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Illithid Arcanist: Difference between revisions

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{{stub}}
{{Infobox creature
{{Infobox statistics
| name = Illithid Arcanist
| name = Illithid Arcanist
| image = Illithid Arcanist.png
| race = [[Mind Flayer]]
| race = [[Mind Flayer]]
| size = Medium
| size = Medium
| type = Aberration
| type = [[Aberration]]
| armour_class = 15
| ac = 15
| hit_points = 55
| e hp = 38
 
| hp = 55
| movement_speed_meters = 9
| t hp = 71
| movement_speed_feet = 30
| movement m = 9
| weight_kg = 75
| weight kg = 60
| weight_lb = 150
| level = 8
| level = 8
| str = 11
| str = 11
Line 19: Line 18:
| wis = 17
| wis = 17
| cha = 17
| cha = 17
| int_save_proficiency = yes
| int save prof = yes
| wis_save_proficiency = yes
| wis save prof = yes
| cha_save_proficiency = yes
| cha save prof = yes
| resistant1 = Fire
| athletics = 0
| condition1_name = Fire Shield: Warm
| acrobatics = 1
| condition1_description = Resistance to Cold, deal 2d8 Fire to melee attackers.
| perception = 3
| condition2_name = Fire Shield: Chill
| resistances = Fire resistant full, Cold resistant full
| condition2_description = Resistance to Fire, deal 2d8 Cold to melee attackers.
| conditions = Fire Shield: Chill, Fire Shield: Warm
| passives = Empowered Evocation, Magic Resistance, Opportunity Attack
}}
'''Illithid Arcanist''' is a type of hostile [[Mind Flayer]] character in ''[[Baldur's Gate 3]]''


| feature1_name = Empowered Evocation
== Involvement==
| feature1_description = Add your INT Modifier to damage rolls with any evocation spells.
Many Illthid Arcanists will appear during several combat encounters at the [[High Hall]] and [[Confront the Elder Brain#Atop the Netherbrain|Atop the Netherbrain]].
| feature2_name = Magic Resistance
Illithid Arcanists have 2 variants: one with {{SAI|Fire Shield: Chill}} and Fire resistance, and another with {{SAI|Fire Shield: Warm}} and Cold resistance. Their version of {{SAI|Magic Missile}} deals more damage, fires more missiles, and has a significantly longer range. This makes them dangerous if not dealt with quickly. If pushed or thrown off the top of the {{CharLink|Netherbrain}} during the final battle, Illithid Arcanists will simply teleport back to their former position.
| feature2_description = Advantage on saving throws against spells and other magical effects.
| feature3_name = Opportunity Attack
| feature3_description = Automatically attack an enemy moving out of your reach.
}}
'''Illithid Arcanist''' is a type of hostile Aberration character in ''[[Baldur's Gate 3]]'', multiple copies of which appear during several combat encounters during the finale of [[Act Three]]; at the [[High Hall]], and ''Atop the Netherbrain''.


==Gameplay==
== Combat ==
* Each copy of this enemy starts the fight with one condition, out of either [[Fire_Shield:_Chill_(Condition)|Fire Shield: Chill]] or [[Fire_Shield:_Warm_(Condition)|Fire Shield: Warm]] applied.{{note|This is verified to be true during ''at least'' the "Atop the Netherbrain" combat encounter. Please amend this statement if this is not true for some reason in other encounters.{{Verify}}}}
=== Attacks and abilities ===
* This enemy has been observed to be capable of using most of, if not all, of the same abilities as the base [[Mind Flayer]] enemy type.
{{Feature box|Counterspell}}
* Notable abilities this enemy uses include: [[Magic Missile]], [[Shield]] (as a [[Reaction]])
{{Feature box|Levitate (Illithid Power)}}
{{Feature box|Magic Missile}}
{{Feature box|Mind Blast}}
{{Feature box|Mind Flayer Domination}}
{{Feature box|Shield (spell)}}
{{Feature box|Tentacle Whip (Illithid)}}


== Footnotes ==
=== Notable loot ===
{{notelist}}
* Random gemstone or alchemy ingredient


{{NavBaldursGate}}
{{Creatures}}
[[Category:Creatures]]
[[Category:Aberrations]]

Latest revision as of 01:53, 11 November 2024

Illithid Arcanist is a type of hostile Mind Flayer character in Baldur's Gate 3

Involvement[edit | edit source]

Many Illthid Arcanists will appear during several combat encounters at the High Hall and Atop the Netherbrain. Illithid Arcanists have 2 variants: one with Fire Shield: Chill Fire Shield: Chill and Fire resistance, and another with Fire Shield: Warm Fire Shield: Warm and Cold resistance. Their version of Magic Missile Magic Missile deals more damage, fires more missiles, and has a significantly longer range. This makes them dangerous if not dealt with quickly. If pushed or thrown off the top of the Netherbrain Netherbrain during the final battle, Illithid Arcanists will simply teleport back to their former position.

Combat[edit | edit source]

Attacks and abilities[edit | edit source]

Counterspell.webp
Counterspell Counterspell ()

Try to stop a spell being cast.

If it is higher level than the spell slot you used to Counterspell, you must make a check using your spellcasting ability[See Notes] to prevent it. The check's difficulty is equal to 10 plus the level of the spell you are trying to counter.

Fly Illithid Power.webp
Levitate (Illithid Power) Levitate (Illithid Power) ()
Float effortlessly to a destination.
 Range: 18 m / 60 ft
Recharge: Per Turn
Magic Missile.webp
Magic Missile Magic Missile ()
D4 Force.png 1d4 + 1 (2~5) Damage TypesForce

Create three darts of magical force, each dealing 1d4 + 1Damage TypesForce damage to its target.

The darts always hit their target, and can each be targeted individually.

 Range: 18 m / 60 ft
Mind Blast.webp
Mind Blast Mind Blast ()

Spew forth a conical wave of psychic energy and possibly Stun Stun targets within.

INT Save
AoE: 14 m / 47 ft (Cone)
Recharge: Long rest
Dominate Person.webp
Mind Flayer Domination Mind Flayer Domination ()
Dominate a nearby humanoid. Allies are unaffected. Each time the dominated creature takes damage, it may repeat the Saving throw against your domination.
INT Save
 Range: 18 m / 60 ft
Shield spell.webp
Shield Shield ()
When you are about to be hit by an enemy, use your Reaction to increase your Armour Class Armour Class by 5. You also take no damage from Magic Missile Magic Missile. These effects last until the start of your next turn.
 Range: Self
Generic Physical.webp
Tentacle Whip Tentacle Whip ()
D10 Psychic.png 2d10 + 4 (6~24) Damage TypesPsychic

Lash out with your tentacles and possibly Stun your target.

INT Save
 Melee: 1.5 m / 5  ft

Notable loot[edit | edit source]

  • Random gemstone or alchemy ingredient