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(Added Allies section. Major expansion of Encounters section.)
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{{CombatTab}}
{{CombatTab}}
{{Infobox statistics
{{Infobox creature
| name = Enver Gortash
| name = Enver Gortash
| image = Gortash_Model.png
| image = Gortash_Model.png
| imagesize = 0.6
| race = Human
| race = Human
| size = Medium
| size = Medium
| type = Humanoid
| type = Humanoid
| armour_class = 16
| ac = 16
| hit_points = 275
| hp = 275
| hit_points_tactician = 357
| e hp = 192
| movement_speed_meters = 9
| t hp = 357
| movement_speed_feet = 30
| movement m = 9
| weight_kg = 75
| weight kg = 75
| weight_lb = 150
| level = 9
| level = 9
| str = 14
| str = 14
Line 26: Line 24:
| wis = 16
| wis = 16
| cha = 18
| cha = 18
| dex_save_proficiency = Yes
| dex save prof = Yes
| int_save_proficiency = Yes
| int save prof = Yes
| wis_save_proficiency = Yes
| wis save prof = Yes
| cha_save_proficiency = Yes
| cha save prof = Yes
| resistant1 = Thunder


| feature11_name = Alert
| resistances = thunder resistant full
| feature11_mode = Tactician
| passives = Authority @ Cloth of Authority, Crossbow Expert: Point-Blank, Dark Devotion, Dauntless, Enervating Suffusion @ Gauntlet of the Tyrant, High Spellcasting (+1) @ Gauntlet of the Tyrant, Magic Resistance, Opportunity Attack, Permanently Armed, Scintillating @ Tyrannical Jackboots
| feature11_description = You gain +5 to Initiative and can no longer be surprised.
| t passives = Alert, Authority @ Cloth of Authority, Crossbow Expert: Point-Blank, Dark Devotion, Dauntless, Enervating Suffusion @ Gauntlet of the Tyrant, High Spellcasting (+1) @ Gauntlet of the Tyrant, Magic Resistance, Opportunity Attack, Permanently Armed, Scintillating @ Tyrannical Jackboots
| feature1_name = Authority
| t conditions = Legendary Resistance
| feature1_description = Advantage on Intimidation checks and Insight checks.
| feature1_item = Cloth of Authority
| feature2_name = Crossbow Expert: Point-Blank
| feature2_description = Melee crossbow attacks do not have disadvantage.
| feature3_name = Dark Devotion
| feature3_description = Advantage on Saving Throws against being Charmed or Frightened.
| feature4_name = Dauntless
| feature4_description = Cannot be Frightened or afflicted with other emotion-altering conditions.
| feature4_item = Cloth of Authority
| feature5_name = Enervating Suffusion
| feature5_description = Your unarmed attacks deal an additional 1d4 Force damage.
| feature5_item = Gauntlet of the Tyrant
| feature6_name = High Spellcasting (+1)
| feature6_description = +1 bonus to spell save DC.
| feature6_item = Gauntlet of the Tyrant
| feature7_name = Magic Resistance
| feature7_description = Advantage on saving throws against spells and other magical effects.
| feature8_name = Opportunity Attack
| feature8_description = Automatically attack an enemy moving out of your reach.
| feature9_name = Permanently Armed
| feature9_description = Cannot be disarmed.
| feature10_name = Scintillating
| feature10_description = +1 bonus to Charisma ability checks and saving throws.
| feature10_item = Tyrannical Jackboots
}}
}}
This page focuses on [[Enver Gortash]]'s behavior during turn-based combat gameplay.
This page focuses on [[Enver Gortash]]'s behavior during turn-based combat gameplay.
This page is a list of information, rather than a guide. Please refer to separate pages for full combat guides.




== Attacks and abilities ==
== Attacks and abilities ==
===Common===
* {{SAI|Dash}}
* {{SAI|Ranged Attack}}


===Fabricated Arbalest===
===Fabricated Arbalest===
{{Feature box|name=Dazzling Ray|image name=Sunbeam.webp
{{Feature box|Dazzling Ray|item=Fabricated Arbalest}}
|* Unleash a beam of brilliant light that {{cond|Blinded|Blinds}} all creatures in its path. For {{Duration|10}}, you can recast the spell. Casting it again may possibly {{cond|Burning|Burn}} you each time you recast it. On Save, targets still take half damage.
{{Feature box|Ranged Attack|item=Fabricated Arbalest}}
 
{{damageInfo|2d10|Radiant}}
}}


===Avatar of Tyranny===
===Avatar of Tyranny===
{{Feature box|name=Invoke the Black Hand|image name=Generic Buff.webp
{{Feature box|Empowered Unarmed Strike}}
|* Grants the condition {{condition|Avatar of Tyranny}}
{{Feature box|Invoke the Black Hand}}
* Gortash summons multiple [[Manifestation of Tyranny]] entities around the room.  
* Gortash summons multiple [[Manifestation of Tyranny]] entities around the room.  
* Gortash summons 1 [[#The Closed Fist of Bane|Bane's Fist]] entity that gets inserted into the very end of the turn order.
* Gortash summons 1 [[#The Closed Fist of Bane|Bane's Fist]] entity that gets inserted into the very end of the turn order.
}}
{{Feature box|The Closed Fist of Bane}}
 
{{Feature box|Tyrant's Bindings}}
{{Feature box|name=Tyrant's Bindings|image name=Generic Control.webp
|* Available while Gortash has the condition ''Avatar of Tyranny''.
*Create heavy magical chains that bind to your targets, halving their Movement speed.
*If the chains are still present at the beginning of your next turn, they break, dealing 8d8 Force damage to all targets.
 
{{DamageInfo|8d8|Force}}
{{action | bonus }} {{concentration}}
}}


{{Feature box|name=Empowered Unarmed Strike|image name=Unarmed Strike.webp
===Honour Mode===
|* Available while Gortash has the condition ''Avatar of Tyranny''.
{{Feature box|Tyrannical Branding}}
* Blessed by the unholy strength of Bane, deal {{DamageText|1 + Strength Modifier|Bludgeoning}} damage and {{DamageText|4d8|Force}}. If the target fails a {{SavingThrow|STR}}, it gets pushed back.
 
{{DamageInfo| 1|Bludgeoning|modifier =Strength}}
{{DamageInfo|4d8|Force}}
 
{{action}} or {{action|reaction}}
}}
 
{{Feature box|name=The Closed Fist of Bane|image name=Generic Explosion.webp
|* Conjure a ''Bane's Fist'' which falls at the end of the round, crushing anyone under it for 12d10 Bludgeoning damage.
 
{{DamageInfo|12d10|Bludgeoning}}
 
{{concentration}}
}}


== Allies ==
== Allies ==
Line 117: Line 58:


=== Audience Hall (Coronation) ===
=== Audience Hall (Coronation) ===
* [[Duke Ulder Ravengard]]
* {{MdCharLink|Ulder Ravengard}}
* 9x [[Steel Watcher (creature)|Steel Watcher]]
* {{MdCharLink|Steel Watcher (creature)|Steel Watcher}} - 9x
* [[Fist Bella]]
* {{MdCharLink|Bella|Fist Bella}}
* [[Fist Earthdigger]]
* {{MdCharLink|Earthdigger|Fist Earthdigger}}
* [[Fist Fernhollow]]
* {{MdCharLink|Fernhollow|Fist Fernhollow}}
* [[Fist Klaas]]
* {{MdCharLink|Klaas|Fist Klaas}}
* [[Fist Kyberos]]
* {{MdCharLink|Kyberos|Fist Kyberos}}
* [[Fist Quickstitch]]
* {{MdCharLink|Quickstitch|Fist Quickstitch}}


=== Gortash's Office (Top Floor) ===
=== Gortash's Office (Top Floor) ===
* 3x [[Steel Watcher (creature)|Steel Watcher]] on the roof (if the [[Foundry]] has not been destroyed)
* {{MdCharLink|Steel Watcher (creature)|Steel Watcher}} - 4x on the roof (if the [[Foundry]] has not been destroyed)
* 1x [[Steel Watcher (creature)|Steel Watcher]] in the office (if the [[Foundry]] has not been destroyed)
* {{MdCharLink|Steel Watcher (creature)|Steel Watcher}} - 1x in the office (if the [[Foundry]] has not been destroyed)
* [[Lo]]
* {{MdCharLink|Lo}}
* [[Jaxbock]]
* {{MdCharLink|Jaxbock}}
* [[Ulova]]
* {{MdCharLink|Numia}}
* {{MdCharLink|Ulova}}


===Wyrm's Rock Traps===
===Wyrm's Rock Traps===
* [[Deranged Force Curtain]]
* [[Deranged Force Curtain]]
* [[Micromodron Force Curtain]]
* [[Grenade Impeller]]
* [[Grenade Impeller]]
* [[Incineration Caster]]
* [[Incineration Caster]]
* [[Micromodron Force Curtain]]


===Summoned entities===
===Summoned entities===
Line 152: Line 94:


===Temporary===
===Temporary===
Gortash can gain certain defensive buff or debuffs from his [[Reflectoguard]]s and nearby traps:
Gortash can gain certain defensive buffs or debuffs from his [[Reflectoguard]]s and nearby traps:
* {{cond|Shell of Resistance}} (from [[Micromodron Force Curtain]])
* {{cond|Malfunctioning Shell of Resistance}} (from [[Deranged Force Curtain]])
* {{cond|Malfunctioning Shell of Resistance}} (from [[Deranged Force Curtain]])
* {{cond|Reflectoguard Active}} (from a thrown [[Reflectoguard]])
* {{cond|Reflectoguard Active}} (from a thrown [[Reflectoguard]])
 
* {{cond|Shell of Resistance}} (from [[Micromodron Force Curtain]])


===Immunities===
===Immunities===
Line 162: Line 103:


''This character is immune to all of the following Conditions:''
''This character is immune to all of the following Conditions:''
* {{Cond|Petrified}}


* Petrified
<br />
===Vulnerabilities===
===Vulnerabilities===
'''Vulnerabilities''' include specific named Conditions that ''can be afflicted'' onto this character, even if the chance of ''successfully'' afflicting this condition on the character is really, really low.
'''Vulnerabilities''' include specific named Conditions that ''can be afflicted'' onto this character, even if the chance of ''successfully'' afflicting this condition on the character is really, really low.


''This character can be affected by all of the following Conditions:''
''This character can be affected by all of the following Conditions:''
* Blinded
* {{Cond|Blinded}}
* Paralysed
* {{Cond|Mental Fatigue}}
* Stunned
* {{Cond|Paralysed}}
* Prone
* {{Cond|Prone}}
* Mental Fatigue
* {{Cond|Shredded Armour}}
* Sluggardly
* {{Cond|Sluggardly}}
* Shredded Armour
* {{Cond|Stunned}}


== Encounters ==
== Encounter details ==
===Wyrm's Rock Fortress- (Audience Hall)===
===Wyrm's Rock Fortress- (Audience Hall)===
If the party chooses to attack Gortash during his coronation ceremony, they will face one of the most difficult fights in all of [[Baldur's Gate 3]]. Gortash is accompanied by Duke Ravengard, an army of Steel Watchers and Flaming Fist, and innumerable traps along the walls.
If the party chooses to attack Gortash during his coronation ceremony, they will face one of the most difficult fights in all of [[Baldur's Gate 3]]. Gortash is accompanied by Duke Ravengard, an army of Steel Watchers and Flaming Fist, and innumerable traps along the walls.


Gortash will begin combat with {{cond|Shell of Resistance}} cast on him by a nearby force curtain, and will throw {{RarityItem|Reflectoguard}}s at himself and {{RarityItem|Phase Optimizer}}s at nearby Steel Watchers. This will give him immunity or resistance to most types of damage and make him very difficult to kill quickly, while turning all Steel Watchers into even more dangerous threats.
Gortash will begin combat with {{cond|Shell of Resistance}} cast on him by a nearby force curtain, and will throw {{SmRarityItem|Reflectoguard}}s at himself and {{SmRarityItem|Phase Optimizer}}s at nearby Steel Watchers. This will give him immunity or resistance to most types of damage and make him very difficult to kill quickly, while turning all Steel Watchers into even more dangerous threats.


Gortash has +10 Initiative and all Steel Watchers have +6 Initiative, thus making them very likely to win initiative unless the party is using the [[Alert]] feat, {{RarityItem|Elixir of Vigilance}}, and/or equipment that increases initiative. Considering that there are 9 Steel Watchers in addition to Gortash, it is easily possible for an unprepared party to be killed in a single turn.
Gortash has +5 Initiative (+10 on ''Tactician'' and ''Honour'' modes) and all Steel Watchers have +6 Initiative, making them very likely to act early in the turn order. Considering that there are 9 Steel Watchers in addition to Gortash, it is easily possible for an unprepared party to be killed in a single turn.


The traps along the walls can also be quite dangerous. [[Grenade Impeller]]s and [[Incineration Caster]]s fire projectiles that constantly force the party to move, while [[Micromodron Force Curtain]] will repeatedly grant Gortash many resistances and immunities. However the [[Deranged Force Curtain]]s are malfunctioning and can debuff Gortash with {{cond|Malfunctioning Shell of Resistance}} to reduce his defenses.
The traps along the walls can also be quite dangerous. [[Grenade Impeller]]s and [[Incineration Caster]]s fire projectiles that constantly force the party to move, while [[Micromodron Force Curtain]] will repeatedly grant Gortash many resistances and immunities. However the [[Deranged Force Curtain]]s are malfunctioning and can debuff Gortash with {{cond|Malfunctioning Shell of Resistance}} to reduce his defenses.


Once per fight Gortash can cast {{SAI|Invoke the Black Hand}}, giving him 150 temporary hit points, Advantage on Strength checks and saving throws, an extra {{DamageText|1d4|Physical}} damage to weapon attacks, and [[Immune|Immunity]] to {{DamageType|Thunder}}, {{DamageType|Fire}}, and {{DamageType|Force}} damage. He will also gain the ability to use {{SAI|Tyrant's Bindings}}, {{SAI|Empowered Unarmed Strike}}, and {{SAI|The Closed Fist of Bane}}. This will make him significantly more durable and drastically increase his own damage.  
Once per fight Gortash can cast {{SAI|Invoke the Black Hand}}, giving him 150 temporary hit points, Advantage on Strength checks and saving throws, an extra {{DamageText|1d4|Physical}} damage to weapon attacks, and [[Immune|Immunity]] to {{DamageType|Thunder}}, {{DamageType|Fire}}, and {{DamageType|Force}} damage. He will also gain the ability to use {{SAI|Tyrant's Bindings}}, {{SAI|Empowered Unarmed Strike}}, and {{SAI|The Closed Fist of Bane}}. This will make him significantly more durable and drastically increase his own damage.
 
===Wyrm's Rock Fortress- (Gortash's Office)===
If the party forgoes fighting him at his coronation, they can return to Gortash in his office later on. If the party agreed to his deal during [[Consider Gortash's Bargain]] and finished [[Get Orin's Netherstone]] then they can attempt to fulfill the bargain. If the party either destroyed the [[Foundry]] or travelled to the [[Iron Throne]], he will become hostile to the party and begin combat.
 
If the party returns to the lower floors of Wyrm's Rock after having destroyed the [[Foundry]], the lower floors will already be hostile, and the party may find itself fighting their way up through the Audience Hall and its traps and guards in order to reach Gortash's office on the top floor. This sometimes results in a bug{{Bug}}.
 
All information about Gortash's high initiative, conditional buffs from traps and Reflectoguards, and his spells and abilities remain the same.
 
==Tactics==
===Wyrm's Rock Fortress- (Audience Hall)===
This fight is immensely difficult and requires immaculate planning since the action economy is so stacked against the party.
 
The high initiative and area of effect attacks of the Steel Watchers threaten to end the fight before it even fully begins. This practically necessitates that the party increase their initiative as well. This can be done through the [[Alert]] feat, {{SmRarityItem|Elixir of Vigilance}}, and/or equipment that increases initiative (see [[Initiative#Initiative bonuses|Initiative bonuses]]).
 
The party can take advantage of the Steel Watcher's {{SAI|Self-Detonate}} ability by luring them into the close proximity of other enemies and allowing them to blow each other up.
 
The [[Micromodron Force Curtain]]s will make it very difficult to damage Gortash for as long as they're intact. Destroying them and leaving behind only the malfunctioning [[Deranged Force Curtain]]s will reduce his resistances and make it easier to defeat him.
 
===Wyrm's Rock Fortress- (Gortash's Office)===
This fight is significantly easier than the Coronation fight, especially if the player completed [[Disable the Steel Watch]] to take out the Steel Watchers. All advice from the previous section also applies here.


===Wyrm's Rock Fortress- (Roof and Gortash's Office)===
Gortash's Black Gauntlet allies can be dangerous due to their {{SAI|Command}} and {{SAI|Dominate Person}} spells. They should be taken out quickly before they get a chance to use them.
If the party forgoes fighting him at his coronation, they can return to Gortash in his office later on. If the party agreed to his deal during [[Consider Gortash's Bargain]] and finished [[Get Orin's Netherstone]] then they can attempt to fulfill the bargain. If the party either destroyed the [[Foundry]], travelled to the [[Iron Throne]], or killed Gortash's parents at [[Flymm's Cobblers]], he will become hostile to the party and begin combat.


This fight is significantly easier than the Coronation fight, especially if the player completed [[Disable the Steel Watch]] to take out the Steel Watchers. All information about Gortash's high initiative, conditional buffs from traps and Reflectoguards, and his spells and abilities remain the same.
While the lower floors of the fortress will already be hostile if the party destroyed the [[Foundry]], they can be bypassed entirely by using {{SAI|Grant Flight}}, {{SAI|Feather Fall}}, or {{SAI|Misty Step}} to jump from [[Wyrm's Crossing]] to the rocky area around the base of the Fortress. The party can then safely ascend the vines on the western side of the building and jump up the platforms on the southwestern rampart.


After defeating Gortash in this location, the lower floors of [[Wyrm's Rock Fortress]] will become hostile to the party. However those floors can be bypassed by using {{SAI|Grant Flight}}, {{SAI|Feather Fall}}, or {{SAI|Misty Step}}, or by simply using the climbable vines on the western side of the building.
A very effective strategy in defeating Gortash and his allies is to lure them out of his office and onto the foyer outside, thereby avoiding all the traps. This is done most effectively by de-coupling your party, sending a single member to initiate combat with Gortash, and very quickly either [[Dash|Dashing]] or teleporting (e.g. [[Dimension Door]]) back towards the door outside. Placing spells like [[Hunger of Hadar]], [[Insect Plague]], and [[Cloudkill]] around the door and [[Shove|shoving]] them back into it trivializes the encounter as Gortash and his allies will constantly take massive damage trying to pursue your party through the door.


==Notes and References==
== Bugs ==
<references></references>
Fighting in the Audience Hall after destroying the Foundry will sometimes trigger the enemies on the top floor to become involved in the combat. In this case Gortash and friends may make an appearance near the entrance to the Audience Hall (despite this not being the door to the location they are coming from). This can make the fight easier as Gortash is further from his most deadly traps, but can also make the fight difficult by adding an unexpected wave of additional enemies.


[[Category:Combat guides]]
For some users, Gortash will cast repeatedly Invoke the Black Hand after taking any damage, with seemingly unlimited reactions. This occurs after he has activated Avatar of Tyranny. Once this bug appears, the only solution is to deal enough damage in a single attack (not turn) to kill him, which will likely be over 350 points. If fighting in Gortash's office it is possible to defeat him by pushing him off the balcony to the east of the office, after which his body can be found on the beach below.

Latest revision as of 06:48, 8 December 2024

This page focuses on Enver Gortash's behavior during turn-based combat gameplay.


Attacks and abilities[edit | edit source]

Fabricated Arbalest[edit | edit source]

Sunbeam.webp
Dazzling Ray Dazzling Ray ()   –  Fabricated Arbalest
D10 Radiant.png 2d10 (2~20) Damage TypesRadiant

Unleash a beam of brilliant light that Blinds Blinds all creatures in its path.

Until the spell ends, you can recast the spell. Casting it again may possibly burn burn you each time you recast it.

DEX Save
AoE: 18 m / 60 ft (Line)
Recharge: Short rest
Ranged Attack.webp
Ranged Attack Ranged Attack ()   –  Fabricated Arbalest
Normal weapon damage Make a ranged attack with your equipped weapon.
 Range: 18 m / 60 ft

Avatar of Tyranny[edit | edit source]

Unarmed Strike.webp
Empowered Unarmed Strike Empowered Unarmed Strike ()
Unarmed damage Damage TypesBludgeoning +

Blessed by the unholy strength of Bane, deal 1 + Strength ModifierDamage TypesBludgeoning damage and 4d8Damage TypesForce. If the target fails a Strength saving throw, it gets pushed back.

 Melee: 1.5 m / 5  ft
Generic Buff.webp
Invoke the Black Hand Invoke the Black Hand ()
Gortash calls upon Bane's tyrannical aid, gaining 150 temporary hit points along with new strength and powers.
Recharge: Per battle
Generic Explosion.webp
The Closed Fist of Bane The Closed Fist of Bane ()
D10 Force.png 12d10 (12~120) Damage TypesForce

Conjure the divine aspect of Bane the Accursed - a fist that hangs in the air until the end of the round before falling, crushing anyone under it for 12d10Damage TypesForce damage.

 Range: 18 m / 60 ft
Generic Control.webp
Tyrant's Bindings Tyrant's Bindings ()
D8 Force.png 8d8 (8~64) Damage TypesForce

Create heavy magical chains that bind to your targets, halving their Movement speed.

If the chains are still present at the beginning of your next turn, they break, dealing 8d8Damage TypesForce damage to all targets.

WIS Save
 Range: 12 m / 40 ft

Honour Mode[edit | edit source]

Generic Force.webp
Tyrannical Branding Tyrannical Branding
Place a Tyrant's Curse Tyrant's Curse on a target.

Allies[edit | edit source]

Gortash will be accompanied by the following allies. Detailed information can be found on their respective pages.

Audience Hall (Coronation)[edit | edit source]

Gortash's Office (Top Floor)[edit | edit source]

Wyrm's Rock Traps[edit | edit source]

Summoned entities[edit | edit source]

  • Manifestation of Tyranny - Gortash summons a fixed number of these creatures into specific places in the room. These have no place in the initiative order but each one applies 1 stack of the aura condition Bane's Brutality Bane's Brutality to Gortash and/or nearby Black Gauntlet characters, as long as they are standing within a short distance.
  • Bane's Fist - Inserted into the end of the turn order. At the end of each of its turns, Bane's Fist punches the ground around it for a lot of damage.

Conditions[edit | edit source]

This information is not specified on this character's Examine page, but has resulted from contributor testing. If this information varies depending on whether this character is hostile, allied, or neutral, then please specify this in the applicable section.

Unique[edit | edit source]

This character has frequent access to the following unique conditions, but is not necessarily the caster of these conditions.

Temporary[edit | edit source]

Gortash can gain certain defensive buffs or debuffs from his Reflectoguards and nearby traps:

Immunities[edit | edit source]

Immunities include Conditions that, according to in-game UI messages, cannot be afflicted onto this character. Conditions that are not explicit "Immune to" messages can also go in this section.

This character is immune to all of the following Conditions:

Vulnerabilities[edit | edit source]

Vulnerabilities include specific named Conditions that can be afflicted onto this character, even if the chance of successfully afflicting this condition on the character is really, really low.

This character can be affected by all of the following Conditions:

Encounter details[edit | edit source]

Wyrm's Rock Fortress- (Audience Hall)[edit | edit source]

If the party chooses to attack Gortash during his coronation ceremony, they will face one of the most difficult fights in all of Baldur's Gate 3. Gortash is accompanied by Duke Ravengard, an army of Steel Watchers and Flaming Fist, and innumerable traps along the walls.

Gortash will begin combat with Shell of Resistance Shell of Resistance cast on him by a nearby force curtain, and will throw Reflectoguards at himself and Phase Optimizers at nearby Steel Watchers. This will give him immunity or resistance to most types of damage and make him very difficult to kill quickly, while turning all Steel Watchers into even more dangerous threats.

Gortash has +5 Initiative (+10 on Tactician and Honour modes) and all Steel Watchers have +6 Initiative, making them very likely to act early in the turn order. Considering that there are 9 Steel Watchers in addition to Gortash, it is easily possible for an unprepared party to be killed in a single turn.

The traps along the walls can also be quite dangerous. Grenade Impellers and Incineration Casters fire projectiles that constantly force the party to move, while Micromodron Force Curtain will repeatedly grant Gortash many resistances and immunities. However the Deranged Force Curtains are malfunctioning and can debuff Gortash with Malfunctioning Shell of Resistance Malfunctioning Shell of Resistance to reduce his defenses.

Once per fight Gortash can cast Invoke the Black Hand Invoke the Black Hand, giving him 150 temporary hit points, Advantage on Strength checks and saving throws, an extra 1d4Damage TypesPhysical damage to weapon attacks, and Immunity to Damage TypesThunder, Damage TypesFire, and Damage TypesForce damage. He will also gain the ability to use Tyrant's Bindings Tyrant's Bindings, Empowered Unarmed Strike Empowered Unarmed Strike, and The Closed Fist of Bane The Closed Fist of Bane. This will make him significantly more durable and drastically increase his own damage.

Wyrm's Rock Fortress- (Gortash's Office)[edit | edit source]

If the party forgoes fighting him at his coronation, they can return to Gortash in his office later on. If the party agreed to his deal during Consider Gortash's Bargain and finished Get Orin's Netherstone then they can attempt to fulfill the bargain. If the party either destroyed the Foundry or travelled to the Iron Throne, he will become hostile to the party and begin combat.

If the party returns to the lower floors of Wyrm's Rock after having destroyed the Foundry, the lower floors will already be hostile, and the party may find itself fighting their way up through the Audience Hall and its traps and guards in order to reach Gortash's office on the top floor. This sometimes results in a bug[See: Bugs].

All information about Gortash's high initiative, conditional buffs from traps and Reflectoguards, and his spells and abilities remain the same.

Tactics[edit | edit source]

Wyrm's Rock Fortress- (Audience Hall)[edit | edit source]

This fight is immensely difficult and requires immaculate planning since the action economy is so stacked against the party.

The high initiative and area of effect attacks of the Steel Watchers threaten to end the fight before it even fully begins. This practically necessitates that the party increase their initiative as well. This can be done through the Alert feat, Elixir of Vigilance, and/or equipment that increases initiative (see Initiative bonuses).

The party can take advantage of the Steel Watcher's Self-Detonate Self-Detonate ability by luring them into the close proximity of other enemies and allowing them to blow each other up.

The Micromodron Force Curtains will make it very difficult to damage Gortash for as long as they're intact. Destroying them and leaving behind only the malfunctioning Deranged Force Curtains will reduce his resistances and make it easier to defeat him.

Wyrm's Rock Fortress- (Gortash's Office)[edit | edit source]

This fight is significantly easier than the Coronation fight, especially if the player completed Disable the Steel Watch to take out the Steel Watchers. All advice from the previous section also applies here.

Gortash's Black Gauntlet allies can be dangerous due to their Command Command and Dominate Person Dominate Person spells. They should be taken out quickly before they get a chance to use them.

While the lower floors of the fortress will already be hostile if the party destroyed the Foundry, they can be bypassed entirely by using Grant Flight Grant Flight, Feather Fall Feather Fall, or Misty Step Misty Step to jump from Wyrm's Crossing to the rocky area around the base of the Fortress. The party can then safely ascend the vines on the western side of the building and jump up the platforms on the southwestern rampart.

A very effective strategy in defeating Gortash and his allies is to lure them out of his office and onto the foyer outside, thereby avoiding all the traps. This is done most effectively by de-coupling your party, sending a single member to initiate combat with Gortash, and very quickly either Dashing or teleporting (e.g. Dimension Door) back towards the door outside. Placing spells like Hunger of Hadar, Insect Plague, and Cloudkill around the door and shoving them back into it trivializes the encounter as Gortash and his allies will constantly take massive damage trying to pursue your party through the door.

Bugs[edit | edit source]

Fighting in the Audience Hall after destroying the Foundry will sometimes trigger the enemies on the top floor to become involved in the combat. In this case Gortash and friends may make an appearance near the entrance to the Audience Hall (despite this not being the door to the location they are coming from). This can make the fight easier as Gortash is further from his most deadly traps, but can also make the fight difficult by adding an unexpected wave of additional enemies.

For some users, Gortash will cast repeatedly Invoke the Black Hand after taking any damage, with seemingly unlimited reactions. This occurs after he has activated Avatar of Tyranny. Once this bug appears, the only solution is to deal enough damage in a single attack (not turn) to kill him, which will likely be over 350 points. If fighting in Gortash's office it is possible to defeat him by pushing him off the balcony to the east of the office, after which his body can be found on the beach below.