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Andorn: Difference between revisions

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'''Andorn''' is a [[Human]] bandit that is raiding the [[Overgrown Ruins]] in [[Act One]].  
'''Andorn''' is a [[Human]] bandit that is raiding the [[Overgrown Ruins]] in [[Act One]].  
{{DiQ|Be ready for anything. I told you this wouldn't be easy...|Andorn}}
== Description ==
Andorn is the pragmatic one of his group; robbing crypts is dangerous work and he knows it, though he doesn’t necessarily like it. He tries to calm his friends and lead, though he himself is also twitchy and undisciplined.
While speaking to the party through the door, if he feels threatened, he will try to bluff that he has much stronger allies inside. If the player informs him the group outside the entrance fled, he isn't surprised, even describing them as 'a bit soft.'


== Involvement ==
== Involvement ==
=== Act One ===
=== Act One ===
If the party approach Andorn from within the [[Refectory]] ruins, he becomes instantly hostile. Alternatively, the party can speak with him through the door from outside the [[Chapel Entrance]] at {{Coords|284|372}}.  
If the party approaches Andorn from within the [[Refectory]] ruins, he will assume they are after the same loot his crew is and becomes instantly hostile. He will call his allies for help. Alternatively, the party can speak with him through the door from outside the [[Chapel Entrance]] at {{Coords|284|372}}.  


== Combat ==
== Combat ==

Revision as of 19:01, 9 December 2024

Andorn is a Human bandit that is raiding the Overgrown Ruins in Act One.


Portrait Andorn.png
Be ready for anything. I told you this wouldn't be easy...
Andorn

Description

Andorn is the pragmatic one of his group; robbing crypts is dangerous work and he knows it, though he doesn’t necessarily like it. He tries to calm his friends and lead, though he himself is also twitchy and undisciplined.

While speaking to the party through the door, if he feels threatened, he will try to bluff that he has much stronger allies inside. If the player informs him the group outside the entrance fled, he isn't surprised, even describing them as 'a bit soft.'

Involvement

Act One

If the party approaches Andorn from within the Refectory ruins, he will assume they are after the same loot his crew is and becomes instantly hostile. He will call his allies for help. Alternatively, the party can speak with him through the door from outside the Chapel Entrance at X: 284 Y: 372.

Combat

Attacks and abilities

Main Hand Attack.webp
Main Hand Attack Main Hand Attack ()   –  Shortsword
Normal weapon damage Make a melee attack with your equipped weapon.
 Melee: 1.5 m / 5  ft
Sneak Attack Melee.webp
Sneak Attack Sneak Attack ()   –  Shortsword
Normal weapon damage +
D6 Weapon.png 1d6 (1~6) Damage TypesWeapon

Deal extra damage to a foe you have Advantage Icon.png Advantage against. Also works if you have an ally within 1.5 m / 5 ft of the target and you don't have Disadvantage Icon.png Disadvantage.

 Range: Normal weapon range
Recharge: Per turn

Difficulty changes

  • Andorn cannot make attacks of opportunity in Explorer difficulty.
  • On Balanced difficulty and below, Andorn's attacks cannot critically hit.

Notable loot

External links