Illithid Arcanist: Difference between revisions

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Many Illthid Arcanists will appear during several combat encounters at the [[High Hall]] and [[Confront the Elder Brain#Atop the Netherbrain|Atop the Netherbrain]].  
Many Illthid Arcanists will appear during several combat encounters at the [[High Hall]] and [[Confront the Elder Brain#Atop the Netherbrain|Atop the Netherbrain]].  
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.
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.


==Attacks and Abilities==
==Attacks and Abilities==

Latest revision as of 19:49, 1 July 2024

Illithid Arcanist is a type of hostile Aberration character in Baldur's Gate 3

Involvement[edit | edit source]

Many Illthid Arcanists will appear during several combat encounters at the High Hall and Atop the Netherbrain. 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.

Attacks and Abilities[edit | edit source]

Generic Physical.webp
D10 Psychic.png 2d10 + 4 (6~24) Damage TypesPsychic damage

Lash out with your tentacles and possibly Stun your target.
INT Save
 Melee: 1.5 m / 5  ft
Magic Missile.webp
D4 Force.png 1d4 + 1 (2~5) Damage TypesForce damage

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
Shield Spell.webp
Shield Shield ()

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.
 Range: Self
Counterspell.webp

Try to stop a spell being cast.
 Range: 18 m / 60 ft
Mind Blast.webp
D8 Psychic.png 4d8 (4~32) Damage TypesPsychic damage

Spew forth a conical wave of psychic energy and possibly Stun Stun targets within.
INT Save
AoE: 14 m / 47 ft (Cone)
Dominate Person.webp

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
Fly Illithid Power.webp

Float effortlessly to a destination.
 Range: 18 m / 60 ft

Loot[edit | edit source]

  • Random gemstone or alchemy ingredient