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Mind flayer (prologue)

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The prologue Mind Flayer battles Commander ZhalkCommander Zhalk on the Nautiloid.
Thrall. Connect the nerves of the transponder. We must escape. Now.

Involvement[edit | edit source]

Prologue[edit | edit source]

When the party enter the Nautiloid helm, the mind flayer orders them to connect the transponder before the ship crashes. Several fiends arrive and combat immediately commences.

Combat[edit | edit source]

Attacks and abilities[edit | edit source]

Mind BlastMind Blast (Action)
Damage: 4~32 + modifiers

Spew forth a conical wave of psychic energy and possibly Stun Stun targets within.

INT SaveINT Save
Recharge: Long rest Recharge: Long rest
Tentacle LashTentacle Lash (Action)
Damage: 6~24
2d10 + 4PsychicPsychic

Lash out with your tentacles.

Melee: 1.5 m / 5 ft Melee: 1.5 m / 5 ft

Tactics[edit | edit source]

The mind flayer joins combat as a party ally. It uses all its turns to fight Zhalk, ignoring all other enemies. It is possible to apply beneficial conditions like BlessBless to the mind flayer; however, if Zhalk dies, it claims that the party is no longer needed and becomes hostile.

The prologue mind flayer is unique in that its health is slightly higher than mind flayers encountered later in the game. It also does not gain CharmCharm on Tactician difficulty.

Related quests[edit | edit source]