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Lump

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Revision as of 15:35, 9 March 2024 by Taylan (talk | contribs) (Remove up-to-date template.)

Lump the Enlightened is an NPC in Act One in the Blighted Village, lurking in the remains of a ruined house with his two other Ogre companions, Chock and Fank. He is an Ogre with an unusual level of intellect for his race.

Act One

Lump is found in the Blighted Village. He and his two other Ogre companions have found work checking other creatures for the mark of the Absolute. If the player approaches Lump, he will check them as well. If the player has not received the brand of the absolute from Priestess Gut, Lump will attack unless he can be convinced not to check for the mark with a Deception Skill Check at DC 10.

Lump can be convinced to work for you instead of the Absolute:

  • Offer him 500 Gold.
  • DC 10 Deception check, offer him 1000 gold after he fights for you. This can be done at DC 5 for Rogues.
  • DC 20 Persuasion check, convincing him to fight for the right to feast on the slain enemies.
  • A Barbarian or Paladin can attempt a DC 20 Intimidation check, convincing him to fight in exchange for his life.

Whatever choice used to convince him, he will give you Lump's War Horn to call him with. (You can hire Lump and his gentlemen a total of three times.) If for whatever reason you pickpocketed the horn off of him, blowing it will lead to a fight as he deduces you stole the horn.

Lump has in his possession a Warped Headband of Intellect, which is the source of his unusual Intelligence for an Ogre.

Companion approval

  • Hire Lump and his ogres Karlach approves +1 Shadowheart approves +1

Paying Lump with the corpses of the slain enemies gives inspiration to the Haunted One background of the Dark Urge

Attacks and Abilities

Main Hand Attack - Heavy Spiked Club

Action

Attack roll: +6
D8 Bludgeoning.png 2d8 + 4 (6~20) Damage TypesBludgeoning

Slam

Hit a target, push it back 2m and possibly knock it Prone.

Action

Attack roll: +6
D8 Bludgeoning.png 2d8 + 4 (6~20) Damage TypesBludgeoning
DC 14  Dexterity saving throw to avoid being knocked Prone.

Melf's Acid Arrow

Casts Melf's Acid Arrow spell.

Action

Attack roll: +6
D4 Acid.png 4d4 (4~16) Damage TypesAcid
D4 Acid.png 2d4 (2~8) Damage TypesAcid
  • Damage halved on a miss with no extra damage at end of target's turn.

Blur

Casts the Blur spell.

Action

Tactics

Lump has the potent combination of high intelligence and ogre which he uses effectively. If the party is far enough, he'll cast Blur which will make him more difficult to hit. Breaking his Concentration can also be tricky considering his high Constitution. He will also throw around Acid Arrow to create Acid Surfaces to soften up. In melee like the other ogres, his strength allows him to hit often and for a high amount of damage.

While an oddity for his kind, Lump still has quite the low Wisdom which makes him vulnerable to many spells. His AC is also quite low, even if its a bit higher than the other ogres. Bursting him down with spells and strong attacks will stop him from unleashing too much damage.

Notable Loot

Notes

  • In addition to his increased Intelligence, Lump the Enlightened has slightly more HP than is typical for an Ogre. His slightly better armour also causes him to have an Armour Class 1 higher than normal for an Ogre.
  • Grants 75 experience when killed.

Gallery

External Links