Dream Guardian/combat

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This page focuses on the Dream Guardian's behaviour during turn-based combat gameplay. This page is a list of information, rather than a guide. Please refer to separate pages for full combat guides.

The Dream Guardian will only appear in combat during the final battle Atop the Netherbrain if the player chose to side with Orpheus rather than the Emperor. At the start of combat, the Emperor will summon four Dream Guardians to fight alongside him.

Attacks and Abilities

Main Hand Attack.webp
Normal weapon damage

Make a melee attack with your equipped weapon.
 Melee: 1.5 m / 5  ft
Misty Step.webp

Surrounded by silver mist, you teleport to an unoccupied space you can see.
 Range: 18 m / 60 ft

[[* Command a creature to be Silent Silent for 2 turns unless they succeed a charisma saving throw.

 Range: 18 m / 60 ft

Action]]

Command Flee.webp

Command a creature to flee from you on its turn and do nothing else.
WIS Save
 Range: 18 m / 60 ft
Command Drop.webp

Command a creature to drop their weapon on its turn and do nothing else.
WIS Save
 Range: 18 m / 60 ft
Dominate Person.webp

Dominate a nearby humanoid. Allies are unaffected.

Each time the dominated creature takes damage, it may repeat the Saving throw against your domination.

INT Save
 Range: 18 m / 60 ft

Notes

  • The appearance and race of the four Dream Guardians is randomized.
  • Despite their appearances, none of them have any racial passives.
  • The Dream Guardian's spells are unique versions of common spells: its Misty Step is called "Fleeting Dream", and its Command is called "Psionic Suggestion" and has a special variant that silences enemies.


Loot