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Commander Zhalk
Commander Zhalk.png
Level 8












Bg3 content hr.png
Creature Race Icon.png  Race Cambion
Creature Type Icon.png  Type Fiend
HP Icon.png  HP 150
Creature AC Icon.png  AC 18
Creature Speed Icon.png  Movement Speed 9m/30ft
Creature Size Icon.png  Size Medium
Weight Icon.png  Weight 80kg/160lbs
Proficiency Icon.png  Proficiency Bonus +3
Initiative Icon.png  Initiative +4
Passive features
Slashing NM.pngPiercing NM.pngBludgeoning NM.pngFire R.pngLightning R.pngCold R.pngPoison R.png
Character information
Location Nautiloid
Commander Zhalk Model.png

Commander Zhalk is a cambion in the service of Zariel and an optional boss during the Prologue. Zhalk is encountered at the helm of the Nautiloid, where he and his minions fights with Mind Flayers. When the party enters the helm, the combat immediately begins. Though it's not required to kill Zhalk to end the fight, he can be killed and/or disarmed for his unique flaming sword and extra experience.

Attacks and Abilities[edit | edit source]

Main Hand Attack - Everburn Blade[edit | edit source]


Attack Roll: +8

D6 Slashing.png 2d6 + 5 (7~17) Damage Types Slashing
D4 Fire.png 1d4 (1~4) Damage Types Fire

Fly[edit | edit source]

Fly movement at a Range: 16 m / 60 ft.

Notable Loot[edit | edit source]

Related Quests[edit | edit source]

Tactics[edit | edit source]

Zhalk is encountered at the helm of the Nautiloid, where he and his minions fights with Mind Flayers. Despite his impressive stats and powerful weapon, he is not aggressive to the party so long as the Mind Flayer he is fighting is alive. However, considering the 15 turn time limit along with the fact Cambion reinforcements will eventually arrive, he must either be beaten or bypassed hastily.

If you simply wish to gain his Everburn Blade, there is a simple way to get it without killing him. Before starting the fight, have Shadowheart or any other Cleric prepare Command and use Drop to disarm the Cambion. Alternatively, you can give Command to a Warlock during character creation as one of their known spells, and swap it out during the level up to 2nd level. He won't even bother to pick up his sword, giving you plenty of time to do so. If possible, use Command during the first time, while he is stunned by the Mind Flayer. Else he has a chance of succeeding his save against the spell.

As for killing him, it is far harder considering his large amount of Hit Points, AC and being resistant to most Damage Types you can deal. However, there are three (or four if you picked it up in the last room), Nautiloid Tanks that are powerful explosives. While he is resistant to fire damage, all 3 to 4 tanks can take down half his health if the rolls are in your favor on both his Saving Throw and the damage rolled. It is recommended to only blow up the tanks once the Mind Flayer he is fighting has softened him up first. Also, disarming him as stated above will greatly lower his lethality. If he is still alive, using Caustic Bulbs, Spiked Bulbs, Magic Missiles (If running as a Wizard or Sorcerer) and normal attacks to finish him off. Do keep in mind when he dies, the Mind Flayer will become hostile to you.

Notes[edit | edit source]

The stats currently* shown on this page are for Tactician Difficulty. *(2023-08-23)

Helpful Tips[edit | edit source]

Commander Zahlk hits very hard, but he can be beaten. One of the easiest ways to beat him is to make sure you recruit Shadowheart, and change one of her prepared spells to Command. Command: Drop will cause Zahlk to drop his very strong sword, and force him to resort to unarmed attacks which deal nowhere near as much damage. You can also immediately retrieve the sword, which is the best reward from the encounter itself.

When 11 rounds remain, two Cambions will reach you from further in the ship. They will target your Party over the Mindflayer, unless the Mindflayer engages them. If the Mind Flayer is still alive after Zahlk is dead, the Mind Flayer will turn on you.

External Links[edit | edit source]