Illithid Arcanist: Difference between revisions

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(Updated formatting. Added attacks and abilities + notes)
 
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{{stub}}
{{SpoilerWarning|act=3}}
 
{{Infobox statistics
{{Infobox statistics
| image = Illithid Arcanist.png
| imagesize = 0.8
| name = Illithid Arcanist
| name = Illithid Arcanist
| race = [[Mind Flayer]]
| race = [[Mind Flayer]]
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| wis_save_proficiency = yes
| wis_save_proficiency = yes
| cha_save_proficiency = yes
| cha_save_proficiency = yes
| resistant1 = Fire, Cold
| resistant1 = Fire
| condition1_name = Fire Shield: Warm
| resistant2 = Cold
| condition1_description = Resistance to Cold, deal {{DamageText|2d8|Fire}} to melee attackers.
| condition1_name = Fire Shield: Chill
| condition2_name = Fire Shield: Chill
| condition1_description = Resistance to Fire, deal {{DamageText|2d8|Cold}} to melee attackers.
| condition2_description = Resistance to Fire, deal {{DamageText|2d8|Cold}} to melee attackers.
| condition2_name = Fire Shield: Warm
 
| condition2_description = Resistance to Cold, deal {{DamageText|2d8|Fire}} to melee attackers.
| feature1_name = Empowered Evocation
| feature1_name = Empowered Evocation
| feature1_description = Add your INT Modifier to damage rolls with any evocation spells.  
| feature1_description = Add your INT Modifier to damage rolls with any evocation spells.  
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==Attacks and Abilities==
==Attacks and Abilities==
{{Feature box|name=Magic Missile|image name=Magic Missile.webp|* Shoot '''six''' darts of magical force, each dealing {{DamageText|6d4 + 6|Force}} damage to its target. The darts always hit their target.
{{Feature box|Tentacle Whip (Illithid)}}
 
{{Range|m=30|ft=100}}
 
{{Action}}}}


{{Feature box|name=Shield|* 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 {{SAI|Magic Missile}}. These effects last until the start of your next turn.
{{Feature box|Magic Missile}}


{{Action}}}}
{{Feature box|Shield}}


{{Feature box|name=Mind Flayer Domination|image name=Dominate Person.webp|* Dominate a nearby humanoid. Allies are unaffected. Each time the dominated creature takes damage, it may repeat the {{SavingThrow}} against your domination. Tadpoled creatures cannot be targeted.
{{Feature box|Counterspell}}


{{Range|m=18|ft=60}}
{{Feature box|Mind Blast}}


{{Concentration}}
{{Feature box|Mind Flayer Domination}}


{{Action}}}}
{{Feature box|Levitate (Illithid Power)}}


==Notes==
==Notes==
* Illithid Arcanists have 2 variants: one with [[Fire Shield: Chill]] and Fire resistance, and another with [[Fire Shield: Warm]] and Cold resistance.
* 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.
* 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==
==Loot==
*{{RarityItem|Onyx}}
*Random gemstone or alchemy ingredient


{{Creatures}}
{{Creatures}}

Latest revision as of 09:18, 6 May 2024


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.

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 Stunned 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
Levitate Levitate ()

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

Notes[edit | edit source]

  • 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[edit | edit source]

  • Random gemstone or alchemy ingredient