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Spoiler warning: The following content contains unhidden spoilers for Act 3. |
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.
Illithid Arcanist | |||||||||||||
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Medium Aberration | |||||||||||||
Level 8 Mind Flayer | |||||||||||||
Stats | |||||||||||||
Armour Class | 15 | ||||||||||||
Hit points |
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Movement speed | 9 m (30 ft) | ||||||||||||
Weight | 60 kg (120 lb) | ||||||||||||
Initiative | +1 | ||||||||||||
Ability scores | |||||||||||||
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Proficiency bonus | +3 | ||||||||||||
Saving throws |
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Resistances | |||||||||||||
Resistant | Fire, Cold | ||||||||||||
Conditions | |||||||||||||
| Resistance to Fire, deal 2d8Cold to melee attackers. | ||||||||||||
| Resistance to Cold, deal 2d8Fire to melee attackers. | ||||||||||||
Features | |||||||||||||
| Add your INT Modifier to damage rolls with any evocation spells. | ||||||||||||
| Advantage on saving throws against spells and other magical effects. | ||||||||||||
| Automatically attack an enemy moving out of your reach. |
Attacks and Abilities
[[* Lash out with with your tentacles, dealing 2d10 + 4Psychic and possibly stunning your target.
Melee: 1.5 m / 5 ft
Action]]
[[* 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 . These effects last until the start of your next turn.
Reaction]]
[[* Float effortlessly to a destination.
Range: 18 m / 60 ft
Movement]]
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.
- If pushed or thrown off the top of the Netherbrain during the final battle, Illithid Arcanists will simply teleport back to their former position.
Loot
- Random gemstone or alchemy ingredient