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Dror Ragzlin: Difference between revisions

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| image = Ragzlin.png
| image = Ragzlin.png
}}
}}
{{Infobox character
{{Infobox creature
| name = Dror Ragzlin
| name = Dror Ragzlin
| full name = Dror Ragzlin
| class = [[Barbarian]]
| class = [[Barbarian]]
| race = [[Hobgoblin]]
| race = [[Hobgoblin]]
| hometown = [[Shattered Sanctum]]
| hometown = [[Shattered Sanctum]]
| image = Dror Ragzlin Quest.webp
| image = Dror Ragzlin Quest.webp
| voice = Adam Diggle
| va = [https://www.imdb.com/name/nm7920962 Adam Diggle]
| level = 5
| level = 5


| modules =
| initiative = +1
{{Infobox statistics
| prof bonus = +3
| child = yes
| size = Medium
| size = Medium
| type = Humanoid
| type = Humanoid
| armour_class = 14
| ac = 14
| hit_points = 75
| hp = 75
| hit_points_tactician = 97
| t hp = 97
| movement_speed_meters = 9
| movement m  = 9
| movement_speed_feet = 30
| weight kg = 50
| weight_kg = 50
| weight_lb = 100
| hiddenlevel = 5
| hiddenlevel = 5
| str = 18
| str = 18
Line 32: Line 30:
| wis = 10
| wis = 10
| cha = 15
| cha = 15
| cha_save_proficiency = yes
| cha save prof = yes
| str_save_proficiency = yes
| str save prof = yes
| con_save_proficiency = yes
| con save prof = yes
| int_save_proficiency = yes
| int save prof = yes
| wis_save_proficiency = yes
| wis save prof = yes
| feature1_name = Opportunity Attack
| passives = Opportunity Attack, Darkvision, Unarmoured Defence (Barbarian), Martial Advantage, Danger Sense, Fast Movement, Extra Attack
| feature1_description = Automatically attack an enemy moving out of your reach.
| h passives = Legendary Action: Devoted Galvanism, Opportunity Attack, Darkvision, Unarmoured Defence (Barbarian), Martial Advantage, Danger Sense, Fast Movement, Extra Attack
| feature2_name = Darkvision
| feature2_description = Can see in the dark up to 12m.
| feature3_name = Unarmoured Defence (Barbarian)
| feature3_description = While unarmoured, add your CON modifier to your AC.
| feature4_name = Martial Advantage
| feature4_description = Can deal +2d6 physical damage with a weapon attack once per turn.
| feature5_name = Danger Sense
| feature5_description = While not Blinded or Incapacitated; advantage on DEX saving throws against traps, spells and surfaces.
| feature6_name = Fast Movement
| feature6_description = Movement increases by 3m (10ft) while not heavily armoured.
| feature7_name = Extra Attack
| feature7_description = Make an additional free attack after making an unarmed or weapon attack.
| feature7_mode =
| feature8_name = Legendary Action: Devoted Galvanism
| feature8_description = When an enemy targets their ally with an ability, Galvanise nearby Absolutists and grant them Action Surge.
| feature8_mode = Honour
}}
}}
}}'''Dror Ragzlin''' is one of the three bosses at the [[Goblin Camp|goblin camp]] working for the [[Cult of the Absolute]], threatening the [[Emerald Grove]] and the [[Tiefling Refugees]]. As a [[True Soul]] of the [[Absolute]], he commands the goblin forces together with [[Minthara]] and [[Gut]] and, depending on player choices, might serve as one of the antagonists of the early portions of [[Act 1]].
}}'''Dror Ragzlin''' is one of the three bosses at the [[Goblin Camp|goblin camp]] working for the [[Cult of the Absolute]], threatening the [[Emerald Grove]] and the [[Tiefling Refugees]]. As a [[True Soul]] of the [[Absolute]], he commands the goblin forces together with [[Minthara]] and [[Gut]] and, depending on player choices, might serve as one of the antagonists of the early portions of [[Act 1]].

Revision as of 22:22, 3 June 2024

}}Dror Ragzlin is one of the three bosses at the goblin camp working for the Cult of the Absolute, threatening the Emerald Grove and the Tiefling Refugees. As a True Soul of the Absolute, he commands the goblin forces together with Minthara and Gut and, depending on player choices, might serve as one of the antagonists of the early portions of Act 1.

Overview

Blessed by the Absolute and granted the status of True Soul, Dror commands the goblin forces in the Wilderness near the Emerald Grove. Instructed by the Absolute to scour the wrecked remains of the Nautiloid and find a Mysterious Artefact. Found by the party attempting to speak with the corpse of a Mind Flayer, depending on player choices, Ragzlin may be an ally or an enemy throughout Act 1. Ragzlin, along with Minthara and Gut, may also be the first True Souls the party can run into. Should the party decide to save the druid grove and the tieflings, he will need to be killed.

Related Quests

History

Not much is known about Dror Ragzlin's life before coming into service of the Absolute. At some point prior to the events of Baldur's Gate 3, he was infected with a Tadpole and granted command over a large group of goblins.

Tasked by the Absolute to find a mysterious object, he attempted to interrogate a dead mind flayer before running into the party.

Involvement

Act One

Ragzlin will be first seen during the cutscene intro to Act One alongside Minthara, observing the Nautiloid's crash.

Shattered Sanctum

The first proper encounter with him is during Act 1 in the innermost chamber of the Shattered Sanctum, in the Goblin Camp, where he is attempting to cast Speak with Dead on a dead Mind Flayer. There, you may assist or hinder his attempts at communing with it. After brief dialogue, he may delegate your party to Minthara while he deliberates his next move.

Party choices can make a foe or ally out of Ragzlin.

Act Two

Mind Flayer Colony

In Act 2, if you allow Balthazar to take the Nightsong, you will be tasked with abducting Isobel. Letting her get killed or knocked out will grant the player an audience with Ketheric Thorm who will allow you to pray at the altar of the Absolute. Doing so will result in you being imprisoned in a pod in the Mind Flayer Colony where Balthazar will try to recycle you and your party into zombies.

In the fight that ensues you will find Zombie Dror Ragzlin (unless he survived Act One) and Zombie Minthara (if she died in Act One or if you didn't rescue her from her prison in Act Two).

Combat

In combat, Dror Ragzlin is an aggressive Barbarian that will often attempt to close the distance to engage in melee combat

The encounter with Ragzlin and his allies might be the first big battle you might have depending on the order you complete Act 1 in. The arena provides ample opportunities to space party members out and rafters near the ceiling provide high ground for casters to rain down spells on.

With limited access to more powerful movement spells in the early game, positioning casters on the rafters and using disabling or limiting spells like Darkness, Grease or Hunger of Hadar, can allow the party to engage the enemy group safely from afar and greatly reduce the risk of casters that accompany him.

Skills and Abilities

Leadership.webp
Leadership Leadership ()
Bolster nearby allies with a supernatural resolve. Their attacks deal an additional 1d4Damage TypesForce.
 Range: Self
AoE: 6 m / 20 ft (Radius)
Absolute Power.webp
Absolute Power Absolute Power ()
Normal weapon damage
+
Strength Damage TypesWeapon
+
D6 Force.png 1d6 (1~6) Damage TypesForce
A surge of Divine energy accompanies your swing. It deals an additional 1d6Damage TypesForce damage and possibly pushes your target back 5 m / 17 ft.
STR Save
 Range: Normal weapon range
Generic Control.webp
Repulsor Repulsor ()
D6 Force.png 1d6 (1~6) Damage TypesForce
Unleash the Absolute's power to harm and push anything and anyone back 6 m / 20 ft.
STR Save
 Range: 6 m / 30 ft
AoE: 6 m / 20 ft (Radius)
Action Surge.webp
Action Surge Action Surge
Immediately gain an extra action to use this turn.
 Range: Self

Honour Mode

Legendary Action Galvanise.webp
Galvanise Galvanise
Bestow all allies within 5 m / 17 ft with an Action Surge Action Surge they can spend.
 Range: Self
AoE: 5 m / 17 ft (Radius)

Loot

Quotes

With fragulous crown, and with sceptre abrade, Dror Ragzlin short work of the innkeeper made!
Renowned scholar, Volothamp Geddarm


Gallery

External links