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Dror Ragzlin

From bg3.wiki

Dror Ragzlin is one of the three bosses at the goblin camp working for the Cult of the Absolute, threatening the Emerald Grove and the Tiefling Refugees.

Overview

Blessed by the Absolute and granted the status of True Soul, Dror commands the goblin forces in the Wilderness near the Emerald Grove. Instructed by the Absolute to scour the wrecked remains of the Nautiloid and find a Mysterious Artefact. He can be encountered by the party attempting to speak with the corpse of a Mind Flayer, depending on party choices, Ragzlin may be an ally or an enemy throughout Act One. Ragzlin, along with Minthara and Gut, may also be the first True Souls the party can run into. Should the party decide to save the druid grove and the tieflings, it will be necessary to kill him.

Related Quests

Involvement

Act One

Ragzlin will be seen first during the cutscene intro to Act One alongside Minthara, observing the Nautiloid's crash.

Shattered Sanctum

The first encounter with him is during Act One in the innermost chamber of the Shattered Sanctum, in the Goblin Camp, where he is attempting to cast Speak with Dead on a dead Mind Flayer. There, ther party may assist or hinder his attempts at communing with it. After brief dialogue, he may delegate the party to Minthara while he deliberates his next move.

Act Two

Mind Flayer Colony

If allowing Balthazar to take the Nightsong, the party will be tasked with abducting Isobel. Letting her get killed or knocked out will grant the party an audience with Ketheric Thorm who will allow the party to pray at the altar of the Absolute. Doing so will result in being imprisoned in a pod in the Mind Flayer Colony where Balthazar will try to recycle the party into zombies.

In the combat that ensues the party will have to fight against Zombie Dror Ragzlin (if he did not survive Act One) and Zombie Minthara (if she died in Act One or if she wasn't rescued from Moonrise Towers Prison).

Combat

In combat, Dror Ragzlin is an aggressive Barbarian that will often attempt to close the distance to engage in melee combat

The encounter with Ragzlin and his allies might be the first big battle you might have depending on the order you complete Act 1 in. The arena provides ample opportunities to space party members out and rafters near the ceiling provide high ground for casters to rain down spells on.

With limited access to more powerful movement spells in the early game, positioning casters on the rafters and using disabling or limiting spells like Darkness, Grease or Hunger of Hadar, can allow the party to engage the enemy group safely from afar and greatly reduce the risk of casters that accompany him.

Skills and Abilities

Leadership Leadership ()
Bolster nearby allies with a supernatural resolve. Their attacks deal an additional 1d4Damage TypesForce.
 Range: Self
AoE: 6 m / 20 ft (Radius)
Recharge: Per battle
Absolute Power Absolute Power ()
Normal weapon damage +
Strength Damage TypesWeapon
+
D6 Force.png 1d6 (1~6) Damage TypesForce

A surge of Divine energy accompanies your swing. It deals an additional 1d6Damage TypesForce damage and possibly pushes your target back 5 m / 17 ft.

STR Save
 Range: Normal weapon range
Recharge: Short rest
Repulsor Repulsor ()
D6 Force.png 1d6 (1~6) Damage TypesForce

Unleash the Absolute's power to harm and push anything and anyone back 6 m / 20 ft.

STR Save
 Range: 6 m / 30 ft
AoE: 6 m / 20 ft (Radius)
Recharge: Per turn
Action Surge Action Surge
Immediately gain an extra action to use this turn.
 Range: Self
Recharge: Short rest

Honour Mode

Galvanise Galvanise
Bestow all allies within 5 m / 17 ft with an Action Surge Action Surge they can spend.
 Range: Self
AoE: 5 m / 17 ft (Radius)
Recharge: Per turn

Loot

Quotes

With fragulous crown, and with sceptre abrade, Dror Ragzlin short work of the innkeeper made!
Renowned scholar, Volothamp Geddarm


Gallery

External links