History DemonicSpiders / RoleplayingGames

14th Apr '18 12:35:28 PM RandomNumberReactor
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** And then there's the spell "Dragon Breath." It's like a fireball: it explodes on contact and hurts everyone. It will probably kill your wizard and healer immediately, and even your meatshield will go down after 2 or 3. Oh, and the creatures that can use it are immune to it, so they can cast it while standing right in front of you and suffer no ill effects. And monsters in MM 7 don't have MP, they just use whatever magic spells they're programmed to use randomly. A spell doesn't count as a Demonic Spider, but any monster that can use it (Queen of the Dead, Lich King) sure does qualify.

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** And then there's the Dark Magic spell "Dragon Breath." It's like a fireball: it explodes on contact and hurts everyone. It will probably kill your wizard and healer immediately, and even your meatshield will go down after 2 or 3. Oh, and the creatures that can use it are immune to it, so they can cast it while standing right in front of you and suffer no ill effects. And monsters in MM 7 don't have MP, they just use whatever magic spells they're programmed to use randomly. A spell doesn't count as a Demonic Spider, but any monster that can use it (Queen of the Dead, Lich King) sure does qualify. [[FromBadToWorse Worse yet]], they also know Pain Reflection, another Dark Magic spell that deals the same damage to the attacker he/she dealt to the monster.
** The mobs that know Light Magic, such as Archmages and Angels, aren't picnic either. They can summon Light Elementals with ranged attacks that explode upon death, have annoying Dispel that removes all your buffs, making you ''much'' more vulnerable, and of course know Day of Gods, Hour of Power and Day of Protection to buff themselves quickly to obscene levels, which is really nasty considering they base stats are already pretty high to begin with.
29th Mar '18 9:25:31 PM nombretomado
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* The SFC version of ''StarOcean'' featured enemies in the final dungeon that could turn you to petrify by contact. In a game where there's no guaranteed way to guard against petrification and if everyone's petrified, it's game over. They went the extra mile by designing random battles where your party starts out sandwiched between two of these enemies, guaranteeing that at least two of your party members are going to be petrified right at the start of battle.

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* The SFC version of ''StarOcean'' ''VideoGame/StarOcean'' featured enemies in the final dungeon that could turn you to petrify by contact. In a game where there's no guaranteed way to guard against petrification and if everyone's petrified, it's game over. They went the extra mile by designing random battles where your party starts out sandwiched between two of these enemies, guaranteeing that at least two of your party members are going to be petrified right at the start of battle.
24th Mar '18 8:43:14 AM Fallingwater
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*** The Wanamingos are quite deadly foes, and you're likely to encounter them at a fairly low level as they're inside a mine in one of the early cities, and one of the quests demands that you go down there. And then you may be unfortunate enough to take the wrong entrance to the Redding mine, and encounter the "boss" wanamingo first. It doesn't help that it's hard to figure out what parts of their anatomy are comparable to those of humanoids. Not to mention that some weapons which are otherwise quite useful at this stage in the game are about as much use as a chocolate teapot against Wanamingos. In the Redding mines with an assault rifle? [[{{Unwinnable}} Time to find an earlier savegame.]]

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*** The Wanamingos in Redding's mines are quite deadly foes, competent late-stage DemonicSpiders: their attacks are decently blocked by power armor or advanced combat armor and when you have high-penetration guns like the Gauss rifle you can actually inflict meaningful damage and have a chance of completing the mission. Problem: you get to Redding very early on, while armored with wet tissue paper and armed with peashooters. At the time you're likely to encounter them at a fairly low level be doing as they're inside a mine in one of the early cities, and one of the many quests demands that as you go down there. And then you may be unfortunate enough can to grind through the first few levels, so you'll take on the wrong entrance to the Redding mine, and encounter the "boss" wanamingo first. It doesn't help that it's hard to figure out what parts of their anatomy are comparable to those of humanoids. Not to mention that some weapons which are otherwise quite useful at this stage in the game are about as much use as a chocolate teapot against Wanamingos. In the Redding mines quest with an assault rifle? [[{{Unwinnable}} Time enthusiasm. This is overwhelmingly likely to find an earlier savegame.]]end in a very brief CurbStompBattle followed by a reload.
17th Mar '18 11:21:13 PM nombretomado
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* ''{{Wild ARMS}}'' has a recurring gag with the Hyolkontons, Aliens with obscene hit points and their own version of Bad Breath, "Arc En Ciel".

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* ''{{Wild ARMS}}'' ''VideoGame/WildArms'' has a recurring gag with the Hyolkontons, Aliens with obscene hit points and their own version of Bad Breath, "Arc En Ciel".
8th Mar '18 9:39:38 PM nombretomado
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** In UltimaVII the door to the endgame area is guarded by a one-of-a-kind Lich. He's easy enough to kill, if you can reach him, but he's the only non-NPC in the game that can throw out the Death Bolt spell, which kills on impact. When the add-on "Forge Of Virtue" was released they added another lich: in this case you need to kill a mage before he succeeds in summoning it.

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** In UltimaVII ''VideoGame/UltimaVII'' the door to the endgame area is guarded by a one-of-a-kind Lich. He's easy enough to kill, if you can reach him, but he's the only non-NPC in the game that can throw out the Death Bolt spell, which kills on impact. When the add-on "Forge Of Virtue" was released they added another lich: in this case you need to kill a mage before he succeeds in summoning it.
4th Mar '18 3:02:43 PM nombretomado
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* ''StarOceanTillTheEndOfTime'' has a few. Proclaimers are angelic monsters that [[spoiler:perform a similar function in our universe as agents do in Film/TheMatrix]] use, every few seconds, a high damage attack that is unblockable and has a longer range than Maria's pistol in all directions, not to mention being encountered throughout the game starting about halfway until the predictable controller/screen interfacing inevitably ensues. Wisps have an even stronger all round attack , and to make matters worse there's a room in the BonusDungeon where the player must defeat ten groups of them followed by a (thankfully easy) boss without saving. Decahedrons and crystal statues are so fast that landing more than one blow is nearly impossible, never flinch and, ''needless to say'', have lethal attacks. Most guides also mention Convictors (proclaimers' big brothers) in this context.

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* ''StarOceanTillTheEndOfTime'' ''VideoGame/StarOceanTillTheEndOfTime'' has a few. Proclaimers are angelic monsters that [[spoiler:perform a similar function in our universe as agents do in Film/TheMatrix]] use, every few seconds, a high damage attack that is unblockable and has a longer range than Maria's pistol in all directions, not to mention being encountered throughout the game starting about halfway until the predictable controller/screen interfacing inevitably ensues. Wisps have an even stronger all round attack , and to make matters worse there's a room in the BonusDungeon where the player must defeat ten groups of them followed by a (thankfully easy) boss without saving. Decahedrons and crystal statues are so fast that landing more than one blow is nearly impossible, never flinch and, ''needless to say'', have lethal attacks. Most guides also mention Convictors (proclaimers' big brothers) in this context.
3rd Mar '18 10:22:00 AM nombretomado
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* The Nocturne Equites in ''SonicChronicles'' will not only dodge almost every attack you throw at them, but counter it. That wouldn't be so bad, if they didn't do about 1/4 of your health with each hit, and heal every time too! This means attacking them will usually give them more health!

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* The Nocturne Equites in ''SonicChronicles'' ''VideoGame/SonicChronicles'' will not only dodge almost every attack you throw at them, but counter it. That wouldn't be so bad, if they didn't do about 1/4 of your health with each hit, and heal every time too! This means attacking them will usually give them more health!
7th Feb '18 3:41:46 PM BeerBaron
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If ever there was evidence that game designers hate RPG fans, DemonicSpiders are it.

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If ever there was evidence that game designers hate RPG fans, DemonicSpiders are it.it!



[[folder:The Elder Scrolls]]
''Franchise/TheElderScrolls''

* ''[[VideoGame/TheElderScrollsArena Arena]]'':
** In the ''[[NoobCave very first dungeon]]'', you have to find a piece of parchment. It's surrounded by at least 7 ghouls, monsters with high defense, quite a bit of HP, and can kill you in a few hits. Especially if you're in the [[FighterMageThief Thief or Mage]] classes which can't wear strong armor or use strong weapons.
** GiantSpiders. They can paralyze you, allowing them to get a bunch of free hits at you. Hell if you're paralyzed while in water it's OneHitKO and you even get a unique death text.

* ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'':
** GiantSpiders once again can paralyze you and get a bunch of free hits in. Luckily, it wears off much faster than in ''Arena''.
** Ancient Liches. They are extremely powerful high-level spell slingers who can easily cause a OneHitKO and who prefer large AreaOfEffect spells. The only real defense against them is the use of Spell Reflection, Spell Resistance, and/or Spell Absorption effects to buy yourself some time. (A strong enough Spell Reflection can [[AttackReflector send their own spells right back at them]].)
** Vampire Ancients. UESP, the longest running ''Elder Scrolls'' fan site, even outright calls them "the most dangerous foe in the game". They appear very frequently at high levels and, unlike Ancient Liches, do not use ranged spells, so the Spell Reflection tactic is less effective. They can also detect invisible or camouflaged foes, so those won't help either. They also [[HealingFactor regenerate health]] in darkness, and they are typically ''only found in darkness''. Also, unlike most other randomly encountered foes, one Vampire Ancient is guaranteed to appear during the main quest, meaning you'll have to defeat at least one in order to proceed.

* ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'':
** Daedroths have a ranged Poison-spell attack and dish out hard physical hits in close combat. They are one of the more dreaded Daedric foes to run into.
** Dremora Lords have a ranged Fireball-spell attack and hit hard with Ebony or Daedric weapons. They also [[BossInMooksClothing look identical]] to standard Dremora until they raise their hands to cast said Fireballs.
** Greater Bonewalkers are an mid-tier Undead enemy, but aren't particularly difficult in a straight fight. What makes them "Demonic," however, is their ThatOneAttack - a "Damage Strength" spell. Unlike a "Drained" attribute which wears off, a "Damaged" attribute won't heal on its own, forcing you to use a restorative item or find a Temple/Imperial Cult shrine. It is incredibly frustrating to encounter a Greater Bonewalker only to have him damage your Strength so much that you have to drop half your inventory (as Strength dictates your carrying capacity) and flee back to civilization to heal. Fortunately, there are Intervention spells that transport you 99% of the way towards the healing altar (but then you still need to manually return to the same point in the dungeon).
** Top-tier Dark Brotherhood assassins. They come in pair and attack with Adamantium (a high tier [[FantasyMetals Fantasy Metal]] added by ''Tribunal'') swords enchanted with Poison ''and'' Paralyze spells "on strike." Even if you're resistant or immune to Poison (which depending on your race, is easy to accomplish), the Paralysis effect can leave you as a sitting duck in the middle of battle with two strong foes, with your only hope being that their blades run out of enchantment before you die.

* ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'':
** Due to how LevelScaling works in , it pays [[LowLevelAdvantage to be at a low level]], but even at low levels, these foes can be a pain in the ass:
*** The [[WillOTheWisp Will-o'-the-Wisps]]. They're immune to normal weapons, are practically invisible when moving, and their preferred method of attacking is to absorb your health and magicka, which simultaneously damages you, prevents you from casting any healing spells, and undoes any damage you may have done to it. However, Will o' Wisps, like other specters, are not immune to the almighty power of your ''fists'' if you're a journeyman.
*** Trolls, too. They're fairly common in certain parts of the overworld, they're fast enough to keep up with you on horseback, they're persistent, they have a ton of health, and they do a ton of damage. Their DemonicSpider tendencies are even lampshaded by an NPC:
--->NPC: If you're all alone in the woods, and you see a troll coming, you run. Problem solved. Next question?
*** The Clannfear might also be considered under this trope--you lose health every time you hit one, so fighting more than two or three is suicide, and either way will always result in a fortune's worth of potions being consumed. Unless you toast them with magic.
*** The Atronachs also deal damage to you whenever you want to get up close and personal. Especially frost and storm atronachs are a nightmare to deal with for melee characters, as they also have ridiculously high health.
*** Spider Daedra are an almost literal example of the trope. They are tough, deal good shock damage, have an ability damaging spit, and to top it off summon little Spider Daedra that do pretty much the same thing, only they can paralyze you. Did I mention that they can heal themselves?
*** {{Bears|AreBadNews}}. They have ridiculous health, are relatively fast runners, stagger you with most of their attacks, which happen to do a LOT of damage which is not reduced much by blocking, and don't recoil from hitting your shield. They attack at a much higher rate than other enemies of comparable strength, and they attack with a lunge, so good luck getting out of its attack range.
*** Spriggans are incredibly tough by themselves, they can also regenerate their health ''three times'' before dying. And guess what? They ''summon bears.''
*** The Scamps are really fucking annoying. Their attacks can be extremely unpredictable at close range, their fireball attacks have the uncanny ability to predict where you're going to be, and they can take a ton of hits for a weaker character to bring them down.
*** The preferred method of dealing with Oblivion Gates is to simply gun it to Sigil Stone, ignoring any enemies that you leave in your wake. Daedra on higher levels are so [[DamageSpongeBoss damage-sponge-y]] that it's hardly worth your time and resources fighting them.
*** Above all: if you level up too much in the vanilla game ''every single monster'' becomes a demonic spider due to the fact things level up along with you. At least if you have one of the many gamebreaking items (reflect damage, resist/absorb/reflect magic, chameleon), you can ignore every enemy after level 30. Good luck reaching level 30 though.
** Any high-level mage in ''[[GameMod Oscuro's Oblivion Overhaul]]''. Their AI has been enhanced from the vanilla game, so they dodge your ranged attacks. They never seem to run out of magicka, so they can keep shooting very powerful spells at you forever. Spells fly much faster too, so they are harder for you to dodge (especially the shock spells), and every time they get low on health, they will regenerate a good chunk of it back. Even worse, due to the way ''OOO'' works, these ultra-mages con be encountered at any level, ''even level 1''.

* ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'':
** {{Bears|AreBadNews}} are ubiquitous in the wilderness, have camouflage, and can be pretty quiet when idle. They also have huge HP pools, do massive damage, and are (much like their real-life counterparts) surprisingly agile, even keeping up with a sprinting horse. The best part? They have a great sense of smell and are always up for adventurer elevensies. Hear the rhythmical gruffing of an aggroed bear cantering towards you? Might as well do a favour and take out the Marinara sauce.
** Having barely avoided dying in multiple bear attacks in the woods and mountains, the Dragonborn takes the lowland route and feels wonderfully safe for a minute before being mowed down by the furry ball of instant death ("Just add claws!") that goes by the shorter name of Sabrecat. They too have camouflage, but are entirely quiet unless actively slicing you up, and frequently come in ''couples''. For added fun, they also inhabit snowy mountains.
** Giants are docile unless you attack, hurt their Mammoths, or wander too close to their camp and avoiding them is pretty easy. Praised be the Divines, since Giants are formidable foes for any character short of a master stealth-ranger with high-end equipment. They wield clubs as long as the Dragonborn stands, and a hit from that club cannot be parried or blocked: in fact it often sends you ragdolling across the sky.
** In the quest [[WhatDidIDoLastNight "A Night To Remember"]], you have to save a farmer's goat you stole from a Giant you pawned it off to to pay for a ring to marry a Hagraven. You have to get the goat to follow you, forcing the giant to take chase but seeing how this take place near Rorikstead you can also be chased by both a bear ''and'' a sabrecat along with the giant.
** Chaurus are giant insects whose black chitin plates blend them effortlessly into the dark nooks they so love to inhabit. These critters can take a beating, spit health-draining and vision-blurring poison at you from afar, and if you can't kill one before it gets to you, you can expect to be dead in two or three bites of their mighty mandibles. For added Fun Units, they usually appear wherever Falmer are found.
** Falmer are twisted degenerate elves that come in three flavours: rangers perched on hard-to-see platforms that pelt you with poison arrows, dual-wielders who can slice and dice you in a matter of seconds with poisoned weapons, and mages who specialize in combining arcane pain and your sorry behind. They are rarely found alone and will usually have at least a few Chaurus along. They build huts that provide great hidey-holes from where to stab you. They are completely silent unless they have already spotted you, and they will spot you, because due to their complete blindness they have excellent hearing. What's even better is that in addition to the usual natural caves, they also inhabit a few Dwemer ruins, where constant noise from ancient steam machinery and nasty Dwemer robot foes will only serve to double your stress levels.
** The Forsworn. They don't look like much at first, just some regular humans decked out in leathers with antler decor. But they dual-wield. And those that don't dual-wield can shoot you full of ice spikes. And they come in droves. They hit hard and fast and to make matters worse, they're all Bretons, meaning they pack a powerful resistance to magic that will make fighting them hell if you're a mage. And then you meet the Briarhearts, massive [[MagicKnight Magic Knights]] who have had their ''hearts ripped out and replaced with a briar heart in a black magic ritual to give them increased strength.'' They are almost guaranteed to ruin your day.
** Lower-level Draugr are pretty easy adversaries, but level up enough and you'll start running into Draugr Deathlords, Draugr Death Overlords, and Dragon Priests. Despite being desiccated corpses, they soak up damage like sponges, hit like tanks with chainsaws, and they have ''Dragon Shouts'' which they use to:
*** A. Disarm you, which means your unique Daedric weapon can end up flying out of your hands to a position where you can't ever get it back, or
*** B. Send you ragdolling, which means you spend over 5 seconds getting up slowly while their minions (they rarely show up alone) chop you to bits.
** Dragons themselves. They often come out of nowhere wherever there is open sky, usually when you're trying to do something else, and no matter how many you kill they just never stop coming. They love to flutter high in the air away from your war-axe, are quick enough that hitting with spells or arrows is pretty hard, and dive-bomb you a few times before even visiting the ground. Without appropriate shouts it can take long to reduce a dragon's health to half so that it's forced to land... and then you have to deal with its fairly quick crawling maneuvers and the fact that given the chance any dragon will chomp you up and toss you into an instant-kill ragdolling projectile towards the moons. So you adventure in the fear of dragons and level up... And once you're leveled enough to take on a Blood Dragon or two with ease, the Elder and Ancient Dragons start appearing... Also, unlike practically any other enemy, they are impossible to disengage. Once a dragon has seen you, you WON'T be able to fast-travel away until it's dead...or ''you'' are. Better hope you're within running distance of a town to get some help from guards.
** Thalmor execution squads can be pretty bad. Not the patrols that just walk along until you attack them, but the randomly-encountered teams sent specifically to kill you. They consist of two [[MagicKnight Magic Knights]] who will chop/electrocute you at close range while a SquishyWizard electrocutes you from further away, making it difficult to step back and regroup after they catch you off-guard. They're also a lot less common than the unaggressive patrols, meaning that if you spot them from a distance, you'll probably assume they're unaggressive until they're already shooting you full of lightning.
** Frost mages in general, if you're the melee warrior type. Most can use Ice Storm, which not only does a ton of damage to your health but to your stamina as well, preventing you from sprinting and using power attacks. It's also very hard to dodge. But the worst thing about it is that it slows you down and opens you up to even more magical pummeling. Try to use a Power or Shout, they pop a Ward spell to NoSell it. Nords have 50% resistance to frost and enchanting and spells can grant extra protection but at the expense of not having other enchantments on your armor. Brentons have it slightly easier due to their 25% resistance to all spells, but that does jack shit when you’re surrounded by belligerent bookworms.
** Shock mages are to mages as Frost mages are to warriors; shock spells drain the magicka of the poor sap they hit (most likely ''you'') and they have ward spells to block your spells, Powers, and Shouts.
** The ''Dragonborn'' DLC brings in a few nasty new enemies including the Lurkers, hulking giants that hit like a truck. Its physical attacks can stagger you, and it also has an annoying ranged attack. Then there's the Seekers, miniature Cthulhus, that can turn invisible, hit you with draining spells that slowly drain your health, magicka, and stamina, and worse of all, can create mirror images of itself that can also attack you. Oh yeah, and in [[spoiler: Apocrypha]], these things are ''everywhere''!
[[/folder]]

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[[folder:The Elder Scrolls]]
''Franchise/TheElderScrolls''

* ''[[VideoGame/TheElderScrollsArena Arena]]'':
** In the ''[[NoobCave very first dungeon]]'', you have to find a piece of parchment. It's surrounded by at least 7 ghouls, monsters
Franchise with high defense, quite a bit of HP, and can kill you in a few hits. Especially if you're in the [[FighterMageThief Thief or Mage]] classes which can't wear strong armor or use strong weapons.
** GiantSpiders. They can paralyze you, allowing them to get a bunch of free hits at you. Hell if you're paralyzed while in water it's OneHitKO and you even get a unique death text.

* ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'':
** GiantSpiders once again can paralyze you and get a bunch of free hits in. Luckily, it wears off much faster than in ''Arena''.
** Ancient Liches. They are extremely powerful high-level spell slingers who can easily cause a OneHitKO and who prefer large AreaOfEffect spells. The only real defense against them is the use of Spell Reflection, Spell Resistance, and/or Spell Absorption effects to buy yourself some time. (A strong enough Spell Reflection can [[AttackReflector send
their own spells right back at them]].)
** Vampire Ancients. UESP, the longest running ''Elder Scrolls'' fan site, even outright calls them "the most dangerous foe in the game". They appear very frequently at high levels and, unlike Ancient Liches, do not use ranged spells, so the Spell Reflection tactic is less effective. They can also detect invisible or camouflaged foes, so those won't help either. They also [[HealingFactor regenerate health]] in darkness, and they are typically ''only found in darkness''. Also, unlike most other randomly encountered foes, one Vampire Ancient is guaranteed to appear during the main quest, meaning you'll have to defeat at least one in order to proceed.

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* ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'':
** Daedroths have a ranged Poison-spell attack and dish out hard physical hits in close combat. They are one of the more dreaded Daedric foes to run into.
** Dremora Lords have a ranged Fireball-spell attack and hit hard with Ebony or Daedric weapons. They also [[BossInMooksClothing look identical]] to standard Dremora until they raise their hands to cast said Fireballs.
** Greater Bonewalkers are an mid-tier Undead enemy, but aren't particularly difficult in a straight fight. What makes them "Demonic," however, is their ThatOneAttack - a "Damage Strength" spell. Unlike a "Drained" attribute which wears off, a "Damaged" attribute won't heal on its own, forcing you to use a restorative item or find a Temple/Imperial Cult shrine. It is incredibly frustrating to encounter a Greater Bonewalker only to have him damage your Strength so much that you have to drop half your inventory (as Strength dictates your carrying capacity) and flee back to civilization to heal. Fortunately, there are Intervention spells that transport you 99% of the way towards the healing altar (but then you still need to manually return to the same point in the dungeon).
** Top-tier Dark Brotherhood assassins. They come in pair and attack with Adamantium (a high tier [[FantasyMetals Fantasy Metal]] added by ''Tribunal'') swords enchanted with Poison ''and'' Paralyze spells "on strike." Even if you're resistant or immune to Poison (which depending on your race, is easy to accomplish), the Paralysis effect can leave you as a sitting duck in the middle of battle with two strong foes, with your only hope being that their blades run out of enchantment before you die.

''DemonicSpiders/DarkSouls''
* ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'':
** Due to how LevelScaling works in , it pays [[LowLevelAdvantage to be at a low level]], but even at low levels, these foes can be a pain in the ass:
*** The [[WillOTheWisp Will-o'-the-Wisps]]. They're immune to normal weapons, are practically invisible when moving, and their preferred method of attacking is to absorb your health and magicka, which simultaneously damages you, prevents you from casting any healing spells, and undoes any damage you may have done to it. However, Will o' Wisps, like other specters, are not immune to the almighty power of your ''fists'' if you're a journeyman.
*** Trolls, too. They're fairly common in certain parts of the overworld, they're fast enough to keep up with you on horseback, they're persistent, they have a ton of health, and they do a ton of damage. Their DemonicSpider tendencies are even lampshaded by an NPC:
--->NPC: If you're all alone in the woods, and you see a troll coming, you run. Problem solved. Next question?
*** The Clannfear might also be considered under this trope--you lose health every time you hit one, so fighting more than two or three is suicide, and either way will always result in a fortune's worth of potions being consumed. Unless you toast them with magic.
*** The Atronachs also deal damage to you whenever you want to get up close and personal. Especially frost and storm atronachs are a nightmare to deal with for melee characters, as they also have ridiculously high health.
*** Spider Daedra are an almost literal example of the trope. They are tough, deal good shock damage, have an ability damaging spit, and to top it off summon little Spider Daedra that do pretty much the same thing, only they can paralyze you. Did I mention that they can heal themselves?
*** {{Bears|AreBadNews}}. They have ridiculous health, are relatively fast runners, stagger you with most of their attacks, which happen to do a LOT of damage which is not reduced much by blocking, and don't recoil from hitting your shield. They attack at a much higher rate than other enemies of comparable strength, and they attack with a lunge, so good luck getting out of its attack range.
*** Spriggans are incredibly tough by themselves, they can also regenerate their health ''three times'' before dying. And guess what? They ''summon bears.''
*** The Scamps are really fucking annoying. Their attacks can be extremely unpredictable at close range, their fireball attacks have the uncanny ability to predict where you're going to be, and they can take a ton of hits for a weaker character to bring them down.
*** The preferred method of dealing with Oblivion Gates is to simply gun it to Sigil Stone, ignoring any enemies that you leave in your wake. Daedra on higher levels are so [[DamageSpongeBoss damage-sponge-y]] that it's hardly worth your time and resources fighting them.
*** Above all: if you level up too much in the vanilla game ''every single monster'' becomes a demonic spider due to the fact things level up along with you. At least if you have one of the many gamebreaking items (reflect damage, resist/absorb/reflect magic, chameleon), you can ignore every enemy after level 30. Good luck reaching level 30 though.
** Any high-level mage in ''[[GameMod Oscuro's Oblivion Overhaul]]''. Their AI has been enhanced from the vanilla game, so they dodge your ranged attacks. They never seem to run out of magicka, so they can keep shooting very powerful spells at you forever. Spells fly much faster too, so they are harder for you to dodge (especially the shock spells), and every time they get low on health, they will regenerate a good chunk of it back. Even worse, due to the way ''OOO'' works, these ultra-mages con be encountered at any level, ''even level 1''.

''DemonicSpiders/TheElderScrolls''
* ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'':
** {{Bears|AreBadNews}} are ubiquitous in the wilderness, have camouflage, and can be pretty quiet when idle. They also have huge HP pools, do massive damage, and are (much like their real-life counterparts) surprisingly agile, even keeping up with a sprinting horse. The best part? They have a great sense of smell and are always up for adventurer elevensies. Hear the rhythmical gruffing of an aggroed bear cantering towards you? Might as well do a favour and take out the Marinara sauce.
** Having barely avoided dying in multiple bear attacks in the woods and mountains, the Dragonborn takes the lowland route and feels wonderfully safe for a minute before being mowed down by the furry ball of instant death ("Just add claws!") that goes by the shorter name of Sabrecat. They too have camouflage, but are entirely quiet unless actively slicing you up, and frequently come in ''couples''. For added fun, they also inhabit snowy mountains.
** Giants are docile unless you attack, hurt their Mammoths, or wander too close to their camp and avoiding them is pretty easy. Praised be the Divines, since Giants are formidable foes for any character short of a master stealth-ranger with high-end equipment. They wield clubs as long as the Dragonborn stands, and a hit from that club cannot be parried or blocked: in fact it often sends you ragdolling across the sky.
** In the quest [[WhatDidIDoLastNight "A Night To Remember"]], you have to save a farmer's goat you stole from a Giant you pawned it off to to pay for a ring to marry a Hagraven. You have to get the goat to follow you, forcing the giant to take chase but seeing how this take place near Rorikstead you can also be chased by both a bear ''and'' a sabrecat along with the giant.
** Chaurus are giant insects whose black chitin plates blend them effortlessly into the dark nooks they so love to inhabit. These critters can take a beating, spit health-draining and vision-blurring poison at you from afar, and if you can't kill one before it gets to you, you can expect to be dead in two or three bites of their mighty mandibles. For added Fun Units, they usually appear wherever Falmer are found.
** Falmer are twisted degenerate elves that come in three flavours: rangers perched on hard-to-see platforms that pelt you with poison arrows, dual-wielders who can slice and dice you in a matter of seconds with poisoned weapons, and mages who specialize in combining arcane pain and your sorry behind. They are rarely found alone and will usually have at least a few Chaurus along. They build huts that provide great hidey-holes from where to stab you. They are completely silent unless they have already spotted you, and they will spot you, because due to their complete blindness they have excellent hearing. What's even better is that in addition to the usual natural caves, they also inhabit a few Dwemer ruins, where constant noise from ancient steam machinery and nasty Dwemer robot foes will only serve to double your stress levels.
** The Forsworn. They don't look like much at first, just some regular humans decked out in leathers with antler decor. But they dual-wield. And those that don't dual-wield can shoot you full of ice spikes. And they come in droves. They hit hard and fast and to make matters worse, they're all Bretons, meaning they pack a powerful resistance to magic that will make fighting them hell if you're a mage. And then you meet the Briarhearts, massive [[MagicKnight Magic Knights]] who have had their ''hearts ripped out and replaced with a briar heart in a black magic ritual to give them increased strength.'' They are almost guaranteed to ruin your day.
** Lower-level Draugr are pretty easy adversaries, but level up enough and you'll start running into Draugr Deathlords, Draugr Death Overlords, and Dragon Priests. Despite being desiccated corpses, they soak up damage like sponges, hit like tanks with chainsaws, and they have ''Dragon Shouts'' which they use to:
*** A. Disarm you, which means your unique Daedric weapon can end up flying out of your hands to a position where you can't ever get it back, or
*** B. Send you ragdolling, which means you spend over 5 seconds getting up slowly while their minions (they rarely show up alone) chop you to bits.
** Dragons themselves. They often come out of nowhere wherever there is open sky, usually when you're trying to do something else, and no matter how many you kill they just never stop coming. They love to flutter high in the air away from your war-axe, are quick enough that hitting with spells or arrows is pretty hard, and dive-bomb you a few times before even visiting the ground. Without appropriate shouts it can take long to reduce a dragon's health to half so that it's forced to land... and then you have to deal with its fairly quick crawling maneuvers and the fact that given the chance any dragon will chomp you up and toss you into an instant-kill ragdolling projectile towards the moons. So you adventure in the fear of dragons and level up... And once you're leveled enough to take on a Blood Dragon or two with ease, the Elder and Ancient Dragons start appearing... Also, unlike practically any other enemy, they are impossible to disengage. Once a dragon has seen you, you WON'T be able to fast-travel away until it's dead...or ''you'' are. Better hope you're within running distance of a town to get some help from guards.
** Thalmor execution squads can be pretty bad. Not the patrols that just walk along until you attack them, but the randomly-encountered teams sent specifically to kill you. They consist of two [[MagicKnight Magic Knights]] who will chop/electrocute you at close range while a SquishyWizard electrocutes you from further away, making it difficult to step back and regroup after they catch you off-guard. They're also a lot less common than the unaggressive patrols, meaning that if you spot them from a distance, you'll probably assume they're unaggressive until they're already shooting you full of lightning.
** Frost mages in general, if you're the melee warrior type. Most can use Ice Storm, which not only does a ton of damage to your health but to your stamina as well, preventing you from sprinting and using power attacks. It's also very hard to dodge. But the worst thing about it is that it slows you down and opens you up to even more magical pummeling. Try to use a Power or Shout, they pop a Ward spell to NoSell it. Nords have 50% resistance to frost and enchanting and spells can grant extra protection but at the expense of not having other enchantments on your armor. Brentons have it slightly easier due to their 25% resistance to all spells, but that does jack shit when you’re surrounded by belligerent bookworms.
** Shock mages are to mages as Frost mages are to warriors; shock spells drain the magicka of the poor sap they hit (most likely ''you'') and they have ward spells to block your spells, Powers, and Shouts.
** The ''Dragonborn'' DLC brings in a few nasty new enemies including the Lurkers, hulking giants that hit like a truck. Its physical attacks can stagger you, and it also has an annoying ranged attack. Then there's the Seekers, miniature Cthulhus, that can turn invisible, hit you with draining spells that slowly drain your health, magicka, and stamina, and worse of all, can create mirror images of itself that can also attack you. Oh yeah, and in [[spoiler: Apocrypha]], these things are ''everywhere''!
[[/folder]]
''DemonicSpiders/EtrianOdyssey''
* ''DemonicSpiders/FinalFantasy''
* ''DemonicSpiders/{{Pokemon}}''
7th Feb '18 10:19:16 AM BeerBaron
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[[folder:The Elder Scrolls]]
''Franchise/TheElderScrolls''

* ''[[VideoGame/TheElderScrollsArena Arena]]'':
** In the ''[[NoobCave very first dungeon]]'', you have to find a piece of parchment. It's surrounded by at least 7 ghouls, monsters with high defense, quite a bit of HP, and can kill you in a few hits. Especially if you're in the [[FighterMageThief Thief or Mage]] classes which can't wear strong armor or use strong weapons.
** GiantSpiders. They can paralyze you, allowing them to get a bunch of free hits at you. Hell if you're paralyzed while in water it's OneHitKO and you even get a unique death text.

* ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'':
** GiantSpiders once again can paralyze you and get a bunch of free hits in. Luckily, it wears off much faster than in ''Arena''.
** Ancient Liches. They are extremely powerful high-level spell slingers who can easily cause a OneHitKO and who prefer large AreaOfEffect spells. The only real defense against them is the use of Spell Reflection, Spell Resistance, and/or Spell Absorption effects to buy yourself some time. (A strong enough Spell Reflection can [[AttackReflector send their own spells right back at them]].)
** Vampire Ancients. UESP, the longest running ''Elder Scrolls'' fan site, even outright calls them "the most dangerous foe in the game". They appear very frequently at high levels and, unlike Ancient Liches, do not use ranged spells, so the Spell Reflection tactic is less effective. They can also detect invisible or camouflaged foes, so those won't help either. They also [[HealingFactor regenerate health]] in darkness, and they are typically ''only found in darkness''. Also, unlike most other randomly encountered foes, one Vampire Ancient is guaranteed to appear during the main quest, meaning you'll have to defeat at least one in order to proceed.

* ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'':
** Daedroths have a ranged Poison-spell attack and dish out hard physical hits in close combat. They are one of the more dreaded Daedric foes to run into.
** Dremora Lords have a ranged Fireball-spell attack and hit hard with Ebony or Daedric weapons. They also [[BossInMooksClothing look identical]] to standard Dremora until they raise their hands to cast said Fireballs.
** Greater Bonewalkers are an mid-tier Undead enemy, but aren't particularly difficult in a straight fight. What makes them "Demonic," however, is their ThatOneAttack - a "Damage Strength" spell. Unlike a "Drained" attribute which wears off, a "Damaged" attribute won't heal on its own, forcing you to use a restorative item or find a Temple/Imperial Cult shrine. It is incredibly frustrating to encounter a Greater Bonewalker only to have him damage your Strength so much that you have to drop half your inventory (as Strength dictates your carrying capacity) and flee back to civilization to heal. Fortunately, there are Intervention spells that transport you 99% of the way towards the healing altar (but then you still need to manually return to the same point in the dungeon).
** Top-tier Dark Brotherhood assassins. They come in pair and attack with Adamantium (a high tier [[FantasyMetals Fantasy Metal]] added by ''Tribunal'') swords enchanted with Poison ''and'' Paralyze spells "on strike." Even if you're resistant or immune to Poison (which depending on your race, is easy to accomplish), the Paralysis effect can leave you as a sitting duck in the middle of battle with two strong foes, with your only hope being that their blades run out of enchantment before you die.

* ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'':
** Due to how LevelScaling works in , it pays [[LowLevelAdvantage to be at a low level]], but even at low levels, these foes can be a pain in the ass:
*** The [[WillOTheWisp Will-o'-the-Wisps]]. They're immune to normal weapons, are practically invisible when moving, and their preferred method of attacking is to absorb your health and magicka, which simultaneously damages you, prevents you from casting any healing spells, and undoes any damage you may have done to it. However, Will o' Wisps, like other specters, are not immune to the almighty power of your ''fists'' if you're a journeyman.
*** Trolls, too. They're fairly common in certain parts of the overworld, they're fast enough to keep up with you on horseback, they're persistent, they have a ton of health, and they do a ton of damage. Their DemonicSpider tendencies are even lampshaded by an NPC:
--->NPC: If you're all alone in the woods, and you see a troll coming, you run. Problem solved. Next question?
*** The Clannfear might also be considered under this trope--you lose health every time you hit one, so fighting more than two or three is suicide, and either way will always result in a fortune's worth of potions being consumed. Unless you toast them with magic.
*** The Atronachs also deal damage to you whenever you want to get up close and personal. Especially frost and storm atronachs are a nightmare to deal with for melee characters, as they also have ridiculously high health.
*** Spider Daedra are an almost literal example of the trope. They are tough, deal good shock damage, have an ability damaging spit, and to top it off summon little Spider Daedra that do pretty much the same thing, only they can paralyze you. Did I mention that they can heal themselves?
*** {{Bears|AreBadNews}}. They have ridiculous health, are relatively fast runners, stagger you with most of their attacks, which happen to do a LOT of damage which is not reduced much by blocking, and don't recoil from hitting your shield. They attack at a much higher rate than other enemies of comparable strength, and they attack with a lunge, so good luck getting out of its attack range.
*** Spriggans are incredibly tough by themselves, they can also regenerate their health ''three times'' before dying. And guess what? They ''summon bears.''
*** The Scamps are really fucking annoying. Their attacks can be extremely unpredictable at close range, their fireball attacks have the uncanny ability to predict where you're going to be, and they can take a ton of hits for a weaker character to bring them down.
*** The preferred method of dealing with Oblivion Gates is to simply gun it to Sigil Stone, ignoring any enemies that you leave in your wake. Daedra on higher levels are so [[DamageSpongeBoss damage-sponge-y]] that it's hardly worth your time and resources fighting them.
*** Above all: if you level up too much in the vanilla game ''every single monster'' becomes a demonic spider due to the fact things level up along with you. At least if you have one of the many gamebreaking items (reflect damage, resist/absorb/reflect magic, chameleon), you can ignore every enemy after level 30. Good luck reaching level 30 though.
** Any high-level mage in ''[[GameMod Oscuro's Oblivion Overhaul]]''. Their AI has been enhanced from the vanilla game, so they dodge your ranged attacks. They never seem to run out of magicka, so they can keep shooting very powerful spells at you forever. Spells fly much faster too, so they are harder for you to dodge (especially the shock spells), and every time they get low on health, they will regenerate a good chunk of it back. Even worse, due to the way ''OOO'' works, these ultra-mages con be encountered at any level, ''even level 1''.

* ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'':
** {{Bears|AreBadNews}} are ubiquitous in the wilderness, have camouflage, and can be pretty quiet when idle. They also have huge HP pools, do massive damage, and are (much like their real-life counterparts) surprisingly agile, even keeping up with a sprinting horse. The best part? They have a great sense of smell and are always up for adventurer elevensies. Hear the rhythmical gruffing of an aggroed bear cantering towards you? Might as well do a favour and take out the Marinara sauce.
** Having barely avoided dying in multiple bear attacks in the woods and mountains, the Dragonborn takes the lowland route and feels wonderfully safe for a minute before being mowed down by the furry ball of instant death ("Just add claws!") that goes by the shorter name of Sabrecat. They too have camouflage, but are entirely quiet unless actively slicing you up, and frequently come in ''couples''. For added fun, they also inhabit snowy mountains.
** Giants are docile unless you attack, hurt their Mammoths, or wander too close to their camp and avoiding them is pretty easy. Praised be the Divines, since Giants are formidable foes for any character short of a master stealth-ranger with high-end equipment. They wield clubs as long as the Dragonborn stands, and a hit from that club cannot be parried or blocked: in fact it often sends you ragdolling across the sky.
** In the quest [[WhatDidIDoLastNight "A Night To Remember"]], you have to save a farmer's goat you stole from a Giant you pawned it off to to pay for a ring to marry a Hagraven. You have to get the goat to follow you, forcing the giant to take chase but seeing how this take place near Rorikstead you can also be chased by both a bear ''and'' a sabrecat along with the giant.
** Chaurus are giant insects whose black chitin plates blend them effortlessly into the dark nooks they so love to inhabit. These critters can take a beating, spit health-draining and vision-blurring poison at you from afar, and if you can't kill one before it gets to you, you can expect to be dead in two or three bites of their mighty mandibles. For added Fun Units, they usually appear wherever Falmer are found.
** Falmer are twisted degenerate elves that come in three flavours: rangers perched on hard-to-see platforms that pelt you with poison arrows, dual-wielders who can slice and dice you in a matter of seconds with poisoned weapons, and mages who specialize in combining arcane pain and your sorry behind. They are rarely found alone and will usually have at least a few Chaurus along. They build huts that provide great hidey-holes from where to stab you. They are completely silent unless they have already spotted you, and they will spot you, because due to their complete blindness they have excellent hearing. What's even better is that in addition to the usual natural caves, they also inhabit a few Dwemer ruins, where constant noise from ancient steam machinery and nasty Dwemer robot foes will only serve to double your stress levels.
** The Forsworn. They don't look like much at first, just some regular humans decked out in leathers with antler decor. But they dual-wield. And those that don't dual-wield can shoot you full of ice spikes. And they come in droves. They hit hard and fast and to make matters worse, they're all Bretons, meaning they pack a powerful resistance to magic that will make fighting them hell if you're a mage. And then you meet the Briarhearts, massive [[MagicKnight Magic Knights]] who have had their ''hearts ripped out and replaced with a briar heart in a black magic ritual to give them increased strength.'' They are almost guaranteed to ruin your day.
** Lower-level Draugr are pretty easy adversaries, but level up enough and you'll start running into Draugr Deathlords, Draugr Death Overlords, and Dragon Priests. Despite being desiccated corpses, they soak up damage like sponges, hit like tanks with chainsaws, and they have ''Dragon Shouts'' which they use to:
*** A. Disarm you, which means your unique Daedric weapon can end up flying out of your hands to a position where you can't ever get it back, or
*** B. Send you ragdolling, which means you spend over 5 seconds getting up slowly while their minions (they rarely show up alone) chop you to bits.
** Dragons themselves. They often come out of nowhere wherever there is open sky, usually when you're trying to do something else, and no matter how many you kill they just never stop coming. They love to flutter high in the air away from your war-axe, are quick enough that hitting with spells or arrows is pretty hard, and dive-bomb you a few times before even visiting the ground. Without appropriate shouts it can take long to reduce a dragon's health to half so that it's forced to land... and then you have to deal with its fairly quick crawling maneuvers and the fact that given the chance any dragon will chomp you up and toss you into an instant-kill ragdolling projectile towards the moons. So you adventure in the fear of dragons and level up... And once you're leveled enough to take on a Blood Dragon or two with ease, the Elder and Ancient Dragons start appearing... Also, unlike practically any other enemy, they are impossible to disengage. Once a dragon has seen you, you WON'T be able to fast-travel away until it's dead...or ''you'' are. Better hope you're within running distance of a town to get some help from guards.
** Thalmor execution squads can be pretty bad. Not the patrols that just walk along until you attack them, but the randomly-encountered teams sent specifically to kill you. They consist of two [[MagicKnight Magic Knights]] who will chop/electrocute you at close range while a SquishyWizard electrocutes you from further away, making it difficult to step back and regroup after they catch you off-guard. They're also a lot less common than the unaggressive patrols, meaning that if you spot them from a distance, you'll probably assume they're unaggressive until they're already shooting you full of lightning.
** Frost mages in general, if you're the melee warrior type. Most can use Ice Storm, which not only does a ton of damage to your health but to your stamina as well, preventing you from sprinting and using power attacks. It's also very hard to dodge. But the worst thing about it is that it slows you down and opens you up to even more magical pummeling. Try to use a Power or Shout, they pop a Ward spell to NoSell it. Nords have 50% resistance to frost and enchanting and spells can grant extra protection but at the expense of not having other enchantments on your armor. Brentons have it slightly easier due to their 25% resistance to all spells, but that does jack shit when you’re surrounded by belligerent bookworms.
** Shock mages are to mages as Frost mages are to warriors; shock spells drain the magicka of the poor sap they hit (most likely ''you'') and they have ward spells to block your spells, Powers, and Shouts.
** The ''Dragonborn'' DLC brings in a few nasty new enemies including the Lurkers, hulking giants that hit like a truck. Its physical attacks can stagger you, and it also has an annoying ranged attack. Then there's the Seekers, miniature Cthulhus, that can turn invisible, hit you with draining spells that slowly drain your health, magicka, and stamina, and worse of all, can create mirror images of itself that can also attack you. Oh yeah, and in [[spoiler: Apocrypha]], these things are ''everywhere''!
[[/folder]]

----



* Being a veteran series, ''Franchise/TheElderScrolls'' is bound to have monsters that make you want to pull your hair out and beat the programmers over their heads:
** ''[[VideoGame/TheElderScrollsArena Arena]]'' was pretty brutal. First dungeon in, you have to find a piece of parchment, it's surrounded by at least 7 ghouls, monsters with high defense, quite a bit of HP, and can kill you in a few hits. Especially if you're in the thief or mage classes which can't wear strong armor or use strong weapons. There are also Giant Spiders themselves, they can paralyze you getting a bunch of free hits at you. Hell if you're paralyzed while in water it's 1Hit KO and you even get a unique death text.
** None of the other games can hold a candle to ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]''. Just about every enemy from Imp onward can be a Demonic Spider if you're not properly prepared for it, but special mention goes to Ancient Vampires and Ancient Liches, the hardest enemies in the game who will keep spamming spells at you AFTER YOU'RE DEAD.
*** Like in ''Arena'' mentioned above, Giant Spiders can paralyze you and get a bunch of hits in. Luckily, it wears off much faster than in ''Arena''.
** Due to how LevelScaling works in ''VideoGame/TheElderScrollsIVOblivion'', it pays [[LowLevelAdvantage to be at a low level]] but even at low levels, these foes can be a pain in the ass:
*** The [[WillOTheWisp Will-o'-the-Wisps]]. They're immune to normal weapons, are practically invisible when moving, and their preferred method of attacking is to absorb your health and magicka, which simultaneously damages you, prevents you from casting any healing spells, and undoes any damage you may have done to it. However, Will o' Wisps, like other specters, are not immune to the almighty power of your ''fists'' if you're a journeyman.
*** Trolls, too. They're fairly common in certain parts of the overworld, they're fast enough to keep up with you on horseback, they're persistent, they have a ton of health, and they do a ton of damage. Their DemonicSpider tendencies are even lampshaded by an NPC:
--->NPC: If you're all alone in the woods, and you see a troll coming, you run. Problem solved. Next question?
*** The Clannfear might also be considered under this trope--you lose health every time you hit one, so fighting more than two or three is suicide, and either way will always result in a fortune's worth of potions being consumed. Unless you toast them with magic.
*** The atronachs also deal damage to you whenever you want to get up close and personal. Especially frost and storm atronachs are a nightmare to deal with for melee characters, as they also have ridiculously high health.
*** The literal DemonicSpiders in Oblivion are the Spider Daedra. They are tough, deal good shock damage, have an ability damaging spit, and to top it off summon little Spider Daedra that do pretty much the same thing, only they can paralyze you. Did I mention that they can heal themselves?
*** You know what the real Demonic Spiders of the game are? {{Bears|AreBadNews}}. They have ridiculous health, are relatively fast runners, stagger you with most of their attacks, which happen to do a LOT of damage which is not reduced much by blocking, and don't recoil from hitting your shield. They attack at a much higher rate than other enemies of comparable strength, and they attack with a lunge, so good luck getting out of its attack range.
*** Spriggans are incredibly tough by themselves, they can also regenerate their health ''three times'' before dying. And guess what? They ''summon bears.''
*** The Scamps are really fucking annoying. Their attacks can be extremely unpredictable at close range, their fireball attacks have the uncanny ability to predict where you're going to be, and they can take a ton of hits for a weaker character to bring them down.
*** The preferred method of dealing with Oblivion Gates is to simply gun it to Sigil Stone, ignoring any enemies that you leave in your wake. Daedra on higher levels are so [[DamageSpongeBoss damage-sponge-y]] that it's hardly worth your time and resources fighting them.
*** Above all: if you level up too much in the vanilla game ''every single monster'' becomes a demonic spider due to the fact things level up along with you. At least if you have one of the many gamebreaking items (reflect damage, resist/absorb/reflect magic, chameleon), you can ignore every enemy after level 30. Good luck reaching level 30 though.
*** Any high-level mage in ''Oscuro's Oblivion Overhaul''. Their AI has been enhanced from the [[VideoGame/TheElderScrollsIVOblivion vanilla game]], so they dodge your ranged attacks. They never seem to run out of magicka, so they can keep shooting very powerful spells at you forever. Spells fly much faster too, so they are harder for you to dodge (especially the shock spells), and every time they get low on health, they will regenerate a good chunk of it back. Even worse, due to the way ''OOO'' works, these ultra-mages con be encountered at any level, ''even level 1''.
** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' has a number, especially for lower to mid level characters who don't have a lot of Shout powers:
*** {{Bears|AreBadNews}} are ubiquitous in the wilderness, have camouflage, and can be pretty quiet when idle. They also have huge HP pools, do massive damage, and are (much like their real-life counterparts) surprisingly agile, even keeping up with a sprinting horse. The best part? They have a great sense of smell and are always up for adventurer elevensies. Hear the rhythmical gruffing of an aggroed bear cantering towards you? Might as well do a favour and take out the Marinara sauce.
*** Having barely avoided dying in multiple bear attacks in the woods and mountains, the Dragonborn takes the lowland route and feels wonderfully safe for a minute before being mowed down by the furry ball of instant death ("Just add claws!") that goes by the shorter name of Sabrecat. They too have camouflage, but are entirely quiet unless actively slicing you up, and frequently come in ''couples''. For added fun, they also inhabit snowy mountains.
*** Giants are docile unless you attack, hurt their Mammoths, or wander too close to their camp and avoiding them is pretty easy. Praised be the Divines, since Giants are formidable foes for any character short of a master stealth-ranger with high-end equipment. They wield clubs as long as the Dragonborn stands, and a hit from that club cannot be parried or blocked: in fact it often sends you ragdolling across the sky.
*** In the quest [[WhatDidIDoLastNight "A Night To Remember"]], you have to save a farmer's goat you stole from a Giant you pawned it off to to pay for a ring to marry a Hagraven. You have to get the goat to follow you, forcing the giant to take chase but seeing how this take place near Rorikstead you can also be chased by both a bear ''and'' a sabrecat along with the giant.
*** Chaurus are giant insects whose black chitin plates blend them effortlessly into the dark nooks they so love to inhabit. These critters can take a beating, spit health-draining and vision-blurring poison at you from afar, and if you can't kill one before it gets to you, you can expect to be dead in two or three bites of their mighty mandibles. For added Fun Units, they usually appear wherever Falmer are found.
*** Falmer are twisted degenerate elves that come in three flavours: rangers perched on hard-to-see platforms that pelt you with poison arrows, dual-wielders who can slice and dice you in a matter of seconds with poisoned weapons, and mages who specialize in combining arcane pain and your sorry behind. They are rarely found alone and will usually have at least a few Chaurus along. They build huts that provide great hidey-holes from where to stab you. They are completely silent unless they have already spotted you, and they will spot you, because due to their complete blindness they have excellent hearing. What's even better is that in addition to the usual natural caves, they also inhabit a few Dwemer ruins, where constant noise from ancient steam machinery and nasty Dwemer robot foes will only serve to double your stress levels.
*** The Forsworn. They don't look like much at first, just some regular humans decked out in leathers with antler decor. But they dual-wield. And those that don't dual-wield can shoot you full of ice spikes. And they come in droves. They hit hard and fast and to make matters worse, they're all Bretons, meaning they pack a powerful resistance to magic that will make fighting them hell if you're a mage. And then you meet the Briarhearts, massive [[MagicKnight Magic Knights]] who have had their ''hearts ripped out and replaced with a briar heart in a black magic ritual to give them increased strength.'' They are almost guaranteed to ruin your day.
*** Lower-level Draugr are pretty easy adversaries, but level up enough and you'll start running into Draugr Deathlords, Draugr Death Overlords, and Dragon Priests. Despite being desiccated corpses, they soak up damage like sponges, hit like tanks with chainsaws, and they have ''Dragon Shouts'' which they use to:
*** A. Disarm you, which means your unique Daedric weapon can end up flying out of your hands to a position where you can't ever get it back, or
*** B. Send you ragdolling, which means you spend over 5 seconds getting up slowly while their minions (they rarely show up alone) chop you to bits.
*** However, many of them do sleep in the open wearing their combat gear; if you see one laying openly supine with armor (as opposed to being naked), he is an enemy and can be sneak killed easily. Others may slumber in iron coffins and cannot be activated unless by coming close. However, they do not technically see you until the casket breaking animation is done; you can easily sneak attack them before they wake up fully.
*** Dragons themselves. They often come out of nowhere wherever there is open sky, usually when you're trying to do something else, and no matter how many you kill they just never stop coming. They love to flutter high in the air away from your war-axe, are quick enough that hitting with spells or arrows is pretty hard, and dive-bomb you a few times before even visiting the ground. Without appropriate shouts it can take long to reduce a dragon's health to half so that it's forced to land... and then you have to deal with its fairly quick crawling maneuvers and the fact that given the chance any dragon will chomp you up and toss you into an instant-kill ragdolling projectile towards the moons. So you adventure in the fear of dragons and level up... And once you're leveled enough to take on a Blood Dragon or two with ease, the Elder and Ancient Dragons start appearing...
*** Also, unlike practically any other enemy, they are impossible to disengage. Once a dragon has seen you, you WON'T be able to fast-travel away until it's dead...or ''you'' are. Better hope you're within running distance of a town to get some help from guards.
*** The ''Dragonborn'' DLC brings in a few nasty new enemies including the Lurkers, hulking giants that hit like a truck. Its physical attacks can stagger you, and it also has an annoying ranged attack. Then there's the Seekers, miniature Cthulhus, that can turn invisible, hit you with draining spells that slowly drain your health, magicka, and stamina, and worse of all, can create mirror images of itself that can also attack you. Oh yeah, and in [[spoiler: Apocrypha]], these things are ''everywhere''!
*** Thalmor execution squads can be pretty bad. Not the patrols that just walk along until you attack them, but the randomly-encountered teams sent specifically to kill you. They consist of two [[MagicKnight Magic Knights]] who will chop/electrocute you at close range while a SquishyWizard electrocutes you from further away, making it difficult to step back and regroup after they catch you off-guard. They're also a lot less common than the unaggressive patrols, meaning that if you spot them from a distance, you'll probably assume they're unaggressive until they're already shooting you full of lightning.
*** Frost mages in general, if you're the melee warrior type. Most can use Ice Storm, which not only does a ton of damage to your health but to your stamina as well, preventing you from sprinting and using power attacks. It's also very hard to dodge. But the worst thing about it is that it slows you down and opens you up to even more magical pummeling. Try to use a Power or Shout, they pop a Ward spell to NoSell it. Nords have 50% resistance to frost and enchanting and spells can grant extra protection but at the expense of not having other enchantments on your armor. Brentons have it slightly easier due to their 25% resistance to all spells, but that does jack shit when you’re surrounded by belligerent bookworms.
*** Shock mages are to mages as Frost mages are to warriors; shock spells drain the magicka of the poor sap they hit (most likely ''you'') and they have ward spells to block your spells, Powers, and Shouts.
29th Jan '18 8:47:30 AM BGFU
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* ''VideoGame/FinalFantasyAdventure'' had all sorts of enemies that could inflict status effects, but none were worse than ''Moogle''. Upon being Moogled, you lose the ability to do anything but move, ''and'' your defense drops to 0. Defense is ''extremely'' important in this game; with 0 defense, you can be killed in a single hit if you never leveled up stamina. Enemies that can inflict Moogle must be engaged with an escape route in mind. Your best bet is moving between rooms until the effect wears off.
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