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Don't-Call-Me-Runt

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Revision as of 06:51, 11 November 2024 by NtCarlson (talk | contribs) (Added combat-relevant skills to infobox)
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Don't-Call-Me-Runt is a halfling member of The Guild, found guarding the Guildhall entrance in the Lower City of Baldur's Gate.

Combat

Attacks and abilities

Ranged Attack.webp
Ranged Attack Ranged Attack ()   –  Longbow
Damage: 5~12
D8 Piercing.png
1d8 + 4Damage TypesPiercing

Make a ranged attack with your equipped weapon.

 Range: 18 m / 60 ft
Main Hand Attack.webp
Main Hand Attack Main Hand Attack ()   –  Dagger
Damage: 5~8
D4 Piercing.png
1d4 + 4Damage TypesPiercing

Make a melee attack with your equipped weapon.

 Melee: 1.5 m / 5  ft
Ensnaring Strike Ranged.webp
Ensnaring Strike (Ranged) Ensnaring Strike (Ranged) (+ + )
Damage: 1~6
D6 Piercing.png
Normal weapon damage
+ 1d6Damage TypesPiercing

Your attack summons thorny vines that possibly Ensnare Ensnare your target.

Ensnared creatures cannot move and take 1d6Damage TypesPiercing damage at the start of each turn. An ally can use their Help Help action to try and tear away the vines.

STR Save
 Range: 18 m / 60 ft
Sneak Attack Ranged.webp
Sneak Attack Sneak Attack ()
Damage: 1~6
D6 Weapon.png
Normal weapon damage
+ 1d6Damage TypesWeapon

Deal an extra 1d6 damage to a foe you have Advantage Icon.png Advantage against. You can also use Sneak Attack if you have an ally within 1.5 m / 5 ft of the target and you don't have Disadvantage Icon.png Disadvantage.

 Range: 18 m / 60 ft
Recharge: Per turn

Loot

Allies