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Horrors
 Both types of Horrors act fairly similarly, and both are tough melee opponents.
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These creatures attack with flaming blades capable of inflicting massive damage. You'll never encounter a horror wandering in the wilderness, as it will only appear upon being summoned by a powerful mage, and when horrors are killed they'll disappear with a red glow just as suddenly. Often horrors will appear when a trap set by a mage is triggered.
There are two varieties of horror: Helmed Horror (40 hp, 2,000 xp) and Battle Horror (64 hp, 4,000 xp). While they both lack a ranged attack or magic resistance, they are powerful melee opponents. Take them out with spells or ranged weapons.
Invisible Stalkers
 Not much to see when you're facing Invisible Stalkers. You'll be able to detect their presence once they attack or if you cast a detect invisibility spell.
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(64 hp, 3,000 xp) - These dangerous foes are yet another creature summoned by a mage to eliminate those who have crossed the spell-caster. As their name suggests, invisible stalkers can't normally be detected until they launch their assault upon your party. Invisible stalkers have partial resistance to magic (30 percent), but no ranged or magic attacks of their own. Keep as much distance as possible between your party members and these relentless stalkers.
Jelly
 These mustard jellys can emit a toxic vapor to slow your characters.
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Yummy in your tummy? Not unless you consider an acidic mouthwash a delight. These strange creatures are related to slimes and oozes, and come in two varieties, both dangerous.
Ochre Jelly (41 hp, 270 xp) - These creatures attack by secreting an acidic fluid, which they can hurl from a distance.
Mustard Jelly (65 hp, 2,000 xp) - Far more dangerous than their cousins, these creatures also attack by spitting acid. They cannot be hit by non-magic weapons and are resistant to certain spells, including magic missile spells. Mustard jelly is also capable of emitting a toxic vapor that slows its victims.
Kobolds
 Here come the hopping kobolds, grouped nicely for a mage's sleep spell.
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Normal (4 hp, 7 xp) - Three foot tall scaly humanoids, kobolds delight in killing and torturing their enemies. Not too tough individually, kobolds can be dangerous in groups, especially when armed with bows. A large pack of kobolds has taken up residence near Nashkel, and may be behind some of the problems in that area of the Sword Coast.
Kobold Commandos (7 hp, 35 xp) - Rambo look out, kobold commando is here! With more hit points and better equipment (including deadly arrows of fire), kobold commandos are not to be sneered at. Both breeds of kobold are vulnerable to all spells typically affecting humanoids, such as sleep, charm person, hold person, and color spray. Incapacitating kobold commandos quickly will net you the added benefit of being able to claim their unused arrows of fire.
Next: Monsters and Animal Types, continued
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