Strategy: Making a cameo appearance from the original Baldur's Gate, these
big brutes are now laughably easy. If you come across one, though, remember
that their shell can be taken to Cromwell to get ankheg plate mail made.
Black bear, brown bear, cave bear, polar bear
Strategy: Making another guest appearance, bears should not pose any
problem. Much like ankhegs, their time in the light has passed. Otherwise,
you will have no trouble killing them.
Spectator, observer, gauth, undead, beholder, elder orb
Strategy: Often appearing when you'd least like to see them, these eye
tyrants pack an enormous punch. Shooting spells like the cause wounds
line and various confusion and domination spells, beholders will often
kill you before you even get close to them. There are two good methods
for taking these guys out.
to grab the cloak of mirroring. This is a cloak that reflects all
damage back to its source. With this, you can walk up a character, with
preferably high magic resistance, to take the hits and reflect the damage.
One character using this cheese tactic can solo kill five to seven beholders.
The same tactic can be used with the Shield of Balduran, an item that
can be bought from one of the extra merchants who appears in the Adventurer's
one problem to this method: imprisonment. This spell banishes your character
to an alternate dimension. It can only be returned to the material plane
with the level 9 mage spell freedom.
method is to use hold monster. This freezes a beholder so it can't cast
any spells or attack. Simply have your fighters attack, and the beholder
will certainly die. If you are having trouble getting your hold monster
spell off, try the level 5 mage spell lower resistance. Otherwise, the
most important protection against beholders is
anything that raises your magical resistance and any protection that
will absorb spells.
Also, defend yourself with everything you've got, for it will be a
tough fight. If there is a group of beholders, once you see it, hit
it fast and hit it hard. If you can knock a couple off, the group is
no longer a problem.
Strategy: Much like a grub worm on steroids, carrion crawlers are big
and dumb. When you are attacked by them, you may be stunned momentarily
and paralyzed. However, they are relatively easy to beat and shouldn't
be difficult to kill if you charge in with guns blazing. You'll wipe
the floor with them.
Strategy: Need a good fight? Here it is. These nasty knights are a cross
between a mage and a knight, with the hit points of the latter and the
spell resistance of the former. Casting spells like charm person and
hold person along hacking you for 15 to 20 points a pop, these bad boys
can wear a party down in a big hurry. The key to these creatures is
to create a bottleneck and let your pets do the work. If your fighters
get in close, they will be chopped up pretty quickly, so weaken them
from afar first.
Strategy: Posing as a nonthreat, doppelgangers are the kings of mimicking.
They will pose as a person, usually one that needs help, then attack
when you are least expecting it. Just hack their easy bodies to pieces
and don't worry about them. The worst of their attacks is the deception
before the attack. Be aware that they are immune to sleep and charm
Red dragon, black dragon, shadow dragon, silver dragon
Strategy: Though there has been some debate, we find dragons the most
difficult creatures in the game, as they should be. Ranging in form
and ability, each dragon battle will be the toughest you face. Our advice
is to not fight them at all unless you are extremely high level. Even
then, you must have a firm command of all aspects of the game to even
touch them. In general, try to collect anti-dragon equipment like armor,
swords, and the like. Dragons have terribly high magic resistance, so
you must cast spells that lower their abilities to block your spells.
Once that is done, try to stick to damage spells that are difficult
or impossible to resist.
choices are magic missile, lightning bolt and Abi Dalzim's horrid wilting.
Another quick and dirty tactic is to use the level 7 mage spell finger
of death (if your mage has it), which has a chance of almost killing
the target. Nothing is sweeter than seeing a powerful dragon fall in
the first ten seconds. Otherwise, defend yourself with any and all magical
defenses you have. A great weapon to combat dragons with is a bow with
arrows of biting.
Although they only do a minimal 1d4 + 2 points of damage, they are poisoned
and can take one third of the target's life in poison damage over 30
When used against a large creature, namely dragons, they can do 1d4
+2 points of damage plus the 50 points of poison damage (a third of
the approximate 150 hit points dragons have). Also, try to increase
magic resistance and any spell immunities. Dragons will cast wicked
spells that include a swipe of all characters that sends them flying
in all directions.
try to remember that the different colored dragons will be resistant
to the element of their color. For example, red dragons resist fire.
Most importantly, pray to the Baldur's Gate gods for luck. Make no mistake,
you'll need it.
Drow warrior, drow priestess, drow mage, and drow archer
Strategy: Obviously, when you journey to the Underdark, you will fight
a good many drow. The most important thing to remember is that they
use their own prized adamantite armor. It is the best armor you'll ever
see and makes them wickedly hard to hit. Your best bet is to use greater
malison and take down their magic resistance. Then, hit them with spells,
while your fighters do what they can on the front lines. Remember to
pick up their armor once you've killed your first few. It will set you
equal to them for your stay in the Underdark.
Fire, earth, and air (lesser, normal, and greater)
Strategy: Usually summoned by mages, including your own party, elementals
usually have lots of hit points, but are not very tough. Though each
elemental is resistant to its corresponding element, it is otherwise
very susceptible to magic and is very easy to cast spells on. So, hit
elementals will all you have before they get a chance to deal damage
to you. If you find them in groups, try to use an opening area damage
spell of an element opposite to the group.
Strategy: Serving mainly as an annoyance, the only real problem with
ettercaps is their poison touch. Otherwise, hit them with all you have,
and they will fall. If you have problems, use ward undead.
Strategy: Big brutes, ettins pose no challenge. They are weak and have
no magic resistance. You shouldn't need much help dealing with these
tubs o' lard.
Nabassu, pit fiend
Strategy: Usually summoned by a high-level wizard, demons are relatively
rare in Baldur's Gate II. Though immune to most elemental attacks, they
should pose no problem if you cast protection from evil with a ten-foot
radius on yourself. That will give you plenty of room to maneuver and
take you out of harm's way. From there, feel free to do whatever you
need to take them out.
You will be perfectly safe.
Strategy: Genies are avid spellcasters and will cast defensive spells
themselves like greater invisibility and fireshield. A cast of breach
will take care of most of their spells. Thankfully, they usually have
low hit points and, with a few offensive spells, will soon by lying
Ghoul, ghast, fell ghast, greater ghoul, ghoul lord
Strategy: Ghouls are very abundant, and appear in very deadly numbers,
and pack a nasty punch. Though they have a paralysis attack, elves are
immune to it. So, try to send elves in to do the dirty work, while the
rest of your party hits them with ranged weapons. Unfortunately, they
are magic resistant, so many spells will not get off. If you are having
trouble, pull your cleric back and have him use turn undead. Not all
will be turned immediately, but the spell will send a good number away
each round and let you deal with a few at a time.
Gibberling, mutated gibberling
Strategy: Small balls of fur, gibberlings can't do much to harm most
adventurers. Serving as a minor annoyance and nothing more, they were
born to be killed. They don't do much but wait for the unsuspecting
Elite, slasher, captain, warrior, veteran, flind
Strategy: Bringing back memories of Baldur's Gate, gnolls serve as a
reminder of what came before. But, you won't have to think too long;
they'll be dead before you noticed them.
Archer, elite archer, elite warrior, and captain
Strategy: Goblins are deceptively powerful. Using ranged attacks and
sometimes hitting from hard-to-reach places, goblins can pack quite
If you see a group, don't feel bad casting an area damage spell to take
care of them. In fact, hitting them with long-range weapons and spells
is highly recommended. Since they give so little experience, don't feel
like they aren't putting up a good fight. They are, so don't let them
live, or you will take damage needlessly.
Flesh, stone, clay, iron, brain, sand, juggernaut, and adamantine
Strategy: In general, golems make some tough enemies. Most importantly,
you'll need better than +1 weapons to hit a golem in the first place.
Also, they are magic immune, so don't bother trying to cast spells on
them. The only way to beat them is to haste your party, imbue yourself
with spells, and concentrate on the golems with special abilities like
stone and iron. Once you have taken out those that harm your party though
magical means, hit them as hard as you can (make sure to use blunt weapons,
anything else does little or no damage against golems) and as quickly
as you can, and they will fall. Keep a priest nearby to heal your group
and try using their size to your advantage. You can, cheaply, get them
stuck in doorways and other bottlenecks, making your job easier.
Archer, warrior, mage killer, wizard, captain, elite, and shaman
Strategy: Though hobgoblins give almost no experience and are beyond
simple to kill, their priests do cast spells that are as annoying as
With a repertoire of confusion spells, you should take out their casters.
Since those pose the only threat, you can then easily destroy the rest.
Mind flayer, alhoon, ulitharid, vampiric
Strategy: Illithids are simply the most powerful pack of enemies in
You will run into illithids in groups, and they will kill you. With
one cast of a spell, they will charm party members or confuse half your
group. While one is doing that, the others will be attacking you and
dealing hefty damage. Quickly, any strategy you have will turn into
utter chaos, and all will be lost. The easiest way to defeat illithids
(besides having your clerics cast chaotic commands on your party members)
is to send in hordes of summoned creatures beforehand to absorb the
spells. Once they have cast their spells, defend yourself with spell-absorbing
defensive spells and pray that it is enough.
find yourself losing party members, especially your mage, don't bother
continuing. Reload and try again. These will make some tough battles.
Equipment-wise, there are some definite ways to combat illithids. First
and foremost, fight them in their city in the Underdark. There, you
will come across mind control circlets. They act like a permanent charm
and let you easily control illithids whenever you see them. If you come
across them at other times, wear helmets of charm protection and bombard
them with melee attacks.
Strategy: Imps are something of an ultra-mephit, with similar hit points
but a more powerful poisonous attack. They can perform instant kills
if your characters fail a saving throw versus poison, so you might want
to use a potion of invulnerability ahead of time if you can't afford
to die. You can also select the character with the lowest saving throw
of your group to take them on, as they aren't very strong, with fewer
than 30 hit points. They generally like to make themselves invisible,
so be prepared for that as well.
Archer, warrior, captain, commando, witch doctor, shaman, slave, and
Strategy: Much like hobgoblins, their casters can pose a slight annoyance.
Also, their archers can deal a bit of damage, so for sheer ease, clear
them all away simply with one fireball.
Kuo-toa, whip, warrior, monitor, lieutenant, priest, wizard, captain
Strategy: You will only find kuo-toa in gigantic crowds, and they are
actually somewhat difficult to beat. Their archers can pack a punch,
and their shamans cast wicked confusion and charm spells. Any area damage
works wonders against a pack of these, and it is definitely advised
you kill the casters first.
Strategy: Liches are certainly among the elite monsters in Baldur's
Gate II. These once-living spellcasters are now undead creatures with
centuries of spell research to draw from, making them the most proficient
mages in the game, with access to virtually every spell in the book.
They'll use them, too, especially the higher-level spells like Time
Stop and Power Word: Kill. Once you face off against a lich, expect
it to raise spell traps and mantle spells immediately, followed by Time
Stop, Horrid Wilting, Meteor Storm, and other nasty spells.
not unbeatable, though, especially if you can attack hard and early.
One strategy that sometimes works is to send forth a sacrificial lamb.
A character with high health, magic resistance, or saving throws might
have a chance to suffer the lich's initial attacks and survive. Even
if the character dies, the rest of your party can charge the lich and
attempt to destroy it without worrying about Time Stops. You can find
liches in the Underdark, the Drow City, in an inn near the city gates
of Athkatla and a few other places in Athkatla.
There's only one demilich in the game, though, and most players will
probably never beat him. Kangaxx is his name, and he dwells underneath
the Cult of the Unseeing Eye in Athkatla. Though he only has 50 health,
he can cast so many spells in such a short time that your characters
will start dying before they have a chance to attack. His repertoire
is similar to a lich, with Power Word: Kill and Wail of the Banshee
being his killer spells in the early going.
Red lizardmen, lizard king
Strategy: Lizardmen pose no threat. Zero. Simply dice 'em to bits.
Lightning, fire, earth, steam, and so on
Strategy: Contrary to popular belief, mephits are actually quite difficult
at the beginning of the game. With all casting various spells, they
deal a great amount of damage. In numbers, they can be lethal. Since
they have very few hit points, our advice is to kill them as quickly
as possible and use area damage spells to knock out many at once.
Strategy: Minotaurs are infrequent and mostly harmless. Though they
have plenty of hit points, they'll rarely do any damage, and if you
move in any character with a low armor class, they will do nothing.
Simply hack and slash them away and keep your ranged weapons firing.
If needed, cast spells, as minotaurs have very low magic resistance.
Vampiric, mist horror, wandering horror, and crimson death
Strategy: Mists seem to be difficult to hit in general, but like many
other undead, they do require +1 weapons to touch. Hammer them with
any and all fighters you have, then hit them with simple damage spells
like magic missile to finish them off.
Lesser mummy, greater mummy
Strategy: Mummies prove annoying enemies. Since they have a knack for
infecting you with disease and casting high-level spells, it's best
to hit them using ranged weapons and magic. Once you are casting, they
should fall fast, which is good, as their damage mounts up fast.
Warrior, king, and spore colony
Strategy: Myconids can ruin your day fast. With their deadly charm spell,
it is best never to let them get in range. The single sure way to conquer
them is never to let them touch you. Start with a web, then continually
cast your favorite area damage spell. Those that break through the web
should be picked off with archers. Also, use any other damaging spell
to take out any approaching myconids that break through your spell line.
If they manage to get their spores near you, have a priest cast a zone
of sweet air. Since you will find multiple colonies near each other,
web, cast, kill, rinse, and repeat.
Ogrillon, ogre, ogre mage, half ogre
Strategy: Falling into the "dumb brute" category with their
hairy brothers the ettin, ogres are easy to kill and more fun to watch
die. It's so humorous to hear them try to cry out: "Me will smash
your face" and die before you even hear the whole phrase. So, for
everyone's sake, smash their faces and be done with it.
Archer, warrior, orog archer, orog warrior, wizard, priest
Strategy: Orcs are simply dumb and stupid. They pose little or no threat.
Just for fun, cast any low-level area damage spell and watch them all
fall over at once. There is no joy in the world like mass slaughter...
Strategy: Otyugh's only defense is a mild disease attack. Otherwise,
the only thing they seem good at is flapping their big tentacles around
like a dog wags his tail. They look nasty, but are all soft and mushy
on the inside.
Rakshasa, ruhk, rajah, maharajah
Strategy: Up there with beholders, rakshasa are some of the toughest
pack-based enemies in the game. They cast wave after wave of spells,
including area damage spells. In fact, they cast almost any high-level
damage spell you can think of. Your best bet is to summon horde after
horde of creatures and send them in. Once they are in and attacking,
cast area damage spells repeatedly on the group or individual rakshasas
(with your summons intertwined), then hit them with magic missiles and
long-range weaponry. A web to keep them in place never hurt either.
Sahuagin, baronial guard, chieftain, baron, prince, royal guard, king,
Strategy: These cool blue enemies are fishlike creatures with low hit
points and low magic resistance, but are dangerous if left unattended.
They have warriors and priests, but very few wizards. Their warriors
will use crossbows, and the priests have some nice spells, so the best
thing to do is send buffed-up warriors into the fray and concentrate
powers on the magic casters first.
Once they are dead, it becomes a quick sweep up.
Red and blue salamanders
Strategy: Relatively simple melee fighters, salamanders are notable
mostly for their elemental alignments, with red salamanders being associated
with fire attacks, and blue salamanders associated with cold creatures.
You can use the opposite element to deal with each variety, but they're
fairly easy to dispatch with simple fighting techniques.
Shadow, shade wolf, wraith, shimmering wraith, and spectre
Strategy: Dealing good damage and draining your strength, shadows can
drain your party very fast. Though they are immune to cold damage, you
can hit them with most other spells, and they will fall. In a worst-case
scenario, you can fend them off with ward undead while you pick them
off one by one.
Skeleton, warrior, grimward archer, grimward warrior, and bone golem
Strategy: Rarely posing any threat, simply send in your fighters and
deal out the damage. They are affected by most spells and can easily
be kept at bay with ward undead. In general, they give a good deal of
experience for very little effort. If you find an area populated with
them, you can gain a lot of easy experience by simply plowing through
them. Turn undead also works nicely.
Green slime, jelly ochre, grey ooze, and jelly mustard
Strategy: Usually not posing any threat, slime's only notable attribute
is that the harder slimes will require +1 weapons. But, you'll probably
have them beforehand anyway, so it really doesn't matter. They can also
poison you, but you'll most likely kill them before it ever poses a
Baby, huge, giant, wraith, phase, and sword
Strategy: These creatures can be found all over the world, but especially
underground. Individually, spiders won't pose a huge threat, but when
20 small spiders attack you, you've got a problem. It is often worth
it to cast the level 3 mage spell Fireball at your own party. This will
do 6d6 of damage to all creatures. Yes, your own party members will
take some damage, but it will kill all the small spiders, and it is
often preferable to have a slightly damaged mage over a near-dead and
normal spiders, just use warriors and prepare to cure the poison. When
fighting phase spiders, it is best to use archers.
Ice, snow, giant, spectral, spirit, and so on
Strategy: Trolls are really not difficult if you know what to do. Though
they can pack a punch, hit them from afar until they fall over unconscious.
Immediately cast a Melf's Minute Meteor spell (which creates 20 throwable
meteors) and attack them once. The meteors will hit, and they will fall
over dead. Next time you encounter a troll, make sure your mage does
the troll is down, attack once more with the mage. Repeat as needed.
If you are fortunate enough to have ample fire or acid arrows, those
work as well. Any other fire/acid based spells like Burning Hands or
Melf's Acid Arrow will also do.
If you're often left with no spells, pick up any kind of flaming sword/dagger,
even if it's not of much use otherwise and have it in your inventory.
Once you get near a troll-infested area, simply let someone jump around
with it and finish off any trolls still twitching.
Strategy: Easily one of the most difficult early game enemies, umber
hulks will charm and confuse enemies up the wazoo. The easiest way to
dispatch them is to open a door, then step back. If you've done it quickly
enough, the hulks will not see you. Once the door is open, cast web
and entangle or any two other hindering spells, then cast as many area
damage spells as you have. Cloudkill works wonder on umber hulks as
break through, and only one or two will at a time, hit them with magic
missiles and send in your fighters. In case they do get spells off,
keep your mage (or whomever you use for dispel) a good way off. If you
are hit with a spell, grab your mage and simply dispel the effect. Repeat
until all the umber hulks have been destroyed. An even better tactic
is to let your clerics cast chaotic commands on your fighters so that
way you don't have to worry about who's going to do the killing if anyone
else gets confused.
Male, female, fledgling, mature, patriarch, and so on
Strategy: Casting many aggravating spells, vampires can pose a problem.
Most importantly, vampires will cast level drain, which is especially
annoying when cast on mages and priests, as it will force you to rememorize
all their spells once your cure them. However, to prevent this, either
wait until you're affected and cast the priest spell Lesser Restoration
or cast Negative Plane Protection beforehand. If your cleric would lose
the Lesser Restoration spell from being hit, it is important that you
cast Negative Plane Protection on the priest, so you can heal the rest
or your party. Otherwise, once you kill any vampire, look for its coffin.
You will need a stake to put it to final death, but it will be worth
it, as you will receive an extra 9,000 experience points from the already
generous amount given when it died originally.
(Greater) werewolf, (greater) wolfwere; and dire, dread, worg, and winter
Strategy: Customarily dealing small damage, the only wolves of consequence
are the werewolves. As long as you have +1 weapons or better (are we
sensing a pattern here?), though, you will rip through them like fresh
Baby wyvern, wyvern
Strategy: If you somehow don't kill them quickly, they have a poison
attack that can get very annoying. However, they are extremely easy
to kill and should be easy for anyone to dispatch once you find them.
Yuan-ti, commander, priest, mage
Strategy: These guys look very similar to salamanders, but are much
The salamanders, who are very physically weak, posed no problems and
were easy. The yuan-ti are also very physically weak, but have very
strong and incapacitating magic. They are rarely alone, and if you don't
concentrate on them, they will bring the effectiveness of your fighter
to that of a mage in melee combat. They have low magic resistance, so
hit them with spells, arrows, and, of course, good ol' hand-to-hand
slicing and dicing.
Zombie, ju-ju zombie, sea zombie
Strategy: Looking much more formidable than they really are, zombies
don't do much of anything but lope around. They can disease you, though.
But to prevent this, simply attack from a distance. Once they get close,
move farther away and resume attacking.