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Crypt Crawlers

Although he has an intimidating posture, this speedy cousin of the carrion crawler isn't much more dangerous.
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(32 hp, 420 xp) - These are swifter relatives of the carrion crawlers that infest the sewers of Baldur's Gate. Like their brethren, crypt crawlers possess a paralyzing attack, but otherwise pose little threat to a party. These creatures are too weak to warrant using spells on them, but take them out with missile weapons to prudently avoid their touch.
Demonknight

Fireballs are the demonknight's favorite form of attack, so spread your party members out when facing this creature.
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(125 hp, 15,000 xp) - This exceptionally powerful foe is every bit Sarevok's equal in melee combat, and has a number of additional magic abilities at his disposal. Capable of casting dispel magic, power word stun, power word kill and fireballs that do 20-120 hp of damage, and resistant to magic himself, the demonknight rules Durlag's Tower. Check out the area walk-through section of this guide for additional information on how to challenge the demonknight. As powerful as the demonknight is, it serves an even more powerful master, a Tanar'ri.
Fission Slime

Don't even bother attacking this creature with anything other than fire, or you'll just multiply your troubles.
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(65 hp, 3,000 xp) - These infectious creatures delight in launching dangerous missile attacks that actually consist of parts of their bodies. While these hybrid plant/animals do not possess many hit points, they can only be destroyed by fire attacks. Conventional weapons will only result in fission slimes splitting into two creatures once all of their hit points are gone.
Greater Ghouls

These greater ghouls are pretty similar to ghasts, but much quicker.
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(49 hp, 1,000 xp) These creatures have significantly more hit points than their lesser brethren and move as fast as hasted creatures. Like ghasts, greater ghouls are capable of emitting a nauseating gas in addition to possessing a paralyzing attack.
Next: monster and animal types (cont.)
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