Ad placeholder

Donner

From bg3.wiki
Revision as of 21:19, 11 July 2024 by NCBlizzy (talk | contribs)
Jump to navigation Jump to search

Donner is an asmodeus tiefling wizard who is part of the Harpers in Act Two. He is stationed within Last Light Inn, guarding and reinforcing the barricades leading into the main plaza.

Involvement

Last Light Inn

Donner can be first encountered at the Last Light Inn, reinforcing the barricade with the planks Antony and Chenti bring to him.

Resolve the Abduction

When Flaming Fist Marcus attacks the inn and attempts to kidnap Isobel during Resolve the Abduction, Donner will more often than not fail the save and be Impaled Impaled for the remainder of the battle. If the party fails to protect Isobel, he and everyone in Last Light Inn will turn into a Shadow-Cursed Undead Shadow-Cursed Undead, save for Jaheira.

Assault Moonrise Towers

If the party successfully prevented Flaming Fist Marcus from capturing Isobel at the Last Light Inn, and once the Nightsong has been freed from her cage and is headed for Moonrise, Donner will follow Jaheira to Moonrise Towers. However, Donner is killed during the fight against Absolute forces before the party can arrive. His corpse is on the bridge leading to Moonrise Towers, implying he was amongst the first to fall in battle.

Combat

Attacks and Abilities

Main Hand Attack.webp
Main Hand Attack Main Hand Attack ()   –  Dagger
Normal weapon damage Make a melee attack with your equipped weapon.
 Melee: 1.5 m / 5  ft
Piercing Strike.webp
Piercing Strike Piercing Strike ()   –  Dagger
Normal weapon damage

Stab an enemy and possibly inflict Gaping Wounds Gaping Wounds.

Undead and Constructs can't receive Gaping Wounds.

CON Save
 Range: Normal weapon range
Recharge: Short rest
Melf's Acid Arrow.webp
Melf's Acid Arrow Melf's Acid Arrow ()
D4 Acid.png 4d4 (4~16) Damage TypesAcid

Shoot a green arrow that bursts in a spray of acid. Deals 4d4Damage TypesAcid damage immediately and 2d4Damage TypesAcid damage at the end of the target's next turn.

If the spell misses, the target still takes half the initial damage, but no damage at the end of its next turn.

 Range: 18 m / 60 ft
Scorching Ray.webp
Scorching Ray Scorching Ray ()
D6 Fire.png 2d6 (2~12) Damage TypesFire

Hurl 3 rays of fire. Each ray deals 2d6Damage TypesFire damage.

 Range: 18 m / 60 ft
Burning Hands.webp
Burning Hands Burning Hands ()
D6 Fire.png 3d6 (3~18) Damage TypesFire

Each flammable target is hit with 3d6Damage TypesFire damage.

DEX Save
 Range: Self
AoE: 5 m / 17 ft (Cone)
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

Loot

Related quests