Monster DR and weaknesses

Monsters may be resistant to or fully protected from some forms of attack and vulnerable to others.

For reference, "normal" damage is shown with red numbers. Resistances (via DR) are indicated by yellow damage numbers: this means some of your damage is being reduced and it might be possible for you to overcome this by changing weapon type. To see what damage type you need to use, check the Combat Log. Full protection is indicated by white zero damage numbers. Some forms of damage are particularly effective against a monster and this is indicated by purple damage numbers.

DR Type:
 * "or" means one, or the other, of the DR overcoming types listed, such as silver or good to overcome devils.
 * "+" means that both (or all) listed damage types must be on a weapon to "break" the DR of the monster in question.

Alignment is listed here so that you can tell which alignment-based weapon enchantments will add extra damage; alignment-based damage is not required to break DR unless it is mentioned in the "DR" column.

Dragons 1 Appears only during the Mabar Endless Night Festival.

Vampires are weak to Light damage.

Will-o'-Wisps are weak to Force damage.

Beholders of 'Beholder (Chaos)' race don't have an anti-magic cone.

Watcher Constructs and Superior Sentinel Guardians are weak to Force damage.

All Golems have magic immunity (50% spell absorption for all energy damage types including alignment, force and light damage) with Quorforged Iron Golems being the only exception.

The following monsters have DR/Magic:
 * Dragons
 * Fiendish monsters
 * Fiendish Bats
 * Fiendish Gnolls
 * Fiendish Lions
 * Fiendish Troglodytes
 * Fiendish Trolls
 * Exception: Fiendish Scorpions and Fiendish Spiders don't have DR/Magic.
 * Gargoyles
 * Granite Gargoyles
 * Mephits
 * Undead (some)
 * Liches
 * Incorporeal Undead (all)
 * Quells
 * Shadows
 * Spectres
 * Umbral Gargoyles
 * Umbral Worgs
 * Wheeps
 * Wraiths