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Karad

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Karad is one of the human guards patrolling the Zhentarim Basement in Act One.

Portrait Karad.png
Wouldn't linger down here, I were you - see all that smokepowder? The Flaming Fist won't find nothing here but rubble.
Karad

Involvement[edit | edit source]

Act One[edit | edit source]

Karad tells the party to make haste from the area because the hideout will be destroyed soon, despite the Zhentarim's generous payout to the Flaming Fist to overlook their business.

Combat[edit | edit source]

Attacks and abilities[edit | edit source]

Hamstring Shot.webp
Hamstring Shot Hamstring Shot ()   –  Shortbow
Damage: 4~9
D6 Piercing.png
1d6 + 3Damage TypesPiercing

Shoot an enemy in the thigh and possibly reduce their Movement Speed by 50%.

CON Save
 Range: Normal weapon range
Recharge: Short rest
Ranged Attack.webp
Ranged Attack Ranged Attack ()   –  Shortbow
Damage: 4~9
D6 Piercing.png
1d6 + 3Damage TypesPiercing

Make a ranged attack with your equipped weapon.

 Range: 18 m / 60 ft

Tactician only[edit | edit source]

Sneak Attack Ranged.webp
Sneak Attack (Ranged) Sneak Attack (Ranged) ()   –  Shortbow
Damage: 5~15
D6 Piercing.pngD6 Weapon.png
1d6 + 3Damage TypesPiercing
+ 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[edit | edit source]

Notes[edit | edit source]

  • Despite being a ranger, and having 3 spell slots, Karad does not have any ranger abilities or spells to make use of.

External links[edit | edit source]