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The party can come to him during the [[Investigate Kagha]] quest, which will reveal Kagha has infiltrated [[Shadow Druids]] in the Grove. He will fight alongside the party to drive them out.
The party can come to him during the [[Investigate Kagha]] quest, which will reveal Kagha has infiltrated [[Shadow Druids]] in the Grove. He will fight alongside the party to drive them out.
Rath possesses the {{SmRarityItem|Rune of the Wolf}} in his inventory. He provides it as a reward for completing [[Rescue the Druid Halsin]], but it can also be pickpocketed to access the [[Hidden Vault]] early.


==Combat==
==Combat==
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==Loot==
==Loot==
Rath possesses the {{SmRarityItem|Rune of the Wolf}} in his inventory. He provides it as a reward for completing [[Rescue the Druid Halsin]], but it can also be pickpocketed to access the [[Hidden Vault]] early.
* {{SmRarityItem|Rune of the Wolf}}  
 
{{NavEmeraldGrove}}
{{NavEmeraldGrove}}
[[Category: Humanoids]]
[[Category: Humanoids]]
[[Category: Humans]]
[[Category: Humans]]
[[Category: Druids]]
[[Category: Druids]]

Revision as of 11:50, 23 September 2024

Rath is a Human Druid NPC in Baldur's Gate 3. He can be found inside the Druids' Chambers at the Druid Grove arguing with Kagha Kagha on how she handles things.

Involvement

Rath will be first met after entering the Druids' Chambers, asking Kagha to release Arabella Arabella during the Save Arabella quest.

He is one of the few who heavily disagrees with Kagha Kagha's leadership, and urges the party to find Halsin Halsin, reasurring them that he will keep and eye on Kagha meanwhile.

The party can come to him during the Investigate Kagha quest, which will reveal Kagha has infiltrated Shadow Druids in the Grove. He will fight alongside the party to drive them out.

Rath possesses the Rune of the Wolf in his inventory. He provides it as a reward for completing Rescue the Druid Halsin, but it can also be pickpocketed to access the Hidden Vault early.

Combat

Attacks and Abilities

Hold Person.webp
Hold Person Hold Person ()
Hold a humanoid enemy still. They can't Move, Act, or React. Attacks from within  Range: 3 m / 10 ft are always Critical Hits. At the end of each turn, the affected creature can make a Wisdom Saving throw to end this condition.
WIS Save
 Range: 18 m / 60 ft
Lesser Restoration.webp
Lesser Restoration Lesser Restoration ()
Cure a creature from Condition Type Icon.pngDiseased, Condition Type Icon.pngPoisoned, Paralysis Paralysis, or Condition Type Icon.pngBlinded.
 Melee: 1.5 m / 5  ft
Main Hand Attack.webp
Main Hand Attack Main Hand Attack ()   –  Greatclub
Normal weapon damage Make a melee attack with your equipped weapon.
 Melee: 1.5 m / 5  ft
Misty Step.webp
Misty Step Misty Step ()
Surrounded by silver mist, you teleport to an unoccupied space you can see.
 Range: 18 m / 60 ft
Wild Shape Dire Raven.webp
Wild Shape: Dire Raven Wild Shape: Dire Raven ()

Take the shape of a Dire Raven that can avoid attention and Blind Blind enemies. It has HP Icon.png 13 hit points.

While in animal shape, you can't talk or cast spells. You take on the attributes of your beast form - excluding your Intelligence, Wisdom, and Charisma scores.

When your beast form drops to 0 hit points, you revert to your normal form.

Loot