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Argram: Difference between revisions

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m (Added combat-relevant skills to infobox)
 
Line 32: Line 32:
| int save prof = yes
| int save prof = yes
| wis save prof = yes
| wis save prof = yes
| athletics = 0
| acrobatics = 1
| perception = 1
| resistances = Poison resistance full
| resistances = Poison resistance full
| passives = Duergar Resilience, Dwarven Resilience, Opportunity Attack, Sunlight Sensitivity, Superior Darkvision
| passives = Duergar Resilience, Dwarven Resilience, Opportunity Attack, Sunlight Sensitivity, Superior Darkvision

Latest revision as of 06:23, 11 November 2024

Alchemist Argram is a Duergar alchemist who is a part of Greymon Corsair Greymon's crew in the Underdark.

Involvement[edit | edit source]

Act One[edit | edit source]

After boarding the boat from the Underdark beach, a boat captained by Corsair Greymon will sail up alongside the party's boat. Greymon will come aboard, and the player character will have to pass a check to convince him to let the party through to Grymforge. If the party is unable to pass the check, or they choose violence, Greymon will attack and Argram will join the battle.

Combat[edit | edit source]

Attacks and abilities[edit | edit source]

Fire Bolt.webp
Fire Bolt Fire Bolt ()
D10 Fire.png 1d10 (1~10) Damage TypesFire

Hurl a mote of fire.

 Range: 18 m / 60 ft
Invisibility.webp
Invisibility Invisibility ()
Become Invisible.
 Range: Self
Recharge: Per battle
Main Hand Attack.webp
Main Hand Attack Main Hand Attack ()   –  War Pick
Normal weapon damage Make a melee attack with your equipped weapon.
 Melee: 1.5 m / 5  ft
Misty Step.webp
Misty Step Misty Step ()
Surrounded by silver mist, you teleport to an unoccupied space you can see.
 Range: 18 m / 60 ft

Allies[edit | edit source]

Notable loot[edit | edit source]

External links[edit | edit source]