[skip nav] www.ackadia.com
ant worker


« Baldurs Gate Monsters »

Baldurs Gate

Statistics for the monsters in the game



The following information is from:     JL Worth site

Drop him a line

(I've just used the "pre" for now, I'll code it properly another night. Paul)


                                  Ankheg
                     AL: Neutral, AC 2, MV 12 {BR 6}
               Hit dice: 3-8 {8 in BG}, Thaco 17-13 {13 in BG}
                     #AT: 1, Dmg: 3d6{crush}+1d4{acid}
  Special attacks: Squirt acid to a distance of 30 feet causing 8d4 damage (vs
                              poison for half)
                     XP Value: 175-975 {975XP in BG}


                              Basilisk, Lesser
                            AL: Nil, AC 4, MV 6
                           Hit dice: 6+1, Thaco 15
                             #AT: 1, Dmg: 1d10
           Special attacks: Gaze turns to stone (vs death to negate)
                              XP Value: 1400



                              Basilisk, Greater
                          AL: Neutral, AC 2, MV 6
                           Hit dice: 10, Thaco 11
                         #AT: 3, Dmg: 1d6/1d6/2d8
 Special attacks: Gaze turns to stone (vs death to negate), Claws carry K type
                  poison (vs poison with +4 bonus to resist)
                              XP Value: 7000



                                Bear, Black
                         AL: Neutral, AC 7, MV 12
                           Hit dice: 3+3, Thaco 17
                         #AT: 3, Dmg: 1d3/1d3/1d6
  Special attacks: Hug, if paw hits with an 18 or better it causes another 2d4
                                  damage
                               XP Value: 175



                                Bear, Brown
                         AL: Neutral, AC 6, MV 12
                           Hit dice: 5+5, Thaco 15
                         #AT: 3, Dmg: 1d6/1d6/1d8
  Special attacks: Hug, if paw hits with an 18 or better it causes another 2d6
                                  damage
                               XP Value: 420



                                 Bear, Cave
                         AL: Neutral, AC 6, MV 12
                           Hit dice: 6+6, Thaco 13
                         #AT: 3, Dmg: 1d8/1d8/1d12
  Special attacks: Hug, if paw hits with an 18 or better it causes another 2d8
                                  damage
                               XP Value: 650



                                Bear, Polar
                     AL: Neutral, AC 6, MV 12 (SW 9)
                           Hit dice: 8+8, Thaco 11
                        #AT: 3, Dmg: 1d10/1d10/2d6
  Special attacks: Hug, if paw hits with an 18 or better it causes another 3d6
                                  damage
                              XP Value: 1400



                              Carrion Crawler
                   AL: Neutral, AC 3/7 {3 in BG}, MV 12
                           Hit dice: 3+1, Thaco 17
                      #AT: 1 or 8, Dmg: Special or 1d2
 Special attacks: Paralysis for 2d6 turns (vs death to resist), when it's victim is
                  paralyzed it will attack with all 8 tentacles
                               XP Value: 420



                               Doppleganger
                          AL: Neutral, AC 5, MV 9
                            Hit dice: 4, Thaco 17
                             #AT: 1, Dmg: 1d12
                          Special attacks: Surprise
  Special defenses: Immune to charm and sleep spells and rolls saving throws
                            as a 10th level fighter
                        XP Value: 420 {975XP in BG}
 {Note: The Dopplegangers in BG are tougher than these stats and are usually
                             evil in alignment}



                                  Ettercap
                       AL: Neutral Evil, AC 6, MV 12
                            Hit dice: 5, Thaco 15
                         #AT: 3, Dmg: 1d3/1d3/1d8
      Special attacks: Poison (vs poison to resist), dies within 1d4 turns
                           Special defenses: Traps
                               XP Value: 650


                                   Gnoll
                AL: Chaotic Evil, AC 5(10) {5 in BG}, MV 9
                            Hit dice: 2, Thaco 19
         #AT: 1, Dmg: 2d4(or by weapon) {halberds are used in BG}
                                XP Value: 35
                           - Leaders and Guards 65
                                - Leader 120
                               - Chieftain 120


                                Gnoll (Flind)
                AL: Lawful Evil, AC 5(10) {5 in BG}, MV 12
                           Hit dice: 2+3, Thaco 17
   #AT: 1 or 2, Dmg: 1d6 or 1d4 (or by weapon) {halberds are used in BG}
                           Special attacks: Disarm
                               XP Value: 120




								Golem, Flesh
                          AL: Neutral, AC 9, MV 8
                     Hit dice: 9 (40 hit points), Thaco 11
                           #AT: 2, Dmg: 2d8/2d8
          Special defense: - Can only be struck by magical weapons
         - Fire and cold based spells merely slow them for 2d6 rounds
  - Electrical attack restores 1 hit point for each die of damage it would have
                               normally done
                        - All other spells are ignored
                              XP Value: 2000



                              Invisible Stalker
                    AL: Neutral, AC 3, MV 12, Fl 12(A)
                            Hit dice: 8, Thaco 13
                             #AT: 1, Dmg: 4d4
                          Special attacks: Surprise
     Special defenses: Invisibilty, imposes a -2 to attack against attackers
                           Magic Resistance: 30%
                              XP Value: 3000




                                  Kobold
                 AL: Lawful Evil, AC 7(10) {7 in BG}, MV 6
                           Hit dice: 1d4, Thaco 20
  #AT: 1, Dmg: 1d4 or 1d6 (or by weapon) {bows/arrows and short sword are
                                used in BG}
                                XP Value: 7
                             - Chiefs/guards 15



                                    Ogre
                       AL: Chaotic Evil, AC 5, MV 9
                           Hit dice: 4+1, Thaco 17
                    #AT: 1, Dmg: 1d10 (or by weapon +6)
                       Special Attacks: +2 to damage
                               XP Value: 270
                                - Leader 650
                               - Chieftain 975



                                 Ogre Mage
                   AL: Lawful Evil, AC 4, MV 9, Fl 15(B)
                           Hit dice: 5+2, Thaco 15
                             #AT: 1, Dmg: 1d12
                        Special Attacks: Magic Spells
                               XP Value: 650
                               - Chieftain 975



                                 Ogre, Half
                AL: Chaotic Evil, AC 5(9) {5 in BG}, MV 12
                           Hit dice: 2+6, Thaco 17
                      #AT: 1, Dmg: 2d4 (or by weapon)
                               XP Value: 270



							Ogre, Half, Ogrillon
                       AL: Chaotic Evil, AC 6, MV 12
                           Hit dice: 2+4, Thaco 17
                            #AT: 2, Dmg: 1d6+1
                               XP Value: 175



                       Ooze/Slime/Jelly, Mustard Jelly
                          AL: Neutral, AC 4, MV 9
                          Hit dice: 7+14, Thaco 13
                           #AT: 1 or 2, Dmg: 5d4
 Special Attacks: Secretes a vapor over a 10-foot radius (vs poison each round
 to resist) and causes the victim to move at half normal speed, it last for two
                         rounds and are cumulative.
            Special Defenses: - +1 or better magical weapons to hit
        - Magic Missile heals jelly up to the amount of damage caused
                - Impervious to normal and electrical attacks
                       - Cold causes half damage only
                           Magic Resistance: 10%
                              XP Value: 4000


                                  Skeleton
                         AL: Neutral, AC 7, MV 12
                            Hit dice: 1, Thaco 19
                      #AT: 1, Dmg: 1d6 (or by weapon)
     Special Defenses: - Immune to all fear, sleep, charm, and hold spells
                   - Cold based attacks causes no damage
            - Edged or piercing weapons only inflict half damage
                                XP Value: 65



                              Skeleton Warrior
                       AL: Neutral Evil, AC 2, MV 6
                Hit dice: 9+2 to 9+12 (9+12 in BG), Thaco 11
                 #AT: 1, Dmg: By weapon (+3 to attack roll)
  Special Attacks: Mere sight of a skeleton warrior causes any creature with
                     fewer than 5 hit dice to flee in panic
       Special Defenses: Only magical weapons affect skeleton warriors
                           Magic Resistance: 90%
                              XP Value: 4000



                                    Wolf
                         AL: Neutral, AC 7, MV 18
                            Hit dice: 3, Thaco 18
                            #AT: 1, Dmg: 1d4+1
                        Special defenses: +1 vs charm
                               XP Value: 120


                                Wolf, Worg
                       AL: Neutral Evil, AC 6, MV 18
                           Hit dice: 3+3, Thaco 17
                             #AT: 1, Dmg: 2d4
                               XP Value: 120


                                 Wolf, Dire
                         AL: Neutral, AC 6, MV 18
                           Hit dice: 4+4, Thaco 15
                             #AT: 1, Dmg: 2d4
                               XP Value: 175


                                Wolf, Winter
                       AL: Neutral Evil, AC 5, MV 18
                            Hit dice: 6, Thaco 15
                             #AT: 1, Dmg: 2d4
 Special attacks: Frost, once every ten rounds a stream of frost within 10 feet
               causes 6d4 damage (vs breath weapon for half)
   Special defenses: Cold attacks causes damage, fire bases attacks cause an
                     additional point of damage per die
  Special Value: If the pelt is in good condition, it is worth 5000gp {500gp in
                                    BG}
                               XP Value: 975



  Key to some terms:

  AL = Alignment
  AC = Armor Class
  MV = Movement rate
  Hit Dice = Each Hit Dice is assume to be rolled on a d8 (1-8) unless stated
  otherwise
  #AT = Number of attacks per round
  Dmg = Damage

  NOTE: It is so easy to cut and paste, but do give credit for to the person
  who actually typed this info in.