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Submitted by System on 09/03/2006, 09:50. Print file.
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HP: +25
To Hit: BAB+5
Attacks: +1 Battleaxe 1d8+4 (20/x3) +1 slashing
Special:
Unarmed: No
Merge: Weapon, Armor, Items

(5.3) Greater Wildshape III [Shifter Level 5] 3/day (infinite at Shifter level 10)

(5.3.1) Basilisk Shape

While his bonus HP are on par with the Manticore, he doesn't get the Manticore's
CN bonus and his bite attack won't put fear into nearly anyone, he does have an excellent ranged attack against low-Fort spellcasters, Rogues, Bards and the like.  Kinda hard to think straight when you're stoned, dude.  He does have the best Natural AC of the III's however, so if you have good DX he could be a serious defensive tank, but then again none of your items merge so it could be a wash.

ST:16  DX:    CN:    IN:    WS:    CH:
AC: 20 (+10 Natural)
HP: +30
To Hit: BAB+3
Attacks: Bite 1d8+3 (20/x2)
Special: Petrify Gaze [Fort DC=12+SL/2], (SL/5+1)/day, 10 ft cone
Unarmed: Yes
Merge: Armor

(5.3.2) Drider Shape

If the spellcasters seem to be making their saves against the Basilisk's gaze, you may find the Drider's Spell Resistance useful.  He's also got a +2 weapon for bypassing Damage Reduction and can cast Darkness at will for unseen escapes.

ST:16  DX:16  CN:15  IN:    WS:    CH:
AC: 21 (+8 Natural +3 DX)
HP: +20
To Hit: BAB+5
Attacks: +2 Drider Spear 1d8+3 (20/x3) +2 piercing
OnHit: Poison [DC=16] 1d2 ST
Special: Darkness, (SL/10+1)/day, 6 rounds
SR 14
Freedom of Movement
Discipline +2
Unarmed: No
Merge: Weapon, Armor, Items

(5.3.3) Manticore Shape

The best stat upgrades, plus major HP (tied with the Basilisk) and three attacks for pretty good damage make this by far the best melee fighter of the III's.
Oh, yeah, don't forget the tail spikes -- it's one of the few distance attacks you have.

ST:20  DX:19  CN:15  IN:    WS:    CH:
AC: 21 (+7 Natural +4 DX)
HP: +30
To Hit: BAB+5
Attacks: Claw/Claw/Bite 2d4+5/2d4+5/1d8+5 (20/x2)
Special: Tail Spikes 1d3+2d8 (20/x2) piercing
SL/2 per day, ranged touch, attack bonus 9+SL/2 targeted as Isaac's Missile Storm
Unarmed: Yes
Merge: Armor

(5.4) Humanoid Shape [Shifter Level 7] 3/day (infinite at Shifter level 13)

(5.4.1) Drow Warrior Shape

One of the few Shapes that modifies your existing stat (CN) rather than setting it to a fixed value (the other is the Mindflayer).  Against spellcasters the high Spell Resistance is invaluable, and the +3 Venomblade helps bypass Damage
Reduction and poisons the target for 1d2 Strength damage.

ST:18  DX:19  CN:(-2)IN:    WS:    CH:
AC: 22 (+8 Natural +4 DX)
HP: +30
To Hit: BAB+7
Attacks: +3 Drow Venomblade 1d8+4 (19-20/x2) +3 physical
OnHit: Poison [DC=16] 1d2 ST
Special: SR 26
Darkness, (SL/10+1)/day, 6 rounds
Save vs. Poison +2
Unarmed: No
Merge: Armor, Weapon, Items

(5.4.2) Lizardfolk Whipmaster Shape

Sure, 1d2 is pitiful damage for a character of your stature, but this scaly beastie has some nifty benefits going for it, not least is Damage Reduction to melee and acid.  Throw in immunity to most slowing/entangling effects as well as poison, and gain the Disarm Feat, and you've got a potentially lethal warrior-stopper.  He's also got the most temporary HP of the Humanoids.

ST:16  DX:20  CN:    IN:    WS:    CH:
AC: 24 (+9 Natural +5 DX)
HP: +35
To Hit: BAB+6
Attacks: +3 Shocking Whip 1d2+3 (20/x2) +1d6 electrical +3 slashing
OnHit: Stun [DC=22] 10% 4 rounds
Special: Disarm, Alertness, Ambidexterity, Weapon Prof Exotic
Freedom of Movement
DR 5/+1
DR 5/- acid
Listen +4, Discipline +10
Immune: Poison
Save Universal +2
Unarmed: No
Merge: Weapon, Armor, Items

(5.4.3) Kobold Commando Shape

Ah, the slip of a sharp blade in the back of the unsuspecting.  Is anything sweeter?  Then draw the shadows around you and slip away before that big, nasty sword gets pointed your way.  Lather, rinse, and repeat.  With Weapon Finesse, he's got the best Attack Bonus of any non-Epic Shape.
Wanna be a Rogue or Assassin?  Now you can!  The bad news?  You'll have to spend skill points in Search and Disable Trap to work effectively as a Rogue.  Search and Disable Trap both use IN for a modifier, so if you've pumped that up you're better off.

ST:    DX:22  CN:    IN:    WS:    CH:
AC: 26 (+10 Natural +6 DX)
HP: +10
To Hit: BAB+9
Attacks: +3 Kobold Commando Sword 1d6 (19-20/x2) +3 slashing
OnHit: Poison [DC=18] 1d2 ST
Special: Hide In Plain Sight, Weapon Finesse, Dodge, Use Poison,
Alertness
Darkvision
Sneak Attack +2d6
Freedom of Movement
Hide +10, Listen +5, Move Silently +10, Open Lock +7,
Set Trap +7, Spot +5, Tumble +10
Unarmed: No
Merge: Weapon, Armor, Items

(5.5) Greater Wildshape IV [Shifter Level 10] 3/day (infinite at Shifter level 16)

(5.5.1) Dire Tiger Shape

Nothing hidden here.  Awesome ST, major HP, and three strong attacks makes for the best melee fighter of the non-Epic Shapes.  Items don't merge, though.

ST:27  DX:17  CN:15  IN:    WS:    CH:
AC: 21 (+8 Natural +3 DX)
HP: +60
To Hit: BAB+8
Attacks: Claw/Claw/Bite 2d4+8/2d4+8/2d6+8 (20/x2)
Unarmed: Yes
Merge: Armor

(5.5.2) Medusa Shape

She's got a poison bite and fairly good claw damage, but let's face it -- you're going to use her to stop those spellcasters & Rogues with their low Fort saves.
Will they save or turn to stone?  Only her hairdresser knows for sure.

ST:19  DX:19  CN:    IN:    WS:    CH:
AC: 24 (+10 Natural +4 DX)
HP: +35
To Hit: BAB+4
Attacks: Claw/Claw 1d6+4/1d6+4 (20/x2)
Bite 1d4+4 (20/x2)
OnHit: Poison [DC=20] 1d2 ST (Medium Spider Venom)
Special: Petrify Gaze [Fort DC=12+SL/2], (SL/5+1)/day, 10 ft cone
Weapon Finesse
Unarmed: Yes
Merge: Armor, Items

(5.5.3) Mindflayer Shape

One of the few Shapes that modifies your stats (IN & WS) instead of setting them to a fixed value (the other is Drow Warrior).  Inertial Barrier and Spell
Resistance make for a powerful defense, but his most valuable feature is the psionic Mind Blast.  The tanks in your party will love you for providing them nice, docile opponents to beat up on.  I had a Mind Blast back in college, but I don't smoke that stuff any more.
Use the nifty +4 bonus from IN when using your Appraise, Craft, Disable Trap,
Lore, and Search skills.

ST:    DX:19  CN:    IN:(+8) WS:(+2)  CH:
AC: 22 (+7 Natural +5 DX)
HP: +30
To Hit: BAB+2
Attacks: Tentacle/Tentacle 2d4/2d4 (20/x2) +2 slashing (+2 attack bonus)
Special: Mind Blast, 15 ft cone
[Will DC=19] Stun 1d4 rounds
(SL/3)d6 damage if already stunned
Inertial Barrier
DR ((SL/3+1)/2, min 10)/+(SL/3+1, max 20)
SL/3+1 rounds/level, SL/3+1 per day
Level 10: DR 10/+4, 4 rounds, 4/day
15: DR 10/+6, 6 rounds, 6/day
20: DR 10/+7, 7 rounds, 7/day
25: DR 10/+9, 9 rounds, 9/day
30: DR 11/+11, 11 rounds, 11/day
SR 24
Listen +6, Spot +6
Immune: Mind Spells
Unarmed: Yes
Merge: Armor, Items

(5.6) Epic Greater Wildshape II [Shifter Level 13]

Replaces your lower level Greater Wildshape II Shapes with Epic versions.

(5.6.1) Epic Harpy

ST:20  DX:    CN:20  IN:    WS:    CH:
AC: 21 (+11 Natural)
HP: +40
To Hit: BAB+5
Attacks: Claw/Claw 1d8+5/1d8+5 (20/x2)
Special: Captivating Song [Will DC=15+SL/3] unlimited use, Charm 6 rounds, Huge Area
Unarmed: Yes
Merge: Armor, Items

(5.6.2) Epic Gargoyle

ST:20  DX:20  CN:    IN:    WS:    CH:
AC: 27 (+12 Natural +5 DX)
HP: +60
To Hit: BAB+5
Attacks: Claw/Claw/Bite 1d8+5/1d8+5/1d6+5 (20/x2)
Special: DR 25/+7
DR 25/- piercing
Power Attack, Weapon Proficiency Creature (major bug fixed in 1.64; see Appendix G.4)
Unarmed: Yes
Merge: Armor, Items

(5.6.3) Epic Minotaur

ST:22  DX:    CN:20 IN:    WS:    CH:
AC: 20 (+10 Natural)
HP: +50
BAB: +9
Attacks: Epic +3 Minotaur Axe 1d12+6 (20/x3) +3 slashing +1d6 fire
Special:
Unarmed: No
Merge: Weapon, Armor, Items
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