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Lump

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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. He is an Ogre with an unusual level of intellect for his race.

Portrait Lump.png
Am I not astonishing? A robust diet makes for a shrewd mind, you see. I am a gourmand...
Lump

Act One

Lump is found in the Blighted Village. He and his two other Ogre companions Chock Chock and Fank Fank have found work checking other creatures for the mark of the Absolute. If the party approaches Lump, he will check them as well. If the party have not received the brand of the absolute from Priestess Gut 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 the party instead of the Absolute:

Whatever choice used to convince him, he will give Lump's War Horn to call him with. It's possible to summon Lump and two Ogre companions 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 the party stole the horn.

Once convinced to fight for the party, he and his two other Ogre companions disappear immediately from the Blighted Village. Lump and company cannot be called to a fight too far from their original location; for example, they cannot be called to the Shadow-Cursed Lands.

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

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

Companion approval

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

Combat

Attacks and Abilities

Blur.webp
Blur Blur ()

Attackers have Disadvantage Icon.png Disadvantage on Attack rolls against you.

Doesn't affect creatures that don't rely on sight or that can see through illusions.

 Range: Self
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
Main Hand Attack.webp
Main Hand Attack Main Hand Attack ()   –  Heavy Spiked Club
Normal weapon damage Make a melee attack with your equipped weapon.
 Melee: 1.5 m / 5  ft
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

Items

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 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. He will also exploit an enemy's use of Grease with a firebolt if anyone is unfortunate enough to get caught in the crossfire

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. Smoke powder barrels are also quite effective against his crew.

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.

External Links