Dragon's Dogma 2 - Enemies
The bestiary of Dragon's Dogma 2, covering both the base game's creature ladder and the additions brought by the Dark Arisen expansion. The base game escalates from goblin warbands and wolf packs through the climbable large monsters (cyclops, ogre, chimera, griffin, drake) to the build-testing outli...
We are updating the data
These pages are being expanded and corrected right now, so some entries may be
incomplete or out of date. Check back soon for the full dataset.
of 23 entries
· updated 2026-09-15
| Name | Type | Description | Region | Abilities | Source |
|---|---|---|---|---|---|
| Empowered Fallen Dragon | Superboss | A Dark Arisen superboss that appears in Norgan during a Ruin-Night rather than on the ordinary region map. | Norgan | Ruin-Night exclusive encounter Empowered beyond the base game's Fallen Dragon | Norgan during Ruin-Night |
| Satanachia | Final Boss | The final boss of the Dark Arisen campaign, fought at the end of the post-game quest Into Rancor in Nifhel Depth. | Nifhel Depth | Closes the Into Rancor questline Gate to the Dark Arisen endings | Nifhel Depth, end of Into Rancor |
| Corrupted Beasts | Enemy Class | Monsters corrupted by the Brine, added with Dark Arisen and its accompanying update. | Lost Rites and the Unmoored World | Brine corruption Hard Mode and Lost Rites spawns | Lost Rites trials and Hard Mode Unmoored World |
| Norgan Monster Variants | Regional Variants | The frozen north fields tougher regional versions of base game monsters rather than a wholly separate bestiary. | Norgan | Empowered stats over base game counterparts Frozen-region reskins | Norgan overworld encounters |
| Goblin | Common Enemy | The most common enemy in the game and the tutorial for climbing: a small, screeching raider that fights in packs and throws rocks at range. | Vermund, Battahl | Pack tactics and rock throwing Grabbable and throwable Flees when its leader dies | Roads, ruins and camps across both kingdoms |
| Hobgoblin | Elite Enemy | The big cousin of the common goblin and usually the warband's leader, carrying a club and a much larger health pool. | Vermund, Battahl borderlands | Heavy club swings with knockdown Rallies nearby goblins High stagger resistance | Goblin camps and caves in Vermund and along the Battahl road |
| Saurian | Common Enemy | Bipedal reptilian hunters that fight with spears, spit venom and travel in hunting packs led by a larger alpha. | Vermund wetlands, Battahl | Venom spit and spear thrusts Alpha variant with higher health Severable tail for crafting materials | Wetlands, marshes and riverbanks |
| Harpy | Common Enemy | Winged harridans that nest on cliffs and swoop at the party, and one of the few enemies that will carry a Pawn away if it is allowed to grapple them. | Vermund cliffs, Battahl | Flight and dive attacks Can grab and abduct Pawns Sleep-inducing song | Cliff nests and mountain paths |
| Wolf | Common Enemy | Wolves hunt in coordinated packs, circle the party and lunge at whoever is isolated, which makes them more dangerous than their individual stats suggest. | Vermund, Battahl, Norgan | Pack flanking and lunge attacks High mobility, pursues fleeing targets Night-time direwolf variants | Forests, roads and the northern wilds |
| Slime | Common Enemy | An amorphous blob that splits when struck with physical damage and dissolves armour with its acid. | Caves and the Ancient Battleground | Splits on physical damage Acid spit that damages armour Immune to being grabbed | Caves, sewers and the Ancient Battleground |
| Skeleton | Common Enemy | Restless dead that rise in groups from graveyards and catacombs and are resistant to piercing damage, which makes archers and daggers far less effective against them. | Graveyards, ruins, the Unmoored World | Resistance to piercing damage Rises again unless destroyed completely Group ambush from burial sites | Graveyards, the Nameless Village catacombs and ruins |
| Wight | Elite Enemy | A greater undead that casts from range and raises fallen skeletons to fight again, turning a simple graveyard into an endurance fight. | Catacombs, the Unmoored World | Raises and commands skeletons Ranged necrotic spellcasting Magic resistance | Deep catacombs and the Unmoored World |
| Lich | Boss | A spellcasting boss with a wide repertoire of elemental magic, including a signature area attack that can wipe an unprepared party in one cast. | Ancient ruins, the Unmoored World | High-damage elemental spellcasting Floats out of melee range Summons undead support | Ancient ruins and secret dungeon encounters |
| Cyclops | Large Monster | The first true large monster most players meet: a one-eyed giant that swings a club and can be climbed, blinded in its single eye and toppled. | Vermund, Battahl | Club sweeps with knockdown Climbable back and blinded eye weak point Grabs and throws the Arisen | Open world encounters and the Ancient Battleground |
| Ogre | Large Monster | A hulking brute that throws boulders, charges through the party and, notoriously, fixates on female party members. | Vermund, Battahl | Boulder throw and charge Legs can be staggered to topple it Fixates on a single party member | Mountain roads and canyon encounters |
| Chimera | Large Monster | A three-part composite monster: a lion's body, a goat's head that casts magic and a serpent tail that poisons. | Vermund, Battahl | Goat head casts spells, serpent tail poisons Severable tail and multiple weak points Climbable and toppleable | Open world boss encounters in both kingdoms |
| Gorechimera | Large Monster | An upgraded chimera variant with an additional head and far more aggression, appearing later in the campaign and in the post-game. | Battahl, the Unmoored World | Extra head and expanded spellcasting Aggressive charge attacks Multiple severable weak points | Late-game Battahl encounters and the Unmoored World |
| Griffin | Large Monster | A flying lion-eagle that circles overhead before diving, and one of the fights that teaches the value of the climbing system: the only way to keep it on the ground is to grab onto it in flight and hold on until it crashes. | Vermund highlands, Norgan | Flight and dive attacks Climbable in mid-air to force a crash Wing damage grounds it | Highland and cliff encounters, plus Norgan in Dark Arisen |
| Drake | Dragon | A lesser dragon that breathes fire, flies and lands to fight on the ground, and the stepping stone between the large monsters and the true dragons. | Vermund, Battahl, the Unmoored World | Fire breath and flight Climbable, with a heart weak point Drops high-tier upgrade materials | Dragon encounters across both kingdoms and in the Unmoored World |
| Golem | Large Monster | A stone construct animated by magic, effectively immune to conventional damage except at its glowing medallions, which are scattered across its body and must be struck individually. | Ancient ruins, Battahl | Damage only at glowing medallions Immune to grappling and climbing Heavy stone slam attacks | Ancient ruins and the sands of Battahl |
| Dullahan | Elite Enemy | A headless knight that appears at night and hunts the party with a sword and a fear aura, and one of the few enemies that is genuinely worse to fight in the dark. | Night encounters, Norgan | Fear aura and fast sword combos Armoured against physical damage Night-time ambush spawns | Night encounters on roads, and Norgan in Dark Arisen |
| Medusa | Boss | A snake-haired boss whose gaze petrifies, turning a Pawn or the Arisen to stone if the party fights it without protection. | Ancient ruins, Battahl | Petrifying gaze Snake-hair area attacks High health pool and arena control | Optional boss encounter in the ruins of Battahl |
| Talos | Set Piece Boss | A colossal bronze giant that walks across the map as a scripted world event rather than a normal encounter, and the largest enemy in the base game. | Vermund and Battahl border | Map-scale scripted encounter Climbable limbs with glowing weak points Cannot be killed, only repelled | World event triggered during the main story |
No matching entries
Try a different search term.