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Chenti

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Revision as of 20:40, 11 July 2024 by NCBlizzy (talk | contribs)
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Chenti is a human druid who is part of the Harpers in Act Two. She is among the Harpers reinforcing the barricade leading into the Last Light Inn.

Involvement

Last Light Inn

Chenti can be first encountered at the Last Light Inn, where she is seen making trips back and forth within the main plaza, bringing planks to the sanctuary's entrance in order to reinforce the barricade.

Resolve the Abduction

When Flaming Fist Marcus attacks the inn and attempts to kidnap Isobel during Resolve the Abduction, Chenti will more often than not fail the save and be Impaled Impaled for the remainder of the battle. If the party fails to protect Isobel, she and everyone in Last Light Inn will turn into a Shadow-Cursed Undead Shadow-Cursed Undead, save for Jaheira.

Assault Moonrise Towers

If the party successfully prevented Flaming Fist Marcus from capturing Isobel at the Last Light Inn, and once the Nightsong has been freed from her cage and is headed for Moonrise, Chenti will follow Jaheira to Moonrise Towers. However, Chenti is killed during the fight against Absolute forces before the party can arrive. Her corpse is the very first body seen on the bridge leading to Moonrise Towers, implying that she was the first Harper to fall in battle.

Combat

Attacks and Abilities

Main Hand Attack.webp
Main Hand Attack Main Hand Attack ()   –  Quarterstaff
Normal weapon damage Make a melee attack with your equipped weapon.
 Melee: 1.5 m / 5  ft
Topple.webp
Topple Topple ()   –  Quarterstaff
D4 Bludgeoning.png 1d4 (1~4) Damage TypesBludgeoning

Swipe at a creature to knock it Prone.

DEX Save
 Range: Normal weapon range
Recharge: Short rest
Shillelagh.webp
Shillelagh Shillelagh ()
Quarterstaff or Club Required. Your staff or club becomes magical: it deals D8 Physical.png 1d8 + Wisdom ModifierDamage TypesBludgeoning damage, and uses your Spellcasting Ability for Attack rolls.
 Range: Self
Heat Metal.webp
Heat Metal Heat Metal ()
D8 Fire.png 2d8 (2~16) Damage TypesFire

Cause a metal weapon or armour to glow red-hot and force the wearer to let go or receive Disadvantage Icon.png Disadvantage on Attack rolls and Ability Checks.

If the creature is only wearing metal armour, it always receives Disadvantage.

If the creature is still touching the metal, you can use a bonus action on subsequent turns to deal another 2d8Damage TypesFire and force the creature to let go or receive Disadvantage.

CON Save
 Range: 18 m / 60 ft
Cure Wounds.webp
Cure Wounds Cure Wounds ()

Heal a creature you can touch.

 Melee: 1.5 m / 5  ft
Healing Word.webp
Healing Word Healing Word ()

Heal a creature you can see.

 Range: 18 m / 60 ft

Loot

Related quests

Notes

  • Despite her archetype in the code being that of a "mage", Chenti functions as a druid mechanically.
    • Despite having two Wild Shape charges, Chenti doesn't have the ability to actually wild shape into an animal.
  • During Patch 5, Chenti was the recipient of a notorious bug where her face would be stretched and distorted, rendering in a low-poly state when engaged in dialogue.

References