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Submitted by System on 09/03/2006, 09:50. Print file.
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(5.7) Epic Greater Wildshape III [Shifter Level 15]

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

(5.7.1) Epic Basilisk

ST:17  DX:17  CN:    IN:    WS:    CH:
AC: 23 (+10 Natural +3 DX)
HP: +60
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

(5.7.2) Epic Drider

If the DR Attacker bug (see Appendix G.3) gets fixed, the Epic Drider's seemingly useless 5/+20 Damage Reduction makes him the best melee opponent against Epic Damage Reduction (DR ?/+6 or better).

ST:19  DX:17  CN:18  IN:    WS:    CH:
AC: 25 (+8 Natural +3 DX +4 Natural)
HP: +60
BAB: +9
Attacks: +5 Drider Spear 1d8+4 (20/x3) +5 piercing
OnHit: Poison [DC=20] 1d2 ST
Special: Darkness, (SL/10+1)/day, 6 rounds
SR 18
Freedom Of Movement
Discipline +6, Hide +8, Move Silently +8
Cleave
DR 5/+20
Unarmed: No
Merge: Weapon, Armor, Items

(5.7.3) Epic Manticore

If the DR Attacker bug (see Appendix G.3) gets fixed, the Epic Manticore's 5/+20
Damage Reduction comes in handy against Epic Damage Reduction (DR ?/+6 or better) opponents, although the Epic Drider is still better.

ST:20  DX:19  CN:    IN:    WS:    CH:
AC: 30 (+12 Natural +4 DX +4 Deflection)
HP: +60
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
DR 5/+20
Power Attack
Unarmed: Yes
Merge: Armor

(5.8) Epic Humanoid Shape [Shifter Level 17]

Replaces your lower level Humanoid Shapes with Epic versions.

(5.8.1) Epic Drow Warrior

ST:22  DX:22  CN:(-2)IN:    WS:    CH:
AC: 29 (+13 Natural +6 DX)
HP: +66
To Hit: +12
Attacks: +6 Frozen Drow Blade 1d8+6 (19-20/x2) +2d4 cold +6 slashing
OnHit: Slow [Fort DC=10+SL] Level 15
Special: SR 30
Darkness, (SL/10+1)/day, 6 rounds
Save vs. Poison +2
Cleave, Dodge, Weapon Proficiency Martial
Darkvision
Improved Evasion
Unarmed: No
Merge: Armor, Weapon, Items

(5.8.2) Epic Lizardfolk Whipmaster

ST:21  DX:20  CN:    IN:    WS:    CH:
AC: 27 (+12 Natural +5 DX)
HP: +75
To Hit: BAB+6
Attacks: +5 Epic Shocking Whip 1d2+5 (20/x2) +2d8 electrical +5 slashing
OnHit: Stun [DC=26] 10% 4 rounds
Special: Disarm, Alertness, Ambidexterity, Weapon Finesse,
Weapon Prof Exotic, Whirlwind Attack
Freedom of Movement
DR 15/+5
DR 15/- acid
Listen +8, Discipline +15
Immune: Poison
Save Universal +4
Unarmed: No
Merge: Weapon, Armor, Items

(5.8.3) Epic Kobold Commando

ST:    DX:25  CN:    IN:    WS:    CH:
AC: 29 (+13 Natural +6 DX)
HP: +70
To Hit: BAB+13
Attacks: +6 Kobold Commando Sword 1d6 (19-20/x2) +2d4 acid +6 slashing
Massive Criticals 2d6
OnHit: Poison [DC=24] 1d2 DX
Special: Hide In Plain Sight, Weapon Finesse, Dodge, Use Poison,
Improved Evasion
Darkvision
Sneak Attack +5d6
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


(5.9) Undead Shape [Epic Shifter, Chosen Feat]

Common To All
Special: Can be turned by Clerics & Paladins.
Immune: Critical Hits, Death Magic, Disease, Level/Ability Drain,
Mind Spells, Paralysis, Poison, Sneak Attack
Dramatically greater damage from Holy traps.
Like true undead, you are healed by negative energy spells.
Unlike true undead, you are harmed by negative energy traps.

(5.9.1) Risen Lord Shape

Hefty Damage Reduction, plus 50% Immunity to slashing and piercing weapons, makes for a melee monster.  He'll need it, though, with his pitiful AC.  Luckily he'll Regenerate 2 HP for each hit with Vampiric Regeneration (up to +10 HP per round for a Hasted Druid/Shifter/[Fighter-type] or even more using Whirlwind).
Add Spell Resistance and Whirlwind Attack, and you've got one nasty scythe- wielding skeleton there, bub.

ST:21  DX:    CN:19  IN:    WS:    CH:
AC: 23 (+13 Natural)
HP: +60
To Hit: BAB+10
Attacks: +5 Risen Lord Scythe 2d4+7 (20/x4) +5 slashing
Vampiric Regeneration +2
Special: Cleave, Whirlwind Attack
DR 15/+3
DI 50% slashing/piercing
SR 20
Unarmed: No
Merge: Weapon, Armor, Items

(5.9.2) Vampire Shape

One of the two Shapes which give you Regeneration +5 (the other is Death Slaad
Lord), he also has a nasty bite for level drain and a Dominating Gaze that puts your high Wisdom to good use.  For Monk Shifters, his unarmed attacks count as
+5 weapons against Damage Reduction while still benefitting from the Monk unarmed attack bonuses.  Recommended: Dominate, then bite for level drain.
Still, the Risen Lord is consistently better on offense, and both Risen Lord and
Spectre are better on defense unless you're up against cold or electricity.

ST:18  DX:20  CN:    IN:    WS:    CH:
AC: 28 (+13 Natural +5 DX)
HP: +30
To Hit: BAB+9
Attacks: Claw/Claw 2d4+4/2d4+4 (20/x2) +5 slashing/piercing (+5 attack bonus)
Massive Criticals 1d6
Bite 1d8+4 (20/x2) +5 slashing/piercing (+5 attack bonus)
Massive Criticals 1d10
OnHit: Level Drain 2
Special: Dominating Gaze [Will DC=15+SL/2+WSmod]
Dominate Person, (SL/5+1)/day
DR 15/+1
DR 20/- cold
DR 20/- elec
Regeneration +5
Opponents who use garlic have +2 AB against you
SR 20
Unarmed: Yes
Merge: Armor, Items

(5.9.3) Spectre Shape

A natural choice for taking out that big, dumb tank in his +30 Plate Mail - sneak up on him invisibly and drain his Strength until he's as helpless as a little kitten.  Awww, how cute...Squish!  Watch out, though, if the big, dumb tank is actually a big, dumb Cleric tank.

ST:16  DX:22  CN:    IN:    WS:    CH:
AC: 31 (+15 Natural +6 DX)
HP: +40
To Hit: BAB+3
Attacks: Claw/Claw 1d8+3/1d8+3 (20/x2)
Special: Shadow Attack
Touch attack, ignores armor, once/round 1d6 ST [None]
Improved Invisibility, 5 rounds, unlimited use
DR 15/+4
DR 5/- cold
DR 5/- elec
DV 25% divine
Immune: Knockdown
Hide +15, Move Silently +15
Improved Evasion
Turn Resist +2
Darkvision
Unarmed: Yes
Merge: Armor

(5.10) Outsider Shape [Epic Shifter, WS 25+, Chosen Feat] 3/day

(5.10.1) Azer Chieftain Shape

He's got Burning Hands and a ranged touch Fire Stream, but neither does much damage.  His main benefit is his +5 Flaming Waraxe, and unlike the Risen Lord, he can't be turned by Clerics.  Against high Damage Reduction (i.e., DR 20/+5), he's got the best melee potential of all Shapes.

ST:20  DX:    CN:21  IN:    WS:    CH:
AC: 23 (+13 Natural)
HP: +50
To Hit: BAB+10
Attacks: +5 Azer Flaming Waraxe 1d10+5 (20/x3) +2d4 fire +5 slashing
Special: DI 100% fire
DV 50% cold
SR 12
Power Attack, Knockdown
Burning Hands 5d4 fire damage [Refl 1/2] unlimited use, 30 ft cone
Fire Stream
(SL/3)d4 +WSmod fire damage [Refl DC=15+SL/2] ranged touch attack, unlimited use, single target
Unarmed: No
Merge: Weapon, Armor, Items

(5.10.2) Rakshasa Shape

Spell Immunity up to 8th level plus Dispel Magic at will makes this strange
Shape a natural for mage killing.  Remember also that Ice Storm, which you can cast at will, does not allow a saving throw (although Spell Resistance still applies unfortunately).

FAQ reader Mars Healey notes that since the Rakshasa can cast Ice Storm at will, it can also cast the Maximized and Empowered versions if you have the Druid spell memorized.  Put the spell(s) in your quickbar since your Druid spellcasting menu is not available while Shifted.

ST:17  DX:20  CN:    IN:    WS:    CH:
AC: 27 (+12 Natural +5 DX)
HP: +30
To Hit: BAB+8
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