| RACE_NONE | 0 | |
| RACE_HUMAN | 1 | PH |
| RACE_BARBARIAN | 2 | PB |
| RACE_DROW | 3 | PL |
| RACE_GREY | 4 | PE |
| RACE_MOUNTAIN | 5 | PM |
| RACE_DUERGAR | 6 | PD |
| RACE_HALFLING | 7 | PF |
| RACE_GNOME | 8 | PG |
| RACE_OGRE | 9 | PO |
| RACE_TROLL | 10 | PT |
| RACE_HALFELF | 11 | P2 |
| RACE_ILLITHID | 12 | PI |
| RACE_YUANTI | 13 | PY |
| RACE_LICH | 14 | PZ |
| RACE_F_ELEMENTAL | 30 | EF |
| RACE_A_ELEMENTAL | 31 | EA |
| RACE_W_ELEMENTAL | 32 | EW |
| RACE_E_ELEMENTAL | 33 | EE |
| RACE_DEMON | 34 | X |
| RACE_DEVIL | 35 | Y |
| RACE_UNDEAD | 36 | U |
| RACE_VAMPIRE | 37 | UV |
| RACE_GHOST | 38 | UG |
| RACE_LYCANTH | 39 | L |
| RACE_GIANT | 40 | G |
| RACE_MFLAYER | 41 | MF |
| RACE_ORC | 42 | HO |
| RACE_GOBLIN | 43 | HG |
| RACE_HALFORC | 44 | H2 |
| RACE_GOLEM | 45 | OG |
| RACE_FAERIE | 46 | HF |
| RACE_DRAGON | 47 | D |
| RACE_DRAGONKIN | 48 | DK |
| RACE_REPTILE | 49 | R |
| RACE_SNAKE | 50 | RS |
| RACE_INSECT | 51 | I |
| RACE_ARACHNID | 52 | AS |
| RACE_FISH | 53 | F |
| RACE_BIRD | 54 | B |
| RACE_HORSE | 55 | AE |
| RACE_PRIMATE | 56 | AA |
| RACE_HUMANOID | 57 | H |
| RACE_ANIMAL | 58 | A |
| RACE_TREE | 59 | VT |
| RACE_HERBIVORE | 60 | AH |
| RACE_CARNIVORE | 61 | AC |
| RACE_PARASITE | 62 | AP |
| RACE_WRAITHFORM | 63 | WF |
| LAST_RACE | 63 |
These are humanoid monster, or animals, umber hulks, hook horrors, etc. Cannot speak, have no hands, tend to be carnivorous and hostile. All bipedal animals fit in this category.
Apes, Yeti, Sasquatch, they are humanoid, and have hands, but can't talk, and most cannot use any tool more complex than a club. Level affects size a little, level 1 would be a 10 lb monkey, while level 59 would be a shaggy 9' tall creature, that's strong as an ox.
Parasite is an ancient carryover from gamma diku, and no NPC currently has this race, if you come up with a genius idea for them, let us know.
Spiders, scorpions, centipedes, millipedes, plus more esoteric forms. Almost all of these forms have either a poison sting, or a poison bite. They are all very agile and quick, and stronger than they look. Level affects their size about like for Primates, level 1 would be the sorts of spiders normally seen in the real world, while a level 59 would be an enormous horror 20 feet across and with a bite or sting almost instantly fatal. (Think Shelob).
Hybrids are the catch-all category, for all the odd-ball creatures. Chimeras, Griffons, Minotaurs, Manticores, etc. About the only thing they have in common, is having nothing in common with anything else. The major difference between Hybrid animals and Hybrid Humans, the latter have hands, are bipeds, can talk, can rarely fly, and generaly are humanoid in conformation.
B - Bird
Inoffensive Avians and flying mammals (bats, flying squirrels, etc).
Level affects size somewhat, but the largest would still weigh less
than a normal human.
BR - Raptor
The more aggressive Avians, hawks, eagles, rocs, etc, can inflict
frightful damage with beaks or bites. Size is much more strongly
affected by level, Level 1 might be a 4 lb gyrefalcon, while a level 59
Roc would rival a dragon in size and power.
A long worm with tentacles, they have the special ability to induce a minor form of paralysis upon striking their opponent.
A large non-humanoid monster with a wailing keen that can inflict feeblemind on anybody who hears it.
D - Dragon
Ah yes, dragons, level strongly affects size as well as power, level 1
is a mere infant, weighing maybe 100 pounds, hardly more dangerous than
alligator of similar size. While level 59 is a creature larger than
any whale, armored better than any tank, and capable of doing more
damage than a small modern war. All dragons can use magic, and some
can have druidical or clerical abilities as well. All dragons also
have some sort of breath weapon, and quite a few have several.
DK - Dragonkin
These are the weak sisters to true dragons. Level affects their size
about the same as for true dragons, and most have some sort of breath
weapon. However, most of these are little more than animals, and
cannot use magic (if they had hands, or could use magic, they'd be real
dragons). They can be almost as dangerous as their smarter cousins.
DW - Great Wyrm
Biggest, baddest dragons. Should never be lower than 50th level and should
be given proper dragon names. Wyrms have roughly 50% more hitpoints than
regular dragons, making them the buffest mobs in the game. They also dish
out more damage faster than normal dragons, both single target and area.
Essentially the ultimate mob, these should always be used with care.
E1 - Efreet
E2 - Djinn
EA - Air Elemental
Air elementals are immaterial, invisible, and very strange. There are
some races of Air Elemental that are more solid than others, but all
are immaterial when they wish to be. They are vulnerable to both cold
and fire spells, but immune to most others.
EE - Earth Elemental
Earth Elementals are sort of like golems, in fact, it can be tough to
tell which is which. The major differences, earth elementals are more
fluid, more resistant to damage, they heal, and they are at least
minimally intelligent. Resistant to most magic (though not to the
extent of golems).
EF - Fire Elemental
Fire elementals are immaterial without being invisible, in fact, they
emit light as well as heat. They do damage via their heat alone, and
thus fire protection can render them pretty impotent. Very vulnerable
to cold spells.
EW - Water Elemental
Water elementals are material, but are almost as resistant to damage
as the immaterials. They can do damage either kinetically or through
drowning. Very vulnerable to fire spells however. All elementals are
very strongly affected by level.
Anything from a tiny goldfish to a 50 foot shark, Level strongly affects size. They all MUST stay in water, and die rather quickly if removed from it.
Giants probably should be several separate races, but this will do for now. Level affects a giant's size rather asymmetrically, level 1-5 varies from 4 to 7 feet tall, above that, it grows much more slowly, so that a level 59 may stand 50 feet tall. All are bipedal and humanoid, though other features vary.
OG - Golem
Animated statues of various materials, all are VERY resistant to
damage, immune to almost all magic, never heal, never tire, and about
as smart as the base material they are constructed from.
GS - Small Golem
Modeled mostly off Homelands Gnar race, they're small but have traits
of constructs (!stun, etc)
Canine-type creature but bigger, roughly horse-sized. Fire breath attack periodically. Innate fire_prot and immune to fire based spells
Bugs, of all sorts, six-legged chitinous critters with not much in the way of brains, and incapable of using magic. None have hands, none can speak. Level strongly affects size.
Wagons, portals, doors that need to be interacted with as a mob (killing) but shouldn't exhibit other characteristics of being alive.
This is also something of a catch-all category. Basically if the NPC can't move, or can but does so very slowly or rarely, it's sessile. Examples are piercers, trappers, mimics, slugs, snails, etc, etc. Typically these things are capable of dealing enormous damage fairly quickly, but aren't much in the defense department.
Found in Underdark lakes and other large bodies of water. Look like manta rays and are highly intelligent.
Kirin are quite unique, magical creatures, they are quadrupedal, have a horn on their foreheads like a unicorn, but the body is more like a short-legged horse, or a hefty ram. No hands, but can talk, cast spells and fly (magically, no wings), they can also breathe lightning.
Were-creatures, immune to non-magical material, and heal damn fast.
A gigantic grouchy catfish with a psionic charm ability. !charm and mind blank will ward against the charm, can affect anybody in the room. Typically are obscenely powerful spellcasters, though this isn't hard-coded.
A feline type creature who delights in hunting, these beasties are fairly unpleasant. IF they are flagged with sense-life, they will search when there is a lifeform in the room with them. When fighting, they will fling a volley of 1-6 spikes from their tail; these spikes can cause paralysis. If a manticore is not currently fighting and there's a paralyzed victim in the room, victim will die.
Large humanoid subterranean creatures. Very strong with an extra pincer attack and a confusion gaze. If you give them a weapon they lose their proc ability!
Large man/scorpion hybrids, nearly impossible to bash, have poison attack.
This is included for completeness, special purposes NPCs (place-holders, repop stoppers, etc), PCs should NEVER see a NPC with no race, if the NPC is in a place that mortals can get into, give them some other race.
Floating eyeballs often with tentacles with more eyeballs attached on top.
This is a very odd 'race', it is basically magically animated weapons, furniture, gates, etc. If something other than a statue-like lump of normally inanimate material is animated, this is it's 'race'. Fairly tough (depending on what it's made of), immune to all magic not affecting magic or their base material (IE, a dancing sword ignores fireballs, but an animated stool would take damage.) Dispel Magic is the bane of this race.
Slimes, oozes, scums, molds, puddings, etc. Basically, if it's an amorphous mass of material, capable of moving itself, it's a slime. Slimes are very resistant to physical damage, but most possess no special resistances to magic.
Large, oblong creatures with a high magic-using ability. They have a stinger which they use in an attempt to paralyze or poison a random being in the room with them
R - Reptile
Lizards, gators, etc, quadropedal scaly cold-bloods. Tough, dumb, big
ones can be very dangerous. Level strong affects size. (Think
dinosaurs).
Standard creature, roughly the same size/dimensions as a race_canine with an innate proc that will fire upon crits. It will target items with keywords: steel, iron, metal, copper, bronze, adamantite, adamantium, mithril. If the item is magical it will receive a save, if the save fails or the item is non-magical then it is destroyed. This will not target items of type CONTAINER
Frog men, amphibious bipeds, similar in many respects to Reptoids.
Big worm like creatures the generate a tremendous amount of heat. Always fireshielded, people attacking it without a weapon wielded will suffer a great deal of heat damage. Has a swallow proc that works somewhat differently than previous.
U - Undead
Mindless animated meat, usually rotting, Zombies, Skeletons, etc.
Immune to lots of magic, fear, charm, sleep, etc, basically, if the
spell has to affect a mind, they are immune. They don't heal either.
None of the undead races can be reanimated by a necro anymore.
UG - Ghost
Immaterial and intelligent, have 'age' attack.
UH - High Undead
These are the really dangerous undead, liches, death knights, wights
and almost all other non-vampiric undead that still have bodies. They
are all intelligent, and most are stronger than a human, almost all can
use magic, and most have special attacks of some sort. They don't
heal, but are resistant to lots of things.
US - Spirit
This covers most of the immaterials, that aren't actually ghosts,
nature spirits, specters, shadows, wraiths. The shamans totem spirits
are in this category. Immune to most things, and not generally magic
users, though some do have magical or special abilities. Denizens of
the positive and negative material planes, and ethereal and astral
creatures fall in here.
UV - Vampire
Really nasty and strong undead creatures, quite a few are magic users,
and unlike all other undead, they heal rather quickly.
Mobile plants, treants, strangler vines, things like that, while they may not be able to actually move, or move only glacially, they can move branches or vines or tendils fairly quickly. Some are even intelligent, but as a rule, they don't use magic. Unbashable.
Every mob with race X (former Demon race, now Tanar'ri) has a proc attached to it called standardDemon. This proc sets them PR-FIRE, PR-COLD, PR-LIGHT, PR-GAS and INFRA.
The bulk of the proc is combat-related. If the Demon is being attacked, he will randomly attempt to gate in friends to help him if he is able to. Some types cannot gate at all; others can only gate once in a specified period (i.e., once they make one attempt they have to wait for a timer to run out before trying again). How this is done is based on a check to the demon's keywords. Use the following table:
| Keyword | Can Gate? Timer | |
| alu-fiend | No. | |
| babau | Yes. | 1/day |
| balor | Yes. | 2/hour |
| bar-lgura | Yes. | 1/day |
| cambion | No. | |
| chasme | Yes. | 1/ 2 hours |
| dretch | Yes. | 1/day |
| glabrezu | Yes. | 1/day |
| hezrou | Yes. | 2/hour |
| manes | No. | |
| marilith | Yes. | 2/hour |
| molydeus | Yes. | 2/hour |
| nabassu | Yes. | 1/ 2 hours |
| nalfeshnee | Yes. | 1/ 2 hours |
| rutterkin | Yes. | 1/day |
| succubus | Yes. | 1/ 2 hours |
| incubus | Yes. | 1/ 2 hours |
| vrock | Yes. | 1/day |
| wastrilith | No. |
For the moment, race X mobs that do not have any of these keywords can also gate (although that may change soon).
Then, if the demon has a valid gate attempt, he has to see if he makes a success roll. Success rolls vary depending on the type of demon:
babau 40% to get 1 babau or 1d3 cambions balor 100% to get 1 true or 2 greater or 1d3 lesser or 1d4 least bar-lgura 36% to get 1d3 bar-lgura chasme 40% to get 1d4 manes, 1d2 cambion, or 1 chasme dretch 50% to get 1d3 dretches glabrezu 50% to get 1 greater hezrou 20% 1 true; 50% to get 1d4 least, 1d2 lesser, or 1 greater marilith 36% 1 true, 1d2 greater, 1d3 lesser or 1d4 least molydeus 36% 1 molydeus, 1d2 chasme, or 1d3 babau nabassu 46% 1 nabassu, 1d3 cambions, or 1d4 manes nalfeshnee 50% 1 cambion or 1d3 babau rutterkin 50% 1d3 least succubus 40% 1 balor incubus 40% 1 balor vrock 50% 1 nalfeshnee, 1d3 bar-lgura, or 1d4 manes generic 40% 1d3 dretchIf it makes its roll, it gates them in and they're grouped.
Every mob with race Y (former Devil race, now Baatezu) has a proc attached to it called standardDevil. This proc sets them PR-FIRE, PR-COLD, PR-GAS and INFRA.
The bulk of the proc is combat-related. If the Devil is being attacked, he will randomly attempt to gate in friends to help him if he is able to. Some types cannot gate at all; others can only gate once in a specified period (i.e., once they make one attempt they have to wait for a timer to run out before trying again). How this is done is based on a check to the devil's keywords. Use the following table:
| Keyword | Can Gate? | Timer |
| abishai | Yes. | 1/day |
| amnizu | Yes. | 1/day |
| barbazu | Yes. | 1/day |
| cornugon | Yes. | 1/day |
| erinyes | Yes. | 1/day |
| gelugon | Yes. | 1/day |
| hamatula | Yes. | 1/day |
| lemure | No. | |
| nupperibo | No. | |
| osyluth | Yes. | 1/day |
| fiend (pit fiend) | Yes. | 2/hour |
| spinagon | Yes. | 1/day |
for the moment, race Y mobs that do not have any of these keywords can also gate (although that may change soon).
Then, if the devil has a valid gate attempt, he has to see if he makes a success roll. Success rolls vary depending on the type of devil:
| abishai | 60% | 1d3 lemures OR 30% 1d2 abishai |
| amnizu | 50% | 1d3 abishai OR 30% 1d2 erinyes |
| barbazu | 50% | 1d3 abishai OR 36% 1d2 barbazu |
| cornugon | 50% | 1d2 barbazu AND 36% 1d3 abishai AND 20% 1 cornugon |
| erinyes | 50% | 1d4 spinagons OR 36% 1d2 barbazu gelugon 50% 1d3 barbazu AND 20% 1d2 gelugon hamatula 50% 1d3 abishai OR 36% 1d2 hamatula osyluth 50% 1d4 nupperibo OR 36% 1d2 osyluth pit fiend 100% 1 Greater or 2 Lesser spinagon 36% 1d3 spinagons |
| generic | 40% | 1d3 spinagons |
If it makes its roll, it gates them in and they're grouped.
Some stuph applicable to both demons and devils:
Gated demons/devils have all of their success rolls halved. I.e., if an abishai successfully gates in another abishai, that 2nd abishai's success roll is only 30% instead of 60%.
This proc does not work if the demon/devil is following a PC (since conjurers will eventually be getting the spell "control fiend").
Balors are BAAAAAAAD-ass. They will gate in with a vorpal sword and flaming whip. (You can play around with this on test yourself to see what I mean). Any gated demon that has a weapon - the weapon will dissolve with the owner's death.
Many of the gated demon/devil types have their own unique procs. Here's the list:
succubus charm (with potential to sudden-death "kiss" the charmie) chasme buzz (sleep spell) dretch (removes WIMPY bit) rutterkin (empty function - got any ideas?) manesDeath (acid blast effect on death) bar_lgura (sets HAS_TH and HIDE) balorLightningSword (on critical hit, severs the victim's head) balorWhip (damage on hit light burning hands) cambion (sets HAS_TH and SNEAK) vrockScreech (chance to stun all in room) vrockSpores (damage plus chance to poison) vrockDanceofRuin (req. 5 vrocks - massive energy blast)
lemure (sets BREAK_CHARM) spinagonFlameSpike (shoots flaming spikes at attackers) glabrezuGrab (grabs victim in pinchers and acts as para) marilithTail (same) pitFiendTail (same) pitFiendBite (damage and chance to venom victim)
The good-aligned counterparts to demons and devils, solars, planetars, avatars of good deities. No special procs...yet.