Drow
Creatures: Drow warrior, drow priestess, drow mage, and drow
archer
Strategy: Obviously, when you journey to the Underdark, you will
fight a good many drow. The most important thing to remember is
that they use their own prized adamantite armor. It is the best
armor you'll ever see and makes them wickedly hard to hit. Your
best bet is to use greater malison and take down their magic
resistance. Then, hit them with spells, while your fighters do what
they can on the front lines. Remember to pick up their armor once
you've killed your first few. It will set you equal to them for
your stay in the Underdark.
Elementals
Creatures: Fire, earth, and air (lesser, normal, and greater)
Strategy: Usually summoned by mages, including your own party,
elementals usually have lots of hit points, but are not very tough.
Though each elemental is resistant to its corresponding element, it
is otherwise very susceptible to magic and is very easy to cast
spells on. So, hit elementals will all you have before they get a
chance to deal damage to you. If you find them in groups, try to
use an opening area damage spell of an element opposite to the
group.
Ettercap
Creatures: Ettercap
Strategy: Serving mainly as an annoyance, the only real problem
with ettercaps is their poison touch. Otherwise, hit them with all
you have, and they will fall. If you have problems, use ward
undead.
Ettin
Creatures: Ettin
Strategy: Big brutes, ettins pose no challenge. They are weak and
have no magic resistance. You shouldn't need much help dealing with
these tubs o' lard.
Evil Demons
Creatures: Nabassu, pit fiend
Strategy: Usually summoned by a high-level wizard, demons are
relatively rare in Baldur's Gate II. Though immune to most
elemental attacks, they should pose no problem if you cast
protection from evil with a ten-foot radius on yourself. That will
give you plenty of room to maneuver and take you out of harm's way.
From there, feel free to do whatever you need to take them out. You
will be perfectly safe.
Genie
Creatures: Djinni, efreeti
Strategy: Genies are avid spellcasters and will cast defensive
spells on themselves like greater invisibility and fireshield. A
cast of breach will take care of most of their spells. Thankfully,
they usually have low hit points and, with a few offensive spells,
will soon by lying in ashes.
Ghoul
Creatures: Ghoul, ghast, fell ghast, greater ghoul, ghoul
lord
Strategy: Ghouls are very abundant, and appear in very deadly
numbers, and pack a nasty punch. Though they have a paralysis
attack, elves are immune to it. So, try to send elves in to do the
dirty work, while the rest of your party hits them with ranged
weapons. Unfortunately, they are magic resistant, so many spells
will not get off. If you are having trouble, pull your cleric back
and have him use turn undead. Not all will be turned immediately,
but the spell will send a good number away each round and let you
deal with a few at a time.
Gibberling
Creatures: Gibberling, mutated gibberling
Strategy: Small balls of fur, gibberlings can't do much to harm
most adventurers. Serving as a minor annoyance and nothing more,
they were born to be killed. They don't do much but wait for the
unsuspecting adventurer.
Gnoll
Creatures: Elite, slasher, captain, warrior, veteran, flind
Strategy: Bringing back memories of Baldur's Gate, gnolls serve as
a reminder of what came before. But, you won't have to think too
long; they'll be dead before you noticed them.
Goblin
Creatures: Archer, elite archer, elite warrior, and captain
Strategy: Goblins are deceptively powerful. Using ranged attacks
and sometimes hitting from hard-to-reach places, goblins can pack
quite a punch. If you see a group, don't feel bad casting an area
damage spell to take care of them. In fact, hitting them with
long-range weapons and spells is highly recommended. Since they
give so little experience, don't feel like they aren't putting up a
good fight. They are, so don't let them live, or you will take
damage needlessly.
Golem
Creatures: Flesh, stone, clay, iron, brain, sand, juggernaut, and
adamantium
Strategy: In general, golems make some tough enemies. Most
importantly, you'll need better than +1 weapons to hit a golem in
the first place. Also, they are magic immune, so don't bother
trying to cast on them. The only way to beat them is to haste your
party, imbue yourself with spells, and concentrate on the golems
with special abilities like stone and iron. Once you have taken out
those that harm your party though magical means, hit them as hard
as you can and as quickly as you can, and they will fall. Keep a
priest nearby to heal your group and try using their size to your
advantage. You can, cheaply, get them stuck in doorways and other
bottlenecks, making your job easier.