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Enver Gortash/Combat
Overview | Combat |
Enver Gortash | |||||||||||||
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Medium Humanoid | |||||||||||||
Level 9 Human | |||||||||||||
Stats | |||||||||||||
Armour Class | 16 | ||||||||||||
Hit points |
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Movement speed | 9 m (30 ft) | ||||||||||||
Weight | 75 kg (150 lb) | ||||||||||||
Initiative | +5 | ||||||||||||
Ability scores | |||||||||||||
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Proficiency bonus | +4 | ||||||||||||
Saving throws |
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Resistances | |||||||||||||
Resistant | Thunder | ||||||||||||
Conditions | |||||||||||||
Honour | +10 to your next three saving throws. | ||||||||||||
Features | |||||||||||||
| Advantage on Intimidation checks and Insight checks. | ||||||||||||
| Melee crossbow attacks do not have disadvantage. | ||||||||||||
| Advantage on Saving Throws against being Charmed or Frightened. | ||||||||||||
| Cannot be Frightened or afflicted with other emotion-altering conditions. | ||||||||||||
| Your unarmed attacks deal an additional 1d4 Force damage. | ||||||||||||
| +1 bonus to spell save DC. | ||||||||||||
| Advantage on saving throws against spells and other magical effects. | ||||||||||||
| Automatically attack an enemy moving out of your reach. | ||||||||||||
| Cannot be disarmed. | ||||||||||||
| +1 bonus to Charisma ability checks and saving throws. | ||||||||||||
Tactician | You gain +5 to Initiative and can no longer be surprised. |
This page focuses on Enver Gortash's behavior during turn-based combat gameplay.
Attacks and abilities
Common
Fabricated Arbalest
Avatar of Tyranny
- Gortash summons multiple Manifestation of Tyranny entities around the room.
- Gortash summons 1 Bane's Fist entity that gets inserted into the very end of the turn order.
Honour Mode
Allies
Gortash will be accompanied by the following allies. Detailed information can be found on their respective pages.
Audience Hall (Coronation)
- Duke Ulder Ravengard
- 9x Steel Watcher
- Fist Bella
- Fist Earthdigger
- Fist Fernhollow
- Fist Klaas
- Fist Kyberos
- Fist Quickstitch
Gortash's Office (Top Floor)
- 4x Steel Watcher on the roof (if the Foundry has not been destroyed)
- 1x Steel Watcher in the office (if the Foundry has not been destroyed)
- Lo
- Jaxbock
- Ulova
- Numia (Honor Mode only)
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 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:
- (from Micromodron Force Curtain)
- (from Deranged Force Curtain)
- (from a thrown Reflectoguard)
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 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 to reduce his defenses.
Once per fight Gortash can cast 1d4Physical damage to weapon attacks, and Immunity to Thunder, Fire, and Force damage. He will also gain the ability to use , , and . This will make him significantly more durable and drastically increase his own damage.
, giving him 150 temporary hit points, Advantage on Strength checks and saving throws, an extraWyrm'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, 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 , , or , or by simply using the climbable vines on the western side of the building.
Note that 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 the top floor. This sometimes results in a bug[See: Bugs].
Bugs
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.