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== Events of Baldur's Gate 3 ==
== Events of Baldur's Gate 3 ==
===Prologue ===
===Prologue ===
Us can be found trapped inside the head of Myrnath, who is strapped to a chair with the top of his skull removed. The player can find them taking the elevator in the second room aboard the Nautiloid. The player will have to pass an [[ability check]] to free it. When freed, it will initially start with the [[Newborn (Condition)|Newborn]] condition: temporarily lowering its max HP to 11 and its AC to 7. This only lasts a few turns, however.
Us can be found trapped inside the head of Myrnath, who is strapped to a chair with the top of his skull removed, in the second room aboard the Nautiloid. Passing an [[ability check]] results in freeing it. When freed, it will initially start with the [[Newborn (Condition)|Newborn]] condition: temporarily lowering its max HP to 11 and its AC to 7. This only lasts a few turns, however.


If the player also passes the [[Dexterity]] ability check "Mutilate the brain.", Us will end up [[Lobotomised (Condition)|Lobotomised]], reducing their [[Intelligence]] from 12 to 8. This condition is permanent and cuts Us from the rest of the hive mind, allowing the player to attack other Intellect Devourers on the nautiloid without turning Us hostile. If you fail the dexterity check, Us will flee instead, turning it and all other Intellect Devourers hostile. The Dark Urge will have {{advantage}} SPLIT-SPLATTER! on this Dexterity check.
If also passing the [[Dexterity]] ability check "Mutilate the brain.", Us will end up [[Lobotomised (Condition)|Lobotomised]], reducing their [[Intelligence]] from 12 to 8. This condition is permanent and cuts Us from the rest of the hive mind, allowing to attack other Intellect Devourers on the nautiloid without turning Us hostile. If failing the dexterity check, Us will flee instead, turning it and all other Intellect Devourers hostile. The Dark Urge will have {{advantage}} SPLIT-SPLATTER! on this Dexterity check.


Once freed, Us will urge the player to head to the [[Prologue#Helm_Of_The_Nautilod|Helm Room]]. Options to either tell Us to go away, to attack it, or to ask it to join the party will present. Us will agree if asked to join.  
Once freed, Us will urge to head to the [[Prologue#Helm_Of_The_Nautilod|Helm Room]]. Options to either tell Us to go away, to attack it, or to ask it to join the party will be present. Us will agree if asked to join.  


Us will disappear after the crash.
Us will disappear after the crash.


=== Act Two ===
=== Act Two ===
Us can later be found in the Morgue within the [[Mind Flayer Colony]]. It has been labelled an aberrant and as a result is caged. If you free it, you receive [[Summon Us]], allowing you to summon Us as an ally once per short rest. If Us died aboard the Nautiloid in Act One, it will not appear in the cage during Act Two.
Us can later be found in the Morgue within the [[Mind Flayer Colony]]. It has been labelled an aberrant and as a result is caged. If freeing it, [[Summon Us]] will allow to get Us as an ally once per short rest. If Us died aboard the Nautiloid in Act One, it will not appear in the cage during Act Two.


As a summon, Us has an increased 55 hit points, and resistances to physical and Necrotic damage. Us' appearance changes also; its veins becomes more pronounced and it gains an overall more pale appearance, with a green glow on its underside. Its bonelike spines protrude more prominently, and its tendrils gain thorn-like protrusions.
As a summon, Us has an increased 55 hit points, and resistances to physical and Necrotic damage. Us' appearance changes also; its veins becomes more pronounced and it gains an overall more pale appearance, with a green glow on its underside. Its bonelike spines protrude more prominently, and its tendrils gain thorn-like protrusions.


After leaving the Mind Flayer Colony Us will remain with the player and mention that it will appear as a "kitty" to anyone besides the party.
After leaving the Mind Flayer Colony Us will remain with the party. It mentions that it will appear as a "kitty" to anyone besides the party.


== Attacks and abilities ==
== Attacks and abilities ==

Revision as of 22:45, 2 June 2024

}} Us is an intellect devourer and temporary companion met during the Prologue of Baldur's Gate 3. It can be found aboard the Nautiloid, trapped inside the head of an elf named Myrnath.

Events of Baldur's Gate 3

Prologue

Us can be found trapped inside the head of Myrnath, who is strapped to a chair with the top of his skull removed, in the second room aboard the Nautiloid. Passing an ability check results in freeing it. When freed, it will initially start with the Newborn condition: temporarily lowering its max HP to 11 and its AC to 7. This only lasts a few turns, however.

If also passing the Dexterity ability check "Mutilate the brain.", Us will end up Lobotomised, reducing their Intelligence from 12 to 8. This condition is permanent and cuts Us from the rest of the hive mind, allowing to attack other Intellect Devourers on the nautiloid without turning Us hostile. If failing the dexterity check, Us will flee instead, turning it and all other Intellect Devourers hostile. The Dark Urge will have Advantage Icon.png Advantage SPLIT-SPLATTER! on this Dexterity check.

Once freed, Us will urge to head to the Helm Room. Options to either tell Us to go away, to attack it, or to ask it to join the party will be present. Us will agree if asked to join.

Us will disappear after the crash.

Act Two

Us can later be found in the Morgue within the Mind Flayer Colony. It has been labelled an aberrant and as a result is caged. If freeing it, Summon Us will allow to get Us as an ally once per short rest. If Us died aboard the Nautiloid in Act One, it will not appear in the cage during Act Two.

As a summon, Us has an increased 55 hit points, and resistances to physical and Necrotic damage. Us' appearance changes also; its veins becomes more pronounced and it gains an overall more pale appearance, with a green glow on its underside. Its bonelike spines protrude more prominently, and its tendrils gain thorn-like protrusions.

After leaving the Mind Flayer Colony Us will remain with the party. It mentions that it will appear as a "kitty" to anyone besides the party.

Attacks and abilities

Claws Imp.webp
Claws Claws ()

Lash out with deadly claws.

 Melee: 1.5 m / 5  ft
Devour Intellect.webp
Devour Intellect Devour Intellect ()
D10 Psychic.png 2d10 (2~20) Damage TypesPsychic

Consume a creature's mind. If its Intelligence is below 4, it takes damage and is Stunned Stunned. Otherwise, its Intelligence is reduced by 3.

INT Save
 Melee: 1.5 m / 5  ft
Synaptic Discharge.webp
Synaptic Discharge Synaptic Discharge ()
D6 Psychic.png 1d6 + 2 (3~8) Damage TypesPsychic

Expel a wave of telepathic energy.

 Range: 18 m / 60 ft
Recharge: Per turn

Related items

Gallery

Notes

  • Us is one of the few characters with multiple voice actors.
  • When the player enters the Helm Room, the Mind Flayer there will order them to connect the transponder. Should Us be the only one to enter the room, the mind flayer will have specific dialogue to order Us to find a thrall instead.

External links

Us on the Forgotten Realms Wiki