Bestiary: Limbo

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Contents

Monster Name (Paragon Name)


Race: What type of creature this is. This is important for Turners and Rangers. HP: (optional) Estimated total HP SP: (optional) Creature's spell penetration score SR: Spell Resistance TR: Turn Resistance and type if not Outsider
AB: Attack Bonus AC: Armour Class Saves: F Fortitude Save / R Reflex Save / W Will Save Conceal: What percentage concealment a creature has, this is pre-blindfight/listen. KB: Whether the creature has kickback, and if so what element/exotics it consists of, and whether or not it is (area-wide) (every time you hit it, everyone in the party gets hit back) or (personal) (just the hitter gets hit back).
Takes: What damages the monster is most vulnerable to (such as Acid, Cold, Electrical, Fire, Sonic, Divine, Magical, Negative, or Positive). Heals: This is the damage type (can be an element or exotic) that heals the Superior and Elite versions of this is monster. For the normal and paragon creatures, it may still be relevant depending on the specific creature. Deals: This are the main damage types dealt by this monster
Misc Imm: Non-spell immunities possessed by this monster. Examples include: Critical Hits, Death Magic, Mind Spells, Petrification, KD
Spell Imm: Spell Immunities possessed by the monsters. Examples include: Drown, Implode, Disintegrate, Forceful Hand, Grasping Hand, Clenched Hand, Crushing Hand.
Special Abilities: This lists any special abilities the creature has, such as stun, KD or slag (there are many others) abilities, and the DC at which these checks are made.
Occurs in: This lists on which layers of the hells, or as a random spawn, this creature can occur.
This details how to deal with this creature, whether they are a high priority target and sometimes further explanation of any special abilities.

Notes on special abilities specific to the Paragon versions of this creature.
The creature's description, as is found when you examine the creature.

Amorphion (Elite Amorphion)


Race: Construct SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Bludgeoning, Sl,Pi, So,Divine Heals: Acid Deals:
Misc Imm: MindSpells, Poison, Disease, Fear, Paralysis, Blindness, Deafness, Slow, Entangle, Stun, Sleep, Charm, Dominate, Confuse, Daze, Ability Decrease, Movement Speed Decrease, Saving Throw Decrease, Knockdown, Negative Levels, Sneak Attack, Critical Hits, Death Magic, Petrification
Spell Imm: Harm, Mass Harm, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Interposing Hand, Flesh to Stone, Call of Stone, Cast in Stone, Crumble
Special Abilities: Amorphions are considered a high value target, since they have an Arcane Spell Failure aura that causes serious problems to the party's spells casters they should be killed quickly
Occurs in: P1 & P2
Use BB8 for good bludgeon damage
Comprised of churning stone, water, fire, air, and colour, an amorphion emanates a continual aura of chaos that causes spells or spell-like abilities in the affected area to go awry.

Anarchic Basilisk (Elite Anarchic Basilisk)


Race: Magical Beast SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Bl, Sl,Piercing, Cold, Fire,So, El, Divine, Heals: Deals:
Misc Imm: Poison, Disease, Fear, Paralysis, Entangle, Sleep, Charm, Dominate, Confuse, Movement Speed Decrease, Saving Throw Decrease, Knockdown, Death Magic, Petrification
Spell Imm: Harm, Mass Harm, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities: Petrification gaze
Occurs in: P1 Monastery of Zerth'Ad'lun: Exterior & P2 (first 3 maps only)
Anarchic creatures dwell in planes of chaos, the realms of disorder. Although they may resemble creatures from the Material plane, they appear less finished, their features more rough and uneven, their fur or scales blotched and tattered, their appearance more ragged and horrific. They are also called the Unfinished, and some say they were first drafts, abandoned to the roiling planes of chaos by forgotten creators.

Anarchic Fox (Elite Anarchic Fox)


Race: Animal SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Bl, Sl,Piercing, Acid, Fire,El, So, Divine, Heals: Deals:
Misc Imm: Paralysis, Entangle, Stun, Sleep, Confuse, Daze, Movement Speed Decrease, Saving Throw Decrease, Death Magic, Petrification
Spell Imm: Harm, Mass Harm, Weird, Phantasmal Killer, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities: Performs a tumble based knockdown check
Occurs in: P1 Monastery of Zerth'Ad'lun: Exterior
Anarchic creatures dwell in planes of chaos, the realms of disorder. Although they may resemble creatures from the Material plane, they appear less finished, their features more rough and uneven, their fur or scales blotched and tattered, their appearance more ragged and horrific. They are also called the Unfinished, and some say they were first drafts, abandoned to the roiling planes of chaos by forgotten creators.

Anarchic Serpent (Elite Anarchic Serpent)


Race: Animal SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Bl, Pi, Slashing, Co, Fi, So, Divine Heals: Deals:
Misc Imm: Poison, Paralysis, Entangle, Sleep, Confuse, Movement Speed Decrease, Saving Throw Decrease, Knockdown, Death Magic
Spell Imm: Harm, Mass Harm, Weird, Phantasmal Killer, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand
Special Abilities:
Occurs in: P1 Monastery of Zerth'Ad'lun: Exterior
Anarchic creatures dwell in planes of chaos, the realms of disorder. Although they may resemble creatures from the Material plane, they appear less finished, their features more rough and uneven, their fur or scales blotched and tattered, their appearance more ragged and horrific. They are also called the Unfinished, and some say they were first drafts, abandoned to the roiling planes of chaos by forgotten creators.

Anarchic Storm Giant (Elite Anarchic Storm Giant)


Race: Giant SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Pi, Ac, Fi, So,So Heals: El Deals:
Misc Imm: Poison, Disease, Fear, Paralysis, Entangle, Stun, Sleep, Daze, Movement Speed Decrease, Saving Throw Decrease, Knockdown, Death Magic, Petrification
Spell Imm: Harm, Mass Harm, Implosion, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities:
Occurs in: P1 & P2 (first 3 maps only)
Anarchic Storm Giants can be killed with Called Shot/Mortal Strike/Heartbane, they heal from and inflict electric.
Anarchic creatures dwell in planes of chaos, the realms of disorder. Although they may resemble creatures from the Material plane, they appear less finished, their features more rough and uneven, their fur or scales blotched and tattered, their appearance more ragged and horrific. They are also called the Unfinished, and some say they were first drafts, abandoned to the roiling planes of chaos by forgotten creators.

Armanite (Elite Armanite)


Race: Outsider SR: 78 TR: 72
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl, Ac So Ma Ne, p s Heals: (none) Deals: Co Po + special (physical)
Misc Imm: Poison Disease Level/Abil Drain Death Magic Petrification / Domination (paragon+)
Spell Imm: Weird, Phantasmal Killer, Drown, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:
Knockdown: DC 40 Strength check to avoid Knockdown: You are knocked down by the armanite! Upon failure, there is a DC 120 Tumble check to halve the duration.
Trample: DC 40 Strength check to avoid physical damage: The armanite tramples you! [Odd that both of these have the same DC and check]
Occurs in: P1 & P2 (first 3 maps only)
Armanites can be Disintegrated, Harmed and Implosioned. They are also good targets for Assassins and Rangers.
Armanites look like undead centaurs with ram or bull horns sticking out from their brows, standing 6 feet tall at their haunches and 10 feet tall overall. Their hauntingly pale complexions are made more eerie by the way their stomach flesh sags behind them, with older armanites looking practically gutted. Their upper half seems sickly, with festering sores covering them, while their lower half is more muscular contributing to their astonishing weight of 2,600 pounds. Their tails are long, serrated, and covered in the same stiff bristles and spines that constitute their manes, which protrude out from the gaps in their armour. Curved claws and spiked hooves make them all the more terrifying. All wear full-plate armour that is constructed of demonic chitin and heavier than it might first appear. The black, fluted barding they wear seems to be more ornamental than utilitarian in purpose.

Arucha (Elite Arucha)


Race: Ooze SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Pi, Co, Fi, El, So, Po, Ne,Ma Heals: Ac Deals:
Misc Imm: Mind Spells, Poison, Disease, Fear, Paralysis, Blindness, Deafness, Entangle, Stun, Sleep, Charm, Dominate, Confuse, Daze, Ability Decrease, Knockdown, Negative Levels, Sneak Attack, Critical Hits, Death Magic, Petrification
Spell Imm: Harm, Mass Harm, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities: Can heal each other where more than one is present, keep apart if possible to speed killing. If they kill a player they then split to form a new Arucha and anybody killed by them will require a True Resurrection or Potion of Life Unbound to revive.
Occurs in: P1 Monastery of Zerth'Ad'lun: Exterior & P2 (first 3 maps only)
The Arucha looks like a 4 feet tall formless blob of rotting, yellowish flesh with writhing pseudopods. Little parasites crawl over their slimy bodies which slurp up the many fluids that it secretes at times. One of such fluids is a thick, viscous glue-like substance which restricts its mobility. Aruchai refuse to stop moving, regardless of how slow they move. They only slow down to absorb foods but otherwise, they never want to stop to rest.

Black Slaad (Elite Black Slaad)


Race: Outsider SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: El Heals: Ac Deals:
Misc Imm:
Spell Imm: Harm, Mass Harm, Implosion, Word of Faith, Word of Balance, Weird, Phantasmal Killer, Drown, Bigby's Crushing Hand, Bigby's Grasping Hand, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities: Cast a duplicate of themselves (can be different paragon level to the original) which can become real if you kill the original quickly enough, they also deliver a massive negative damage (medium AOE), they also have a Turning suppression effect that severely limits the effectiveness of this ability.
Occurs in: P2 final 3 maps only
These are considered an extremely high value target. Shadow Shield potions/negative protection potions are highly recommended in addition to Undeath's Eternal Foe to help protect against the AoE Negative damage. Have high concealment therefore use of Ranger Invisibility Purge will make hitting with melee attacks significantly easier. Have one Heal potion that can (and should be!) be pickpocketed. High paragon iterations of this slaad justify use of Erradicate especially when combined with large groups of other creatures. On the positive side they are guaranteed to drop Soul Canopics.
This humanoid frog stands taller than a man, even when hunched over. Its hide is a dull black, seeming to blur with the surrounding shadows, and wisps of darkness radiate off of it like smoke. A black slaad is a creature of darkness and destruction, and they are among the most powerful of all slaadi. They are created when an already powerful slaad, such as a grey slaad or death slaad, colonizes the reaches of the Shadow Plane and becomes acclimated to that realm’s sinister energies. Although some black slaadi are evil, not all are. Even non-evil black slaadi are dangerous, however, as they are obsessed with tearing down structures and institutions alike. In combat, black slaadi fight with a combination of natural and manufactured weapons. Dramatic and frightening-looking weapons are favoured, such as scythes. A black slaad uses its shadowy form to blend in with its background. The only death a black slaad fears is its own and they often retreat from a losing battle to regroup and plan a new strategy.


Bloodthorn (Elite Bloodthorn)


Race: Plant SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Po (superior+) Deals:
Misc Imm:
Spell Imm:
Special Abilities:
Occurs in: P1 Monastery of Zerth'Ad'lun: Exterior & P2 (first 3 maps only)
A bloodthorn seems to be a normal plant until a living creature comes within the reach of its tendrils. It then lashes out with as many tendrils as possible and drains the victim of blood. A bloodthorn allows scavengers to remove the carcasses, thus keeping the area around the plant free of its consumed prey

Blue Slaad (Elite Blue Slaad)


Race: Outsider SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: El Heals: Ac Deals:
Misc Imm: Poison, Disease, Fear, Paralysis, Entangle, Stun, Sleep, Charm, Dominate, Daze, Knockdown, Death Magic, Petrification
Spell Imm: Harm, Mass Harm, Word of Faith, Word of Balance, Implosion, Drown, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, Bigbys Interposing Hand, Flesh to Stone, Call of Stone, Cast in Stone, Weird
Special Abilities:
Occurs in: P1 (except last map) & P2
Blue Slaads can be killed with Called Shot/Mortal Strike/Heartbane although they have a high Parry so may not be possible for high paragon level creatures
This enormous toad-like humanoid is dark blue on its back and light blue on its belly. Its head is broad and split by a fanged maw, and its muscular hands have enormous bony hooks emerging from their knuckles. Larger, stronger and more magically gifted than red slaadi, the blue slaadi nevertheless need those creatures for their reproductive cycle. This tends to give them something of an inferiority complex and they are horrible bullies prone to violence at the slightest provocation. Blue slaadi are likely to gather into groups but these gangs are marked by constant battling and most blue slaadi are marked with the scars of frequent internecine conflict. They respect power, and kowtow to stronger slaadi more readily than their red brethren.

Bodak (Elite Bodak)


Race: Undead SR: 0 TR: 69
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl Pi Sl, Co So Di Po, a Heals: Ne Deals: Co Ne
Misc Imm: Mind Spells Poison Disease Paralysis Level/Abil Drain Critical Hits Death Magic Petrification / Domination (paragon+)
Spell Imm: Implosion, Drown, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, Bigbys Forceful Hand, Flesh to Stone, Call of Stone, and Cast in Stone
Special Abilities:
Death Gaze: DC 54 Str-Fortitude check versus Death (autofail on 1): The bodak's deadly gaze snuffs out your life! The Hand of Vecna protects against this effect.
Occurs in: P2 all maps
Bodaks can be insta killed and blinded by sunburst which will prevent his Death Gaze attack.Bodaks are a major pain in the neck for most party members (excepting str-tanks). They need to be beaten down quickly and are weakest to Pi Sl So & Po. All Bodaks heal on Ne, even non-paragons. [Can they be Mass Healed?] They do not appear to be immune to knock-down.
Bodaks resemble their living form to a certain extent, being roughly the same size and shape. However, there are differences which are immediately obvious to the eye. A bodak's skin is a deathly pale white or gray, devoid of any hair at all. More eerie still is its face, which was twisted into an inhuman visage of sheer madness and horror with empty, white eyes.

Chaond Primalist (Elite Chaond Primalist)


Race: Half-Orc SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm: Poison, Disease, Fear, Paralysis, Stun, Sleep, Confuse, Daze, Ability Decrease, Saving Throw Decrease, Knockdown, Negative Levels, Death Magic, Petrification
Spell Imm: Harm, Mass Harm, Implosion, Drown, Disintegrate, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities: Chaond Primalists use Bombardment and Cast in Stone
Occurs in: P1
Can be killed with Called Shot/Mortal Strike. Kill them fast as left alone the Bombardments can cause massive Divine damage to all in range.
Infused with primal forces, these are living embodiments of the force of chaos in the universe. Though their slaadi ancestry may be several generations removed, these beings still only marginally fit into civilized societies.

Chaond Vandal (Elite Chaond Vandal)


Race: Half-Orc SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm: Poison, Disease, Paralysis, Slow, Stun, Sleep, Charm, Dominate, Confuse, Daze, Movement Speed Decrease, Saving Throw Decrease, Knockdown, Death Magic
Spell Imm: Harm, Mass Harm, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand
Special Abilities:
Occurs in: P1
Can be killed with Called Shot/Mortal Strike.
Infused with primal forces, these are living embodiments of the force of chaos in the universe. Though their slaadi ancestry may be several generations removed, these beings still only marginally fit into civilized societies.

Chaos Drake (Elite Chaos Drake)


Race: Dragon SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Co Heals: Fi Deals:
Misc Imm:
Spell Imm:
Special Abilities:
Occurs in: P2 (first 3 maps only)
All heal on Fi and perform a Dex based KD check
Chaos drakes are dragon-like creatures hailing from the more chaotic planes. They are without exception dangerously unpredictable and completely mad. Their scales are a dark blackish-green in colour and they glow from within with the multicolored glow of seething chaos.

Chaos Phage Swarm (Elite Chaos Phage Swarm)


Race: Vermin SR: TR:
AB: AC: Saves: F / R / W Conceal: KB: DO NOT HIT!
Takes: Heals: Deals:
Misc Imm:
Spell Imm:
Special Abilities:
Occurs in: P2 all maps
Druids should Use Pesticide to kill them, these are considered a high value target since they deliver massive party KB.
These mindless clumps of oversized slaad embryos are set loose into the Elemental Chaos to spread havoc and produce more of their kind. A chaos phage swarm attacks recklessly, since in death it infects even more potential hosts.

Chaos Roc (Elite Chaos Roc)


Race: Magical Beast SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Fi Heals: So Deals:
Misc Imm: Mind Spells, Poison, Disease, Fear, Paralysis, Deafness, Slow, Entangle, Stun, Sleep, Charm, Dominate, Confuse, Daze, Movement Speed Decrease, Saving Throw Decrease, Knockdown, Sneak Attack, Critical Hits, Death Magic, Petrification
Spell Imm: Harm, Mass Harm, Earthquake, Fissure, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Interposing Hand, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities: Chaos Roc performs a very high dexterity knockdown check and can swallow characters whole temporarily removing them from combat
Occurs in: P1 Monastery of Zerth'Ad'lun: Exterior

Death Slaad (Elite Death Slaad)


Race: Outsider SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: El Heals: Ac Deals:
Misc Imm:
Spell Imm: Harm, Mass Harm, Implosion, Word of Faith, Word of Balance, Weird, Phantasmal Killer, Drown, Bigby's Crushing Hand, Bigby's Grasping Hand, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities:
Occurs in: P2 final 3 maps only
Will also heal off any nearby characters that do not have Ne immunity
This frog-like humanoid stands taller than a man, with oversized arms nearly dragging on the ground. Prongs of bone grow from its wrists and knuckles. A death slaad is a fearsome creature that combines physical prowess, magical might and a complete lack of conscience. As gray slaadi travel the planes, they may settle on an evil aligned plane. As a gray slaad become naturalised and dwells for extended periods of time in an evil plane, its body adapts and changes to suit its environment, and eventually it metamorphoses into a death slaad.

Discordant Soul (Elite Discordant Soul)


Race: Outsider SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm: Poison, Disease, Paralysis, Entangle, Sleep, Confuse, Daze, Ability Decrease Saving, Throw Decrease, Negative Levels, Death Magic, Petrification
Spell Imm: Harm, Mass Harm, Earthquake, Fissure, Weird, Phantasmal Killer, Drown, Bigby's Interposing Hand, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities:
Occurs in: P1 & P2 (first 3 maps only)
Discordant Souls can be killed with Called Shot/Mortal Strike/Heartbane

Doppelganger (Elite Doppelganger)


Race: Shapechanger SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm: Mind Spells, Poison, Disease, Fear, Blindness, Deafness, Slow, Entangle, Stun, Sleep, Charm, Dominate, Confuse, Daze, Ability Decrease, AC Decrease, Movement Speed Decrease, Knockdown, Critical Hits, Death Magic, Petrification
Spell Imm: Harm, Mass Harm, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities: Tank mobs, no special abilities although immune to critical hits so can take a while to beat down
Occurs in: P1 only (except last map)
Doppelgangers are monstrous humanoids, identified primarily by their ability to change their shape and appearance to mimic almost any humanoid creature. They have long, gangly limbs which betray their above-average strength and agility and pale gray skin. Their eyes resemble those of an octopus, yellow with slitted pupils and they have no hair on any part of their body. Their facial features appear to be half-developed. Doppelgangers are cunning and patient, and will wait as long as it takes for an opportunity to present itself. They have the ability to Detect Thoughts, which helps them to mimic their target almost flawlessly by imitating their mannerisms and discovering information that only their target would know. Because of this, they are feared and regarded as natural spies and assassins.

Entropic Reaper (Elite Entropic Reaper)


Race: Undead SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm:
Spell Imm:
Special Abilities:
Occurs in: P1 & P2
Entropic reapers are undead that arise in Limbo. They enforce the twisted edicts of chaotic beings that decree the death of lawful creatures (though an entropic reaper as not particular about the alignments of the creatures it brings low). Entropic reapers stand about 6-1/2 feet tall and weigh about 180 pounds.


Eolian (Elite Eolian)


Race: SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: El Deals:
Misc Imm: Poison, Disease, Fear, Paralysis, Blindness, Deafness, Entangle, Stun, Sleep, Charm, Dominate, Confuse, Daze, Ability Decrease, Movement Speed Decrease, Knockdown, Negative Levels, Death Magic, Petrification
Spell Imm: Harm, Mass Harm, Earthquake, Fissure, Implosion, Drown, Disintegrate, Bigby's Interposing Hand, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities: Have a Great Thunderclap instakill pulse attack, immunity to the spell prevents unexpected deaths also have a Silence aura.
Occurs in: P1 & P2
Unlike most elementals Eolians are not immune to critical hits and can therefore be killed with Called Shot/Mortal Strike
Native to the Elemental Plane of Air, Eolians appear as shifting wind-beings that look like heat shimmers, although they are actually cool and solid. The creatures, generally 10 feet long and not more than 5 feet wide, can shift their exact dimensions at whim.


Erdeen (Elite Erdeen)


Race: SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: So Deals:
Misc Imm: Poison, Disease, Fear, Paralysis, Blindness, Deafness, Entangle, Stun, Sleep, Charm, Dominate, Confuse, Daze, Ability Decrease, Movement Speed Decrease, Knockdown, Negative Levels, Death Magic, Petrification
Spell Imm: Harm, Mass Harm, Earthquake, Fissure, Implosion, Drown, Disintegrate, Bigby's Interposing Hand, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities:
Occurs in: P2 only?
Unlike most elementals Erdeen are not immune to critical hits and can therefore be killed with Called Shot/Mortal Strike
Erdeens are lumpy rock beings about 9 feet tall have long veins of metal and ore running throughout their bodies. They originate from the Elemental Plane of Earth.

Feral Elf Archer (Elite Feral Elf Archer)


Race: Elf SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Po (superior+) Deals:
Misc Imm: Implosion, Drown, Disintegrate, Flesh to Stone, Call of Stone, Cast in Stone, Freedom of Movement
Spell Imm: Poison, Disease, Fear, Paralysis, Slow, Entangle, Stun, Sleep, Confuse, Daze, Movement Speed Decrease, Knockdown, Petrification
Special Abilities: Feral Elf Archers use called shot at a high DC
Occurs in: P1 only
Feral Elves can be killed with Called Shot/Mortal Strike/Heartbane, use Storm Towers to mitigate their attacks.

Feral Elf Skinwalker (Elite Feral Elf SKinwalker)


Race: Elf SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Po (superior+) Deals:
Misc Imm: Poison, Disease, Fear, Paralysis, Slow, Entangle, Stun, Sleep, Confuse, Daze, Movement Speed Decrease, Knockdown, Petrification
Spell Imm: Implosion, Drown, Disintegrate, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities: Skinwalker performs a Dex check knockdown and death drop instant kill (levitation protects)
Occurs in: P1 only
Feral Elves can be killed with Called Shot/Mortal Strike/Heartbane.

Feral Elf Skirmisher (Elite Feral Elf Skirmisher)


Race: Elf SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Po (superior+) Deals:
Misc Imm: Poison, Disease, Fear, Paralysis, Slow, Entangle, Stun, Sleep, Confuse, Daze, Movement Speed Decrease, Knockdown, Petrification
Spell Imm: Implosion, Drown, Disintegrate, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities:
Occurs in: P1 only
Feral Elves can be killed with Called Shot/Mortal Strike/Heartbane.

Feral Elf Stormwarden (Elite Feral Elf Stormwarden)


Race: Elf SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: El (superior+) Deals:
Misc Imm: Poison, Disease, Paralysis, Stun, Sleep, Confuse, Daze, Knockdown, Death Magic, Petrification
Spell Imm: Weird, Phantasmal Killer, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities: Stormwardens use Finger of Death.
Occurs in: P1 only
Feral Elves can be killed with Called Shot/Mortal Strike/Heartbane. Storm Wardens deliver massive El damage.

Gibbering Mouther (Elite Gibbering Mouther)


Race: Aberration SR: TR:
AB: AC: Saves: F / R / W Conceal: KB: (area-wide), So, Ma
Takes: Heals: Deals:
Misc Imm:
Spell Imm:
Special Abilities: Fear effect Charisma check
Occurs in: P1 Monastery of Zerth'Ad'lun: Exterior & P2
Gibbering Mouthers deliver massive area wide Sonic and Magic Kickback, these are considered a high value target, but also a No Hit target. Use Horrid Wilting to instakill them. If you do not have access to Weird you should minimise the amount of attacks while maximising the damage per attack (let the big tank hit them with their fully buffed 2h weapon).
Gibbering mouthers are slimy, oozing, ochre or green flesh with eyes and mouths floating in them. The smell of ammonia and other noxious chemicals surrounds them. If they lie still with their eyes and mouths closed, they resemble piles of wet earth.

Gibbering Orb


Race: Aberration SR: TR:
AB: AC: Saves: F / R / W Conceal: KB: (area-wide), So, Ma
Takes: Heals: Deals:
Misc Imm:
Spell Imm:
Special Abilities:
Occurs in: Random P1 mini, appears in the Monastery of Zerth'Ad'lun: Exterior map only
Drops 5 Soul Canopics and brings with it two or more Gibbering Mouther attendants
A great, bloated, pulsing and floating mass of eyes and mouths that floats above the ground, perhaps a common ancestor of both the gibbering mouther and the beholderkin. It wanders the planes and spaces between the places, seeking to consume living creatures to sate its ravenous appetite.

Gith-attala (Elite Gith-attala)


Race: Monstrous Humanoid SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm: Poison, Disease, Fear, Paralysis, Blindness, Slow, Entangle, Stun, Sleep, Dominate, Confuse, Daze, Attack Decrease, Damage Decrease, Skill Decrease, Death Magic, Petrification
Spell Imm: Harm, Mass Harm, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Bigby's Interposing Hand, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities:
Occurs in: P1 only
Gith-attala are Githzerai tasked to hunt and slay their Githyanki cousins. They are similar to Rrakkma, githzerai who hunt and slay illithids.

Githyanki Avenger (Elite Githyanki Avenger)


Race: Monstrous Humanoid SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm: Poison, Fear, Paralysis, Blindness, Slow, Entangle, Stun, Sleep, Confuse, Daze, Movement Speed Decrease, Knockdown, Sneak Attack, Critical Hits, Death Magic, Petrification
Spell Imm: Harm, Mass Harm, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Interposing Hand, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities:
Occurs in: P1 only
An ancient line of humanlike beings who reside in the Astral Plane, filling their armories for their next skirmish, raid, or war. They are mortal enemies of the Githzerai.

Githzerai Chaosweaver (Elite Githzerai Chaosweaver)


Race: Monstrous Humanoid SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm: Poison, Disease, Paralysis, Entangle, Knockdown, Petrification
Spell Imm: Harm, Mass Harm, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities: Uses Power Word, Kill, Polar Ray to freeze players and Greater Ruin just to spoil your day
Occurs in: P1 only
Has Spell Shields that should be dispelled.
Hard-hearted, human-like people who dwell in the plane of Limbo, secure in the protection of their hidden monasteries. They are mortal enemies of the Githyanki.

Githzerai Monast (Elite Githzerai Monast)


Race: Monstrous Humanoid SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm: Mind Spells, Poison, Disease, Fear, Paralysis, Blindness, Deafness, Slow, Entangle, Stun, Sleep, Charm, Dominate, Confuse, Daze, AC Decrease, Movement Speed Decrease, Knockdown, Petrification
Spell Imm: Harm, Mass Harm, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Interposing Hand, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities:
Occurs in: P1 only
Hard-hearted, human-like people who dwell in the plane of Limbo, secure in the protection of their hidden monasteries. They are mortal enemies of the Githyanki.

Githzerai Stalker (Elite Githzerai Stalker)


Race: Monstrous Humanoid SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm: Poison, Disease, Fear, Stun, Sleep, Confuse, Daze, Knockdown, Death Magic, Petrification
Spell Imm: Harm, Mass Harm, Drown, Bigby's Crushing Hand, Bigby's Grasping Hand, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities:
Occurs in: P1 only
Githzerai Stalkers can be killed with Called Shot/Mortal Strike/Heartbane, use Storm Towers to mitigate their attacks.
Hard-hearted, human-like people who dwell in the plane of Limbo, secure in the protection of their hidden monasteries. They are mortal enemies of the Githyanki.

Githzerai Zerth (Elite Githzerai Zerth)


Race: Monstrous Humanoid SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm: Poison, Disease, Fear, Paralysis, Blindness, Slow, Entangle, Stun, Sleep, Charm, Dominate, Confuse, Daze, Attack Decrease, Damage Decrease, Skill Decrease, Death Magic, Petrification
Spell Imm: Harm, Mass Harm, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Bigby's Interposing Hand, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities:
Occurs in: P1 only
Hard-hearted, human-like people who dwell in the plane of Limbo, secure in the protection of their hidden monasteries. They are mortal enemies of the Githyanki.

Green Slaad (Elite Green Slaad)


Race: Outsider SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: El Heals: Ac Deals:
Misc Imm:
Spell Imm: Harm, Mass Harm, Implosion, Word of Faith, Word of Balance, Weird, Phantasmal Killer, Drown, Bigby's Crushing Hand, Bigby's Grasping Hand, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities:
Occurs in: P1 (all but the last map) & P2
They have a Daze ability and cast many dangerous spells, if present in large numbers can cause serious problems. They also have high conceal until debuffed
This green-skinned, frog-like humanoid would stand twice the height of a man if it were upright, but it walks stooped with a staff. Fleshy lobes and flanges growing from its face give the impression of whiskers and eyebrows. Green slaadi are created from mortals capable of casting arcane spells, either through implantation with a slaad larva or infection with chaos phage.

Gremlin (Elite Gremlin)


Race: Fey SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Ac Deals:
Misc Imm: Poison, Disease, Paralysis, Slow, Entangle, Sleep, Charm, Dominate, Confuse, Movement Speed Decrease, Death Magic, Petrification
Spell Imm: Harm, Mass Harm, Weird, Phantasmal Killer, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities: Gremlins can prevent the drinking of potions
Occurs in: P1 only
Gremlins can be killed with CalledShot/Mortal Strike/Heartbane.
Reviled by mechanics and engineers, these are the bane of steamwork, clockwork, and other complicated metal devices. They are infamous for making such things malfunction and are also noted for their cruel mischief that they visit upon others.

Grey Slaad (Elite Grey Slaad)


Race: Outsider SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Ac Deals:
Misc Imm:
Spell Imm: Harm, Mass Harm, Implosion, Word of Faith, Word of Balance, Weird, Phantasmal Killer, Drown, Bigby's Crushing Hand, Bigby's Grasping Hand, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities:
Occurs in: P1 (all but the last map) & P2
Cast lots of inflicting type spells, as long as you are under the effects of a Font of Purification or Greater Restoration this should not cause too many problems. They also have high conceal until debuffed
This froggish humanoid stands slightly taller than a man. Its limbs are lean and powerful, and bone spurs grow from the backs of its hands. A crest of spines rises from its back, and a cape of flesh grows from along its shoulders. Gray slaadi are explorers and vagabonds, travelling the planes in pursuit of any number of quixotic goals. They are typically curious and adventurous creatures.

Hagunemnon (Elite Hagunemnon)


Race: Shapechanger SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm: Harm, Mass Harm, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Interposing Hand, Flesh to Stone, Call of Stone, Cast in Stone
Spell Imm: Mind Spells, Poison, Disease, Fear, Paralysis, Blindness, Deafness, Slow, Entangle, Stun, Sleep, Charm, Dominate, Confuse, Daze, Ability Decrease, Movement Speed Decrease, Knockdown, Negative Levels, Sneak Attack, Critical Hits, Death Magic, Petrification
Special Abilities:
Occurs in: P1 & P2 (first 3 maps only)
these are considered a high value target(need more information).
These ultimate shapeshifters can take on the extraordinary abilities of any other non-deific creature. They have no natural state and so always appear in a state of flux, incorporating the physical attributes of two, three, or more creatures simultaneously.

Howler (Elite Howler)


Race: SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm:
Spell Imm:
Special Abilities:
Howlers can be killed with Called Shot/Mortal Strike/Heartbane
These live in dark planes where chaos and evil hold sway. They hunt in packs, racing through caverns to wear down their prey and rend it into bits.

Imentesh (Elite Imentesh)


Race: Shapechanger SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm: Harm, Mass Harm, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Flesh to Stone, Call of Stone, Cast in Stone
Spell Imm: Mind Spells, Poison, Disease, Fear, Paralysis, Blindness, Deafness, Slow, Entangle, Stun, Sleep, Charm, Dominate, Confuse, Daze, Ability Decrease, Movement Speed Decrease, Knockdown, Negative Levels, Critical Hits, Death Magic, Petrification
Special Abilities: Imentesh will petrify players not immune to this effect
Occurs in: P1 & P2
Missionaries of chaos and heralds of reality’s eventual unraveling, imenteshes are the proteans most likely to be encountered outside of Limbo. Despite their sometimes loquacious and courtly manner, imenteshes’ entropic agenda is ever at the front of their minds, and this inherent madness is evident in the soft, telepathic susurrus that constantly surrounds them, threatening to warp the minds of the weak-willed. An imentesh is 15 feet long and weighs 1,200 pounds.

Kaorti Alienist (Elite Kaorti Alienist)


Race: Aberration SR: TR:
AB: AC: Saves: F / R / W Conceal: KB: (personal) Psionic
Takes: El Heals: Ac (superior+) Deals:
Misc Imm: Mind Spells, Poison, Disease, Fear, Paralysis, Blindness, Deafness, Slow, Entangle, Stun, Sleep, Charm, Dominate, Confuse, Daze, Damage Immunity Decrease, AC Decrease, Movement Speed Decrease, Knockdown, Negative Levels, Critical Hits, Death Magic, Petrification
Spell Imm: Harm, Mass Harm, Infestation of Maggots, Implosion, Drown, Disintegrate, Bigby's Interposing Hand, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities: Alienists use extremely high DC Weird (blocked by specific immunity to Weird but not generic Illusion school immunity as it is actually Utterophobia) and Disintegrate (only blocked by specific Disintegrate immunity not generic level 6 immunity) and are considered very dangerous. They should be disabled with Mord/Bigby's Hand and managed after the other priorities are cleared due to their high durability
Occurs in: P1 (all but the last map) & P2 (first three maps only)
Use Bigby's Crushing Hand then leave until last as they are extremely 'tanky' and do painful personal kb
Heralding from a realm of madness and nightmare, these were created from the first mortals to enter that realm, who were absorbed by a nameless entity and transformed into the first kaortis. They travelled back through the portal and destroyed it, stranding themselves on the Material Plane. They are humanoid in shape but are nonhuman in appearance.

Kaorti Nullifier (Elite Kaorti Nullifier)


Race: Aberration SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: El Heals: Ac (superior+) Deals:
Misc Imm: Mind Spells, Poison, Disease, Fear, Paralysis, Blindness, Deafness, Slow, Entangle, Stun, Sleep, Charm, Dominate, Confuse, Daze, Damage Immunity Decrease, AC Decrease, Movement Speed Decrease, Negative Levels, Critical Hits, Death Magic, Petrification
Spell Imm: Harm, Mass Harm, Infestation of Maggots, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Interposing Hand, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities: Can force de-shift any form changed characters.
Occurs in: P1 (all but the last map) & P2 (first three maps only)
Heralding from a realm of madness and nightmare, these were created from the first mortals to enter that realm, who were absorbed by a nameless entity and transformed into the first kaortis. They travelled back through the portal and destroyed it, stranding themselves on the Material Plane. They are humanoid in shape but are nonhuman in appearance.

Kaorti Mocker (Elite Kaorti Mocker)


Race: Aberration SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: El Heals: Ac (superior+) Deals:
Misc Imm: Mind Spells, Poison, Disease Fear, Paralysis, Blindness, Deafness, Slow, Entangle, Stun, Sleep, Charm, Dominate, Confuse, Daze, Damage Immunity Decrease, AC Decrease, Movement Speed Decrease, Negative Levels, Critical Hits, Death Magic, Petrification
Spell Imm: Harm, Mass Harm, Infestation of Maggots, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Interposing Hand, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities: Can force deshift shapechanged characters (Shifters, Druids, etc)
Occurs in: P1 (all but the last map) & P2 (first three maps only)
Heralding from a realm of madness and nightmare, these were created from the first mortals to enter that realm, who were absorbed by a nameless entity and transformed into the first kaortis. They travelled back through the portal and destroyed it, stranding themselves on the Material Plane. They are humanoid in shape but are nonhuman in appearance.

Keketar (Elite Keketar)


Race: Shapechanger SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm: Mind Spells, Poison, Disease, Fear, Paralysis, Blindness, Deafness, Slow, Entangle, Silence, Stun, Sleep, Charm, Dominate, Confuse, Daze, Ability Decrease, Movement Speed Decrease, Knockdown, Negative Levels, Sneak Attack, Critical Hits, Death Magic, Petrification
Spell Imm: Harm, Mass Harm, Mordenkainen's Disjunction, Lesser Spell Breach, Spell Breach, Greater Spell Breach, Lesser Dispel, Dispel Magic, Greater Dispelling, Word of Faith, Word of Balance, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities: Keketars use Disintegrate with very high DC, these are considered a high value target, they can also cause a degeneration effect (similar to poisons) constantly causing damage which requires Break Enchantment to remove.
Occurs in: P1 (all but the last map) & P2 (first three maps only)
Individual keketars range from 7 to 40 feet long, though they constantly shift and change like the unformed reality of the Maelstrom itself, altering colour and serpentine banding patterns, shrinking or elongating, and undergoing even more radical physical changes. However, a keketar possesses two static features: first, whatever configuration its body takes, its eyes are always a piercing shade of violet; and second, a whirling ring of ever-changing symbols floats above and around its head like a shapeshifting crown. The cloud's symbols coil, snarl, and intermingle with one another, gradually merging and mutating without apparent pattern.


Khayal (Elite Khayal)


Race: Outsider SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Ne Deals:
Misc Imm: Mind Spells, Poison, Disease, Fear, Paralysis, Blindness, Deafness, Slow, Entangle, Stun, Sleep, Charm, Dominate, Confuse, Curses, Daze, Movement Speed Decrease, Negative Levels, Death Magic, Petrification
Spell Imm: Harm, Mass Harm, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities:
Khayal are humanoid in appearance, with dusky gray skin and black eyes that resemble a void. Like all genies the khayal are arrogant, proud, and easily offended creatures that look down on most races. Though willing to retreat when odds are not in their favour, they feel deep humiliation from such an action and will sustain a grudge against those responsible

Lillend (Elite Lillend)


Race: Outsider SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: So (superior+) Deals:
Misc Imm: Mind Spells, Poison, Disease, Fear, Paralysis, Deafness, Slow, Entangle, Stun, Sleep, Charm, Dominate, Confuse, Daze, Movement Speed Decrease, Knockdown, Death Magic, Petrification
Spell Imm: Harm, Mass Harm, Implosion, Drown, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities:
Occurs in: P1 all maps
Lillend can be killed with Called Shot/Mortal Strike/Heartbane, however they have high parry and should be cursed
Mysterious visitors to the Material Plane, these are skilled at one or more forms of artistic expression. A lillend looks like a human or elf female (rarely a male) with the lower torso of a multicoloured serpent and huge, strikingly patterned wings like a bird's.

Limbo Stalker (Elite Limbo Stalker)


Race: Magical Beast SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm: Poison, Disease, Paralysis, Slow, Entangle, Stun, Sleep, Charm, Dominate, Confuse, Daze, Knockdown, Death Magic, Petrification
Spell Imm: Harm, Mass Harm, Weird, Phantasmal Killer, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities:
Occurs in: P1 (all but the last map)
Feral beasts of fang and claw that stand as tall as an ogre, resembling an anthropomorphic serpent. They occasionally attack slaadi. They are ravenous beasts and skilled hunters.

Mageripper Swarm (Elite Mageripper Swarm)


Race: Vermin SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm:
Spell Imm:
Special Abilities:
Occurs in: P2 all maps
Druids should Use Pesticide to kill them, due to their ability to strip spell slots, these are considered a high value target.
A writing mass of bizarre, eyeless creatures whose bodies are little more than gaping jaws filled with teeth and waving tentacles. These creatures sense and move towards magical auras to feed upon the magical energy. They are relentless creatures which stop only when destroyed or when their source is completely drained of magic.

Mimic (Elite Mimic)


Race: Shapechanger SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm: Disease, Paralysis, Blindness, Deafness, Slow, Entangle, Stun, Sleep, Charm, Dominate, Daze, AC Decrease, Movement Speed Decrease, Knockdown, Sneak Attack, Death Magic, Petrification
Spell Imm: Harm, Mass Harm, Weird, Phantasmal Killer, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities:
Occurs in: P1 (all but the last map)
Mimics can be killed with Called Shot/Mortal Strike/Heartbane
Strange and deadly creatures that can change their pigmentation and shape. They use this ability to lure hapless victims close enough to slay.


Mud Slaad (Elite Mud Slaad)


Race: Outsider SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: El Heals: Ac Deals:
Misc Imm: Poison, Disease, Paralysis, Entangle, Stun, Sleep, Charm, Dominate, Confuse, Daze, Petrification
Spell Imm: Harm, Mass Harm, Implosion, Word of Faith, Word of Balance, Weird, Phantasmal Killer, Drown, Bigby's Crushing Hand, Bigby's Grasping Hand, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities:
Occurs in: P1 (all but the last map) & P2 all maps
Mud Slaads can be killed with Called Shot/Mortal Strike/Heartbane and with Salt Ray.
Mud slaadi are only 5 feet tall and approximately 170 lb with skin colour that ranges from various browns to a sickly brownish-green. They have the wide mouth full of sharp teeth typical of slaads as well as long, lanky arms ending in sharp claws.

Naunet (Elite Naunet)


Race: Shapechanger SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm: Poison, Disease, Fear, Paralysis, Blindness, Deafness, Slow, Entangle, Stun, Sleep, Charm, Dominate, Daze, Ability Decrease, Movement Speed Decrease, Knockdown, Negative Levels, Death Magic, Petrification
Spell Imm: Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities:
Occurs in: P1 (all but the last map) & P2 (first three maps only)
Naunet can be killed with Called Shot/Mortal Strike/Heartbane.
The Naunet is the warrior caste of the protean race.Naunets appear as reptilian beings with muscle-bound arms that end in wicked claws and the lower body of a snake. They also have two tentacles which end in snapping jaws.

Nightseed (Elite Nightseed)


Race: SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Ne (superior+) Deals:
Misc Imm:
Spell Imm:
Special Abilities:
A nocturnal, squamous mass of ganglia that vibrate nervously. They float in the dark, away from the daylight that can destroy them, driven by hunger and endlessly seeking creatures to assimilate into its nightmarish body.

Nishruu (Elite Nishruu)


Race: Outsider SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Ma Deals:
Misc Imm: Mind Spells, Poison, Disease, Fear, Paralysis, Slow, Entangle, Stun, Sleep, Charm, Dominate, Confuse, Daze, Ability Decrease, Movement Speed Decrease, Knockdown, Negative Levels, Sneak Attack, Critical Hits, Death Magic, Petrification
Spell Imm: Spells of level 9 and lower
Special Abilities: Nishruu carry an SR buffing aura that prevents spell resistance from being reduced while under the aura
Occurs in: P1 & P2
These are considered a high value target, just don't use magic damage weapons on them.
Nishruu appear as silent, amorphous bodies of red, breathable mist, lacking visible organs or features. They glow, pulsing regularly as they drift about, and can seep through finger-width cracks. They will always move toward the greatest concentration of magic within 60 feet.

Pelagastr (Elite Pelagastr)


Race: Shapechanger SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm:
Spell Imm:
Special Abilities:
Just as other proteans delight in bringing change to subvert the awful stagnancy of the physical world, pelagastrs are dedicated to inviting chaos and freedom into the dull, stale lives of its inhabitants. Unrestrained by the limits of a physical body, they spy on private spaces and secrets, and hop from host to host to savour the strangeness of the physical world using as many senses as possible.

Phasm (Elite Phasm)


Race: Shapechanger SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Po (superior+) Deals:
Misc Imm: Poison, Disease, Fear, Paralysis, Blindness, Deafness, Slow, Entangle, Stun, Charm, Dominate, Confuse, Ability Decrease, AC Decrease, Movement Speed Decrease, Knockdown, Negative Levels, Death Magic, Petrification
Spell Imm: Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities: Phasm has a daze aura and a Tumble based KD check
Occurs in: P1 & P2
Phasms can be killed with Called Shot/Mortal Strike/Heartbane.
Amorphous creatures that assume the guise of almost any other creature or object. In its natural form it looks like a blob of multicoloured goo.

Pyrophor (Elite Pyrophor)


Race: Shapechanger SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Fi Deals:
Misc Imm: Poison, Disease, Fear, Paralysis, Blindness, Deafness, Slow, Entangle, Stun, Charm, Dominate, Confuse, Ability Decrease, AC Decrease, Movement Speed Decrease, Knockdown, Negative Levels, Death Magic, Petrification
Spell Imm: Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities: Inflict a fire immunity reduction disease
Occurs in: P2 only
Unlike most elementals Pyrophor are not immune to critical hits and can therefore be killed with Called Shot/Mortal Strike
A five-foot-diameter flickering coal floats through the air, its features shifting eerily as fingers of flame flicker in and out. As it picks up speed, it resembles a small meteor.


Quark (Elite Quark)


Race: Outsider SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm: Poison, Disease, Paralysis, Slow, Entangle, Stun, Sleep, Charm, Dominate, Confuse, Daze, Death Magic
Spell Imm: Harm, Mass Harm, Earthquake, Fissure, Weird, Phantasmal Killer, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand
Special Abilities: Quarks will cause confusion
Quarks can be killed with Called Shot/Mortal Strike/Heartbane

Quasit (Elite Quasit)


Race: Outsider SR: 70 TR: 70
AB: 120 AC: Saves: F 44 / R / W Conceal: (none) KB: (none)
Takes: Bl, Co Fi Po, p s Heals: (none) Deals: Random Element + Di Ma
Misc Imm: Entangle Level/Abil Drain Knockdown Petrification / Domination (paragon+)
Spell Imm: Harm, Mass Harm, Earthquake, Implosion, Drown, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, Bigbys Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:
Ranged Attack: Quasits attack from range, like Spinagons.
Sting: DC 56 Fortitude Check versus Poison. Failure results in a Dexterity decrease: The quasit's sting makes you feel sluggish and uncoordinated!
Occurs in: P1 & P2
Quasits are vulnerable to Death Magic and are good targets for Assassins and Rangers.

Red Slaad (Elite Red Slaad)


Race: Outsider SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: El Heals: Ac Deals:
Misc Imm: Poison, Disease, Fear, Entangle, Stun, Sleep, Charm, Dominate, Confuse, Knockdown, Death Magic, Petrification
Spell Imm: Harm, Mass Harm, Word of Faith, Word of Balance, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities: Red Slaad performs a Strength based knockdown check(what DC?)
Occurs in: P1 (all but the last map) & P2 all maps
Red Slaads can be killed with Called Shot/Mortal Strike/Heartbane.
This toad-like humanoid stands taller than a man. Its skin is bright red, it has barely any neck, and its hands end in hooked claws. Red slaadi are among the most numerous of the slaad types. They are physically powerful but stupid, and live their lives much like predatory beasts. Many of them try to hide from the attention of more intelligent slaadi, which would corral their actions and force them into boring routines.

Retriever (Elite Retriever)


Race: Construct SR: 80 TR: (unknown)
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl Sl, Ac So Ma, p Heals: (unknown) Deals: Ma + special (rays of Co El & Fi)
Misc Imm: Poison Disease Fear Paralysis Sleep Charm Domination Confuse Level/Abil Drain Knockdown Sneak Attack Critical Hits Death Magic Petrification
Spell Imm: Harm, Mass Harm, Implosion, Drown, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, Bigbys Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:
Petrification Ray: DC 59 Reflex check to avoid Petrification: The retriever's petrification ray turns you to stone!
Occurs in: P2 (first 3 maps only)
Vulnerable to Stun effects including Power Word, Stun (see Stillsound) and Monk Stunning Fist.
Retrievers have 4 Ray attacks, all having DC 59: Petrification (see above) as well as Co, El and Fi rays. The last 3 are straight-line rays shooting out from the Retriever and hit anything in it's path.
Retreivers are weakest to Bl and Ma.
Retrievers resemble giant spiders with four forelegs ending in large cleaver-like blades and four rear limbs that are used for walking and that carry most of their weight. Their legs span over 14 feet but they normally stand 12 feet tall, twice as tall as a human. A retriever's body size ranges in size from that of an ox to a mammoth, weighing an astonishing 6,500 pounds. Despite their overwhelming weight, they are agile and quick to an unnerving degree. They have two primary eyes and four smaller eyes that gleam malevolently as they peek out from their carapace. Incoherent whispers and clickings are emitted from them but they can not truly speak.

Shadow Jelly (Elite Shadow Jelly)


Race: Ooze SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Ne Deals:
Misc Imm:
Spell Imm:
Special Abilities:
Occurs in: P2 all maps
Shadow stepping puddles of goo are funny. All heal on Negative.
Resembling a pool of undulating darkness - a patch of mobile gloom. These non-sentient creatures are driven by a need to feed on life and light. They prefer to dwell in dark places, waiting to drain the warmth and life from creatures that venture nearby.


Shardsoul Slayer (Elite Shardsoul Slayer)


Race: Construct SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm: Mind Spells, Poison, Disease, Fear, Paralysis, Blindness, Deafness, Entangle, Stun, Sleep, Charm, Dominate, Confuse, Daze, Ability Decrease, Movement Speed Decrease, Knockdown, Negative Levels, Death Magic
Spell Imm: Harm, Mass Harm, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand
Special Abilities: On death they heal all mobs near them, leave until last!
Humanoid shaped creations with lithe, angular bodies of smooth blue-gray metal. They are created through a process that splinters a single elemental spirit, binding into a number of construct bodies, pushing the elemental spirit to madness. Shardsoul Slayers work best in groups where the death of one contributes to the effectiveness of those remaining.


Taunting Haunt (Elite Taunting Haunt)


Race: SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Po Heals: Ne Deals:
Misc Imm:
Spell Imm:
Special Abilities:
Occurs in: P2 all maps
Quite annoying bards that deliver significant debuff to the party and regularly gust persistent AoE spells and fonts.
Haunts are spirits that left unfinished business in life and have returned to seek recompense. They ave victims of injustice and have no qualms about causing others to suffer as they did. Haunts cannot be defeated by normal means, but must have their wrong set aright before they can find peace. A taunting haunt is a twisted and jealous spirit of a deceased bard, jester, or other performer. They relentlessly pursue their targets with their biting humour and tongue-twisting curses, although they themselves present a minimal physical threat.

Thalassi (Elite Thalassi)


Race: Shapechanger SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Fi Heals: Co Massive healing factor! Deals:
Misc Imm: Poison, Disease, Fear, Paralysis, Blindness, Deafness, Slow, Entangle, Stun, Charm, Dominate, Confuse, Ability Decrease, AC Decrease, Movement Speed Decrease, Knockdown, Negative Levels, Death Magic, Petrification
Spell Imm: Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities: Can freeze targets near them in place (leaving them extremely vulnerable to any attacks) and do colossal AoE Co damage, have a huge healing multiplier for any Co damage done to them. Targeted Mordenkainen's Disjunction can block the freezing ability for a while.
Occurs in: P2 all maps, although more prevalent in the final 3
Very high priority targets!


Trilloch (Elite Trilloch)


Race: Vermin SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Po Heals: Ne Deals:
Misc Imm: Mind Spells, Poison, Disease, Fear, Paralysis, Blindness, Deafness, Slow, Entangle, Stun, Sleep, Charm, Dominate, Confuse, Daze, Ability Decrease, Movement Speed Decrease, Knockdown, Negative Levels, Death Magic, Petrification
Spell Imm: Spells of level 9 and lower(instant killed by a lvl 7 spell?)
Special Abilities:
Druids should use Empowered Word of Balance on these
An extraordinarily uncommon creature that hails from the Negative Energy Plane but is encountered as it wanders other planes. It is invisible and nearly imperceptible, being a pulsating ripple of negative energy with no fixed size, shape, or even colour. These beings attempt to influence events to bring about death so they may feed upon the moments upon which creatures pass into the death.


Unfinished Minotaur (Elite Unfinished Minotaur)


Race: Monstrous Humanoid SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm: Poison, Disease, Fear, Paralysis, Entangle, Stun, Sleep, Confuse, Daze, Movement Speed Decrease, Saving Throw Decrease, Knockdown, Death Magic
Spell Imm: Harm, Mass Harm, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand
Special Abilities:
Unfinished Minotaurs can be killed with Called Shot/Mortal Strike/Heartbane
Anarchic creatures dwell in planes of chaos, the realms of disorder. Although they may resemble creatures from the Material plane, they appear less finished, their features more rough and uneven, their fur or scales blotched and tattered, their appearance more ragged and horrific. They are also called the Unfinished, and some say they were first drafts, abandoned to the roiling planes of chaos by forgotten creators.


Unfinished Titan (Elite Unfinished Titan)


Race: Giant SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Po (superior+) Deals:
Misc Imm: Poison, Disease, Fear, Paralysis, Entangle, Stun, Sleep, Charm, Dominate, Confuse, Movement Speed Decrease, Saving Throw Decrease, Knockdown, Death Magic, Petrification
Spell Imm: Harm, Mass Harm, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities: Unfinished Titan performs a Strength knockdown check
Occurs in: P1 (except last map) & P2 maps 1-3
Anarchic creatures dwell in planes of chaos, the realms of disorder. Although they may resemble creatures from the Material plane, they appear less finished, their features more rough and uneven, their fur or scales blotched and tattered, their appearance more ragged and horrific. They are also called the Unfinished, and some say they were first drafts, abandoned to the roiling planes of chaos by forgotten creators.


Voidworm School (Elite Voidworm School)


Race: Vermin SR: TR:
AB: AC: Saves: F / R / W Conceal: KB: (area-wide), Anarchic
Takes: Heals: Deals:
Misc Imm:
Spell Imm:
Special Abilities: Can also force unshift characters, when this happens there is a cooldown timer for re-shifting
Druids should Use Pesticide to kill them. Due to their massive KB, these are considered a high value target.
A voidworm is only 2 feet long and weighs a mere 2 pounds. No two voidworms are exactly alike in their coloration or markings. Their two feathery wings generally take on brighter colours than the rest of their bodies and in the case of voidworms conjured as familiars, these “wings” are the same colour as their masters’ eyes.


Warp Drifter (Elite Warp Drifter)


Race: Plant SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm: Mind Spells, Disease, Fear, Paralysis, Blindness, Deafness, Entangle, Stun, Sleep, Charm, Dominate, Confuse, Daze, Ability Decrease, Negative Levels, Sneak Attack, Critical Hits, Death Magic, Petrification
Spell Imm: Harm, Mass Harm, Earthquake, Fissure, Implosion, Drown, Disintegrate, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities:
Occurs in: P1 Monastery of Zerth'Ad'lun: Exterior map only & P2 (first 4 maps only)
Can be instakilled with the Druid spell Defoliate
The tattered cap of this giant mushroom swells into shape as it changes from the shape of an ordinary tree. The air ripples around its narrow stalk as it rises slowly into the air. Warp drifters are fungus tree-mimics that feed on the natural bio-energy of sentient creatures. They often conceal themselves near populated areas and employ their psionic powers to ambush travelers. Their behavior and tactics suggest a considerable intellect, but attempts at communication have proved futile


Weaver (Elite Weaver)


Race: SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm:
Spell Imm:
Special Abilities:
Weavers can be killed with Called Shot/Mortal Strike/Heartbane, however their parry skill is high and they should be cursed profusely (Bestow Curse and Bard Curse, common profanities do not appear effective)

White Slaad (Elite White Slaad)


Race: Outsider SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: El Heals: Ac Deals:
Misc Imm:
Spell Imm: Harm, Mass Harm, Implosion, Word of Faith, Word of Balance, Weird, Phantasmal Killer, Drown, Bigby's Crushing Hand, Bigby's Grasping Hand, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities: Have a Turning suppression effect that severely limits the effectiveness of this ability.
Occurs in: P2 only, from map 3 onwards although more prevalent in the final 3
these are considered a high value target, however their high durability, extra heal potion and onhit KB (what type?) generally relegate them to be dealt with last. Keep an eye on your health as they have esoteric kb which will chip away at your HP. Have one Heal potion that can (and should be!) be pickpocketed.
This pale, hazy apparition appears to be something like a humanoid frog, its body opalescent and its arms dragging down nearly to the ground. A white slaad is created when a grey slaad travels to the Ethereal Plane and slowly becomes saturated with that realm’s energy. These rare, occult creatures are rarely seen unless they want to be, as they are masters of stealth and disguise. Most white slaad travel between realms to gather information, spy on secretive creatures, and perform pranks that are seemingly impossible.


Windrazor (Elite Windrazor)


Race: Reptilian Humanoid SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: El (superior+) Deals:
Misc Imm: Poison, Disease, Fear, Slow, Entangle, Stun, Sleep, Charm, Dominate, Confuse, Movement Speed Decrease, Knockdown, Death Magic, Petrification
Spell Imm: Harm, Mass Harm, Earthquake, Fissure, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities:
Occurs in: P1 (all but the last map)
These flit through the lightless labyrinths of Pandemonium, committing murder and mayhem in the name of Erythnul, their lord and creator. Windrazors are gangly and creatures, all limbs and flaps of skin which allow them to drift through the air.


Windscythe Confessor (Elite Windscythe Confessor)


Race: Reptilian Humanoid SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: El (superior+) Deals:
Misc Imm: Mind Spells, Poison, Disease, Fear, Paralysis, Slow, Entangle, Stun, Sleep, Charm, Dominate, Confuse, Daze, Movement Speed Decrease, Knockdown, Death Magic, Petrification
Spell Imm: Harm, Mass Harm, Mordenkainens Disjunction, Earthquake, Fissure, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Flesh to Stone, Call of Stone, Cast in Stone, Protection from Alignment
Special Abilities: Confessors use Implosion and Rebuke. Confessors also possess Polymathy resurrect-type epic, they need to be killed twice
Occurs in: P1 (all but the last map)
If left alive for long periods they cast many unpleasant persistent AoE effects that will only dissipate when you kill them.
These flit through the lightless labyrinths of Pandemonium, committing murder and mayhem in the name of Erythnul, their lord and creator. Windscythes are heavily muscled creatures with long limbs and flaps of leathery skin. They are intelligent, tool-using creatures, making them the warriors, nobles, tyrants, and priests of the windblades.


Windscythe Tyrant (Elite Windscythe Tyrant)


Race: Reptilian Humanoid SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: El (superior+) Deals:
Misc Imm: Mind Spells, Poison, Disease, Fear, Paralysis, Slow, Entangle, Stun, Sleep, Charm, Dominate, Confuse, Daze, Movement Speed Decrease, Knockdown, Death Magic, Petrification
Spell Imm: Harm, Mass Harm, Earthquake, Fissure, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities:
Occurs in: P1 (all but the last map)
These flit through the lightless labyrinths of Pandemonium, committing murder and mayhem in the name of Erythnul, their lord and creator. Windscythes are heavily muscled creatures with long limbs and flaps of leathery skin. They are intelligent, tool-using creatures, making them the warriors, nobles, tyrants, and priests of the windblades.

Xag-Az (Elite Xag-Az)


Race: Elemental SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Di, Ma Heals: Ne, Po Deals:
Misc Imm: Mind Spells, Poison, Disease, Paralysis, Slow, Entangle, Ability Decrease, Movement Speed Decrease, Knockdown, Critical Hits, Death Magic, Petrification
Spell Imm: Harm, Mass Harm, Word of Faith, Word of Balance, Earthquake, Fissure, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Interposing Hand, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities:
Occurs in: P1 (all but the last map) & P2 (first three maps only)
Summoned by Kaorti Alienists they disappear at the time their summoners are killed, however they can drop Soul Canopics so killing them before their summoners can be more profitable. P1 & P2
Xag-az are energons that have evolved over centuries on the Astral Plane. They wander elsewhere to satisfy curiosity or fulfil some unknown plan. They are translucent globes about 2 feet across that float and shimmer in the air. The silvery glow that emanates from their bodies shifts into another color based on the energy they last used. This colour change generally lasts a couple of hours before becoming its pale silver default, though the xag-az can shift at any time before then if it changes the energy form it uses again. Emerging from the lower hemisphere of the globe are six to twelve tentacles. The only other feature is a pair of spots on the upper hemisphere that suggest eyes.

Zeugalak (Elite Zeugalak)


Race: Magical Beast SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: El Deals:
Misc Imm: Poison, Disease, Blindness, Slow, Entangle, Stun, Sleep, Charm, Dominate, Confuse, Daze, Ability Decrease, Movement Speed Decrease, Knockdown, Negative Levels, Sneak Attack, Death Magic, Petrification
Spell Imm: Harm, Mass Harm, Earthquake, Fissure, Weird, Phantasmal Killer, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Interposing Hand, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities: Inflicts El vulnerability
Occurs in: P1 Monastery of Zerth'Ad'lun: Exterior map only & P2 (first 3 maps only)
Zeugalak can be killed with Called Shot/Mortal Strike/Heartbane, however they have high parry skill and should be cursed first.
Agile, saurian creatures with a poisonous stinger at the end of their long tail. These nocturnal creatures are especially active during thunderstorms. They are constantly shrouded in electrical energy, making them dangerous foes.

Keeper of the Unbroken Circle


Race: Monstrous Humanoid SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm: Mind Spells, Poison, Disease, Fear, Paralysis, Blindness, Deafness, Slow, Entangle, Stun, Sleep, Charm, Dominate, Confuse, Daze, Ability Decrease, Movement Speed Decrease, Knockdown, Negative Levels, Sneak Attack, Critical Hits, Death Magic, Petrification
Spell Imm: Harm, Mass Harm, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Interposing Hand, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities:
Occurs in: P1 Monastery of Zerth'Ad'lun: Interior map only
Keep track of what the boss is saying; everytime he talks he changes 'stance', which at times affects his immunities (eg: Phys-Only Stance, No-Phys Stance etc.)

Umbral Blot


Race: SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Di Heals: Deals:
Misc Imm: Mind Spells, Poison, Disease, Fear, Paralysis, Blindness, Deafness, Slow, Entangle, Stun, Sleep, Charm, Dominate, Confuse, Daze, Ability Decrease, Movement Speed Decrease, Knockdown, Negative Levels, Sneak Attack, Critical Hits, Death Magic, Petrification
Spell Imm: Harm, Mass Harm, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Interposing Hand, Flesh to Stone, Call of Stone, Cast in Stone
Special Abilities: Spams multiple Implosions with an uncharacteristic green effect
Occurs in: P2 The Path of Chaos: Erebos
Random miniboss drops 20 Soul Canopics when killed
Umbral Blots are intelligent holes in reality that erase the existence of all they touch. The blot is described as "a hovering sphere of absolute void". Often, they are mistaken for Spheres of Annihilation, obeying beings capable of commanding such artifacts until they decide to turn on them.
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