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Enver Gortash/Combat: Difference between revisions

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(Added Legendary Resitance for Honour Mode)
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| cha_save_proficiency = Yes
| cha_save_proficiency = Yes
| resistant1 = Thunder
| resistant1 = Thunder
| condition1_name = Legendary Resistance
| condition1_description = +10 to your next three saving throws.
| condition1_mode = Honour


| feature11_name = Alert
| feature11_name = Alert

Revision as of 23:51, 4 April 2024

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

Common

Fabricated Arbalest

Sunbeam.webp
Dazzling Ray Dazzling Ray ()
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

Avatar of Tyranny

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 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
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 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

Allies

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

Audience Hall (Coronation)

Gortash's Office (Top Floor)

Wyrm's Rock Traps

Summoned entities

  • 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

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

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

Temporary

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

Immunities

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:

  • Petrified


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.

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

  • Blinded
  • Paralysed
  • Stunned
  • Prone
  • Mental Fatigue
  • Sluggardly
  • Shredded Armour

Encounters

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.

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 win initiative unless the party is using the Alert feat, 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.

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- (Roof and 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, 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.

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 Grant Flight Grant Flight, Feather Fall Feather Fall, or Misty Step Misty Step, or by simply using the climbable vines on the western side of the building.

Notes and References