Template name: klask_boss_stats

Woe betide he who finds himself face-to-face with a Klask. These three-headed beasts are living, breathing battering rams used by the Morden. They use their enormous spiked fists to smash through anything in their way -- be it stone walls, castle keeps, or enemy lines.
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
- Klask
- 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 | 35 | 60 | 81 |
| Life | 6,349 | 16,777 | 29,362 |
| Damage | 328 to 547 | 764 to 1,274 | 1,267 to 2,112 |
| Defense | 119 | 212 | 300 |
| Experience | 3,429 | 29,946 | 206,148 |
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
461 different items can drop (the best are shown) Confidence: computed from data, not measured
| Gear | Mercenary | Veteran | Elite |
|---|---|---|---|
| Adorned Ring | 0.024% | 2.5% (2.0 to 2.5) | 3.9% (3.2 to 3.9) |
| Silver Ring | 3.6% (2.9 to 3.6) | 0.04% | 0.02% |
| Elaborate Ring | 3.5% (2.9 to 3.5) | 2.5% (2.1 to 2.5) | 0.059% |
| Gilded Ring | 0.34% | 0.02% | 3.5% (2.9 to 3.5) |
| Ritual Book | 1.4% (1.3 to 1.6) | 2.8% (2.5 to 3.2) | - |
| Grimoire | - | - | 2.8% (2.5 to 3.2) |
| Jeweled Ring | 0.049% | 2.5% (2.0 to 2.5) | 0.04% |
| Ceremonial Shield | 1.4% (1.2 to 1.8) | - | 2.1% (2.0 to 2.6) |
| Spirit Cestus | 2.0% (0.81 to 3.1) | - | 2.1% (0.96 to 3.3) |
| Elven Staff | - | 2.0% (0.88 to 3.2) | 2.1% (0.96 to 3.3) |
| Arcane Cestus | - | 2.0% (0.88 to 3.2) | - |
| Yearling Staff | 2.0% (0.81 to 3.1) | - | 0.16% |
| Jeweled Pendant | 0.033% | 1.9% (1.6 to 1.9) | 0.037% |
| Platinum Charm | 1.3% (1.1 to 1.3) | 1.9% (1.6 to 1.9) | 1.9% (1.6 to 1.9) |
| Composite Bow | - | 1.9% (1.7 to 2.5) | - |
| Elven Longbow | - | 1.9% (1.7 to 2.5) | 1.9% (1.7 to 2.5) |
| Ironwood Bow | 1.3% (1.2 to 1.7) | - | 1.9% (1.7 to 2.5) |
| Stalker Bow | - | 1.9% (1.7 to 2.5) | - |
| Arbalest | - | - | 1.9% (1.7 to 2.5) |
| Ballista | 1.3% (1.2 to 1.7) | - | 1.9% (1.7 to 2.5) |
| Light Crossbow | 1.3% (1.2 to 1.7) | 1.9% (1.7 to 2.5) | - |
| Chakram | 1.3% (1.2 to 1.7) | - | 1.9% (1.7 to 2.5) |
| Glaive | - | 1.9% (1.7 to 2.5) | 1.9% (1.7 to 2.5) |
| Throwing Shiv | - | 1.9% (1.7 to 2.5) | 0.26% |
| Consumables | Mercenary | Veteran | Elite |
|---|---|---|---|
| Large Health Potion | 44% | - | - |
| Colossal Health Potion | - | 22% | 43% |
| Colossal Mana Potion | - | 14% | 27% |
| Large Mana Potion | 26% | - | - |
| Super Health Potion | - | 22% | - |
| Super Mana Potion | - | 14% | - |
The chance is for one kill of this creature (level 35 / 60 / 81 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
| Place | Placed | Spawned | Random encounters |
|---|---|---|---|
| The Snowbrook Haven Courtyard | 1 |
Random boss spots (one boss of the pool is picked per spot):
- The Snowbrook Haven Living Quarters: 1 of 5 possible bosses
- The Desert of Kaderak: 1 of 9 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?
Can be completed
Enough of them exist, or a scene or conversation gives the credit.
- Base game book
- No. 264
- Kills needed
- 1 kill
1 placed, 1 needed.
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 3 of 10 runs, most in one region: 2. A lower bound; a run only loads the areas near the party.
Kill counts are kept separately for Mercenary, Veteran and Elite. See how the Bestiary works.
Broken World
Level and strength
| Mercenary | Veteran | Elite | |
|---|---|---|---|
| Level | 35 | 65 | 91 |
| Life | 6,349 | 19,457 | 36,582 |
| Damage | 328 to 547 | 873 to 1,455 | 1,550 to 2,584 |
| Defense | 119 | 232 | 345 |
| Experience | 3,429 | 47,097 | 527,387 |
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
630 different items can drop (the best are shown) Confidence: computed from data, not measured
| Gear | Mercenary | Veteran | Elite |
|---|---|---|---|
| Swift Bow | 1.3% (1.2 to 1.7) | - | 6.0% (5.4 to 7.9) |
| Ceremonial Shield | 1.3% (1.2 to 1.6) | 0.17% | 3.8% (3.6 to 4.3) |
| Gilded Ring | 0.21% | 0.21% | 3.7% (3.0 to 3.7) |
| Ornate Ring | - | - | 3.7% (3.0 to 3.7) |
| Silver Ring | 3.6% (2.9 to 3.6) | - | - |
| Jeweled Ring | - | 3.6% (2.9 to 3.6) | - |
| Elaborate Ring | 3.6% (2.9 to 3.6) | 3.6% (2.9 to 3.6) | - |
| Grimoire | - | 3.0% (2.7 to 3.4) | 1.5% (1.3 to 1.7) |
| Ballista | 1.3% (1.2 to 1.7) | - | 3.0% (2.7 to 3.9) |
| Throwing Shiv | - | - | 3.0% (2.7 to 3.9) |
| Resplendent Amulet | - | - | 2.5% (2.1 to 2.5) |
| Broad Sword | - | 0.93% (0.81 to 1.3) | 2.2% (1.9 to 3.0) |
| Hero's Sword | 0.92% (0.81 to 1.3) | - | 2.2% (1.9 to 3.0) |
| Spirit Cestus | 2.0% (0.81 to 3.3) | 0.092% | 2.2% (0.97 to 3.4) |
| Yearling Staff | 2.0% (0.81 to 3.3) | - | 2.2% (0.97 to 3.4) |
| Cryptic Cestus | - | 2.0% (0.81 to 3.3) | - |
| Druid Staff | - | 2.0% (0.81 to 3.3) | - |
| Large Shield | - | 1.8% (1.7 to 2.1) | - |
| Tower Shield | - | 1.8% (1.7 to 2.1) | - |
| Mage's Book | 1.5% (1.3 to 1.7) | - | - |
| Ritual Book | 1.5% (1.3 to 1.7) | - | - |
| Etched Tome | - | - | 1.5% (1.3 to 1.7) |
| Composite Bow | - | 1.5% (1.3 to 2.0) | - |
| Curve Bow | - | 1.5% (1.3 to 2.0) | - |
| 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 35 / 65 / 91 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
| Place | Placed | Spawned | Random encounters |
|---|---|---|---|
| The Snowbrook Haven Courtyard | 1 |
Random boss spots (one boss of the pool is picked per spot):
- The Snowbrook Haven Living Quarters: 1 of 5 possible bosses
- The Desert of Kaderak: 1 of 9 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?
Can be completed
Enough of them exist, or a scene or conversation gives the credit.
- Base game book
- No. 264
- Kills needed
- 1 kill
1 placed, 1 needed.
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 3 of 10 runs, most in one region: 2. A lower bound; a run only loads the areas near the party.
Kill counts are kept separately for Mercenary, Veteran and Elite. See how the Bestiary works.
