!Physical!!Slash!!Blunt!!Thrust!!Magic!!Fire!!Poison!!Plague!!Bleed
|-
|style="text-align: left" |[[Depraved One ]] || 210000 || 163 || 13 || 84 || -65 || 0 || 0 || 77 || 55 || 999 || 200 || 75
|-
|style="text-align: left" |[[Depraved One ]] (Spear) || 210002 || 163 || 19 || 84 || -65 || 0 || 0 || 77 || 55 || 999 || 200 || 75
|-
|style="text-align: left" |[[Depraved One ]] (Black Phantom) || 210005 || 163 || 106 || 84 || -65 || 0 || 0 || 77 || 55 || 999 || 200 || 75
|-
|style="text-align: left" |[[Depraved One ]] (Black Phantom-Spear) || 210006 || 163 || 164 || 84 || -65 || 0 || 0 || 77 || 55 || 999 || 200 || 75
|-
|style="text-align: left" |[[Giant Depraved One ]] || 210100 || 632 || 198 || 91 || -25 || 0 || 0 || 77 || 55 || 999 || 200 || 75
|-
|style="text-align: left" |[[Rat ]] || 306000 || 30 || 4 || 76 || 0 || 0 || 0 || 64 || 49 || 999 || 999 || 100
|-
|style="text-align: left" |[[Crystal Lizard ]] || 311009 || 84 || 10 || 320 || 50 || -25 || -50 || 410 || 233 || 999 || 999 || 999
|-
|style="text-align: left" |[[Giant Tick ]] || 318000 || 155 || 31 || 77 || 0 || 0 || -50 || 66 || 54 || 999 || 999 || 50
|-
|style="text-align: left" |[[Leechmonger ]] || 509000 || 1780 || 8249 || 102 || 0 || 25 || 0 || 96 || 62 || 999 || 999 || 999
|-
|style="text-align: left" |[[Filthy Woman ]] || 711000 || 330 || 22 || 320 || 0 || 0 || 0 || 160 || 133 || 100 || 100 || 100
|}
==Special Effect Multipliers==
Special Effect Multipliers are blanket multipliers that are applied to NPCs, including Black Phantoms. For example, if the HP multiplier is "x2", the NPC will have twice the health that the player would have if they had identical stats and equipment. The NPC's attack multipliers are applied before the damage is affected by the player's defenses and resistances. Damage received by the NPC is slightly more complicated. When the player does damage to the NPC, the raw damage is put into a formula and computed against the NPC's resistances. These resistances are multiplied by the values in the '''''Physical/Magic/Fire Defense''''' columns before calculation. Afterward, the remaining damage is reduced by resistances, it is then multiplied by the Damage reduction multipliers in the '''''Physical/Magic/Fire Reduction''''' columns. The output damage remaining is the dealt to the NPC.