Monsters
171 monsters across 32 families, grouped by family. A resist of β means no resistances; Imm means immune.
| Monster | Family | HP | AC | Attacks | Resist | Where | Notes |
|---|---|---|---|---|---|---|---|
| Bat | Bats | 9 | 5 | Phys 1D3 | β | The Abandoned Temple of Baa and Snergle's Caverns | Disease Weak, but their fluttering makes them hard to hit. |
| Giant Bat | Bats | 21 | 8 | Phys 1D3+2 | β | The Abandoned Temple of Baa and Snergle's Caverns | Disease Weak, but their fluttering makes them hard to hit. |
| Vampire Bat | Bats | 35 | 10 | Phys 2D3+2 | β | The Abandoned Temple of Baa and Snergle's Caverns | Disease Weak, but their fluttering makes them hard to hit. |
| Flying Eye | Beholders | 180 | 25 | Cold 5D6 | Fire 20 / Elec 20 / Cold Imm / Mag Imm / Phys 30 | Castle Darkmoor and Agar's Lab | Asleep 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 Eye | Beholders | 280 | 30 | Fire 6D6 | Fire Imm / Elec 30 / Cold 30 / Mag Imm / Phys 40 | Castle Darkmoor and Agar's Lab | Afraid 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 Eye | Beholders | 400 | 35 | Elec 7D6 | Fire 50 / Elec Imm / Cold 50 / Mag Imm / Phys 50 | Castle Darkmoor and Agar's Lab | Insane 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 Pet | Cockatrices | 55 | 13 | Phys 1D12 | Fire 10 / Elec 10 / Cold 10 / Pois 10 / Mag Imm | Eel Infested Waters islands, Agar's Lab, and Castle Kreigspire | Paralyze Flying mutated birds; cast electrical spells, and the abomination can cause paralysis. |
| Agar's Monster | Cockatrices | 67 | 15 | Phys 1D12+6 | Fire 20 / Elec 20 / Cold 20 / Pois 20 / Mag Imm | Eel Infested Waters islands, Agar's Lab, and Castle Kreigspire | Paralyze Flying mutated birds; cast electrical spells, and the abomination can cause paralysis. |
| Agar's Abomination | Cockatrices | 79 | 17 | Phys 2D12+6 | Fire 30 / Elec 30 / Cold 30 / Pois 30 / Mag Imm | Eel Infested Waters islands, Agar's Lab, and Castle Kreigspire | Stone Flying mutated birds; cast electrical spells, and the abomination can cause paralysis. |
| Devil Spawn | Demons | 100 | 20 | Phys 2D6+8; Fire 3D6 | Fire Imm / Elec 20 / Cold 20 / Pois 20 / Mag 20 / Phys 50 | Kreigspire, the Demon Lair, Snergle's Iron Mines, and the Supreme Temple of Baa on Hermit's Isle | Disease Cast and are immune to Fire Magic; tough, but weaker than true Devils. |
| Devil Captain | Demons | 180 | 25 | Phys 2D8+10; Fire 3D8 | Fire Imm / Elec 30 / Cold 30 / Pois 30 / Mag 30 / Phys 50 | The broken Village of Sweet Water and the Hive | Disease Fly; tough. Devil Master casts Meteor Shower (only outside); the King can steal all your Spell Points in one hit. |
| Devil Worker | Demons | 280 | 30 | Phys 2D6+14; Fire 4D6 | Fire Imm / Elec 30 / Cold 30 / Pois 30 / Mag 30 / Phys 50 | Kreigspire, the Demon Lair, Snergle's Iron Mines, and the Supreme Temple of Baa on Hermit's Isle | Disease Cast and are immune to Fire Magic; tough, but weaker than true Devils. |
| Devil Master | Demons | 400 | 35 | Phys 2D8+15; Fire 4D8 | Fire Imm / Elec 40 / Cold 40 / Pois 40 / Mag 40 / Phys 50 | The broken Village of Sweet Water and the Hive | Disease Fly; tough. Devil Master casts Meteor Shower (only outside); the King can steal all your Spell Points in one hit. |
| Devil Warrior | Demons | 540 | 40 | Phys 2D6+20; Fire 5D6 | Fire Imm / Elec 50 / Cold 50 / Pois 50 / Mag Imm / Phys 50 | Kreigspire, the Demon Lair, Snergle's Iron Mines, and the Supreme Temple of Baa on Hermit's Isle | DrainSP Cast and are immune to Fire Magic; tough, but weaker than true Devils. |
| Devil of Baa | Demons | 540 | 40 | Phys 2D6+20; Fire 5D6 | Fire 30 / Elec 30 / Cold 30 / Pois 30 / Phys 30 | Demon Lair | DrainSP Unique boss; a Devil Warrior. |
| Devil King | Demons | 700 | 45 | Phys 2D8+20; Fire 5D8 | Fire Imm / Elec 50 / Cold 50 / Pois 50 / Mag Imm / Phys 50 | The broken Village of Sweet Water and the Hive | DrainSP Fly; tough. Devil Master casts Meteor Shower (only outside); the King can steal all your Spell Points in one hit. |
| Demon Queen | Demons | 1300 | 40 | Phys 2D8+20 | Fire Imm / Elec 50 / Cold 50 / Pois 50 / Mag Imm / Phys 50 | The Hive | DrainSP Unique boss; a Devil. |
| Flame Drake | Dragons | 129 | 20 | Fire 10D4 | Fire Imm / Elec 10 / Cold 10 / Pois 30 / Mag 10 / Phys 20 | The frozen area of Kreigspire and Castle Kreigspire | Weak dragons that breathe weaker spells and have much less HP than true dragons. |
| Frost Drake | Dragons | 162 | 25 | Cold 12D4 | Fire 10 / Elec 10 / Cold Imm / Pois 10 / Mag 10 / Phys 30 | The frozen area of Kreigspire and Castle Kreigspire | Weak dragons that breathe weaker spells and have much less HP than true dragons. |
| Energy Drake | Dragons | 198 | 30 | Ener 15D4 | Fire 20 / Elec 20 / Cold 20 / Pois 10 / Mag 10 / Phys 40 | The frozen area of Kreigspire and Castle Kreigspire | BrkItem Weak dragons that breathe weaker spells and have much less HP than true dragons. |
| Fire Lizard | Dragons | 280 | 40 | Fire 10D6 | Fire Imm / Elec 30 / Cold 30 / Pois 30 / Mag 30 / Phys 20 | Dragonsand and the sandy areas of Blackshire | Half the power of dragons with less HP; shoot balls of their element and are immune to fire, air, and earth magic respectively. |
| Lightning Lizard | Dragons | 400 | 50 | Elec 12D6 | Fire 40 / Elec Imm / Cold 40 / Pois 40 / Mag 40 / Phys 30 | Dragonsand and the sandy areas of Blackshire | BrkItem Half the power of dragons with less HP; shoot balls of their element and are immune to fire, air, and earth magic respectively. |
| Wyrm | Dragons | 400 | 40 | Pois 10D10 | Fire 30 / Elec 30 / Cold 30 / Pois Imm / Mag 30 / Phys 30 | Dragonsand and the Cave of the Dragonriders | Pois 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 Lizard | Dragons | 540 | 60 | Cold 14D6 | Fire 50 / Elec 50 / Cold Imm / Pois 50 / Mag 50 / Phys 40 | Dragonsand and the sandy areas of Blackshire | BrkItem Half the power of dragons with less HP; shoot balls of their element and are immune to fire, air, and earth magic respectively. |
| Giant Wyrm | Dragons | 540 | 50 | Pois 10D10 | Fire 40 / Elec 40 / Cold 40 / Pois Imm / Mag 40 / Phys 40 | Dragonsand and the Cave of the Dragonriders | Pois 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 Wyrm | Dragons | 700 | 60 | Pois 10D10 | Fire 50 / Elec 50 / Cold 50 / Pois Imm / Mag 50 / Phys 50 | Dragonsand and the Cave of the Dragonriders | Pois 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 Dragon | Dragons | 880 | 60 | Fire 12D8 | Fire Imm / Elec 50 / Cold 30 / Pois 50 / Mag 50 / Phys 50 | Dragonsand 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 Witherhide | Dragons | 880 | 60 | Fire 12D8 | Fire Imm / Elec 50 / Cold 30 / Pois 50 / Mag 50 / Phys 50 | Dragon's Lair | Unique boss; a Red Dragon. |
| Blue Dragon | Dragons | 1080 | 80 | Cold 14D8 | Fire 30 / Elec 70 / Cold Imm / Pois 70 / Mag 70 / Phys 70 | Dragonsand 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 Dragon | Dragons | 1300 | 100 | Ener 16D8 | Fire 90 / Elec 90 / Cold 90 / Pois 90 / Mag Imm / Phys 90 | Dragonsand 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. |
| Dwarf | Dwarves | 40 | 6 | Phys 4D2+4; Phys 8D2+8 | Fire 20 / Elec 20 / Cold 20 / Pois Imm / Mag 30 | The two Snergle dungeons | Tough; many can deal lots of damage with axes. Best taken on a couple at a time. |
| Dwarf Warrior | Dwarves | 100 | 12 | Phys 4D2+8; Phys 8D2+16 | Fire 30 / Elec 30 / Cold 30 / Pois Imm / Mag 40 | The two Snergle dungeons | Tough; many can deal lots of damage with axes. Best taken on a couple at a time. |
| Snergle | Dwarves | 150 | 20 | Phys 4D2+10; Magic 8D2+20 | Fire 40 / Elec 40 / Cold 40 / Pois Imm / Phys 50 | Snergle's Caverns | BrkArmor Unique boss; a Dwarf Lord. |
| Dwarf Lord | Dwarves | 180 | 20 | Phys 4D2+16; Phys 8D2+32 | Fire 40 / Elec 40 / Cold 40 / Pois Imm / Mag 50 | The two Snergle dungeons | BrkArmor Tough; many can deal lots of damage with axes. Best taken on a couple at a time. |
| Fire Beast | Elementals | 55 | 12 | Fire 2D8 | Fire Imm / Elec 10 / Cold 10 / Pois Imm / Mag Imm / Phys 10 | Gharik's Forge and the Supreme Temple of Baa | Fireball monsters; Ice spells and arrows kill them quickly. |
| Water Beast | Elementals | 61 | 10 | Phys 3D12 | Fire 10 / Elec 10 / Cold Imm / Pois Imm / Mag Imm / Phys 10 | The Eel Infested Waters and inside the Monolith | Wield pitchforks; cast and are immune to Water Magic. Not as tough as they look. |
| Dust Devil | Elementals | 73 | 10 | Elec 3D6 | Fire 10 / Elec Imm / Cold 10 / Pois Imm / Mag Imm / Phys 10 | Near the Temple of the Snake, the Blackshire desert, and Castle Alamos | Tornados with high immunity to Air Magic; cast Lightning Bolt at high levels. |
| Twister | Elementals | 114 | 12 | Elec 5D6 | Fire 10 / Elec Imm / Cold 10 / Pois Imm / Mag Imm / Phys 10 | Near the Temple of the Snake, the Blackshire desert, and Castle Alamos | Tornados with high immunity to Air Magic; cast Lightning Bolt at high levels. |
| Water Spirit | Elementals | 129 | 13 | Phys 4D12 | Fire 10 / Elec 10 / Cold Imm / Pois Imm / Mag Imm / Phys 10 | The Eel Infested Waters and inside the Monolith | Wield pitchforks; cast and are immune to Water Magic. Not as tough as they look. |
| Rock Beast | Elementals | 137 | 20 | Phys 10D3; Phys 8D3 | Fire 10 / Elec 10 / Cold 10 / Pois Imm / Mag Imm / Phys 10 | Around Kreigspire and the Monolith | Rock monsters that cast high Earth Magic; pretty tough. |
| Fire Spirit | Elementals | 145 | 15 | Fire 5D8 | Fire Imm / Elec 10 / Cold 10 / Pois Imm / Mag Imm / Phys 10 | Gharik's Forge and the Supreme Temple of Baa | Fireball monsters; Ice spells and arrows kill them quickly. |
| Earth Spirit | Elementals | 180 | 25 | Phys 15D3; Phys 12D3 | Fire 10 / Elec 10 / Cold 10 / Pois Imm / Mag Imm / Phys 10 | Around Kreigspire and the Monolith | BrkArmor Rock monsters that cast high Earth Magic; pretty tough. |
| Air Elemental | Elementals | 207 | 14 | Elec 8D6 | Fire 10 / Elec Imm / Cold 10 / Pois Imm / Mag Imm / Phys 10 | Near the Temple of the Snake, the Blackshire desert, and Castle Alamos | BrkItem Tornados with high immunity to Air Magic; cast Lightning Bolt at high levels. |
| Water Elemental | Elementals | 237 | 16 | Phys 6D12 | Fire 10 / Elec 10 / Cold Imm / Pois Imm / Mag Imm / Phys 10 | The Eel Infested Waters and inside the Monolith | BrkItem Wield pitchforks; cast and are immune to Water Magic. Not as tough as they look. |
| Fire Elemental | Elementals | 269 | 18 | Fire 8D8 | Fire Imm / Elec 10 / Cold 10 / Pois Imm / Mag Imm / Phys 10 | Gharik's Forge and the Supreme Temple of Baa | BrkItem Fireball monsters; Ice spells and arrows kill them quickly. |
| Earth Elemental | Elementals | 280 | 30 | Phys 25D3; Phys 20D3 | Fire 10 / Elec 10 / Cold 10 / Pois Imm / Mag Imm / Phys 10 | Around Kreigspire and the Monolith | Uncon Rock monsters that cast high Earth Magic; pretty tough. |
| Stone Gargoyle | Gargoyles | 73 | 18 | Phys 2D12 | Fire 10 / Elec 10 / Cold 10 / Pois Imm / Mag 10 / Phys 20 | The Silver Cove area | Weak Flying, tough-skinned. Marble causes paralysis; Diamond cannot be hurt by weapons (only spells). |
| Marble Gargoyle | Gargoyles | 114 | 22 | Phys 2D12+4 | Fire 10 / Elec 10 / Cold 10 / Pois Imm / Mag 15 / Phys 30 | The Silver Cove area | Paralyze Flying, tough-skinned. Marble causes paralysis; Diamond cannot be hurt by weapons (only spells). |
| Diamond Gargoyle | Gargoyles | 207 | 26 | Phys 2D12+8 | Fire 10 / Elec 10 / Cold 10 / Pois Imm / Mag 20 / Phys Imm | The Silver Cove area | Paralyze Flying, tough-skinned. Marble causes paralysis; Diamond cannot be hurt by weapons (only spells). |
| Lesser Genie | Genies | 136 | 35 | Cold 6D4+8 | Cold Imm / Phys 75 | Summoned/lesser variant of the Genie family. | |
| Genie | Genies | 207 | 35 | Cold 8D4+8 | Elec 30 / Cold Imm / Pois 30 / Mag Imm / Phys 30 | Inside the Tomb of VARN pyramid | Magic-drunken monsters. |
| Djinn | Genies | 325 | 45 | Elec 10D4+10 | Fire 30 / Elec Imm / Cold 30 / Mag Imm / Phys 30 | Inside the Tomb of VARN pyramid | Asleep Magic-drunken monsters. |
| Efreet | Genies | 467 | 55 | Fire 12D4+12 | Fire Imm / Elec 30 / Pois 30 / Mag Imm / Phys 30 | Inside the Tomb of VARN pyramid | Afraid Magic-drunken monsters. |
| Goblin | Goblins | 13 | 6 | Phys 1D9 | β | The New Sorpigal area, Goblinwatch, Hall of the Fire Lord, and the NWC dungeon | Quite easy, but the two higher ones throw Fire Bolt occasionally. |
| Goblin Shaman | Goblins | 21 | 10 | Phys 1D9+2 | β | The New Sorpigal area, Goblinwatch, Hall of the Fire Lord, and the NWC dungeon | Quite easy, but the two higher ones throw Fire Bolt occasionally. |
| Goblin King | Goblins | 40 | 14 | Phys 1D9+4 | Fire 10 / Elec 10 / Cold 10 / Pois 10 / Mag 10 / Phys 10 | The New Sorpigal area, Goblinwatch, Hall of the Fire Lord, and the NWC dungeon | BrkItem Quite easy, but the two higher ones throw Fire Bolt occasionally. |
| Harpy | Harpies | 61 | 12 | Phys 2D7+2 | Mag 10 | The mountains of Mire of the Damned and Frozen Highlands | Drunk Very annoying. Harpy Witch casts Mass Curse, so flying too close to a group can curse the whole party. |
| Harpy Hag | Harpies | 79 | 14 | Phys 2D7+5 | Mag 20 | The mountains of Mire of the Damned and Frozen Highlands | Curse Very annoying. Harpy Witch casts Mass Curse, so flying too close to a group can curse the whole party. |
| Harpy Witch | Harpies | 93 | 16 | Phys 2D7+10 | Mag 30 | The mountains of Mire of the Damned and Frozen Highlands | Age Very annoying. Harpy Witch casts Mass Curse, so flying too close to a group can curse the whole party. |
| Follower of Baa | Human Clerics | 9 | 3 | Phys 2D4 | β | Outside in the Ironfist area, the Arena, and on the Misty Islands | Pushovers; Mystics shoot electric balls. |
| Mystic of Baa | Human Clerics | 17 | 5 | Phys 2D4+2 | β | Outside in the Ironfist area, the Arena, and on the Misty Islands | Pushovers; Mystics shoot electric balls. |
| Fanatic of Baa | Human Clerics | 25 | 6 | Phys 2D4+4 | β | Outside in the Ironfist area, the Arena, and on the Misty Islands | Pushovers; Mystics shoot electric balls. |
| Acolyte of Baa | Human Clerics | 30 | 14 | Elec 2D4 | β | Inside the 3 Temples of Baa and the Free Haven Sewers | Cast many clerical spells (including Flying Fist from the priests) but have low hit points. |
| Novice Monk | Human Clerics | 30 | 16 | Fire 2D4+2 | Fire 10 | Inside the Temples of the Fist and Sun | Low HP but cast a rather high skill of electrical magic. |
| Druid | Human Clerics | 40 | 12 | Fire 2D4+3 | Fire 10 / Elec 10 / Cold 10 / Pois 10 / Mag 10 | The west Silver Cove area, the Monolith, Temple of the Moon, and the Superior Temple of Baa | Tough in numbers at low level; use nothing but elemental spells. |
| Cleric of Baa | Human Clerics | 67 | 18 | Elec 2D4+4 | β | Inside the 3 Temples of Baa and the Free Haven Sewers | Cast many clerical spells (including Flying Fist from the priests) but have low hit points. |
| Initiate Monk | Human Clerics | 73 | 19 | Elec 2D4+8 | Elec 10 | Inside the Temples of the Fist and Sun | Low HP but cast a rather high skill of electrical magic. |
| Great Druid | Human Clerics | 73 | 16 | Cold 2D4+6 | Fire 20 / Elec 20 / Cold 20 / Pois 20 / Mag 20 | The west Silver Cove area, the Monolith, Temple of the Moon, and the Superior Temple of Baa | Tough in numbers at low level; use nothing but elemental spells. |
| Priest of Baa | Human Clerics | 137 | 22 | Elec 2D4+8 | β | Inside the 3 Temples of Baa and the Free Haven Sewers | Cast many clerical spells (including Flying Fist from the priests) but have low hit points. |
| Slicker Silvertongue | Human Clerics | 137 | 22 | Phys 2D4+8 | β | Supreme Temple of Baa | Unique boss; a Priest of Baa. |
| Master Monk | Human Clerics | 153 | 28 | Cold 2D4+16 | Fire 5 / Elec 5 / Cold 20 / Pois 5 / Mag Imm | Inside the Temples of the Fist and Sun | Weak Low HP but cast a rather high skill of electrical magic. |
| Grand Druid | Human Clerics | 162 | 22 | Magic 2D4+12 | Fire 30 / Elec 30 / Cold 30 / Pois 30 / Mag 30 | The west Silver Cove area, the Monolith, Temple of the Moon, and the Superior Temple of Baa | DrainSP Tough in numbers at low level; use nothing but elemental spells. |
| Cannibal | Human Fighters | 21 | 5 | Phys 3D3+2 | β | The Bootleg Bay area and the Tsantsa Temple | Human witch doctors throw Deadly Swarm; ogre witch doctors throw Fire Blast. |
| Head Hunter | Human Fighters | 30 | 7 | Phys 3D3+4 | β | The Bootleg Bay area and the Tsantsa Temple | Weak Human witch doctors throw Deadly Swarm; ogre witch doctors throw Fire Blast. |
| Thug | Human Fighters | 30 | 12 | Phys 2D4+1 | β | Ironfist's Shadow Guild, Dragoon's Caverns, and the Warlord's Fortress | Not very tough, but faced early so can be a problem occasionally. |
| Archer | Human Fighters | 35 | 14 | Phys 1D6+1 | Fire 10 / Elec 10 / Cold 10 / Pois 10 | Outside in the Frozen Highlands and Free Haven | Can shoot a couple times per turn; the Fire Archer's Fireball hits the whole party. |
| Witch Doctor | Human Fighters | 40 | 9 | Phys 3D3+6 | Fire 5 / Elec 5 / Cold 5 / Pois 5 / Mag 5 | The Bootleg Bay area and the Tsantsa Temple | Human witch doctors throw Deadly Swarm; ogre witch doctors throw Fire Blast. |
| Swordsman | Human Fighters | 40 | 10 | Phys 3D7+4 | Fire 5 / Elec 5 / Cold 5 / Pois 5 / Mag 5 / Phys 5 | The two Silver Helm dungeons and the Lair of the Wolf | HP drainers found in large groups; not hard but not easy. |
| Guard | Human Fighters | 45 | 16 | Phys 3D3+5 | Fire 5 / Elec 5 / Cold 5 / Pois 5 / Mag 5 / Phys 5 | The Silver Helm Outpost and Icewind Keep | Silver Helm guards; HP drainers that can grab a few HP before dying. |
| Ruffian | Human Fighters | 61 | 14 | Phys 2D4+5 | β | Ironfist's Shadow Guild, Dragoon's Caverns, and the Warlord's Fortress | Not very tough, but faced early so can be a problem occasionally. |
| Fighter | Human Fighters | 61 | 18 | Phys 3D3+6 | Fire 10 / Elec 10 / Cold 10 / Pois 10 / Mag 10 / Phys 10 | The two Dragoon dungeons, the Silver Helm Stronghold, and the Warlord's Fortress | Armored fighters; Vets have lots of HP and can break items. |
| Magyar | Human Fighters | 61 | 16 | Phys 3D7+3 | Fire 20 / Elec 20 / Cold 20 / Pois 20 / Phys 10 | The Frozen Highlands area and Castle Alamos | Not too bad to fight; the Matrons throw electric spells. |
| Expert Swordsman | Human Fighters | 79 | 15 | Phys 3D7+6 | Fire 10 / Elec 5 / Cold 5 / Pois 5 / Mag 5 / Phys 5 | The two Silver Helm dungeons and the Lair of the Wolf | HP drainers found in large groups; not hard but not easy. |
| Master Archer | Human Fighters | 93 | 16 | Phys 2D6+2; Fire 3D6 | Fire 20 / Elec 20 / Cold 20 / Pois 20 | Outside in the Frozen Highlands and Free Haven | Can shoot a couple times per turn; the Fire Archer's Fireball hits the whole party. |
| Lieutenant | Human Fighters | 93 | 24 | Phys 3D3+10; Phys 3D3+20 | Fire 10 / Elec 10 / Cold 10 / Pois 10 / Mag 10 / Phys 10 | The Silver Helm Outpost and Icewind Keep | Silver Helm guards; HP drainers that can grab a few HP before dying. |
| Brigand | Human Fighters | 114 | 16 | Phys 2D4+10; Phys 2D4+20 | Fire 5 / Elec 5 / Cold 5 / Pois 5 / Mag 5 / Phys 5 | Ironfist's Shadow Guild, Dragoon's Caverns, and the Warlord's Fortress | Not very tough, but faced early so can be a problem occasionally. |
| Master Swordsman | Human Fighters | 129 | 20 | Phys 3D7+8; Phys 3D7+20 | Fire 15 / Elec 10 / Cold 10 / Pois 10 / Mag 10 / Phys 10 | The two Silver Helm dungeons and the Lair of the Wolf | BrkWeapon HP drainers found in large groups; not hard but not easy. |
| Soldier | Human Fighters | 129 | 24 | Phys 3D3+10 | Fire 20 / Elec 20 / Cold 20 / Pois 20 / Mag 10 / Phys 20 | The two Dragoon dungeons, the Silver Helm Stronghold, and the Warlord's Fortress | Armored fighters; Vets have lots of HP and can break items. |
| Magyar Soldier | Human Fighters | 137 | 22 | Phys 3D7+6; Phys 3D7+18 | Fire 30 / Elec 30 / Cold 30 / Pois 30 / Phys 20 | The Frozen Highlands area and Castle Alamos | Not too bad to fight; the Matrons throw electric spells. |
| Fire Archer | Human Fighters | 171 | 22 | Phys 3D6+3; Fire 4D6 | Fire 30 / Elec 30 / Cold 30 / Pois 30 / Mag 10 | Outside in the Frozen Highlands and Free Haven | Can shoot a couple times per turn; the Fire Archer's Fireball hits the whole party. |
| Captain | Human Fighters | 207 | 32 | Phys 3D3+20; Phys 3D3+40 | Fire 20 / Elec 20 / Cold 20 / Pois 20 / Mag 20 / Phys 20 | The Silver Helm Outpost and Icewind Keep | BrkArmor Silver Helm guards; HP drainers that can grab a few HP before dying. |
| Veteran | Human Fighters | 227 | 30 | Phys 3D3+14; Phys 3D3+45 | Fire 30 / Elec 30 / Cold 30 / Pois 30 / Mag 10 / Phys 30 | The two Dragoon dungeons, the Silver Helm Stronghold, and the Warlord's Fortress | BrkWeapon Armored fighters; Vets have lots of HP and can break items. |
| Magyar Matron | Human Fighters | 247 | 28 | Phys 3D7+12; Elec 7D8 | Fire 50 / Elec 50 / Cold 50 / Pois 50 / Phys 30 | The Frozen Highlands area and Castle Alamos | Not too bad to fight; the Matrons throw electric spells. |
| Apprentice Mage | Human Mages | 6 | 3 | Phys 2D4 | β | 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 Mage | Human Mages | 21 | 5 | Phys 2D4+2 | β | 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. |
| Mage | Human Mages | 40 | 7 | Phys 2D4+6 | β | 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. |
| Sorcerer | Human Mages | 137 | 14 | Elec 9D4 | Fire 10 / Elec Imm / Cold 10 / Pois 10 / Mag 10 | Gharik's Forge, the Superior Temple of Baa, Silver Helm Stronghold, and Castle Alamos | Cast electrical magic; Warlocks are a pain, casting Insanity almost every turn. |
| Magician | Human Mages | 227 | 18 | Elec 12D4 | Fire 20 / Elec Imm / Cold 20 / Pois 20 / Mag 20 | Gharik's Forge, the Superior Temple of Baa, Silver Helm Stronghold, and Castle Alamos | Cast electrical magic; Warlocks are a pain, casting Insanity almost every turn. |
| Warlock | Human Mages | 400 | 30 | Ener 16D4 | Fire 30 / Elec Imm / Cold 30 / Pois 30 / Mag 30 | Gharik's Forge, the Superior Temple of Baa, Silver Helm Stronghold, and Castle Alamos | Insane Cast electrical magic; Warlocks are a pain, casting Insanity almost every turn. |
| Q | Human Mages | 16000 | 60 | Magic 10D5+2; Magic 10D5+2 | β | Temple of the Snake | Unique boss with 16000 HP; class uncertain per source. |
| Cutpurse | Human Thieves | 9 | 3 | Phys 2D2+3 | β | The Misty Islands and the Shadow Guild in the Frozen Highlands | Steal Female thieves; easy to beat and cast no spells. |
| Bounty Hunter | Human Thieves | 17 | 5 | Phys 2D2+5 | β | The Misty Islands and the Shadow Guild in the Frozen Highlands | Steal Female thieves; easy to beat and cast no spells. |
| Assassin | Human Thieves | 25 | 10 | Phys 2D2+10 | β | The Misty Islands and the Shadow Guild in the Frozen Highlands | Dead Female thieves; easy to beat and cast no spells. |
| Thief | Human Thieves | 30 | 10 | Phys 3D4+3; Phys 3D4+1 | β | The Shadow Guilds and the Free Haven Sewer System | Steal Shadow Guild thieves; can steal items (a character looks weird when hit if robbed). |
| Burglar | Human Thieves | 50 | 14 | Phys 3D4+6; Phys 3D4+3 | β | The Shadow Guilds and the Free Haven Sewer System | Steal Shadow Guild thieves; can steal items (a character looks weird when hit if robbed). |
| Rogue | Human Thieves | 86 | 20 | Phys 3D4+12; Phys 3D4+6 | β | The Shadow Guilds and the Free Haven Sewer System | Steal Shadow Guild thieves; can steal items (a character looks weird when hit if robbed). |
| Rogue Leader | Human Thieves | 133 | 20 | Phys 2D10+12; Magic 3D4+6 | β | Steal Unique enemy; a Rogue. | |
| Hydra | Hydras | 337 | 22 | Phys 15D5; Fire 8D5 | Fire Imm / Elec 10 / Cold 10 / Pois 10 / Mag 10 / Phys 10 | Paradise Valley and Hermit's Isle | Five-headed; small ones shoot fire, colossal ones shoot energy, venomous ones poison. |
| Venomous Hydra | Hydras | 467 | 44 | Phys 20D5; Pois 10D5 | Fire 20 / Elec 20 / Cold 20 / Pois Imm / Mag 20 / Phys 20 | Paradise Valley and Hermit's Isle | Poison Five-headed; small ones shoot fire, colossal ones shoot energy, venomous ones poison. |
| Colossal Hydra | Hydras | 617 | 66 | Phys 20D5; Ener 10D5 | Fire 30 / Elec 30 / Cold 30 / Pois 30 / Mag 30 / Phys 30 | Paradise Valley and Hermit's Isle | BrkItem Five-headed; small ones shoot fire, colossal ones shoot energy, venomous ones poison. |
| Defender of VARN | Jackalmen | 227 | 40 | Phys 3D6+20; Ener 5D6 | Fire 20 / Elec 20 / Cold 20 / Pois 20 / Mag Imm / Phys 10 | Inside the Tomb of VARN pyramid | Remarkably tough; deal high damage with various magic and have high HP. |
| Fallen Defender | Jackalmen | 227 | 40 | Phys 3D6+20; Ener 5D6 | Fire 20 / Elec 20 / Cold 20 / Pois 20 / Phys Imm | Hall of the Fire Lord | Unique boss; a Defender of VARN. |
| Sentinel of VARN | Jackalmen | 467 | 50 | Phys 3D6+35; Ener 6D6 | Fire 30 / Elec 30 / Cold 30 / Pois 30 / Mag Imm / Phys 20 | Inside the Tomb of VARN pyramid | Remarkably tough; deal high damage with various magic and have high HP. |
| Guardian of VARN | Jackalmen | 617 | 60 | Phys 3D6+50; Ener 8D6 | Fire Imm / Elec Imm / Cold Imm / Pois Imm / Mag Imm / Phys 30 | Inside the Tomb of VARN pyramid | BrkWeapon Remarkably tough; deal high damage with various magic and have high HP. |
| Lizard Man | Lizards | 13 | 10 | Phys 1D6 | β | The areas of Ironfist and Bootleg Bay | Endlessly fire arrows and electric balls; weak but annoying in numbers. |
| Lizard Archer | Lizards | 25 | 15 | Phys 1D6+2; Fire 2D6 | β | The areas of Ironfist and Bootleg Bay | Endlessly fire arrows and electric balls; weak but annoying in numbers. |
| Lizard Wizard | Lizards | 45 | 20 | Phys 1D6+5 | Fire 10 / Elec 10 / Cold 10 / Pois 10 | The areas of Ironfist and Bootleg Bay | Endlessly fire arrows and electric balls; weak but annoying in numbers. |
| Patrol Unit | Machines | 400 | 60 | Ener 10D5+10 | Fire 30 / Elec 10 / Cold 30 / Pois Imm / Mag Imm / Phys 20 | The Central Control dungeon | BrkItem Patrol the Central Control dungeon. Terminator Units can Eradicate anyone, but they can be fooled into corners and hit around walls. |
| Enforcer Unit | Machines | 700 | 80 | Ener 12D5+15 | Fire 40 / Elec 20 / Cold 40 / Pois Imm / Mag Imm / Phys 30 | The Central Control dungeon | BrkItem Patrol the Central Control dungeon. Terminator Units can Eradicate anyone, but they can be fooled into corners and hit around walls. |
| Terminator Unit | Machines | 1080 | 100 | Ener 20D5+20 | Fire 60 / Elec 30 / Cold 60 / Pois Imm / Mag Imm / Phys 50 | The Central Control dungeon | Errad Patrol the Central Control dungeon. Terminator Units can Eradicate anyone, but they can be fooled into corners and hit around walls. |
| Reactor | Machines | 1300 | 40 | Ener 20D5+20 | Fire Imm / Elec Imm / Cold Imm / Pois Imm / Mag Imm / Phys Imm | The Hive | Unique boss; a Machine. |
| Medusa | Medusas | 227 | 20 | Magic 4D4+8 | Mag Imm | The Temple of the Snake and the Temple of the Moon | Stone High HP for how early you can face them; their spells can turn you to stone. |
| Medusa Enchantress | Medusas | 280 | 25 | Magic 5D4+10 | Mag Imm | The Temple of the Snake and the Temple of the Moon | Stone High HP for how early you can face them; their spells can turn you to stone. |
| Gorgon | Medusas | 337 | 30 | Magic 6D4+12 | Mag Imm | The Temple of the Snake and the Temple of the Moon | Stone High HP for how early you can face them; their spells can turn you to stone. |
| Minotaur | Minotaurs | 269 | 30 | Phys 3D7+25 | Fire 10 / Elec 10 / Cold 10 / Pois 10 / Mag Imm / Phys 10 | The Kreigspire desert area and inside Castle Kreigspire | Half man, half bull; tough-skinned with lots of HP. Kings cast Finger of Death. |
| Minotaur Mage | Minotaurs | 525 | 35 | Phys 3D7+40 | Fire 20 / Elec 20 / Cold 20 / Pois 20 / Mag Imm / Phys 20 | The Kreigspire desert area and inside Castle Kreigspire | Half man, half bull; tough-skinned with lots of HP. Kings cast Finger of Death. |
| Minotaur King | Minotaurs | 861 | 40 | Phys 3D7+60 | Fire 30 / Elec 30 / Cold 30 / Pois 30 / Mag Imm / Phys 30 | The Kreigspire desert area and inside Castle Kreigspire | Half man, half bull; tough-skinned with lots of HP. Kings cast Finger of Death. |
| Lurch | Minotaurs | 2000 | 40 | Phys 3D7+60 | Fire 30 / Elec 30 / Cold 30 / Pois 30 / Mag 30 / Phys Imm | Castle Kreigspire | Unique boss; a Minotaur King+ (stronger than a Minotaur King). |
| Ogre | Ogres | 67 | 12 | Phys 2D5+10 | β | The Hall of the Fire Lord, Icewind Keep, and Castle Darkmoor | Carry swords and cast no magic; Chieftains are tough to hit. |
| Ogre Raider | Ogres | 100 | 14 | Phys 2D5+15 | Fire 10 / Elec 10 / Cold 10 / Pois 10 / Mag 10 / Phys 10 | The Hall of the Fire Lord, Icewind Keep, and Castle Darkmoor | Carry swords and cast no magic; Chieftains are tough to hit. |
| Ogre Chieftain | Ogres | 162 | 16 | Phys 2D5+25 | Fire 20 / Elec 20 / Cold 20 / Pois 20 / Mag 20 / Phys 20 | The Hall of the Fire Lord, Icewind Keep, and Castle Darkmoor | Poison Carry swords and cast no magic; Chieftains are tough to hit. |
| Ooze | Oozes | 50 | 8 | Pois 1D6 | Pois Imm / Mag Imm / Phys Imm | Dragoon's Caverns, Snergle's Iron Mines, and Lair of the Wolf | Poison Immune to direct (physical) attacks; use magic or a weapon that hits for magical damage. |
| Acidic Ooze | Oozes | 86 | 10 | Pois 3D6 | Pois Imm / Mag Imm / Phys Imm | Dragoon's Caverns, Snergle's Iron Mines, and Lair of the Wolf | BrkItem Immune to direct (physical) attacks; use magic or a weapon that hits for magical damage. |
| Corrosive Ooze | Oozes | 137 | 12 | Pois 5D6 | Pois Imm / Mag Imm / Phys Imm | Dragoon's Caverns, Snergle's Iron Mines, and Lair of the Wolf | BrkItem Immune to direct (physical) attacks; use magic or a weapon that hits for magical damage. |
| Common Rat | Rats | 6 | 4 | Phys 1D8 | β | Goblinwatch Keep, Temple of the Fist, Dragoon's Keep, and the Free Haven Sewers | Disease Very weak; a couple of hits kills them. |
| Large Rat | Rats | 13 | 5 | Phys 1D8+2 | β | Goblinwatch Keep, Temple of the Fist, Dragoon's Keep, and the Free Haven Sewers | Disease Very weak; a couple of hits kills them. |
| Giant Rat | Rats | 21 | 8 | Phys 1D8+6 | β | Goblinwatch Keep, Temple of the Fist, Dragoon's Keep, and the Free Haven Sewers | Disease Very weak; a couple of hits kills them. |
| Sea Serpent | Serpents | 162 | 30 | Cold 1D20+25 | Fire 5 / Cold Imm / Mag 5 | The 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 Monster | Serpents | 237 | 35 | Cold 1D20+35 | Fire 10 / Cold Imm / Mag 10 | The 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 Terror | Serpents | 374 | 40 | Cold 1D20+45 | Fire 20 / Cold Imm / Mag 10 | The 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. |
| Cobra | Snakes | 17 | 10 | Phys 1D3+6; Pois 2D6 | Pois Imm | The Abandoned Temple, the Tsantsa Temple, and the Temple of the Moon | Poison Cause poisoning but have low hit points. |
| King Cobra | Snakes | 40 | 12 | Phys 2D3+6; Pois 3D6 | Pois Imm | The Abandoned Temple, the Tsantsa Temple, and the Temple of the Moon | Poison Cause poisoning but have low hit points. |
| Queen Cobra | Snakes | 61 | 16 | Phys 3D3+6; Pois 4D6 | Pois Imm | The Abandoned Temple, the Tsantsa Temple, and the Temple of the Moon | Poison Cause poisoning but have low hit points. |
| Spider | Spiders | 17 | 10 | Phys 3D2 | Pois Imm | The Abandoned Temple and the Temple of Baa | Poison Cause poisoning and travel in large packs; low HP but dangerous in numbers. |
| Giant Spider | Spiders | 30 | 12 | Phys 3D2+3; Pois 3D2 | Pois Imm | The Abandoned Temple and the Temple of Baa | Poison Cause poisoning and travel in large packs; low HP but dangerous in numbers. |
| Huge Spider | Spiders | 50 | 16 | Phys 3D2+6; Pois 4D2 | Elec 5 / Cold 5 / Pois Imm / Mag 5 | The Abandoned Temple and the Temple of Baa | Poison Cause poisoning and travel in large packs; low HP but dangerous in numbers. |
| Queen Spider | Spiders | 50 | 16 | Phys 3D2+6; Pois 4D2 | Pois Imm | Abandoned Temple of Baa | Poison Unique boss; a Huge Spider+ (stronger than a Huge Spider). |
| Blood Sucker | Suckers | 6 | 6 | Phys 1D2 | β | Goblinwatch Keep and near Corlagon's Estate in Ironfist | Disease Easy, but can cause disease. |
| Brain Sucker | Suckers | 13 | 8 | Phys 1D2+2 | β | Goblinwatch Keep and near Corlagon's Estate in Ironfist | Disease Easy, but can cause disease. |
| Soul Sucker | Suckers | 30 | 10 | Phys 2D2+2 | β | Goblinwatch Keep and near Corlagon's Estate in Ironfist | Disease Easy, but can cause disease. |
| Titan | Titans | 617 | 60 | Elec 2D20+60 | Fire 30 / Elec Imm / Cold 30 / Pois 30 / Mag Imm / Phys 30 | Paradise Valley and Hermit's Isle | BrkItem 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 Titan | Titans | 787 | 70 | Elec 2D20+80 | Fire 50 / Elec Imm / Cold 50 / Pois 50 / Mag Imm / Phys 50 | Paradise Valley and Hermit's Isle | BrkItem 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 Titan | Titans | 1187 | 80 | Elec 2D20+120 | Fire 80 / Elec Imm / Cold 80 / Pois 80 / Mag Imm / Phys 80 | Paradise Valley and Hermit's Isle | Dead 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. |
| Skeleton | Undead Fighters | 21 | 8 | Phys 3D4 | Pois Imm / Mag Imm | Throughout the Mire of the Damned, the Temple of Baa, Corlagon's Estate, and Ethric's Tomb | Easy to kill, but the Lords are tough and can curse you. |
| Ghost | Undead Fighters | 35 | 25 | Magic 1D6+6 | Fire 10 / Elec 10 / Cold 10 / Pois Imm / Mag Imm / Phys 10 | The Mire of the Damned, Corlagon's Estate, and Ethric's Tomb | Afraid Ghosts and evil spirits are mild, but an unkilled Specter can deliver a knock-out blow. |
| Skeleton Knight | Undead Fighters | 40 | 10 | Phys 3D4+2 | Pois Imm / Mag Imm | Throughout the Mire of the Damned, the Temple of Baa, Corlagon's Estate, and Ethric's Tomb | Afraid Easy to kill, but the Lords are tough and can curse you. |
| Evil Spirit | Undead Fighters | 55 | 30 | Magic 2D6+6 | Fire 15 / Elec 15 / Cold 15 / Pois Imm / Mag Imm / Phys 15 | The Mire of the Damned, Corlagon's Estate, and Ethric's Tomb | Age Ghosts and evil spirits are mild, but an unkilled Specter can deliver a knock-out blow. |
| Skeleton Lord | Undead Fighters | 61 | 14 | Phys 3D4+6 | Pois Imm / Mag Imm | Throughout the Mire of the Damned, the Temple of Baa, Corlagon's Estate, and Ethric's Tomb | Curse Easy to kill, but the Lords are tough and can curse you. |
| Specter | Undead Fighters | 93 | 35 | Magic 3D6+6 | Fire 20 / Elec 20 / Cold 20 / Pois Imm / Mag Imm / Phys 20 | The Mire of the Damned, Corlagon's Estate, and Ethric's Tomb | Uncon Ghosts and evil spirits are mild, but an unkilled Specter can deliver a knock-out blow. |
| Death Knight | Undead Fighters | 280 | 45 | Phys 4D5+20; Magic 4D6 | Fire 20 / Elec 20 / Cold 20 / Pois 20 / Mag 20 / Phys 10 | The Warlord's Fortress | Afraid The Cuisinarts are among the hardest hand-to-hand dungeon enemies in the game; heavy armor and a heavy sword. |
| Doom Knight | Undead Fighters | 540 | 65 | Phys 4D5+30; Magic 6D6 | Fire 30 / Elec 30 / Cold 30 / Pois 30 / Mag 30 / Phys 20 | The Warlord's Fortress | Afraid The Cuisinarts are among the hardest hand-to-hand dungeon enemies in the game; heavy armor and a heavy sword. |
| Cuisinart | Undead Fighters | 880 | 85 | Phys 4D5+40; Magic 8D6 | Fire 50 / Elec 50 / Cold 50 / Pois 50 / Mag 50 / Phys 30 | The Warlord's Fortress | Afraid The Cuisinarts are among the hardest hand-to-hand dungeon enemies in the game; heavy armor and a heavy sword. |
| Lich | Undead Mages | 100 | 15 | Elec 3D8+6 | Fire 10 / Elec 10 / Cold 10 / Pois Imm / Mag Imm | Ethric's Tomb and Castle Darkmoor | Undead sorcerers with a wide range of magic but low HP. Greater ones cast Dispel Magic if you come within two rooms. |
| Greater Lich | Undead Mages | 180 | 20 | Fire 4D8+12 | Fire 15 / Elec 15 / Cold 15 / Pois Imm / Mag Imm / Phys 5 | Ethric's Tomb and Castle Darkmoor | Undead sorcerers with a wide range of magic but low HP. Greater ones cast Dispel Magic if you come within two rooms. |
| Power Lich | Undead Mages | 280 | 25 | Ener 5D8+20 | Fire 20 / Elec 20 / Cold 20 / Pois Imm / Mag Imm / Phys 10 | Ethric's Tomb and Castle Darkmoor | Undead sorcerers with a wide range of magic but low HP. Greater ones cast Dispel Magic if you come within two rooms. |
| Agar | Undead Mages | 320 | 25 | Phys 5D9+30 | Fire 20 / Elec 20 / Cold 20 / Pois 20 / Mag 10 / Phys Imm | Agar's Lab | Unique boss; a Power Lich+ (stronger than a Power Lich). |
| Lich King | Undead Mages | 600 | 60 | Phys 5D8+20 | Fire 20 / Elec 20 / Cold 20 / Pois Imm / Mag 10 / Phys Imm | Castle Darkmoor | Unique boss; a Power Lich+ (stronger than a Power Lich). |
| Wolfman | Werewolves | 100 | 20 | Phys 2D12+12 | Fire 5 / Elec 5 / Cold 5 / Pois 5 / Mag 5 / Phys 5 | The Blackshire area and inside the Lair of the Wolf | Disease The Werewolf can disease you; the Greater Werewolf can knock you out in one hit. |
| Werewolf | Werewolves | 180 | 25 | Phys 2D12+16 | Fire 10 / Elec 10 / Cold 10 / Pois 10 / Mag 10 / Phys 10 | The Blackshire area and inside the Lair of the Wolf | Disease The Werewolf can disease you; the Greater Werewolf can knock you out in one hit. |
| Greater Werewolf | Werewolves | 280 | 30 | Phys 2D12+20 | Fire 15 / Elec 15 / Cold 15 / Pois 15 / Mag 15 / Phys 15 | The Blackshire area and inside the Lair of the Wolf | Uncon The Werewolf can disease you; the Greater Werewolf can knock you out in one hit. |
| Werewolf Leader | Werewolves | 420 | 30 | Phys 3D12+25 | Fire 10 / Elec 10 / Cold 10 / Pois 10 / Mag 15 / Phys 10 | Lair of the Wolf | Uncon Unique boss; a Greater Werewolf+ (stronger than a Greater Werewolf). |