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Flind

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The Flind is a hostile gnoll warlord in The Risen Road Cave just west of The Risen Road Waypoint during Act One.

Overview

Flind is unique among gnolls for having become part fiend, thus not counting as a humanoid. The gnoll warlord is one of the highest hitting enemies within Act One and comes with a wide mix of attack choices to unleash.

Involvement

The Flind is the warlord of a vicious band of gnolls found gathered outside of The Risen Road Cave. The gnolls have trapped Rugan Rugan and Olly Olly, who are transporting goods for Zarys Zarys in the surrounded cave.

After the first round of combat, the gnoll warlord will mentally link with the nearest party member, revealing that she was forcefully transformed into a True Soul. The creature can be convinced to join the party's side for the fight using Illithid Persuasion. The second option is only shown after selecting "Search her mind for the source of the Voice".

  • DC 2 Wisdom check. Convince the Gnoll and her pack to focus on people in the cave. Flind and the pack will become allies of the party.
  • DC 2 Wisdom check. Convince the Gnoll to turn on her own pack to sate her hunger. Doing so will reward the party the XP of all living enemies as if they have defeated them, including Flind.

After the fight is over, another Illithid Persuasion Check can be done for differing outcomes. Sometimes the dialogue doesn't start and she will attack immediately if you try to talk to her.

  • DC 15 Wisdom check. If convinced to attack the cave, she can be urged to turn on her pack to sate her hunger.
  • DC 10 Wisdom check. Convince her to leave the area peaceful.
  • DC 10 Wisdom check. After all other gnolls are dead, urge her to consume herself. This forces another check to follow.

Combat

Attacks and Abilities

Generic Healing.webp
Bloodfest Bloodfest ()
D8 Healing.png 1d8 (1~8) hit points

Gorge on a corpse of the fallen to regain hit points.

 Melee: 1.5 m / 5  ft
Recharge: Per turn
Crown of Madness.webp
Flail of Madness Flail of Madness ()
Normal weapon damage Strike a creature with the Flail of Dread Skulls and possibly drive it Mad.
 Melee: 1.5 m / 5  ft
Generic Damage.webp
Flail of Pain Flail of Pain ()
Normal weapon damage +
D10 Psychic.png 3d10 (3~30) Damage TypesPsychic

Strike a creature with the Flail of Dread Skulls to inflict as much pain as possible.

 Melee: 1.5 m / 5  ft
Generic Control.webp
Flail of Paralysis Flail of Paralysis ()
Normal weapon damage Strike a creature with the Flail of Dread Skulls and possibly Paralyse it.
CON Save
 Melee: 1.5 m / 5  ft
Main Hand Attack.webp
Main Hand Attack Main Hand Attack ()   –  Chaos Flail
Normal weapon damage Make a melee attack with your equipped weapon.
 Melee: 1.5 m / 5  ft
Ranged Attack.webp
Ranged Attack Ranged Attack ()   –  Goblin Bow
Normal weapon damage Make a ranged attack with your equipped weapon.
 Range: 18 m / 60 ft
Generic Buff.webp
Seething Fury Seething Fury ()
Let the rage build within you. Once it overflows, you'll be able to attack multiple times per turn.
 Range: Self
Recharge: Per battle

The following only be used when Frenzied Frenzied through her Seething Fury Seething Fury ability:

Multiattack Earth Elemental.webp
Multiattack Multiattack ()
Normal weapon damage + Normal weapon damage +
D10 Psychic.png 3d10 (3~30) Damage TypesPsychic
+ Normal weapon damage

Aim one Flail of Madness Flail of Madness, one Flail of Pain Flail of Pain, and one Flail of Paralysis Flail of Paralysis at a target.

 Melee: 1.5 m / 5  ft
Generic Damage.webp
Multiattack (Ranged) Multiattack (Ranged) ()
Normal weapon damage + Normal weapon damage + Normal weapon damage Aim three attacks at a target.
 Range: 18 m / 60 ft

Allies

Tactics

The Flind is a very powerful and dangerous enemy that can be encountered quite early if exploring aimlessly. Flind has quite a lot of Hit Points and notable amount of AC which makes her quite tanky. As for damage, her unique flail attacks can vary between dealing massive amounts of damage, paralysing or turning a party member hostile for a time. The biggest threat is if she reaches a frenzied state, allowing her to use all three of her unique flail attacks in one multiattack.

Flind's extremely high initiative will almost always allow her to act first in combat. She will immediately seek out the first party member she sees to initiate a conversation where the opportunity will be given to use the Illithid Powers to convince her to turn against her pack. It's possible to command her to kill Rugan Rugan and Olly Olly and still force her to turn against her pack after. Turning her against her pack is highly recommended as fighting Flind and her pack at the same time can be very difficult. Once she is convinced to betray her pack, the party should focus on the Gnoll Hunters as they will often target the party instead of Flind. Their frenzied multi-attack arrow shots can be devastating, so it is best to kill them as quickly as possible with AoE attacks like Cloud of Daggers Cloud of Daggers or Alchemist's Fire before they are allowed to frenzy.

The best way to engage Flind is to sneak up behind her and sneak attack the Hunters in front of her to start the battle. It's important that Flind is able to initiate conversation on her first turn to make sure the party can interact with her as described above.

When alone, direct combat with Flind is avoidable by passing the two Wisdom checks to get her to kill herself. If that option is unavailable, Flind is incredibly dangerous up close; in her frenzied state she can easily kill multiple party members in a single turn. A decent strategy to fight her is to restrict her movement with spells like Grease Grease, Web Web and Entangle Entangle then pelt her at range.

Notable loot

Notes

  • Flind has an extremely high initiative score despite lacking any clear means to increasing it.
  • "Flind" is not the creature's name, but is actually a superior type of Gnoll that is physically more powerful and vicious than their lesser cousins. As such, the Flind has the race Gnoll Flind.
  • Because of being only partly fiend, Flind can be also affected by spells that only affect Humanoids, such as Hold Person Hold Person.
  • Grants 75 experience when killed.

Related literature

External links