps you got his buddies, and can then walk
to the archer sooner.
One trick you can try is to walk backwards to the group,
assuming you know the group has archers. This reverses the
formations of both your party and the enemy's, so make sure
you don't leave your Wizard cornered and in danger.
List of spells | List of feats |Inventory
--------------------+-------------------+-------------
Cure Minor Wounds |Alertness |Chain Shirt
Inflict Minor Wounds|Armor Prof. (Light)|Light Mace +1
Cause Fear |Combat Casting |
Cure Light Wounds |Simple Weapon Prof.|
Protection from Good|
Charm Person |
Atk: 1d6-1 damage : +8 Attack : +1 Initiative
Def: 1~8 HP : 17 AC : 0 Fort : +2 Refl : +7 Will
This one's pretty dangerous. The Light Mace +1 is a potent
weapon (1d6+1 damage), but not so much when backed by -2
Strength penalty. The terror here is Charm Person.
Charmed status is evil:
* Prevents action
* Lasts forever in combat (this casting lasts 30 steps out of combat)
* Nothing dispels it -- That character is stuck until combat finishes
* Will save DC 11 stops it (50% chance with zero Will save bonus)
Moon Elf and Half-Elf are outright immune. High Will save
helps, and Shield Dwarf gets +2 bonus, too. A charmed
character can still make attacks of opportunity for whatever
reason, but other than that and the possibility of soaking
hits, you'll have to make do with your remaining guys.
As with other enemies with spells, they will never use the
beneficial ones, as they are no good to target on enemies,
and they will only ever look to attack you. So, although the
Kobold Adept has three beneficial spells, you'll never see
Cure Light Wounds ever used on anything. Cause Fear and
Inflict Minor Wounds are used at times, but are far less
disasterous than Charm Person.
Magic Missile has 50% chance to kill one outright. Sleep is
not as effective against that Will save, but these often
come with other Kobolds who can be affected, so although it
isn't as likely to knock the Adept down, you'll still want
to disable most of the group as soon as possible.
List of specials | List of feats |Inventory
----------------------+-------------------+------------------
Immunity to Cold |Improved Initiative|Skeleton Claw (x2)
Half Damage (Piercing)|
Half Damage (Slashing)|
Undead |
Atk: 1d4 damage : +0 Attack : +5 Initiative
Def: 1~12 HP : 14 AC : -5 Fort : +2 Refl : +2 Will : Undead
Cleric, use Turn Undead, in Skills menu. Battle = over.
Minus a Cleric, you get Morningstars from the Inn, to get
around those half damage specials. They're easier to fight
than the Kobolds you had to get through to reach them, aside
for the potential of having up to 12 HP and half damage.
They're less likely to hit than even the Kobold Guards, and
only slightly more damaging on average. They have less AC
than Kobold Swordsman, but may take a beating depending on
their Hit Dice roll. Of course, you could always have a
Cleric use Turn Undead and blast the whole group, with the
Cleric's Charisma adding to the destructive power.
Only thing to really worry about is the fact they have high
Initiative and are likely to go first. These are the only
skeletons in the first floor to worry about.
List of specials | List of feats |Inventory
----------------------+--------------------+-----------
Immunity to Cold |Armor Prof. (Light) |Scimitar
Half Damage (Piercing)|Improved Initiative |Chain Shirt
Half Damage (Slashing)|Martial Weapon Prof.|
Undead |
Atk: 1d6 damage : +6 Attack : +5 Initiative
Def: 1~12 HP : 18 AC : -5 Fort : +2 Refl : +2 Will : Undead
Cleric: Turn Undead. Win.
Far, far more accurate than the Clawguard, and have higher
AC as well (the highest until Albrik). They're definitely
more dangerous, but the fact Turn Undead works just as well
means you can just take that shortcut and win really fast.
Do hate the fact the miniature is identical to Clawguard, as
they're more powerful than a Kobold Swordsman.
If you lack a Cleric, or ran out of Turn Undead attempts,
these guys will be sure to frustrate you with that AC. Keep
trying with that Morningstar or Magic Missiles.
You start finding these things on floor 2, by the way.
Spec. |Inventory
------+-----------
Undead|Zombie Slam
Atk: 1d6+2 damage : +0 Attack : -1 Initiative
Def: 5~27 HP : 12 AC : -5 Fort : -2 Refl : +3 Will : Undead
Cleric! Use that Turn Undead! They have 2 HD, so expect a
higher failure rate than against the flimsy skeletons. An
extra Cleric level can fix that. They have lots of HP, so
it's worth trying Turn Undead a few times.
A high AC does put a good stop to them, at least. Anyone
with 20+ AC can only ever be hit at 5% chance. Which is
good, as they can put out 3 to 8 damage per hit. Trivial by
level 2, where you have Mage Armor to kill their hit chance
and a better Cleric for Turn Undead.
Of note, being Flatfooted negates Dexterity modifier to AC.
Not bonus, but modifier. This means that if you attack a
Zombie before they act, you deal with one more AC than
expected, so if you have a choice, try to attack one that
has already acted for that extra 5% chance.
List of feats |Inventory
--------------------+----------
Alertness |Heavy Pick
Armor Prof. (Light) |Hide Armor
Armor Prof. (Med) |
Martial Weapon Prof.|
Atk: 1d6+1 damage : +11 Attack : +1 Initiative
Def: 1~8 HP : 16 AC : 0 Fort : +2 Refl : +2 Will
These Kobolds show up as your first encounters in the third
floor. Even though they look identical to the Swordsman and
Guards you've been fighting, they are far, far stronger with
an insane hit rate. You did not get unlucky suddenly -- They
are just so much better!
Let's take a look at your possible AC...
10 - Base AC
+1 - DEX:12 (example; Not wonderful, but still gives some small bonus)
+4 - Chain Shirt (affordable, and doesn't interfere with move speed)
+2 - Lrg Wooden Shield
+1 - Buckler (hey, the game allows Buckler + Shield!)
+4 - Mage Armor (and this stacks just fine. You got this spell, right?)
----------------
22 total AC (could still be better, but not by much)
That's some good AC, eh? Despite this, they're cutting into
that good AC 50% of the time. Don't expose your Wizard.
The usual strategy of Sleep versus groups applies. Since
they count as 1 HD instead of 0, it's possible Sleep stops
short of targeting the whole group. Keep in mind, if you
give them time, they will chip down your Fighters quickly.
List of specials | Feats | Inventory |Spells
----------------------+---------+------------------+-------------
Immunity to Cold |Alertness|Skeleton Claw (x2)|Magic Missile
Half Damage (Piercing)|
Half Damage (Slashing)|
Undead |
Atk: 1d4+1 damage : +1 Attack : +0 Initiative
Def: 4~48 HP : 13 AC : -4 Fort : +1 Refl : +6 Will : Undead
4 HD means they are annoyingly durable, both in how hard it
is to successfully Turn Undead against them, and the HP you
have to chip through. The low AC helps things, and their
physical attacks are barely any more accurate than a Zombie.
The big reason to hate them is that they cast Magic Missile.
As you know, this spell can't miss (you have a Wizard,
right?), and so will always hurt someone for 2 to 5 damage.
Thankfully, they don't respect the fact they should get two
shots per casting, and if you can surround them, the attacks
of opportunity does have a chance to stop them.
In any case, they look just like the other skeletons you've
been facing. You'll spot them as the only ones standing when
you have your Cleric use Turn Undead to slay a group. You
may want to hang on to those Morningstars even when you've
found a shiny Longsword +1 or two.
List of specials | List of feats | List of spells |Inventory
-------------------+-------------------+--------------------+---------------
Undead |Alertness |Inflict Minor Wounds|Chain Shirt
Vampire Resistance |Armor Prof. (Light)|Bane |Ring of Pro + 1
Vampire Cold Resist|Armor Prof. (Med) |Cause Fear |Light Mace +2
Vampire Elec Resist|Combat Casting |Inflict Light Wounds|
Vampire Turn Resist|Simple Weapon Prof.|Protection from Good|
Vampire Slam |
Atk: 1d6+3 damage : +8 Attack : +3 Initiative
Def: 2~24 HP : 26 AC : -4 Fort : +5 Refl : +6 Will : Undead
Albrik the vampire. He would be really easy to Turn, if only
he didn't have that Turn Resist! Your Turn Undead will have
no effect at all against Albrik, but it'll still get rid of
his undead allies (2x Baneguard). A well-placed Snow. Swarm
should be pretty good at removing his living Kobold allies.
The derived AC is just plain unfair:
+ 4 Fighter Lv4 (Base Attack Bonus)
+ 8 STR:26 (Bull's Strength +5, Half-Orc w/ 20 STR plus Lv4 stat point)
+ 1 Longsword +1 (Fancy weapon you find)
+ 1 Bless (Lv1 Cleric spell; Cast in battle, target caster to use)
+ 1 Aid (Lv2 Cleric spell; Single target, however)
+ 2 Flanking bonus (have someone else on the opposite side)
-----------
+17 total Attack (roll 9 or higher to hit: 60% chance to hit)
More practically, you might have this:
+ 3 Rogue1/Fighter3 (Base Attack Bonus)
+ 3 STR:16 (A decent Strength roll without further benefits)
+ 1 Longsword +1
-----------
+ 7 total Attack (roll 19 or 20 to hit: 10% chance to hit)
You'll want everything you've got to boost your Attack.
Especially Bull's Strength. Regardless, you will miss often,
and getting past that AC is going to take a while.
Vampire Resistance: Reduces most incoming damage by 15.
+1 weapons ignore it: Longsword +1 (x2), Light Mace +1 (x1),
or Dagger +1 (x1) are the only such weapons to find by now.
You can buy Dagger +1, but it is really expensive.
Wizard spells aren't going to do any damage, with the only
viable spell being Aganazzar's Scorcher. You most certainly
won't have a Lv5 Wizard, but in case you find a way to go
solo, Fireball does humorous amounts of damage. Somehow,
Acid Splash does zero damage, don't bother trying.
Vampire slam: Energy Drain. -1 level's worth of experience.
Can stack, so you can go all the way down to zero. This has
no save, and can't miss. If Albrik needs to walk two spaces,
this prevents him from using it, but otherwise, your only
defense is to hope he doesn't use it. A healer can restore
the minimum experience needed to be at your current level.
The physical output isn't as accurate as Kobold Miner, but
can still do some damage. Inflict Light Wounds is about as
dangerous, but as a touch spell, he should be close enough
to trigger an attack of opportunity. If you surround him,
even better.
If you defeat his army quickly enough, it is less a matter
of "if you win" and more "when you win, and how many levels
your character in 1st slot will lose before then." The 'if'
still depends on whether you have enough Attack to hit him
with any useful frequency, but even 20% (+9 Attack) should
be a win, if rather frustrating in the meantime.
One feat | Inventory |Special
--------------+-----------+----------
Weapon Finesse|Spider Bite|Spider Web
Atk: 1d6 damage : +9 Attack : +3 Initiative
Def: 4~18 HP : 14 AC : +5 Fort : +6 Refl : 0 Will
These are the blue spiders. Spider Bite does 1d6 damage, and
is curiously accurate. The Spider Web hits a small area, the
Web Spinners are immune to this. (The Hunter version can be
hit by this, though)
Spider Web: Reflex save DC 20 (meaning it will likely hit
your guys in most cases). It causes Entangled, -4 Attack,
and -2 saves. The stats here are more due to glitches, as it
applies the -2 Attack twice and the -2 saves is due to
improper handling of multiple effects.
Entangled status itself just prevents movement. Every round,
your characters will try their Escape Artist skill to, well,
escape. This is done automatically at no cost to time, and
is the only use Escape Artist has, not counting your own Web
spells hitting your own guys elsewhere. Spider Web lasts
until the combat ends, and Escape Artist removes only the
Entangled state, not the minuses to Attack or saves.
Oh, and the minuses will stack with multiple Spider Webs. If
this happens, do feel free to weep a bit.
That said, the spiders are unremarkable compared to the
Kobold Miners you just fought. While Sleep will only ever
target 1 to 4 spiders at a time, the low Will save means the
Sleep spell is more reliable here than against Kobolds. It
doesn't matter how many times you are webbed, a sleeping
target will die 100% chance from a physical attack. Since
they have low AC, you should hopefully pound them in before
they stack the miss-causing webs.
One feat |Inventory
--------------+-----------
Weapon Finesse|Spider Bite
Atk: 1d6 damage : +9 Attack : +3 Initiative
Def: 4~18 HP : 14 AC : +5 Fort : +6 Refl : 0 Will
These are the dark grey ones. Their tricks are limited to
a rather high move speed (which you'll never notice) and a
single accurate 1d6 bite attack. Nothing else, not even a
little poison. Boredom is a more dangerous foe.
Amusingly, they can be hit by the Web Spinner's web, if they
are close enough to one of your guys. Sleep works as nicely
against them as they do the Web Spinner.
List of feats |Inventory
--------------------+-----------------
Great Fortitude |Trident
Martial Weapon Prof.|Lrg Wooden Shield
Shield Prof. |Kuo-Toa Bite
Atk: 1d8+2 damage : +4 Attack : +0 Initiative
Def: 4~18 HP : 18 AC : +6 Fort : +3 Refl : +7 Will
Pretty unremarkable. Though they have the Bite, it is never
used, because it isn't the first weapon. While they do have
the potential for 3 to 10 damage, this won't happen often
with that low Attack bonus, unless they target your Wizard
or something. Less accurate than the Kobold Swordsman, and
you really should have better armor since then.
They'll resist your Sleep spells often, thanks to that high
Will save. But this hardly matters, since they will do a lot
of missing your Fighters anyway, so just knock them down.
List of feats |Inventory
-------------------+-----------------
Great Fortitude |Sling
Simple Weapon Prof.|Sling Bullets (x3)
|Kuo-Toa Bite
Atk: 1d4 damage : +3 Attack : +1 Initiative : Ranged
Def: 4~18 HP : 17 AC : +6 Fort : +4 Refl : +7 Will
Sling does 1d4 damage. What. So while giving you "nastier"
foes, they decide to go from Kobold Archer's 1d8 crossbow
with good accuracy to 1d4 sling with mediocre accuracy?
The low damage means they're really not going to do anything
of any real threat against you. That is, if they even hit to
begin with. Along with Kuo-Toa Fighter, you won't feel much
pain from them.
List of spells | List of feats |Inventory
-------------------------+--------------------+------------
Inflict Minor Wounds (x2)|Great Fortitude |Trident
Resistance (x2) |Martial Weapon Prof.|Kuo-Toa Bite
Bane |
Hold Person |
Lightning Bolt (x2) |
Atk: 1d8+1 damage : +3 Attack : +0 Initiative
Def: 4~18 HP : 16 AC : +6 Fort : +3 Refl : +8 Will
This is a Kuo-Toa with a trident, but no visible shield.
This is the dangerous one to fight, thanks to Hold Person.
Ah, you want to know what the Held status does?
* Prevents action.
* Denies attacks of opportunity.
* Incoming physical attacks instantly kill, 100% chance.
Even a sling from a distance will 100% hit, 100% kill.
Had 31 AC and 56 HP? Whoops, too bad. Die in one hit.
Your Sleep spell did this to enemies, now they do it to you.
With 2 HD, this spell will only last one round, and the Whip
here can't take advantage of that himself. Depending on
Initiative, his buddies might, and that Fighter is gone.
Only your Will save helps here (DC 13).
Lightning Bolt may seem frightening, but being based on HD,
it'll only do 2d6 damage. It'll hurt, sure, but nothing like
what Hold Person can do. Nothing else this thing can do
really matters, so try to get to them as quick as you can to
minimize the chance Hold Person does something.
List of feats | Inventory |Spec.
-------------------+------------------+------
Armor Prof. (Light)|Padded Armor |Undead
Improved Initiative|Banedead Claw (x2)|
|Bandead Bite |
Atk: 1d4+2 damage : -1 Attack : +4 Initiative : -1 Dexterity
Def: 6~72 HP : 17 AC : -3 Fort : +2 Refl : +7 Will : Undead
First found at Albrik 2, last found by Colstan Rhuul. They
show up for a short time, but they can be painful with 6 HD.
Turn Undead might work, but expect to take several tries.
You'll probably have the levels on your Cleric to do it.
The nasty bit is the Banedead Claw. Every attack saps one
Dexterity. This happens on a hit or miss, there is no save.
They'll miss with a near-guarantee, yet it still drains DEX.
Just the act of targeting a character makes you lose DEX.
The loss is permanent until you ask an NPC healer for help.
It is possible to have them drain enough Dexterity that it
wraps around to 250+. May seem awesome, until you fail some
Dexterity related skills more often than you should, due to
how check results of 128+ is treated as negative. Healers
will not fix glitch-boosted stats, so your only hope would
be the Specials Unequip glitch to further adjust the stat,
or to sit around Banedead for a long, long time.
They are distinct from Zombies in that they have a single
large arm to identify them. Just be aware that, if you win
the battle with exactly zero Dexterity, the character is
considered quasi-dead, with the menu options restricted yet
the character will attend battles anyway.
List of specials | List of feats |List of spells
--------------------+-------------------+-------------------------
Undead |Alertness |Inflict Minor Wounds (x3)
Vampire Resistance |Armor Prof. (Light)|Bane
Vampire Cold Resist |Armor Prof. (Med) |Cause Fear
Vampire Elec Resist |Combat Casting |Inflict Light Wounds
Vampire Fast Healing|Simple Weapon Prof.|Protection from Good
Vampire Turn Resist |
Vampire Slam |
Inventory
-----------------
Mithral Chainmail
Ring of Pro + 1
Ring:Fire Resist.
Mrgstar +2 Frost
Atk: 1d8+3 damage +1d6 cold : +4 Attack : +3 Initiative
Def: 26~48 HP : 27 AC : -4 Fort : +5 Refl : +6 Will : Undead
Albrik returns. Supposedly more powerful than ever before.
That may be, but by now, you may have Fireball. Due to some
glitches, that ring isn't doing any favors, so fire away!
Still has that high AC, so you may really want that Fireball
to speed things up.
He's got all the same tricks as before, including worthless
spells and the experience draining Vampire Slam. You can try
Potn: Pro Neg Enrg for exactly two rounds of protection, or
cast the spell from a Lv5 Cleric for three rounds. You know,
you probably should just ignore the limited protection and
deal with the experience loss.
I think Mrgstar +2 Frost glitches at times. I don't know for
certain, but I have taken exactly one damage at one time.
Presumably, the cold damage overrides the basic damage, but
I'm really confused overall about this weapon. You do get it
after the battle is over. Feel free to try it out later on.
His undead army should mostly vanish to Fireball. Your
Cleric can also try Turn Undead to remove them, too, but the
Banedead are tough with 6 HD to eliminate. It can be done,
especially with high Charisma, so keep trying.
While Albrik 2 is technically tougher than the first
encounter, the jump in power you should experience since
then should make this little skirmish much, much easier.
List of spells | List of feats |Inventory
---------------------+-------------------+------------------
Inflict Minor Wounds |Armor Prof. (Light)|Ring of Pro + 1
Resistance |Armor Prof. (Med) |Lrg Mtl Shield + 1
Bane |Combat Casting |Longsword +3
Doom |Thug |Half-Plate +2
Protection from Good | |Gauntlets +1
Shield of Faith |
Hold Person |
Inflict Mod. Wound |
Curse of Ill Fortunes|
Bestow Curse |
Blindness |
Inflict Serious Wound|
Cure Critical Wounds |
Inflict Crit. Wound |
Poison |
Circle of Doom |
Flame Strike |
Atk: 1d8+6 damage : +3 Attack : +4 Initiative
Def: 10~80 HP : 26 AC : +7 Fort : +5 Refl :+11 Will
Oh, wow. Look at all those spells. He's got Flame Strike,
which can deal 20d3 damage of pure terror on your group. He
also has Hold Person, lasting a lovely 5 rounds. And wonders
of so many other spells, too! Which, curiously enough, makes
the fight less likely to be lethal, as he could just as
easily cast Inflict Minor Wounds and help you win faster.
I don't know where the game is getting chance to hit from.
It really looks like he's just getting a +3 bonus, meaning
if he attacks you with that Longsword +3, it will rarely, if
ever, hit you for 7 to 14 damage.
You'll want to deal with the Banedeads quickly, so as to
avoid losing too much Dexterity. After that, surround him
and hope the attacks of opportunity gets past that AC of
his whenever he tries a spell. Seriously, that 26 AC is
still pretty mean since the first battle against Albrik.
If you want to close the distance first thing, once you have
the doors open, walk backwards exactly two steps through
them, turn around, then step forth to battle. Your Fighters
are standing next to him. With Combat Reflexes, even if he
casts a spell first thing, you've got a shot to interrupt
the spell right away.
... Feats? |Inventory
--------------+-----------------
Ye, snap! What|Rapier
has happened?!|Mithral Chainmail
Atk: 1d6+1 damage : +0 Attack : +7 Initiative
Def: 4~32 HP : 16 AC : 0 Fort : +4 Refl : +2 Will
He's got 56 feats! I repeat, 56 feats! Here's the full list:
Armor Prof. (Light) Armor Prof. (Med) Exotic Weapon Prof.
Rapid Shot Weapon Finesse Armor Prof. (Light)
Armor Prof. (Med) Combat Casting Simple Weapon Prof.
Thug Combat Casting Exotic Weapon Prof.
Simple Weapon Prof. Improved Initiative Armor Prof. (Light)
Armor Prof. (Med) Combat Casting Lightning Reflexes
Weapon Finesse Alertness Alertness
Combat Reflexes Improved Initiative Toughness
Alertness Combat Reflexes Improved Initiative
Iron Will Alertness Combat Reflexes
Alertness Armor Prof. (Heavy) Armor Prof. (Light)
Armor Prof. (Med) Combat Reflexes Improved Initiative
Alertness Armor Prof. (Heavy) Armor Prof. (Light)
Armor Prof. (Med) Combat Reflexes Improved Initiative
Toughness Multiattack Alertness
Armor Prof. (Light) Armor Prof. (Med) Combat Casting
Combat Reflexes Improved Initiative Simple Weapon Prof.
ERROR:(ID 42) ERROR:(ID 24) Armor Prof. (Heavy)
Combat Casting ERROR:(ID 6E)
Something went horribly, horribly wrong with feats, starting
with this guy. Internally, the game has him pegged for 56
feats. I think he was supposed to have, uh... 5? In any
case, with multiple copies of various feats, and a few with
IDs that go off the feats table, I'm pretty suspicious about
a possibility something went awry. Monsters listed after him
all have the wrong feats, too. Programmers? What happened?
.. Uh, right. Strategy to win, uh... The Drow Fighter has
very little offense, and rather unimpressive defense. His
whole point is to sit between you and the dangerous Cleric
and Wizard. Otherwise, on his own, he will miss a lot and
lose HP rather swiftly.
If you just can't wait to get through the 4d8 HP, be sure to
try Sleep, Charm Person, or Hold Person on the spellcasters
behind him, preferably the Cleric. At least stop them before
they manage to apply Charm Person or Hold Person on your own
Fighter or something. Fireball is also very effective.
List of spells | List of feats |Inventory
--------------------+-------------------+-----------------
Cure Minor Wounds |Combat Casting |Heavy Mace
Inflict Minor Wounds|Simple Weapon Prof.|Mithral Chainmail
Resistance (x2) |Thug |
Bane |Combat Casting |
Protection from Good|Exotic Weapon Prof.|
Hold Person |
Atk: 1d8+1 damage : +4 Attack : +1 Initiative
Def: 3~24 HP : 16 AC : 0 Fort : 0 Refl : +2 Will
Oh, Hold Person (Will DC 14) is on this thing. Since it's
one of the only two spells the Cleric would use, this nasty
spell is used with distressing frequency. With 3 HD, this
spell lasts two rounds: One to apply it, and the next to
kill with a follow-up attack... If his buddies don't finish
the task, that is.
Compared to the stuff you just fought, at least he's got low
AC, so you should hit pretty frequently. His one trick is
Hold Person, and a particularly painful trick at that, but
otherwise the best plan is to get past the Drow Fighters as
quickly as possible and give him a well-deserved beating.
Keep in mind Sleep is always an option. Drow have 3 HD, so
Sleep will target 1~3 of them at a time. If there are enough
Drow between you and the one you target, you won't have to
worry about hitting yourself with it. The curiously low Will
save and lack of immunity certainly gives encouragement.
List of spells | List of feats |Inventory
--------------------+-------------------+---------------------
Ray of Frost |Simple Weapon Prof.|Drow Poison Dart (x4)
Acid Splash (x2) |Improved Initiative|Blowgun
Electric Jolt |Armor Prof. (Light)|
Charm Person |
Magic Missile |
Aganazzar's Scorcher|
Atk: 1d2 damage : +2 to hit : +5 Initiative : Sleep, Fort DC 17
Def: 3~24 HP : 11 AC : 0 Fort : +2 Refl : 0 Will
An ammo item is technically a weapon. As it's the first
listed thing, it is used, entirely ignoring the Blowgun.
Here's the effects of using ammo as a weapon:
* Melee range only
* When attacking, doesn't provoke attacks of opportunity
* Does not allow the Drow Wizard to make attacks of opportunity
Now, Drow Poison Dart causes Sleep, Fortitude DC 17. You
should well know the effects of Sleep by now, considering
what you've done to Kobolds and spiders not too long ago, or
should have done, anyway. Like with the Banedead, this does
not have to hit to cause this secondary effect, though at
least it's stopped by Fortitude, something Fighters and
Clerics should have reasonable amounts of. DC 17 is still a
tough hurdle to overcome, however. Lasts 30 steps outside of
combat, so they won't wake up during combat, ever.
Just be glad the Drow Wizard has to walk up to you to stab
you with the Sleep dart, putting his low AC in a perfect
spot where you can beat the life out of him.
Let's not forget Charm Person, making a return to haunt you
from a distance, and this time it lasts an infinite amount
of out-of-combat steps, fading only with a healer or when
you camp someplace. Overall, not as lethal as Drow Cleric's
Hold Person and the AC to back it up, but this thing can
still put a hurting if given the chance.
Or, you know, cast Sleep at this thing and watch the 0 Will
save bonus fail to stop it rather often. This should not
work like so for multiple reasons, but I don't think you'd
care too much about that. Just care that it works.
The damage spells are the least threatening thing about this
guy. 1d8 from Aganazzar's Scorcher is the most to expect.
List of specials | List of feat |Inventory
-------------------+-----------------+-----------------
Hell Hound's Breath|Armor Prof. (Med)|Hell Hound's Bite
Fire Subtype |
Atk: 1d8+2 damage : +8 Attack : +1 Initiative
Def: 8~36 HP : 16 AC : +6 Fort : +6 Refl : +4 Will
Haven't had anything this accurate since spiders. Should
still frequently miss characters with very good AC. However,
Hell Hound's Breath (Reflex Half DC 13) will always deal
some damage, the full amount being 1d4+1 damage, to everyone
within a cone area of effect up to 6 squares away.
They're also the only monster immune to Fireball. Not as
though it'll stop you from teaching this spell to every
Wizard you have, but for this one monster, it's time to look
at attack spells not called Fireball for once. Fire Subtype
also has an entry for Cold damage, but as far as I can tell,
it adjusts the damage to do exactly the same amount.
In any case, try to find areas to fit your characters to
avoid the cone of discomforting flames. If you're curious,
yes, that Ring: Fire Resist is worn by someone, and it isn't
doing anything, as its special has faded the moment you took
your next step. If you put it on mid-combat, the ring will
protect you from flaming discomfort for three rounds.
Atk: 1d4+4 damage : +3 Attack : +6 Initiative
Def: 21~75 HP : 16 AC :+11 Fort : +9 Refl : +4 Will
Low Attack bonus. Low AC. Very high HP. It's not going to do
much against you. So, how many late-game monsters does that
make that gets 5% hit rate against 24 AC, anyway? Surround
and bash. Not much to really say.
If it matters, it takes half damage from force-based spells,
which includes Magic Missile and Inflict Wounds spells. Not
sure why you'd care about it, but there you go.
I'm curious about why it has such a low Attack:
+ 4 - STR:18
+ 9 - Displacer Tentacle Attack bonus
- 4 - No Simple Weapon Prof. (The tentacle is glitched, by the way)
- 6 - ??? What the crud, man? Where's that minus from?!
-------------
+ 3 Attack (as observed when carefully tweaking stats)
Then again, I have no clue what logic gives Kobold Miners
their +11 Attack, either. I am so confused about this stat.
Atk: None! : +3 Initiative
Def: 10~45 HP : 18 AC : +3 Fort : +7 Refl : +2 Will
These always come alone. Guess their habits of eating highly
valued enchanted steel equipment doesn't make any friends.
Without an inventory, the Rust Monster can't make a basic
attack. It will always try to use Antennae Touch Rust. If it
has to move two spaces, it can't make the attempt. If you
can't kill it quickly, feel free to give some distance.
This can't make attacks of opportunity, so do walk around.
Antennae Touch Rust: Reflex DC 20, removes Steel equipment.
If the character isn't wearing any Steel items, the game
crashes, forcing you to reload your previous save. Which is
not much worse than losing equipment, since Half-Plate +2 is
expensive, and your shiny Longsword +3 can't be replaced.
What is curious is that Antennae Touch Rust has no effects
listed in the internals. Guess it is special cased.
In any case, this would be a good time to wield those spare
Morningstars you've kept since a visit at Golden Hammer Inn.
Outside of that, attack, run away to some spot three squares
away, and ensure it must travel two squares minimum. You
know, just in case.
List of feats | Inventory |Special
---------------+-----------------+-------------------
Toughness |Ghaunadanpod (x2)|Half Damage (Blunt)
Alertness |
Combat Reflexes|
Atk: 1d6+2 damage : +5 Attack : +2 Initiative : Paralyze, Fort DC 13
Def: 13~48 HP : 21 AC : +6 Fort : +8 Refl : +6 Will
Although they will frequently miss, each attack carries a
chance to paralyze, Fortitude DC 13. Like with Banedead, it
doesn't need to hit. Since it targets Fortitude, your
Fighters and Clerics, especially Fighter/Clerics, will be
able to shrug it off most of the time. Like with Sleep and
Held statuses, it makes the next attack into a guaranteed
lethal hit, meaning the low Attack bonus hardly matters.
This status lasts forever while still in combat.
Just in case you're wondering, the same attack that causes
Paralyzed will not itself be able to make use of it. It will
never be lethal in just one attack. Needs a second to kill.
As the only monster with half damage to blunt weapons, your
Cleric's favorite Mrgstar +2 Frost isn't going to do much to
them. If you want to keep your Cleric effective, you'd bring
a Dagger +2 along. That HP will take some effort to bring
down, but hopefully your Fortitude holds up until then.
List of spells | List of feats | Inventory |Special
--------------------+------------------+-----------------+-------------
Inflict Minor Wounds|Combat Casting |Short Sword |Drider Poison
Doom |Lightning Reflexes|Mithral Chainmail|
Inflict Light Wounds|Weapon Finesse |Drider's Bite |
Protection from Good|Alertness |
Hold Person |Alertness |
Blindness |
Deafness |
Dispel Magic |
Atk: 1d6+2 damage : -2 Attack : +2 Initiative
Def: 24~66 HP : 23 AC : +8 Fort : +8 Refl :+11 Will
They have HP, AC, and Hold Person. Their damage potential is
minimal, but this hardly matters, as one Hold Person later,
and the next physical attack is lethal at 100% chance. The
fact they are durable means they've got plenty of time to
abuse this potential, especially since their high saves will
stop any Sleep or other delicious status from hitting them.
They also usually come in groups. So aside from your first
encounter against them, you get to enjoy not one, but more
durable users of Hold Person!
Essentially, the best you've got is to surround them with
Fighters and use your best damage spells. Perhaps Fireball
before you surround them. Feed them Magic Missiles after you
surround them. Just don't hold back anything, hit them!
On a side note, your absolute best Attack bonus:
+ 7 - Fighter Lv7 (Base Attack Bonus)
+ 8 - DEX:26 w/ Weapon Finesse
(Halfing w/ 20 DEX, +1 from Lv4, +5 from Cat's Grace)
+ 1 - Size bonus (small)
+ 3 - Longsword +3
+ 1 - Bless
+ 1 - Aid
+ 2 - Flanking
----------------
+23 Attack (Only natural 1 causes miss, 5% chance to miss)
.. Not counting Specials Unequip glitch, of course.
List of feats |Inventory
-------------------+------------------
Armor Prof. (Light)|Splint Mail
Armor Prof. (Med) |Small Metal Shield
Combat Reflexes |Longsword +1
Improved Initiative|
Alertness |
Armor Prof. (Heavy)|
Atk: 1d8+3 damage : +1 Attack : +5 Initiative
Def: 5~50 HP : 18 AC : +6 Fort : +2 Refl : 0 Will
After the Driders, these are rather easy. All they can do is
deal damage, and against your AC, will probably miss. Apply
Longsword +3 to enemy. They should go down.
If you want to be fancy, cast Sleep, then stab them. Sleep
is almost a single-target at that HD, though. The problem
with these guys is that they all look identical. Eyah...
List of feats |Inventory
-------------------+----------------
Armor Prof. (Light)|Banded Mail
Armor Prof. (Med) |Lrg Metal Shield
Combat Reflexes |Longsword +1
Improved Initiative|
Toughness |
Multiattack |
Alertness |
Armor Prof. (Light)|
Atk: 1d8+4 damage : -7 Attack : +6 Initiative
Def: 6~60 HP : 20 AC : +8 Fort : +4 Refl : +2 Will
Wow, poor guy! Your Wizard can tank this guy! He's got a
rather deep negative Attack adjustment, probably thanks to
glitched feats, so just 13+ AC is enough to thwart 95% of
his attacks. I mean, geez.
Unfortunately, I don't recommend tanking with your Wizard
anyway, as they look identical to the Zhentarim Fighter who
has enough Attack bonus to occasionally hit your Wizard.
Anyway... The standard strategy of whacking things until
they stop moving can be done to these guys.
List of spells | List of feats |Inventory
---------------------+-------------------+------------
Inflict Light Wounds |Armor Prof. (Med) |Chainmail +2
Protection from Good |Combat Casting |Hvy Mace +1
Bull's Strength |Combat Reflexes |
Divine Favor |Improved Initiative|
Hold Person |Simple Weapon Prof.|
Inflict Mod. Wound |ERROR:(ID 42) |
Curse of Ill Fortunes|
Atk: 1d8+1 damage : +0 Attack : +6 Initiative
Def: 6~48 HP : 20 AC : +7 Fort : +4 Refl : +7 Will
These Zhentarim all look alike. Once the mace-swinging
Cleric gets into the fray, who looks like he also wields a
sword in an identical appearance of his buddies, things get
disasterous in a hurry with Hold Person mixed in there.
Well, good luck trying to find the Cleric in there!
If you're looking to cause status effects, your Web spell is
the most likely to affect this guy, as well as getting a
chance to affect every one of the other Zhentarim as well.
But mostly, Fireball will make short work of larger groups.
List of specials | List of feats |Inventory
--------------------+-------------------+-------------
Undead |Alertness |Xanathar Bite
Eye: Finger of Death|Armor Prof. (Heavy)|
Eye: Sleep |
Eye: Disintegrate |
Atk: 2d4+2 damage : +0 Attack : +0 Initiative
Def: 11~132 HP : 19 AC : -2 Fort : +3 Refl :+13 Will : Undead
A secondary name is in the internals: Death Tyrant Beholder
Eye: Sleep stops action and a physical attack kills. Will DC 20.
Eye: Finger of Death hits for 3d6+13 damage of Force.
Eye: Disintegrate hits for 5d6 damage of Force.
The last enemy you find before Xanathar himself.
The damaging eyes are the most threatening this thing has.
Stoneskin does reduce its damage output, for some reason, so
if you happen to pick that spell at Wizard Lv7, cast it on
someone before you go fighting.
The sleeping eye would be painful, but it lasts one round,
and depending on initiative, the round is over before your
turn comes around again. Essentially, against the alone
ones, Eye: Sleep wastes its time doing nothing useful.
Then again, even with Xanathar, some other enemy must take
time from their busy schedule to make use of it. And if you
have all three in melee with different characters, this will
never happen.
While they are undead, the 11 HD requires a Lv7 Cleric to
have a shot at Turn Undead at all, and even then, will need
particularly high Charisma (16+) to have a chance. More
Charisma helps, of course, but you'll probably win faster if
you have your Cleric join in its beatings.
The lone ones are easy enough, really. The "arenas" they are
found in are too small to move out of range of their eye
attacks, so really, the best you've got is to surround them
immediately and begin attacking. The only danger is HP
damage, which is a refreshing change from Hold Person.
Ghoul Touch works against this thing, by the way. The status
it causes, Paralyzed, works every bit as well as Sleep or
Held, and lets follow-up physical attacks kill with 100%
chance to do so. Though, good luck with Touch range spell.
20 AC should be enough to keep you mostly safe, but
Stoneskin will guarantee you take zero damage trying it.
I don't care what the pen & paper says about Ghoul Touch
versus undead. This game certainly doesn't care, so the
spell works, and as undead, 0 Constitution makes the
Fortitude easy to bypass. Don't ask. The logic astounds.
Wouldn't work vs. skeletons -- All 12 status slots filled!
By the way, the lone ones can be skipped. Walk backwards for
exactly one step, then turn toward the stairs. Nothing says
you have to fight them, unless you really need that EXP to
reach Lv7 in your team of six characters.
List of Feats | List of specials |Inventory
-------------------+--------------------+-------------
Improved Initiative|Eye: Charm |Xanathar Bite
Iron Will |Eye: Finger of Death|
Alertness |Eye: Disintegrate |
Combat Reflexes |
Atk: 2d4+2 damage : +1 Attack : +4 Initiative
Def: 22~143 HP : 19 AC : +5 Fort : +3 Refl :+16 Will
Eye: Charm prevents action; 1 round. Will DC 20.
Eye: Finger of Death hits for 3d6+13 damage of Force.
Eye: Disintegrate hits for 5d6 damage of Force.
Ah, the final boss. Beat the stuffing out of that intense HP
and you win the game. He's also got a pair of Death Tyrants
as his personal bodyguards.
Like the Death Tyrants, the status eye lasts one round and
essentially wastes Xanathar's time. If Xanathar acted after
the character he targeted, it has no practical effect, as
when your turn comes up, the status is already gone. The
damaging eyes are stuff to really watch out for.
Since Xanathar's "arena" is much larger than the ones the
lone Death Tyrants had, you can move away from them and
prevent their eyes from getting used. If you're 5 or more
squares away, they can't use an eye. After they move 2
squares, they can't use a special (full-round action). Even
better if you pack Web, as they can't even close the
distance and have difficulties removing Entangled status.
Ah, yes. About those saves. You have two possible status:
* Web - Entangle all three at once, then shoot from 5+ squares
* Ghoul Touch - Single-target Paralyzed. Dies to any attack then!
Web works against the Reflex save, while Ghoul Touch goes
after Fortitude. You have virtually no chance at getting
past that Will save, so don't go trying Sleep, Charm Person,
or Hold Person. Both these status should help speed up the
battle, but Ghoul Touch, being melee range, will likely need
your Wizard protected by Stoneskin to survive long.
Xanathar might glitch his HP. The dice are high enough that
he might have 128 or more HP, and this counts as a large
negative number. In that case, he'll start combat with a
visible red health bar. One shot from a Magic Missile will
finish this. Epic boss battle? Nah.
If you have lots of HP (like to reroll level ups?), or have
Stoneskin to reduce incoming eye damage, you should not have
much trouble, and can just beat the stuffing out of him.
If you have not-so-much HP, hope you picked Web somewhere in
your Wizard's level ups and shoot from 5+ squares away.
Atk: None!
Def: 0 HP : 3 AC : -5 Fort : -5 Refl : -5 Will
A secondary name is in the internals: Null placeholder
The Null CR Value is a bunch of zeros. You're not supposed
to encounter this thing. It uses the same miniature as the
Kobold Adept, and lacks any stats to do anything. Not that
it matters, as it's supposed to be a placeholder, and will
never be encountered in the game.
I'm only listing it because it's there in the internals.
This is an old table displayed prominently in an earlier
version of this guide. Honestly, most of this data is not at
all useful when in an actual fight, so I instead show the
derived stats in a more condensed table. These are close to
the raw stats, as translated from the internals.
Name: The game has the names internally, as listed here.
TS: Type and subtype of creature.
A - Aberration
H - Humanoid I do not know whether the game
M - Magical Beast uses the distinction for any
h - Monsterous Humanoid particular purpose, but it is
O - Outsider listed in the game internals.
z - Ooze (?)
U - Undead
V - Vermin
- No subtype
r - Reptilian
a - Aquatic
Al: Alignment
LE - Lawful Evil
NE - Neutral Evil
CE - Chaotic Evil
N - Neutral
S: Size
S - Small The sizes affect hit rate and AC.
M - Medium The larger, the less dodgy and less accurate.
L - Large
M: Miniature. A blank entry indicates a unique image.
Otherwise, monsters with the same letter share the same
image, annoyingly enough. Notable that the skeletons and
Baneguard use similar images, yet have different IDs.
ST: Strength
DE: Dexterity The ability scores of the monsters.
CO: Constitution Some of them have zero in some stats,
IN: Intelligence but are still "alive" and kicking.
WI: Wisdom
CH: Charisma
Fo: Base Fortitude save Most likely, these saves
Re: Base Reflex save are further adjusted by the
Wi: Base Will save monster's ability scores.
Hit dice:
##d..+.. - Number of dice (this is the HD)
..d##+.. - Sides of each dice Yes, the enemy's HP is
..d..+## - Flat bonus to HP determined randomly.
An asterisk indicates the HD is one less than indicated,
for purposes of how powerful their spells are and how
many targets Sleep will affect. (Actually, it "half" of
an HD below indicated, but nothing reads the "half".)
AC: Base AC value. Probably adjusted by equipment.
Sp: Movement speed in feet. Divide by 5 for spaces traveled.
??: I have yet to identify its purpose. Hexadecimal format.
I can't find any particular pattern to this number.
<Scrh> - Search tag, for locating the mosnter in my FAQ.
Also holds the internal ID number, hidden in the tag.
Whether or not it's a relief to see the end is here at last,
there isn't much relating to the game itself at this point.
Regardless, it is important for a FAQ to have this info.
6. 1 -------------------------- Contact Info ---------------------------<cn86>
It is difficult to contact me. I apologize. However, if you
have a GameFAQs message board account, I can be contacted
through that private message system.
GameFAQs message board name: FatRatKnight
As for E-mail, I seem to use it so rarely I ended up losing
it again. Even if I did have one, whether it's a good enough
way to contact me would be highly questionable anyway. I am
pretty active on the message boards, and I don't mind a PM
no matter how long it's been since I last visited the game.
But I will guarantee a response within a few days if you
send a private message to FatRatKnight through the GameFAQs
message board. I am always ready to look back here.
Permission granted to these sites:
www.gamefaqs.com
www.neoseeker.com
This guide may *not* be reproduced under any circumstances
except for personal, private use. Only the listed sites may
publicly distribute this file, until such a time that I give
written permission to other sites as desired. Do not alter
this guide, do not present it as the work of anyone else.
CheatCC, or Cheat Code Central, will take special notice as
a site *not* allowed to host this file. David Allison, owner
of CheatCC, has infringed the copyright of many guides, with
modifications in many cases to make it appear the author's
intent was to have it hosted on CheatCC (or any sites owned
by or affiliated with David Allison). I will raise awareness
of this person's history here, in an effort to minimize any
support for one who has taken so many guides. This has been
apparently going on for more than a decade.
6. 3 ------------------------- Version History -------------------------<vs03>
Current:
v2.05a- Added www.neoseeker.com to permissions list.
v2.05 - Updated Albrik's description. Half of it was my old version. Whoops.
07/19/2015
v2.00 - Complete rewrite. Everything needed fixing. Everything.
- Rewritten descriptions for every monster, except Null CR Value.
- Swapped positions of Displacer Beast and Rust Monster.
- New sections: Tips & Tricks, Raw Stats Table.
- The Monster List is revamped to show derived stats instead of base.
I show damage, initiative, speed, hit dice, derived AC & saves.
Used to show type, alignment, stats, base saves, HD, base AC, speed.
The old stuff is in the Raw Stats Table.
- Added derived stats to every monster. (I still show base internals)