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Illithid Arcanist: Difference between revisions

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(infobox)
(Updated formatting. Added attacks and abilities + notes)
Line 7: Line 7:
| armour_class = 15
| armour_class = 15
| hit_points = 55
| hit_points = 55
| hit_points_tactician = 71


| movement_speed_meters = 9
| movement_speed_meters = 9
| movement_speed_feet = 30
| movement_speed_feet = 30
| weight_kg = 75
| weight_kg = 60
| weight_lb = 150
| weight_lb = 120
| level = 8
| level = 8
| str = 11
| str = 11
Line 22: Line 23:
| wis_save_proficiency = yes
| wis_save_proficiency = yes
| cha_save_proficiency = yes
| cha_save_proficiency = yes
| resistant1 = Fire
| resistant1 = Fire, Cold
| condition1_name = Fire Shield: Warm
| condition1_name = Fire Shield: Warm
| condition1_description = Resistance to Cold, deal 2d8 Fire to melee attackers.
| condition1_description = Resistance to Cold, deal {{DamageText|2d8|Fire}} to melee attackers.
| condition2_name = Fire Shield: Chill
| condition2_name = Fire Shield: Chill
| condition2_description = Resistance to Fire, deal 2d8 Cold to melee attackers.
| condition2_description = Resistance to Fire, deal {{DamageText|2d8|Cold}} to melee attackers.


| feature1_name = Empowered Evocation
| feature1_name = Empowered Evocation
Line 35: Line 36:
| feature3_description = Automatically attack an enemy moving out of your reach.
| 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''.
'''Illithid Arcanist''' is a type of hostile Aberration character in ''[[Baldur's Gate 3]]'', many of which appear during several combat encounters at the [[High Hall]] and [[Confront the Elder Brain#Atop the Netherbrain|Atop the Netherbrain]].


==Gameplay==
==Attacks and Abilities==
* 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}}}}
{{Feature box|name=Magic Missile|image name=Magic Missile.webp|* Shoot '''six''' darts of magical force, each dealing {{DamageText|6d4 + 6|Force}} damage to its target. The darts always hit their target.
* 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.
* Notable abilities this enemy uses include: [[Magic Missile]], [[Shield]] (as a [[Reaction]])


== Footnotes ==
{{Range|m=30|ft=100}}
{{notelist}}


{{NavBaldursGate}}
{{Action}}}}
 
{{Feature box|name=Shield|* When you are about to be hit by an enemy, use your [[Reaction]] to increase your {{Armour Class}} by 5. You also take no damage from {{SAI|Magic Missile}}. These effects last until the start of your next turn.
 
{{Action}}}}
 
{{Feature box|name=Mind Flayer Domination|image name=Dominate Person.webp|* Dominate a nearby humanoid. Allies are unaffected. Each time the dominated creature takes damage, it may repeat the {{SavingThrow}} against your domination. Tadpoled creatures cannot be targeted.
 
{{Range|m=18|ft=60}}
 
{{Concentration}}
 
{{Action}}}}
 
==Notes==
* Illithid Arcanists have 2 variants: one with [[Fire Shield: Chill]] and Fire resistance, and another with [[Fire Shield: Warm]] and Cold resistance.
* Their version of [[Magic Missile]] deals more damage, fires more missiles, and has a significantly longer range. This makes them dangerous if not dealt with quickly.
 
==Loot==
*{{RarityItem|Onyx}}
 
{{Creatures}}

Revision as of 02:16, 5 March 2024

Illithid Arcanist is a type of hostile Aberration character in Baldur's Gate 3, many of which appear during several combat encounters at the High Hall and Atop the Netherbrain.

Attacks and Abilities

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

[[* 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.

Action]]

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

Notes

  • Illithid Arcanists have 2 variants: one with Fire Shield: Chill and Fire resistance, and another with Fire Shield: Warm and Cold resistance.
  • Their version of Magic Missile deals more damage, fires more missiles, and has a significantly longer range. This makes them dangerous if not dealt with quickly.

Loot