Template name: grangefly_02_boss_stats

Flying creatures who once roamed great swamplands but have adapted to their current snowy environment. Typically picking off the remains of animal carcasses, in large numbers they seek out and attack creatures they consider weak or can lure away.
The start of the game’s own Bestiary text.
- Game
- Base Dungeon Siege II and Broken World (Broken World can play the base campaign)
- Type
- Melee
- Family
- Grangefly
- Habitat
- Snow Forest
- Act
- Act 2
- Rank
- Miniboss (boss)
Drops
Miniboss drop table. Chance per kill, before Magic Find:
| Drop | Chance | Item level vs. creature level |
|---|---|---|
| Gold | 100% | |
| Potion | 10% | -10 to 0 |
| Health potion | 40% | -10 to 0 |
| Mana potion | 24% | -10 to 0 |
| Magic item (1 modifier) | 30% | -3 to +2 |
| Magic item (2 modifiers) | 50% | -3 to +2 |
| Rare item | 12% | -3 to +3 |
| Unique item | 4.0% | -40 to +3 |
| Set item | 4.0% | -50 to +3 |
Confidence: Medium Read from the drop table named in the creature’s template. Fixed rewards of story bosses, quest items and what a placed monster carries are not read here. Not tested in game.
Base Dungeon Siege II
Level and strength
| Mercenary | Veteran | Elite | |
|---|---|---|---|
| Level | 28 | 54 | 76 |
| Life | 4,316 | 13,823 | 26,049 |
| Damage | 238 to 396 | 644 to 1,073 | 1,136 to 1,894 |
| Defense | 95 | 188 | 278 |
| Experience | 1,956 | 17,511 | 129,452 |
These are the base game’s numbers. Broken World changes them: see its version below.
Confidence: Medium Worked out from the formulas in the creature’s template, for the levels the template gives. Not compared with the game’s own Bestiary screen; spawn spots may change a monster’s level.
No resistances or weaknesses are written in the template.
What it can drop: Base game
456 different items can drop (the best are shown) Confidence: computed from data, not measured
| Gear | Mercenary | Veteran | Elite |
|---|---|---|---|
| Gold Ring | 3.7% (3.1 to 3.7) | 3.6% (2.9 to 3.6) | 0.04% |
| Adorned Ring | 3.7% (3.0 to 3.7) | 0.02% | 0.38% |
| Elaborate Ring | 0.032% | 3.5% (2.9 to 3.5) | 3.5% (2.9 to 3.5) |
| Ornate Ring | - | 0.02% | 3.5% (2.9 to 3.5) |
| Ritual Book | - | - | 2.8% (2.5 to 3.2) |
| Grimoire | 2.8% (2.5 to 3.2) | - | - |
| Talisman | 1.9% (1.6 to 1.9) | 2.6% (2.1 to 2.6) | 0.025% |
| Cryptic Cestus | 2.0% (0.81 to 3.1) | 1.5% (0.76 to 2.3) | 2.3% (1.1 to 3.4) |
| Yearling Staff | - | - | 2.3% (1.1 to 3.4) |
| Large Shield | 1.4% (1.2 to 1.8) | 2.0% (1.8 to 2.5) | - |
| Tower Shield | 1.4% (1.2 to 1.8) | 2.0% (1.8 to 2.5) | 1.4% (1.2 to 1.8) |
| Druid Staff | 2.0% (0.81 to 3.1) | 1.5% (0.76 to 2.3) | - |
| Spiral Amulet | 0.022% | 1.3% (1.1 to 1.3) | 1.9% (1.6 to 1.9) |
| Jeweled Pendant | 1.9% (1.6 to 1.9) | 0.037% | 0.037% |
| Resplendent Amulet | - | 0.012% | 1.9% (1.6 to 1.9) |
| Ironwood Bow | - | 1.3% (1.2 to 1.7) | 1.7% (1.5 to 2.2) |
| Stalker Bow | 1.5% (1.3 to 1.9) | 1.3% (1.2 to 1.7) | 1.7% (1.5 to 2.2) |
| Swift Bow | - | - | 1.7% (1.5 to 2.2) |
| Arbalest | 1.5% (1.3 to 1.9) | 1.3% (1.2 to 1.7) | 1.7% (1.5 to 2.2) |
| Glaive | 1.5% (1.3 to 1.9) | - | 1.7% (1.5 to 2.2) |
| Throwing Star | 1.5% (1.3 to 1.9) | - | 1.7% (1.5 to 2.2) |
| Throwing Shiv | - | - | 1.7% (1.5 to 2.2) |
| Arcane Cestus | - | 1.5% (0.76 to 2.3) | - |
| Elven Longbow | 1.5% (1.3 to 1.9) | 0.21% | - |
| Consumables | Mercenary | Veteran | Elite |
|---|---|---|---|
| Colossal Health Potion | - | - | 43% |
| Large Health Potion | 43% | - | - |
| Super Health Potion | - | 43% | - |
| Colossal Mana Potion | - | - | 27% |
| Large Mana Potion | 27% | - | - |
| Super Mana Potion | - | 27% | - |
The chance is for one kill of this creature (level 28 / 54 / 76 in Mercenary / Veteran / Elite) with magic find at 0: the chance that its drop table rolls an item of this kind, times this item’s share of the items that can come out at that level. Items with the same name are added up. Creatures of the same kind that the Bestiary lists under other names share the same drop table at their own level. Computed from the game’s drop tables, not measured. A source rolls the entries of its drop table; an entry asks the game’s item table for one item of the right class inside a level window; every matching item is equally likely (the game picks a random row, there is no rarity weight). Chance is per kill or per opening, with magic find at 0.
Where it is found
Random boss spots (one boss of the pool is picked per spot):
- The Garden of the Ancients: 1 of 4 possible bosses
Confidence: Medium From the game’s map files. How many random encounters you meet is a roll the data does not fix.
Does it count for the Bestiary?
Random boss only
Only as one of several possible bosses at a random boss spot.
- Base game book
- No. 225
- Kills needed
- 1 kill
Only as one of several possible bosses; reroll the area to see another one.
Confidence: High the audit of the data files, confirmed by the in-game kill test
In-game kill test: unlocked after 1 kills (agrees with the data audit)
Natural spawn census: seen in 1 of 10 runs, most in one region: 2. A lower bound; a run only loads the areas near the party.
Bestiary fix package (in testing, not released): an optional switch, off by default, swaps a boss you have already killed for one you have not; tested on three regions.
Confidence: Medium Tested on a private copy of the game.
Kill counts are kept separately for Mercenary, Veteran and Elite. See how the Bestiary works.
Broken World
Level and strength
| Mercenary | Veteran | Elite | |
|---|---|---|---|
| Level | 28 | 60 | 86 |
| Life | 4,316 | 16,777 | 32,873 |
| Damage | 238 to 396 | 764 to 1,274 | 1,405 to 2,342 |
| Defense | 95 | 212 | 322 |
| Experience | 1,956 | 29,946 | 329,280 |
These are Broken World’s numbers: Broken World raises the levels of Veteran and Elite monsters.
Confidence: Medium Worked out from the formulas in the creature’s template, for the levels the template gives. Not compared with the game’s own Bestiary screen; spawn spots may change a monster’s level.
No resistances or weaknesses are written in the template.
What it can drop: Broken World
560 different items can drop (the best are shown) Confidence: computed from data, not measured
| Gear | Mercenary | Veteran | Elite |
|---|---|---|---|
| Gold Ring | 3.7% (3.0 to 3.7) | - | - |
| Adorned Ring | 3.7% (3.0 to 3.7) | 2.5% (2.0 to 2.5) | 3.7% (3.0 to 3.7) |
| Ornate Ring | - | - | 3.7% (3.0 to 3.7) |
| Ritual Book | - | 3.0% (2.7 to 3.4) | - |
| Grimoire | 3.0% (2.7 to 3.4) | - | 1.5% (1.3 to 1.7) |
| Swift Bow | - | - | 2.5% (2.3 to 3.3) |
| Throwing Shiv | - | 1.9% (1.7 to 2.6) | 2.5% (2.3 to 3.3) |
| Jeweled Ring | - | 2.5% (2.0 to 2.5) | - |
| Elaborate Ring | - | 2.5% (2.0 to 2.5) | - |
| Ironwood Bow | - | - | 2.3% (2.1 to 3.1) |
| Ballista | - | - | 2.3% (2.1 to 3.1) |
| Chakram | - | - | 2.3% (2.1 to 3.1) |
| Yearling Staff | - | - | 2.3% (1.1 to 3.5) |
| Spirit Cestus | - | - | 2.2% (0.96 to 3.4) |
| Arcane Cestus | - | 2.0% (0.81 to 3.3) | - |
| Cryptic Cestus | 2.0% (0.81 to 3.3) | 0.087% | - |
| Druid Staff | 2.0% (0.81 to 3.3) | - | - |
| Elven Staff | 0.087% | 2.0% (0.81 to 3.3) | - |
| Composite Bow | - | 1.9% (1.7 to 2.6) | - |
| Elven Longbow | 1.5% (1.3 to 1.9) | 1.9% (1.7 to 2.6) | - |
| Stalker Bow | 1.5% (1.3 to 1.9) | 1.9% (1.7 to 2.6) | - |
| Light Crossbow | - | 1.9% (1.7 to 2.6) | - |
| Glaive | 1.5% (1.3 to 1.9) | 1.9% (1.7 to 2.6) | - |
| Talisman | 1.9% (1.6 to 1.9) | - | - |
| Consumables | Mercenary | Veteran | Elite |
|---|---|---|---|
| Colossal Health Potion | - | 10% | 20% |
| Large Health Potion | 20% | - | - |
| Colossal Mana Potion | - | 10% | 20% |
| Large Mana Potion | 20% | - | - |
| Super Health Potion | - | 10% | - |
| Super Mana Potion | - | 10% | - |
The chance is for one kill of this creature (level 28 / 60 / 86 in Mercenary / Veteran / Elite) with magic find at 0: the chance that its drop table rolls an item of this kind, times this item’s share of the items that can come out at that level. Items with the same name are added up. Creatures of the same kind that the Bestiary lists under other names share the same drop table at their own level. Computed from the game’s drop tables, not measured. A source rolls the entries of its drop table; an entry asks the game’s item table for one item of the right class inside a level window; every matching item is equally likely (the game picks a random row, there is no rarity weight). Chance is per kill or per opening, with magic find at 0.
Where it is found
Random boss spots (one boss of the pool is picked per spot):
- The Garden of the Ancients: 1 of 4 possible bosses
Confidence: Medium From the game’s map files. How many random encounters you meet is a roll the data does not fix.
Does it count for the Bestiary?
Random boss only
Only as one of several possible bosses at a random boss spot.
- Base game book
- No. 225
- Kills needed
- 1 kill
Only as one of several possible bosses; reroll the area to see another one.
Confidence: High the audit of the data files, confirmed by the in-game kill test
In-game kill test: unlocked after 1 kills (agrees with the data audit)
Natural spawn census: seen in 1 of 10 runs, most in one region: 2. A lower bound; a run only loads the areas near the party.
Bestiary fix package (in testing, not released): an optional switch, off by default, swaps a boss you have already killed for one you have not; tested on three regions.
Confidence: Medium Tested on a private copy of the game.
Kill counts are kept separately for Mercenary, Veteran and Elite. See how the Bestiary works.
