NWN2 presents many various creatures with widespread capabilities. Most of the them are the same feats, skills and spells that are used by player characters. Yet, some monsters have unique inherent abilities unavailable to PCs. This page lists such special abilities, categoryzed by type for convenience.
Auras[]
Those abilities allow a monster to project a long-term area of effect around itself. An aura can be activated once per day.
Aura of Fear[]
Some mighty creatures, like a lich or a pit fiend, are capable of terrifying the weak by their very presense.
This aura lasts for 100 hours and seems to cover 4 meters area. Affected enemies below HD6 become frightened for [caster's HD] rounds. Will saving throw against fear vs DC = (10 + caster's HD) negates.
This is a mind-affecting fear effect with innate level 4.
Aura of Unnatural[]
Some twisted things, like a wraith, an incorporeal undead driven by hatred, can fill the very air with its wrongness. Merely unnerving for sapient creatures, this aura is terrifyng for instict-driven animals.
This aura lasts for 100 hours and seems to cover 4 meters area. Affected enemy animals become frightened for [caster's HD/3 + 1] rounds. Will saving throw against fear vs DC = (10 + caster's HD/3) negates.
This is a mind-affecting fear effect with innate level 3.
Dragon Aura of Fear[]
Dragons are truly terrifying creatures - their presense can make even most experienced warriors tremble.
This aura lasts for 100 hours and seems to cover 10 meters area. Affected enemies below HD5 become frightened for 4d6 rounds, stronger ones instead become shaken for the same duration. Will save against fear vs DC = (10 + caster's HD/2 + caster's CHAmod) negates.
This is a mind-affecting fear effect with innate level 7.
Ghast Stench[]
The stink of death and corruption surrounding Ghasts is overwhelming.
Upon activation surrounds the caster with permament aura with radius of seemingly 10 feet. Affected enemies receive -4 penalty to strength, dexterity and constitution fo 1d4+1 rounds. Fortitude save against poison vs DC 15 negates.
This is a poison aeffect with innate level 4.
Saving throw is still attempted even if target is immune to poison but won't do anything if failed.
Hezrou Stench[]
A hezrou’s skin produces a foul-smelling, toxic liquid whenever it fights.
This aura has permament duraion and seems to covers 10 feet area. Affected enemies receive -4 to Strength, Dexterity and Constitution for 30 rounds and are slowed for 3d4 rounds. Saving throw against poison vs DC = 24 negates the slow.
This is a poison effect with innate level 9.
Saving throw is still attempted even if target is immune to poison but won't do anything if failed.
Breath Attacks[]
Dragons and some other monsters are widely know for their ability to emit destructive energy attacks from their mouths.
Acid Dragon Breath[]
Trademark weapon of the cruel and vile Black Dragons, this breath melts both flesh and steel.
This ablility affects 60 feet line, dealing acid damage to all creatures on it; reflex save against acid halves. Exact damage and DC are dependant on the age and HD of the dragon:
- HD 6 or less (wyrmling) - 2d4, 13
- HD 7-9 (very young) - 4d4, 14
- HD 10-12 (young) - 6d4, 17
- HD 13-15 (juvenile) - 8d4, 18
- HD 16-18 (young adult) - 10d4, 22
- HD 19-21 (adult) - 12d4, 23
- HD 22-24 (mature adult) - 12d4, 26
- HD 25-27 (old) - 16d4, 27
- HD 28-30 (very old) - 18d4, 30
- HD 31-33 (ancient) - 20d4, 31
- HD 34-37 (wyrm) - 24d4, 34
- HD 37+ (great wyrm) - 24d4, 36
Innate level is 9.
Fire Dragon Breath[]
Iconic breath weapon of red dragons in often the first thing that comes to mind when one hears "dragon". And the last thing one sees after meeting a dragon.
Affects astronomic-sized cone area, dealing fire damage to all creatures inside; reflex save against fire halves. Exact damage and DC are dependant on the age and HD of the dragon:
- HD 6 or less (wyrmling) - 2d10, 15
- HD 7-9 (very young) - 4d10, 18
- HD 10-12 (young) - 6d10, 19
- HD 13-15 (juvenile) - 8d10, 22
- HD 16-18 (young adult) - 10d10, 24
- HD 19-22 (adult) - 12d10, 25
- HD 23-24 (mature adult) - 14d10, 28
- HD 25-27 (old) - 16d10, 30
- HD 28-30 (very old) - 18d10, 33
- HD 31-33 (ancient) - 20d10, 35
- HD 34-37 (wyrm) - 22d10, 38
- HD 37+ (great wyrm) - 24d10, 40
Innate level is 9.
Hell Hound Fire Breath[]
Hell hounds of Baator are capable of breathing scorching fire.
This breath attack deals 1d4+1 fire damage to all enemies inside 11m cone.
This is a fire ability with innate level 1.
Iron Golem Poison Gas[]
Creation of an Iron golem requires, among other things, use of Cloudkill spell. Poisonous gas is kept inside the golem and can be breathed out in combat.
This attack affects all non-friendly creatures in 10 meter cone, poisoning the with Golem Fumes: fortitude against poison vs DC 17, initial damage: 1d4 constitution, secondary - instant death.
This is a poison ability with innate level 5.
Lightning Dragon Breath[]
Both manipulative Blue Dragons and heroic Bronze Dragons are known for their ability to breathe electricity at the enemies.
Affects 14 meters cone area, dealing lightning damage to all creatures inside; reflex save against electricity halves. Exact damage and DC are dependant on the age and HD of the dragon:
- HD 6 or less (wyrmling) - 2d8, 14
- HD 7-9 (very young) - 4d8, 16
- HD 10-12 (young) - 6d8, 18
- HD 13-15 (juvenile) - 8d8, 20
- HD 16-18 (young adult) - 10d8, 23
- HD 19-21 (adult) - 12d8, 25
- HD 22-24 (mature adult) - 14d8, 27
- HD 25-27 (old) - 16d8, 29
- HD 28-30 (very old) - 18d8, 31
- HD 31-33 (ancient) - 20d8, 33
- HD 34-37 (wyrm) - 22d8, 36
- HD 37+ (great wyrm) - 24d8, 37
Innate level is 9.
Gazes[]
Some creatures can focus their power to harm their opponents by merely looking at them.
Confusion Gaze[]
Eye contact with Umberhulk's smaller eyes can cloud the mind of it's victim, causing it to behave erratically,
This gaze covers 10m cone. Affected non-friendly creatures become confused for (1 + caster's HD/3) rounds. Will saving throw against mind-affecting vs DC = (10 + caster's HD/2) negates.
This is a mind-affecting effect with innate level 5.
Fear Gaze[]
Piercing gaze of horrifying things, such as Nightwalker, can instill utter terror.
Non-friendly creatures inside 10m cone become frightened for (caster's HD/3 + 1) rounds. Will save against fear vs DC = (10 + caster's HD/2) negates.
This is mind-affecting fear effects with innate level 5.
Psionics[]
Psionic powers allow a creature to manifest the power of it's mind to affect the world around. In tabletop rules psionics have the whole mechanic of their own. Developers of NWN2 had plans for adapting it in the third expansion pack which, alas, was cancelled at early state. The only psionics present in the final NWN2 function the same way as other Monster Special Abilities and are used by mind flayers.
Mind Blast[]
The most known Illithid ability, Mind Blast is a simple yet effective psionic substitute for brute force.
This attack covers 20f cone, dealing 3d6 magical damage to all non-friendly creatures and stunning them for 3d4 rounds. Will saving throw against DC = (14 + caster's CHAmod) negates the stun. Mind flayers are immune to Mind Blast.
This is a mind-affecting effect with innate level 5.
Mind Blast 10m radius[]
This ability creates a wave around the caster.
It affects 15f area, stunning enemies for 1d3 rounds. Will save against mind-affecting vs DC = (10 + caster's HD/2 + caster's WISmod) negates. Creatures already stunned by this ability receive [caster's HD] points of positive energy damage.
Innate level of this ability is 8.
Note that 15 feet is ~4,5 meters, so the actual area of effect is less than half of what the name implies.
Mass Concussion[]
Psionics can be used physically damage brains of the enemies by a telecenetic shockwave.
Mass Concussion affects enemies in a Medium-sized sphere, dealing [caster's HD/2]d6 + [caster's WISmod] bludgeoning damage, knockdown and reducing victim's Wisdom by 3 for (d6 + 3) rounds. Will saving throw agaisnt mind-affecting vs DC = (15 + cater's HD/2) negates the all effects but damage.
This is a mind-affecting effect with innate level 5. Victims immune to mind-affections still receive the damage.
Inertial Barrier[]
Allows the psionic to create a psichokinetic field for personal protection.
Inertial Barrier grants the caster damage reduction 10/+20 for [caster's HD] rounds. The ability absorbs (10*caster's HD) points of physical damage before collapsing.
Inertial Barrier has innate level 4.
Psionic Charm Monster[]
Psionic power can be used to fog minds of other creatures.
Non-friendly creatures in 10m cone are confused for 4 rounds. Will saving throw against mind-affecting vs DC = 17 negates.
This is a mind-affecting effect with innate level 3.
As you can see, the name and the actual effect of this ability are different.
Other Special Abilities[]
Most of the SLAs used by monsters are based on the regular spells. Still, some are more unique and do not have normal spell equivalent.
Abyssal Blast[]
Death knights are capable of casting fireballs composed from the flames of Lower Planes.
Abyssal Blast affects all non-friendly creatures in Huge-sized sphere, dealing [caster's HD]/6 damage to a maximum of 20d6. Half of this number is fire damage, other half is divine. Reflex save against each of the halves (with bonuses against fire/divine respectively) vs DC = (10 + caster's HD/2 + caster's CHAmod) halves the damage.
Innate level is 3.
Drown Pulse[]
This ability allows a creature made of water to use it's essense to drown near enemies.
Drow Pulse halves caster's current hit points upon use. All non-friendly creatues in Large radius around the caster instantly die. Fortitude save vs DC 20 prevents death. Constructs, undead and elementals are immune.
Innate level is 4.
Frost Cone[]
Winter wolves can exhale blasts of freezing winds.
All enemies on 10*m cone receive (2*(caster's HD/3))d6 points of cold damage (mimimum 2d6). Reflex save against cold vs DC = (10 + caster's HD/2) halves the damage.
Innate level is 5.
*Area of effect is only calculated properly for the first victim - after that the ability will actually affect 11m cone.
Note that this ability called "ice mephit breath" in the special abilities Toolset list, despite having no relation to said creatures.
Fire Cone[]
Fire mephits can use their inner fires as weapon, unleashing a small wave of flame.
All enemies on 10*m cone receive (2*(caster's HD/3))d6 points of fire damage (mimimum 2d6). Reflex save against fire vs DC = (10 + caster's HD/2) halves the damage.
Innate level is 5.
*Area of effect is only calculated properly for the first victim - after that the ability will actually affect 11m cone.
Harm Self[]
Some powerful undead, like demiliches, are capable of using negative energy to near-instantly repair serious damage to their bodies.
Harm Self alllows the undead caster to heal itself for 10 hit points per caster level to the maximum of 150. If somehow used by a living creature, this ability will inflict equivalent negative damage instead.
Innate level is 6.
Howl of Fear[]
Baying of Shadow mastiffs inspires fear to everyone who hears it.
Howl is centered on the caster and affect all non-friendly creatures in Colossal-sized sphere, making them frightened for (caster's HD/4+1) rounds. Will saving throw against fear vs DC = (10 + caster's HD/4).
This is mind-affecting fear ability with innate level 5.
Summon Tanar'ri[]
Demons of the Abyss, from the revolting hezrou to mighty balors, are capable of summonning their kind when needed. Succubi are the popular choice due to their usefullness both in combat and outside of it.
Summons a HD6 succubus for 10 minutes, to loyally serve the caster.
Innate level is 5.
Whirlwind Pulse[]
This ability allows air elementals to use the winds their bodies composed of as weapon against whole groupes of enemies.
Whirlwind Pulse affects all non-friendly creatures in large-sized sphere around the caster, dealing (caster level/2)d3 points of slashing damage and knocking them prone for 2 rounds. Refelx saving throw vs DC 14 negates both effects.
Innate level 4.