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Dror Ragzlin

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Revision as of 14:00, 21 November 2024 by Hawkeye (talk | contribs) (→‎Act One)

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.

Portrait Volo.png
With fragulous crown, and with sceptre abrade, Dror Ragzlin short work of the innkeeper made!
Volo

Overview

Background

Blessed by the Absolute and granted the status of True Soul, Dror commands the goblin forces in the Wilderness near the Emerald Grove. He was instructed by the Absolute to scour the wrecked remains of the Nautiloid and find a Mysterious Artefact. He can be encountered by the party in the Shattered Sanctum, where he is attempting to speak with the corpse of a Mind Flayer. Depending on party choices, Ragzlin may become an ally or an enemy throughout Act One. Ragzlin, along with Minthara Minthara and Gut Gut, are True Souls and the leaders of the Goblin forces, that threat the Emerald Grove. Should the party decide to save the druid grove and the tieflings, it will be necessary to kill him.

Involvement

Act One

Ragzlin is 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 Speak with Dead on a dead Mind Flayer. The party can assist or hinder that attempt. After a brief dialogue, he can delegate the party to Minthara while he deliberates his next move.

Act Two

Mind Flayer Colony

If the party allows Balthazar Balthazar to take the Aylin Nightsong, they will be tasked with abducting Isobel Thorm Isobel. Letting her get killed or knocked out will grant the party an audience with Ketheric Thorm Ketheric Thorm who will allow them to pray at the altar of the Absolute. Doing so will result in them being imprisoned in a pod within 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

Attacks and abilities

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
Action Surge Action Surge
Immediately gain an extra action to use this turn.
 Range: Self
Recharge: Short rest
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
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

Honour Mode

Arachnid Compulsion Arachnid Compulsion ()
Take control of nearby spiders with a borrowed piece of drow magic.
 Range: 10 m / 30 ft
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

Allies

Encounter details

In combat, Dror Ragzlin is an aggressive Barbarian that will often attempt to close the distance to engage in melee combat. He has access to various effects that buff his nearby allies such as Leadership Leadership (and Galvanise Galvanise on Honour mode), further empowering the goblin horde.

Tactics

The party should attempt to take out all of Ragzlin's allies first since they all have rather low hit points and will be buffed by his skills if they are allowed to live. Afterwards, the party can face down the hobgoblin himself.

Ragzlin's throne room provides ample opportunities for the party to gain an advantage. One section of the room contains a wooden walkway with a "wooden support" that only has 1 hit point. Luring enemies onto the walkway and then destroying the support can be an easy way to trivialize the fight.

The rafters near the ceiling provide high ground for spell-casters and archers to gain increased accuracy, as well as access to burning braziers with hinges that can be broken to drop them down on enemies. Disabling or vision-reducing spells such as Darkness Darkness, Grease Grease, or Hunger of Hadar Hunger of Hadar can allow the party to engage the enemy group safely from the rafters while the Difficult Terrain Difficult Terrain slows them down.

If the party convinced Larger Giant Spider Larger Giant Spider and Smaller Giant Spider Smaller Giant Spider to eat the goblins in the main hall, then they will move to the area outside Ragzlin's throne room afterwards. Ragzlin can be lured out of this room to aggro the spiders and give the party more allies.

Notable loot

Related literature

Speak with Dead

Party member: Why does the Absolute want the fugitives?

  • Dror Ragzlin: Eternal... glory... ours...

Party member: What did you want with that mind flayer?

  • Dror Ragzlin: Squid... ship... fugitives... needs...

Party member: Where's Halsin?

  • Dror Ragzlin: Beast ruttin'... looter... worg pens...

Party member: Tell me where I can find a healer.

  • Dror Ragzlin: Halsin... caged...

Party member: Why are you and the drow working together?

  • Dror Ragzlin: Absolute... binds... obedience...

Related quests

Gallery

Notes

  • Ragzlin grants 75 XP when killed.

External links