Monsters

171 monsters across 32 families, grouped by family. A resist of β€” means no resistances; Imm means immune.

MonsterFamilyHPACAttacksResistWhereNotes
BatBats95Phys 1D3β€”The Abandoned Temple of Baa and Snergle's CavernsDisease Weak, but their fluttering makes them hard to hit.
Giant BatBats218Phys 1D3+2β€”The Abandoned Temple of Baa and Snergle's CavernsDisease Weak, but their fluttering makes them hard to hit.
Vampire BatBats3510Phys 2D3+2β€”The Abandoned Temple of Baa and Snergle's CavernsDisease Weak, but their fluttering makes them hard to hit.
Flying EyeBeholders18025Cold 5D6Fire 20 / Elec 20 / Cold Imm / Mag Imm / Phys 30Castle Darkmoor and Agar's LabAsleep Among the hardest creatures in the game; travel in packs and cast many spells. Flyer sleeps you, Terrible Dispels Magic and causes Fear, Mad eye causes Insanity and Dispels Magic.
Terrible EyeBeholders28030Fire 6D6Fire Imm / Elec 30 / Cold 30 / Mag Imm / Phys 40Castle Darkmoor and Agar's LabAfraid Among the hardest creatures in the game; travel in packs and cast many spells. Flyer sleeps you, Terrible Dispels Magic and causes Fear, Mad eye causes Insanity and Dispels Magic.
Maddening EyeBeholders40035Elec 7D6Fire 50 / Elec Imm / Cold 50 / Mag Imm / Phys 50Castle Darkmoor and Agar's LabInsane Among the hardest creatures in the game; travel in packs and cast many spells. Flyer sleeps you, Terrible Dispels Magic and causes Fear, Mad eye causes Insanity and Dispels Magic.
Agar's PetCockatrices5513Phys 1D12Fire 10 / Elec 10 / Cold 10 / Pois 10 / Mag ImmEel Infested Waters islands, Agar's Lab, and Castle KreigspireParalyze Flying mutated birds; cast electrical spells, and the abomination can cause paralysis.
Agar's MonsterCockatrices6715Phys 1D12+6Fire 20 / Elec 20 / Cold 20 / Pois 20 / Mag ImmEel Infested Waters islands, Agar's Lab, and Castle KreigspireParalyze Flying mutated birds; cast electrical spells, and the abomination can cause paralysis.
Agar's AbominationCockatrices7917Phys 2D12+6Fire 30 / Elec 30 / Cold 30 / Pois 30 / Mag ImmEel Infested Waters islands, Agar's Lab, and Castle KreigspireStone Flying mutated birds; cast electrical spells, and the abomination can cause paralysis.
Devil SpawnDemons10020Phys 2D6+8; Fire 3D6Fire Imm / Elec 20 / Cold 20 / Pois 20 / Mag 20 / Phys 50Kreigspire, the Demon Lair, Snergle's Iron Mines, and the Supreme Temple of Baa on Hermit's IsleDisease Cast and are immune to Fire Magic; tough, but weaker than true Devils.
Devil CaptainDemons18025Phys 2D8+10; Fire 3D8Fire Imm / Elec 30 / Cold 30 / Pois 30 / Mag 30 / Phys 50The broken Village of Sweet Water and the HiveDisease Fly; tough. Devil Master casts Meteor Shower (only outside); the King can steal all your Spell Points in one hit.
Devil WorkerDemons28030Phys 2D6+14; Fire 4D6Fire Imm / Elec 30 / Cold 30 / Pois 30 / Mag 30 / Phys 50Kreigspire, the Demon Lair, Snergle's Iron Mines, and the Supreme Temple of Baa on Hermit's IsleDisease Cast and are immune to Fire Magic; tough, but weaker than true Devils.
Devil MasterDemons40035Phys 2D8+15; Fire 4D8Fire Imm / Elec 40 / Cold 40 / Pois 40 / Mag 40 / Phys 50The broken Village of Sweet Water and the HiveDisease Fly; tough. Devil Master casts Meteor Shower (only outside); the King can steal all your Spell Points in one hit.
Devil WarriorDemons54040Phys 2D6+20; Fire 5D6Fire Imm / Elec 50 / Cold 50 / Pois 50 / Mag Imm / Phys 50Kreigspire, the Demon Lair, Snergle's Iron Mines, and the Supreme Temple of Baa on Hermit's IsleDrainSP Cast and are immune to Fire Magic; tough, but weaker than true Devils.
Devil of BaaDemons54040Phys 2D6+20; Fire 5D6Fire 30 / Elec 30 / Cold 30 / Pois 30 / Phys 30Demon LairDrainSP Unique boss; a Devil Warrior.
Devil KingDemons70045Phys 2D8+20; Fire 5D8Fire Imm / Elec 50 / Cold 50 / Pois 50 / Mag Imm / Phys 50The broken Village of Sweet Water and the HiveDrainSP Fly; tough. Devil Master casts Meteor Shower (only outside); the King can steal all your Spell Points in one hit.
Demon QueenDemons130040Phys 2D8+20Fire Imm / Elec 50 / Cold 50 / Pois 50 / Mag Imm / Phys 50The HiveDrainSP Unique boss; a Devil.
Flame DrakeDragons12920Fire 10D4Fire Imm / Elec 10 / Cold 10 / Pois 30 / Mag 10 / Phys 20The frozen area of Kreigspire and Castle KreigspireWeak dragons that breathe weaker spells and have much less HP than true dragons.
Frost DrakeDragons16225Cold 12D4Fire 10 / Elec 10 / Cold Imm / Pois 10 / Mag 10 / Phys 30The frozen area of Kreigspire and Castle KreigspireWeak dragons that breathe weaker spells and have much less HP than true dragons.
Energy DrakeDragons19830Ener 15D4Fire 20 / Elec 20 / Cold 20 / Pois 10 / Mag 10 / Phys 40The frozen area of Kreigspire and Castle KreigspireBrkItem Weak dragons that breathe weaker spells and have much less HP than true dragons.
Fire LizardDragons28040Fire 10D6Fire Imm / Elec 30 / Cold 30 / Pois 30 / Mag 30 / Phys 20Dragonsand and the sandy areas of BlackshireHalf the power of dragons with less HP; shoot balls of their element and are immune to fire, air, and earth magic respectively.
Lightning LizardDragons40050Elec 12D6Fire 40 / Elec Imm / Cold 40 / Pois 40 / Mag 40 / Phys 30Dragonsand and the sandy areas of BlackshireBrkItem Half the power of dragons with less HP; shoot balls of their element and are immune to fire, air, and earth magic respectively.
WyrmDragons40040Pois 10D10Fire 30 / Elec 30 / Cold 30 / Pois Imm / Mag 30 / Phys 30Dragonsand and the Cave of the DragonridersPois Dragon-worms; almost as powerful as dragons but with less HP and cannot fly. Breathe poison. Drop some very good items, plus a few relics and artifacts.
Thunder LizardDragons54060Cold 14D6Fire 50 / Elec 50 / Cold Imm / Pois 50 / Mag 50 / Phys 40Dragonsand and the sandy areas of BlackshireBrkItem Half the power of dragons with less HP; shoot balls of their element and are immune to fire, air, and earth magic respectively.
Giant WyrmDragons54050Pois 10D10Fire 40 / Elec 40 / Cold 40 / Pois Imm / Mag 40 / Phys 40Dragonsand and the Cave of the DragonridersPois Dragon-worms; almost as powerful as dragons but with less HP and cannot fly. Breathe poison. Drop some very good items, plus a few relics and artifacts.
Great WyrmDragons70060Pois 10D10Fire 50 / Elec 50 / Cold 50 / Pois Imm / Mag 50 / Phys 50Dragonsand and the Cave of the DragonridersPois Dragon-worms; almost as powerful as dragons but with less HP and cannot fly. Breathe poison. Drop some very good items, plus a few relics and artifacts.
Red DragonDragons88060Fire 12D8Fire Imm / Elec 50 / Cold 30 / Pois 50 / Mag 50 / Phys 50Dragonsand and the sandy part of Paradise Valley (a gold one is in the Temple of the Snake)Heavily armored with loads of HP; breathe and resist the element of their color, drop some of the best items in the game including artifacts and relics. The gold ones can KO a character in one hit.
Longfang WitherhideDragons88060Fire 12D8Fire Imm / Elec 50 / Cold 30 / Pois 50 / Mag 50 / Phys 50Dragon's LairUnique boss; a Red Dragon.
Blue DragonDragons108080Cold 14D8Fire 30 / Elec 70 / Cold Imm / Pois 70 / Mag 70 / Phys 70Dragonsand and the sandy part of Paradise Valley (a gold one is in the Temple of the Snake)BrkItem Heavily armored with loads of HP; breathe and resist the element of their color, drop some of the best items in the game including artifacts and relics. The gold ones can KO a character in one hit.
Gold DragonDragons1300100Ener 16D8Fire 90 / Elec 90 / Cold 90 / Pois 90 / Mag Imm / Phys 90Dragonsand and the sandy part of Paradise Valley (a gold one is in the Temple of the Snake)BrkItem Heavily armored with loads of HP; breathe and resist the element of their color, drop some of the best items in the game including artifacts and relics. The gold ones can KO a character in one hit.
DwarfDwarves406Phys 4D2+4; Phys 8D2+8Fire 20 / Elec 20 / Cold 20 / Pois Imm / Mag 30The two Snergle dungeonsTough; many can deal lots of damage with axes. Best taken on a couple at a time.
Dwarf WarriorDwarves10012Phys 4D2+8; Phys 8D2+16Fire 30 / Elec 30 / Cold 30 / Pois Imm / Mag 40The two Snergle dungeonsTough; many can deal lots of damage with axes. Best taken on a couple at a time.
SnergleDwarves15020Phys 4D2+10; Magic 8D2+20Fire 40 / Elec 40 / Cold 40 / Pois Imm / Phys 50Snergle's CavernsBrkArmor Unique boss; a Dwarf Lord.
Dwarf LordDwarves18020Phys 4D2+16; Phys 8D2+32Fire 40 / Elec 40 / Cold 40 / Pois Imm / Mag 50The two Snergle dungeonsBrkArmor Tough; many can deal lots of damage with axes. Best taken on a couple at a time.
Fire BeastElementals5512Fire 2D8Fire Imm / Elec 10 / Cold 10 / Pois Imm / Mag Imm / Phys 10Gharik's Forge and the Supreme Temple of BaaFireball monsters; Ice spells and arrows kill them quickly.
Water BeastElementals6110Phys 3D12Fire 10 / Elec 10 / Cold Imm / Pois Imm / Mag Imm / Phys 10The Eel Infested Waters and inside the MonolithWield pitchforks; cast and are immune to Water Magic. Not as tough as they look.
Dust DevilElementals7310Elec 3D6Fire 10 / Elec Imm / Cold 10 / Pois Imm / Mag Imm / Phys 10Near the Temple of the Snake, the Blackshire desert, and Castle AlamosTornados with high immunity to Air Magic; cast Lightning Bolt at high levels.
TwisterElementals11412Elec 5D6Fire 10 / Elec Imm / Cold 10 / Pois Imm / Mag Imm / Phys 10Near the Temple of the Snake, the Blackshire desert, and Castle AlamosTornados with high immunity to Air Magic; cast Lightning Bolt at high levels.
Water SpiritElementals12913Phys 4D12Fire 10 / Elec 10 / Cold Imm / Pois Imm / Mag Imm / Phys 10The Eel Infested Waters and inside the MonolithWield pitchforks; cast and are immune to Water Magic. Not as tough as they look.
Rock BeastElementals13720Phys 10D3; Phys 8D3Fire 10 / Elec 10 / Cold 10 / Pois Imm / Mag Imm / Phys 10Around Kreigspire and the MonolithRock monsters that cast high Earth Magic; pretty tough.
Fire SpiritElementals14515Fire 5D8Fire Imm / Elec 10 / Cold 10 / Pois Imm / Mag Imm / Phys 10Gharik's Forge and the Supreme Temple of BaaFireball monsters; Ice spells and arrows kill them quickly.
Earth SpiritElementals18025Phys 15D3; Phys 12D3Fire 10 / Elec 10 / Cold 10 / Pois Imm / Mag Imm / Phys 10Around Kreigspire and the MonolithBrkArmor Rock monsters that cast high Earth Magic; pretty tough.
Air ElementalElementals20714Elec 8D6Fire 10 / Elec Imm / Cold 10 / Pois Imm / Mag Imm / Phys 10Near the Temple of the Snake, the Blackshire desert, and Castle AlamosBrkItem Tornados with high immunity to Air Magic; cast Lightning Bolt at high levels.
Water ElementalElementals23716Phys 6D12Fire 10 / Elec 10 / Cold Imm / Pois Imm / Mag Imm / Phys 10The Eel Infested Waters and inside the MonolithBrkItem Wield pitchforks; cast and are immune to Water Magic. Not as tough as they look.
Fire ElementalElementals26918Fire 8D8Fire Imm / Elec 10 / Cold 10 / Pois Imm / Mag Imm / Phys 10Gharik's Forge and the Supreme Temple of BaaBrkItem Fireball monsters; Ice spells and arrows kill them quickly.
Earth ElementalElementals28030Phys 25D3; Phys 20D3Fire 10 / Elec 10 / Cold 10 / Pois Imm / Mag Imm / Phys 10Around Kreigspire and the MonolithUncon Rock monsters that cast high Earth Magic; pretty tough.
Stone GargoyleGargoyles7318Phys 2D12Fire 10 / Elec 10 / Cold 10 / Pois Imm / Mag 10 / Phys 20The Silver Cove areaWeak Flying, tough-skinned. Marble causes paralysis; Diamond cannot be hurt by weapons (only spells).
Marble GargoyleGargoyles11422Phys 2D12+4Fire 10 / Elec 10 / Cold 10 / Pois Imm / Mag 15 / Phys 30The Silver Cove areaParalyze Flying, tough-skinned. Marble causes paralysis; Diamond cannot be hurt by weapons (only spells).
Diamond GargoyleGargoyles20726Phys 2D12+8Fire 10 / Elec 10 / Cold 10 / Pois Imm / Mag 20 / Phys ImmThe Silver Cove areaParalyze Flying, tough-skinned. Marble causes paralysis; Diamond cannot be hurt by weapons (only spells).
Lesser GenieGenies13635Cold 6D4+8Cold Imm / Phys 75Summoned/lesser variant of the Genie family.
GenieGenies20735Cold 8D4+8Elec 30 / Cold Imm / Pois 30 / Mag Imm / Phys 30Inside the Tomb of VARN pyramidMagic-drunken monsters.
DjinnGenies32545Elec 10D4+10Fire 30 / Elec Imm / Cold 30 / Mag Imm / Phys 30Inside the Tomb of VARN pyramidAsleep Magic-drunken monsters.
EfreetGenies46755Fire 12D4+12Fire Imm / Elec 30 / Pois 30 / Mag Imm / Phys 30Inside the Tomb of VARN pyramidAfraid Magic-drunken monsters.
GoblinGoblins136Phys 1D9β€”The New Sorpigal area, Goblinwatch, Hall of the Fire Lord, and the NWC dungeonQuite easy, but the two higher ones throw Fire Bolt occasionally.
Goblin ShamanGoblins2110Phys 1D9+2β€”The New Sorpigal area, Goblinwatch, Hall of the Fire Lord, and the NWC dungeonQuite easy, but the two higher ones throw Fire Bolt occasionally.
Goblin KingGoblins4014Phys 1D9+4Fire 10 / Elec 10 / Cold 10 / Pois 10 / Mag 10 / Phys 10The New Sorpigal area, Goblinwatch, Hall of the Fire Lord, and the NWC dungeonBrkItem Quite easy, but the two higher ones throw Fire Bolt occasionally.
HarpyHarpies6112Phys 2D7+2Mag 10The mountains of Mire of the Damned and Frozen HighlandsDrunk Very annoying. Harpy Witch casts Mass Curse, so flying too close to a group can curse the whole party.
Harpy HagHarpies7914Phys 2D7+5Mag 20The mountains of Mire of the Damned and Frozen HighlandsCurse Very annoying. Harpy Witch casts Mass Curse, so flying too close to a group can curse the whole party.
Harpy WitchHarpies9316Phys 2D7+10Mag 30The mountains of Mire of the Damned and Frozen HighlandsAge Very annoying. Harpy Witch casts Mass Curse, so flying too close to a group can curse the whole party.
Follower of BaaHuman Clerics93Phys 2D4β€”Outside in the Ironfist area, the Arena, and on the Misty IslandsPushovers; Mystics shoot electric balls.
Mystic of BaaHuman Clerics175Phys 2D4+2β€”Outside in the Ironfist area, the Arena, and on the Misty IslandsPushovers; Mystics shoot electric balls.
Fanatic of BaaHuman Clerics256Phys 2D4+4β€”Outside in the Ironfist area, the Arena, and on the Misty IslandsPushovers; Mystics shoot electric balls.
Acolyte of BaaHuman Clerics3014Elec 2D4β€”Inside the 3 Temples of Baa and the Free Haven SewersCast many clerical spells (including Flying Fist from the priests) but have low hit points.
Novice MonkHuman Clerics3016Fire 2D4+2Fire 10Inside the Temples of the Fist and SunLow HP but cast a rather high skill of electrical magic.
DruidHuman Clerics4012Fire 2D4+3Fire 10 / Elec 10 / Cold 10 / Pois 10 / Mag 10The west Silver Cove area, the Monolith, Temple of the Moon, and the Superior Temple of BaaTough in numbers at low level; use nothing but elemental spells.
Cleric of BaaHuman Clerics6718Elec 2D4+4β€”Inside the 3 Temples of Baa and the Free Haven SewersCast many clerical spells (including Flying Fist from the priests) but have low hit points.
Initiate MonkHuman Clerics7319Elec 2D4+8Elec 10Inside the Temples of the Fist and SunLow HP but cast a rather high skill of electrical magic.
Great DruidHuman Clerics7316Cold 2D4+6Fire 20 / Elec 20 / Cold 20 / Pois 20 / Mag 20The west Silver Cove area, the Monolith, Temple of the Moon, and the Superior Temple of BaaTough in numbers at low level; use nothing but elemental spells.
Priest of BaaHuman Clerics13722Elec 2D4+8β€”Inside the 3 Temples of Baa and the Free Haven SewersCast many clerical spells (including Flying Fist from the priests) but have low hit points.
Slicker SilvertongueHuman Clerics13722Phys 2D4+8β€”Supreme Temple of BaaUnique boss; a Priest of Baa.
Master MonkHuman Clerics15328Cold 2D4+16Fire 5 / Elec 5 / Cold 20 / Pois 5 / Mag ImmInside the Temples of the Fist and SunWeak Low HP but cast a rather high skill of electrical magic.
Grand DruidHuman Clerics16222Magic 2D4+12Fire 30 / Elec 30 / Cold 30 / Pois 30 / Mag 30The west Silver Cove area, the Monolith, Temple of the Moon, and the Superior Temple of BaaDrainSP Tough in numbers at low level; use nothing but elemental spells.
CannibalHuman Fighters215Phys 3D3+2β€”The Bootleg Bay area and the Tsantsa TempleHuman witch doctors throw Deadly Swarm; ogre witch doctors throw Fire Blast.
Head HunterHuman Fighters307Phys 3D3+4β€”The Bootleg Bay area and the Tsantsa TempleWeak Human witch doctors throw Deadly Swarm; ogre witch doctors throw Fire Blast.
ThugHuman Fighters3012Phys 2D4+1β€”Ironfist's Shadow Guild, Dragoon's Caverns, and the Warlord's FortressNot very tough, but faced early so can be a problem occasionally.
ArcherHuman Fighters3514Phys 1D6+1Fire 10 / Elec 10 / Cold 10 / Pois 10Outside in the Frozen Highlands and Free HavenCan shoot a couple times per turn; the Fire Archer's Fireball hits the whole party.
Witch DoctorHuman Fighters409Phys 3D3+6Fire 5 / Elec 5 / Cold 5 / Pois 5 / Mag 5The Bootleg Bay area and the Tsantsa TempleHuman witch doctors throw Deadly Swarm; ogre witch doctors throw Fire Blast.
SwordsmanHuman Fighters4010Phys 3D7+4Fire 5 / Elec 5 / Cold 5 / Pois 5 / Mag 5 / Phys 5The two Silver Helm dungeons and the Lair of the WolfHP drainers found in large groups; not hard but not easy.
GuardHuman Fighters4516Phys 3D3+5Fire 5 / Elec 5 / Cold 5 / Pois 5 / Mag 5 / Phys 5The Silver Helm Outpost and Icewind KeepSilver Helm guards; HP drainers that can grab a few HP before dying.
RuffianHuman Fighters6114Phys 2D4+5β€”Ironfist's Shadow Guild, Dragoon's Caverns, and the Warlord's FortressNot very tough, but faced early so can be a problem occasionally.
FighterHuman Fighters6118Phys 3D3+6Fire 10 / Elec 10 / Cold 10 / Pois 10 / Mag 10 / Phys 10The two Dragoon dungeons, the Silver Helm Stronghold, and the Warlord's FortressArmored fighters; Vets have lots of HP and can break items.
MagyarHuman Fighters6116Phys 3D7+3Fire 20 / Elec 20 / Cold 20 / Pois 20 / Phys 10The Frozen Highlands area and Castle AlamosNot too bad to fight; the Matrons throw electric spells.
Expert SwordsmanHuman Fighters7915Phys 3D7+6Fire 10 / Elec 5 / Cold 5 / Pois 5 / Mag 5 / Phys 5The two Silver Helm dungeons and the Lair of the WolfHP drainers found in large groups; not hard but not easy.
Master ArcherHuman Fighters9316Phys 2D6+2; Fire 3D6Fire 20 / Elec 20 / Cold 20 / Pois 20Outside in the Frozen Highlands and Free HavenCan shoot a couple times per turn; the Fire Archer's Fireball hits the whole party.
LieutenantHuman Fighters9324Phys 3D3+10; Phys 3D3+20Fire 10 / Elec 10 / Cold 10 / Pois 10 / Mag 10 / Phys 10The Silver Helm Outpost and Icewind KeepSilver Helm guards; HP drainers that can grab a few HP before dying.
BrigandHuman Fighters11416Phys 2D4+10; Phys 2D4+20Fire 5 / Elec 5 / Cold 5 / Pois 5 / Mag 5 / Phys 5Ironfist's Shadow Guild, Dragoon's Caverns, and the Warlord's FortressNot very tough, but faced early so can be a problem occasionally.
Master SwordsmanHuman Fighters12920Phys 3D7+8; Phys 3D7+20Fire 15 / Elec 10 / Cold 10 / Pois 10 / Mag 10 / Phys 10The two Silver Helm dungeons and the Lair of the WolfBrkWeapon HP drainers found in large groups; not hard but not easy.
SoldierHuman Fighters12924Phys 3D3+10Fire 20 / Elec 20 / Cold 20 / Pois 20 / Mag 10 / Phys 20The two Dragoon dungeons, the Silver Helm Stronghold, and the Warlord's FortressArmored fighters; Vets have lots of HP and can break items.
Magyar SoldierHuman Fighters13722Phys 3D7+6; Phys 3D7+18Fire 30 / Elec 30 / Cold 30 / Pois 30 / Phys 20The Frozen Highlands area and Castle AlamosNot too bad to fight; the Matrons throw electric spells.
Fire ArcherHuman Fighters17122Phys 3D6+3; Fire 4D6Fire 30 / Elec 30 / Cold 30 / Pois 30 / Mag 10Outside in the Frozen Highlands and Free HavenCan shoot a couple times per turn; the Fire Archer's Fireball hits the whole party.
CaptainHuman Fighters20732Phys 3D3+20; Phys 3D3+40Fire 20 / Elec 20 / Cold 20 / Pois 20 / Mag 20 / Phys 20The Silver Helm Outpost and Icewind KeepBrkArmor Silver Helm guards; HP drainers that can grab a few HP before dying.
VeteranHuman Fighters22730Phys 3D3+14; Phys 3D3+45Fire 30 / Elec 30 / Cold 30 / Pois 30 / Mag 10 / Phys 30The two Dragoon dungeons, the Silver Helm Stronghold, and the Warlord's FortressBrkWeapon Armored fighters; Vets have lots of HP and can break items.
Magyar MatronHuman Fighters24728Phys 3D7+12; Elec 7D8Fire 50 / Elec 50 / Cold 50 / Pois 50 / Phys 30The Frozen Highlands area and Castle AlamosNot too bad to fight; the Matrons throw electric spells.
Apprentice MageHuman Mages63Phys 2D4β€”The New Sorpigal area (weaker) and the Free Haven area (stronger)Use various fire spells; the red ones have the fewest HP of any monster in the game.
Journeyman MageHuman Mages215Phys 2D4+2β€”The New Sorpigal area (weaker) and the Free Haven area (stronger)Use various fire spells; the red ones have the fewest HP of any monster in the game.
MageHuman Mages407Phys 2D4+6β€”The New Sorpigal area (weaker) and the Free Haven area (stronger)Use various fire spells; the red ones have the fewest HP of any monster in the game.
SorcererHuman Mages13714Elec 9D4Fire 10 / Elec Imm / Cold 10 / Pois 10 / Mag 10Gharik's Forge, the Superior Temple of Baa, Silver Helm Stronghold, and Castle AlamosCast electrical magic; Warlocks are a pain, casting Insanity almost every turn.
MagicianHuman Mages22718Elec 12D4Fire 20 / Elec Imm / Cold 20 / Pois 20 / Mag 20Gharik's Forge, the Superior Temple of Baa, Silver Helm Stronghold, and Castle AlamosCast electrical magic; Warlocks are a pain, casting Insanity almost every turn.
WarlockHuman Mages40030Ener 16D4Fire 30 / Elec Imm / Cold 30 / Pois 30 / Mag 30Gharik's Forge, the Superior Temple of Baa, Silver Helm Stronghold, and Castle AlamosInsane Cast electrical magic; Warlocks are a pain, casting Insanity almost every turn.
QHuman Mages1600060Magic 10D5+2; Magic 10D5+2β€”Temple of the SnakeUnique boss with 16000 HP; class uncertain per source.
CutpurseHuman Thieves93Phys 2D2+3β€”The Misty Islands and the Shadow Guild in the Frozen HighlandsSteal Female thieves; easy to beat and cast no spells.
Bounty HunterHuman Thieves175Phys 2D2+5β€”The Misty Islands and the Shadow Guild in the Frozen HighlandsSteal Female thieves; easy to beat and cast no spells.
AssassinHuman Thieves2510Phys 2D2+10β€”The Misty Islands and the Shadow Guild in the Frozen HighlandsDead Female thieves; easy to beat and cast no spells.
ThiefHuman Thieves3010Phys 3D4+3; Phys 3D4+1β€”The Shadow Guilds and the Free Haven Sewer SystemSteal Shadow Guild thieves; can steal items (a character looks weird when hit if robbed).
BurglarHuman Thieves5014Phys 3D4+6; Phys 3D4+3β€”The Shadow Guilds and the Free Haven Sewer SystemSteal Shadow Guild thieves; can steal items (a character looks weird when hit if robbed).
RogueHuman Thieves8620Phys 3D4+12; Phys 3D4+6β€”The Shadow Guilds and the Free Haven Sewer SystemSteal Shadow Guild thieves; can steal items (a character looks weird when hit if robbed).
Rogue LeaderHuman Thieves13320Phys 2D10+12; Magic 3D4+6β€”Steal Unique enemy; a Rogue.
HydraHydras33722Phys 15D5; Fire 8D5Fire Imm / Elec 10 / Cold 10 / Pois 10 / Mag 10 / Phys 10Paradise Valley and Hermit's IsleFive-headed; small ones shoot fire, colossal ones shoot energy, venomous ones poison.
Venomous HydraHydras46744Phys 20D5; Pois 10D5Fire 20 / Elec 20 / Cold 20 / Pois Imm / Mag 20 / Phys 20Paradise Valley and Hermit's IslePoison Five-headed; small ones shoot fire, colossal ones shoot energy, venomous ones poison.
Colossal HydraHydras61766Phys 20D5; Ener 10D5Fire 30 / Elec 30 / Cold 30 / Pois 30 / Mag 30 / Phys 30Paradise Valley and Hermit's IsleBrkItem Five-headed; small ones shoot fire, colossal ones shoot energy, venomous ones poison.
Defender of VARNJackalmen22740Phys 3D6+20; Ener 5D6Fire 20 / Elec 20 / Cold 20 / Pois 20 / Mag Imm / Phys 10Inside the Tomb of VARN pyramidRemarkably tough; deal high damage with various magic and have high HP.
Fallen DefenderJackalmen22740Phys 3D6+20; Ener 5D6Fire 20 / Elec 20 / Cold 20 / Pois 20 / Phys ImmHall of the Fire LordUnique boss; a Defender of VARN.
Sentinel of VARNJackalmen46750Phys 3D6+35; Ener 6D6Fire 30 / Elec 30 / Cold 30 / Pois 30 / Mag Imm / Phys 20Inside the Tomb of VARN pyramidRemarkably tough; deal high damage with various magic and have high HP.
Guardian of VARNJackalmen61760Phys 3D6+50; Ener 8D6Fire Imm / Elec Imm / Cold Imm / Pois Imm / Mag Imm / Phys 30Inside the Tomb of VARN pyramidBrkWeapon Remarkably tough; deal high damage with various magic and have high HP.
Lizard ManLizards1310Phys 1D6β€”The areas of Ironfist and Bootleg BayEndlessly fire arrows and electric balls; weak but annoying in numbers.
Lizard ArcherLizards2515Phys 1D6+2; Fire 2D6β€”The areas of Ironfist and Bootleg BayEndlessly fire arrows and electric balls; weak but annoying in numbers.
Lizard WizardLizards4520Phys 1D6+5Fire 10 / Elec 10 / Cold 10 / Pois 10The areas of Ironfist and Bootleg BayEndlessly fire arrows and electric balls; weak but annoying in numbers.
Patrol UnitMachines40060Ener 10D5+10Fire 30 / Elec 10 / Cold 30 / Pois Imm / Mag Imm / Phys 20The Central Control dungeonBrkItem Patrol the Central Control dungeon. Terminator Units can Eradicate anyone, but they can be fooled into corners and hit around walls.
Enforcer UnitMachines70080Ener 12D5+15Fire 40 / Elec 20 / Cold 40 / Pois Imm / Mag Imm / Phys 30The Central Control dungeonBrkItem Patrol the Central Control dungeon. Terminator Units can Eradicate anyone, but they can be fooled into corners and hit around walls.
Terminator UnitMachines1080100Ener 20D5+20Fire 60 / Elec 30 / Cold 60 / Pois Imm / Mag Imm / Phys 50The Central Control dungeonErrad Patrol the Central Control dungeon. Terminator Units can Eradicate anyone, but they can be fooled into corners and hit around walls.
ReactorMachines130040Ener 20D5+20Fire Imm / Elec Imm / Cold Imm / Pois Imm / Mag Imm / Phys ImmThe HiveUnique boss; a Machine.
MedusaMedusas22720Magic 4D4+8Mag ImmThe Temple of the Snake and the Temple of the MoonStone High HP for how early you can face them; their spells can turn you to stone.
Medusa EnchantressMedusas28025Magic 5D4+10Mag ImmThe Temple of the Snake and the Temple of the MoonStone High HP for how early you can face them; their spells can turn you to stone.
GorgonMedusas33730Magic 6D4+12Mag ImmThe Temple of the Snake and the Temple of the MoonStone High HP for how early you can face them; their spells can turn you to stone.
MinotaurMinotaurs26930Phys 3D7+25Fire 10 / Elec 10 / Cold 10 / Pois 10 / Mag Imm / Phys 10The Kreigspire desert area and inside Castle KreigspireHalf man, half bull; tough-skinned with lots of HP. Kings cast Finger of Death.
Minotaur MageMinotaurs52535Phys 3D7+40Fire 20 / Elec 20 / Cold 20 / Pois 20 / Mag Imm / Phys 20The Kreigspire desert area and inside Castle KreigspireHalf man, half bull; tough-skinned with lots of HP. Kings cast Finger of Death.
Minotaur KingMinotaurs86140Phys 3D7+60Fire 30 / Elec 30 / Cold 30 / Pois 30 / Mag Imm / Phys 30The Kreigspire desert area and inside Castle KreigspireHalf man, half bull; tough-skinned with lots of HP. Kings cast Finger of Death.
LurchMinotaurs200040Phys 3D7+60Fire 30 / Elec 30 / Cold 30 / Pois 30 / Mag 30 / Phys ImmCastle KreigspireUnique boss; a Minotaur King+ (stronger than a Minotaur King).
OgreOgres6712Phys 2D5+10β€”The Hall of the Fire Lord, Icewind Keep, and Castle DarkmoorCarry swords and cast no magic; Chieftains are tough to hit.
Ogre RaiderOgres10014Phys 2D5+15Fire 10 / Elec 10 / Cold 10 / Pois 10 / Mag 10 / Phys 10The Hall of the Fire Lord, Icewind Keep, and Castle DarkmoorCarry swords and cast no magic; Chieftains are tough to hit.
Ogre ChieftainOgres16216Phys 2D5+25Fire 20 / Elec 20 / Cold 20 / Pois 20 / Mag 20 / Phys 20The Hall of the Fire Lord, Icewind Keep, and Castle DarkmoorPoison Carry swords and cast no magic; Chieftains are tough to hit.
OozeOozes508Pois 1D6Pois Imm / Mag Imm / Phys ImmDragoon's Caverns, Snergle's Iron Mines, and Lair of the WolfPoison Immune to direct (physical) attacks; use magic or a weapon that hits for magical damage.
Acidic OozeOozes8610Pois 3D6Pois Imm / Mag Imm / Phys ImmDragoon's Caverns, Snergle's Iron Mines, and Lair of the WolfBrkItem Immune to direct (physical) attacks; use magic or a weapon that hits for magical damage.
Corrosive OozeOozes13712Pois 5D6Pois Imm / Mag Imm / Phys ImmDragoon's Caverns, Snergle's Iron Mines, and Lair of the WolfBrkItem Immune to direct (physical) attacks; use magic or a weapon that hits for magical damage.
Common RatRats64Phys 1D8β€”Goblinwatch Keep, Temple of the Fist, Dragoon's Keep, and the Free Haven SewersDisease Very weak; a couple of hits kills them.
Large RatRats135Phys 1D8+2β€”Goblinwatch Keep, Temple of the Fist, Dragoon's Keep, and the Free Haven SewersDisease Very weak; a couple of hits kills them.
Giant RatRats218Phys 1D8+6β€”Goblinwatch Keep, Temple of the Fist, Dragoon's Keep, and the Free Haven SewersDisease Very weak; a couple of hits kills them.
Sea SerpentSerpents16230Cold 1D20+25Fire 5 / Cold Imm / Mag 5The Eel Infested Waters and the waters of Hermit's Isle (use Fly to kill them; bodies sink and yield no items)Eels; need Fly to reach them. Fought purely for experience, as their bodies sink and cannot be looted.
Sea MonsterSerpents23735Cold 1D20+35Fire 10 / Cold Imm / Mag 10The Eel Infested Waters and the waters of Hermit's Isle (use Fly to kill them; bodies sink and yield no items)Eels; need Fly to reach them. Fought purely for experience, as their bodies sink and cannot be looted.
Sea TerrorSerpents37440Cold 1D20+45Fire 20 / Cold Imm / Mag 10The Eel Infested Waters and the waters of Hermit's Isle (use Fly to kill them; bodies sink and yield no items)Afraid Eels; need Fly to reach them. Fought purely for experience, as their bodies sink and cannot be looted.
CobraSnakes1710Phys 1D3+6; Pois 2D6Pois ImmThe Abandoned Temple, the Tsantsa Temple, and the Temple of the MoonPoison Cause poisoning but have low hit points.
King CobraSnakes4012Phys 2D3+6; Pois 3D6Pois ImmThe Abandoned Temple, the Tsantsa Temple, and the Temple of the MoonPoison Cause poisoning but have low hit points.
Queen CobraSnakes6116Phys 3D3+6; Pois 4D6Pois ImmThe Abandoned Temple, the Tsantsa Temple, and the Temple of the MoonPoison Cause poisoning but have low hit points.
SpiderSpiders1710Phys 3D2Pois ImmThe Abandoned Temple and the Temple of BaaPoison Cause poisoning and travel in large packs; low HP but dangerous in numbers.
Giant SpiderSpiders3012Phys 3D2+3; Pois 3D2Pois ImmThe Abandoned Temple and the Temple of BaaPoison Cause poisoning and travel in large packs; low HP but dangerous in numbers.
Huge SpiderSpiders5016Phys 3D2+6; Pois 4D2Elec 5 / Cold 5 / Pois Imm / Mag 5The Abandoned Temple and the Temple of BaaPoison Cause poisoning and travel in large packs; low HP but dangerous in numbers.
Queen SpiderSpiders5016Phys 3D2+6; Pois 4D2Pois ImmAbandoned Temple of BaaPoison Unique boss; a Huge Spider+ (stronger than a Huge Spider).
Blood SuckerSuckers66Phys 1D2β€”Goblinwatch Keep and near Corlagon's Estate in IronfistDisease Easy, but can cause disease.
Brain SuckerSuckers138Phys 1D2+2β€”Goblinwatch Keep and near Corlagon's Estate in IronfistDisease Easy, but can cause disease.
Soul SuckerSuckers3010Phys 2D2+2β€”Goblinwatch Keep and near Corlagon's Estate in IronfistDisease Easy, but can cause disease.
TitanTitans61760Elec 2D20+60Fire 30 / Elec Imm / Cold 30 / Pois 30 / Mag Imm / Phys 30Paradise Valley and Hermit's IsleBrkItem By far the toughest enemies in the game; Supremes can one-hit-kill. Drop some of the best and most expensive items, including relics and artifacts.
Noble TitanTitans78770Elec 2D20+80Fire 50 / Elec Imm / Cold 50 / Pois 50 / Mag Imm / Phys 50Paradise Valley and Hermit's IsleBrkItem By far the toughest enemies in the game; Supremes can one-hit-kill. Drop some of the best and most expensive items, including relics and artifacts.
Supreme TitanTitans118780Elec 2D20+120Fire 80 / Elec Imm / Cold 80 / Pois 80 / Mag Imm / Phys 80Paradise Valley and Hermit's IsleDead By far the toughest enemies in the game; Supremes can one-hit-kill. Drop some of the best and most expensive items, including relics and artifacts.
SkeletonUndead Fighters218Phys 3D4Pois Imm / Mag ImmThroughout the Mire of the Damned, the Temple of Baa, Corlagon's Estate, and Ethric's TombEasy to kill, but the Lords are tough and can curse you.
GhostUndead Fighters3525Magic 1D6+6Fire 10 / Elec 10 / Cold 10 / Pois Imm / Mag Imm / Phys 10The Mire of the Damned, Corlagon's Estate, and Ethric's TombAfraid Ghosts and evil spirits are mild, but an unkilled Specter can deliver a knock-out blow.
Skeleton KnightUndead Fighters4010Phys 3D4+2Pois Imm / Mag ImmThroughout the Mire of the Damned, the Temple of Baa, Corlagon's Estate, and Ethric's TombAfraid Easy to kill, but the Lords are tough and can curse you.
Evil SpiritUndead Fighters5530Magic 2D6+6Fire 15 / Elec 15 / Cold 15 / Pois Imm / Mag Imm / Phys 15The Mire of the Damned, Corlagon's Estate, and Ethric's TombAge Ghosts and evil spirits are mild, but an unkilled Specter can deliver a knock-out blow.
Skeleton LordUndead Fighters6114Phys 3D4+6Pois Imm / Mag ImmThroughout the Mire of the Damned, the Temple of Baa, Corlagon's Estate, and Ethric's TombCurse Easy to kill, but the Lords are tough and can curse you.
SpecterUndead Fighters9335Magic 3D6+6Fire 20 / Elec 20 / Cold 20 / Pois Imm / Mag Imm / Phys 20The Mire of the Damned, Corlagon's Estate, and Ethric's TombUncon Ghosts and evil spirits are mild, but an unkilled Specter can deliver a knock-out blow.
Death KnightUndead Fighters28045Phys 4D5+20; Magic 4D6Fire 20 / Elec 20 / Cold 20 / Pois 20 / Mag 20 / Phys 10The Warlord's FortressAfraid The Cuisinarts are among the hardest hand-to-hand dungeon enemies in the game; heavy armor and a heavy sword.
Doom KnightUndead Fighters54065Phys 4D5+30; Magic 6D6Fire 30 / Elec 30 / Cold 30 / Pois 30 / Mag 30 / Phys 20The Warlord's FortressAfraid The Cuisinarts are among the hardest hand-to-hand dungeon enemies in the game; heavy armor and a heavy sword.
CuisinartUndead Fighters88085Phys 4D5+40; Magic 8D6Fire 50 / Elec 50 / Cold 50 / Pois 50 / Mag 50 / Phys 30The Warlord's FortressAfraid The Cuisinarts are among the hardest hand-to-hand dungeon enemies in the game; heavy armor and a heavy sword.
LichUndead Mages10015Elec 3D8+6Fire 10 / Elec 10 / Cold 10 / Pois Imm / Mag ImmEthric's Tomb and Castle DarkmoorUndead sorcerers with a wide range of magic but low HP. Greater ones cast Dispel Magic if you come within two rooms.
Greater LichUndead Mages18020Fire 4D8+12Fire 15 / Elec 15 / Cold 15 / Pois Imm / Mag Imm / Phys 5Ethric's Tomb and Castle DarkmoorUndead sorcerers with a wide range of magic but low HP. Greater ones cast Dispel Magic if you come within two rooms.
Power LichUndead Mages28025Ener 5D8+20Fire 20 / Elec 20 / Cold 20 / Pois Imm / Mag Imm / Phys 10Ethric's Tomb and Castle DarkmoorUndead sorcerers with a wide range of magic but low HP. Greater ones cast Dispel Magic if you come within two rooms.
AgarUndead Mages32025Phys 5D9+30Fire 20 / Elec 20 / Cold 20 / Pois 20 / Mag 10 / Phys ImmAgar's LabUnique boss; a Power Lich+ (stronger than a Power Lich).
Lich KingUndead Mages60060Phys 5D8+20Fire 20 / Elec 20 / Cold 20 / Pois Imm / Mag 10 / Phys ImmCastle DarkmoorUnique boss; a Power Lich+ (stronger than a Power Lich).
WolfmanWerewolves10020Phys 2D12+12Fire 5 / Elec 5 / Cold 5 / Pois 5 / Mag 5 / Phys 5The Blackshire area and inside the Lair of the WolfDisease The Werewolf can disease you; the Greater Werewolf can knock you out in one hit.
WerewolfWerewolves18025Phys 2D12+16Fire 10 / Elec 10 / Cold 10 / Pois 10 / Mag 10 / Phys 10The Blackshire area and inside the Lair of the WolfDisease The Werewolf can disease you; the Greater Werewolf can knock you out in one hit.
Greater WerewolfWerewolves28030Phys 2D12+20Fire 15 / Elec 15 / Cold 15 / Pois 15 / Mag 15 / Phys 15The Blackshire area and inside the Lair of the WolfUncon The Werewolf can disease you; the Greater Werewolf can knock you out in one hit.
Werewolf LeaderWerewolves42030Phys 3D12+25Fire 10 / Elec 10 / Cold 10 / Pois 10 / Mag 15 / Phys 10Lair of the WolfUncon Unique boss; a Greater Werewolf+ (stronger than a Greater Werewolf).