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Dream Guardian/Combat

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This page focuses on the Dream Guardian's behaviour during turn-based combat gameplay.

Attacks and Abilities[edit | edit source]

Fleeting DreamFleeting Dream (Bonus Action + Level 2 Spell Slot)
Surrounded by silver mist, you teleport to an unoccupied space you can see.
Range: 18 m / 60 ft Range: 18 m / 60 ft
Main Hand AttackMain Hand Attack (Action)   –  Spear +2
Damage: 4~9
1d6 + 3PiercingPiercing

Make a melee attack with your equipped weapon.

Melee: 1.5 m / 5 ft Melee: 1.5 m / 5 ft
Psionic Suggestion: DropPsionic Suggestion: Drop (Action)
Command a creature to drop its weapon on its turn and do nothing else.
WIS SaveWIS Save
Range: 18 m / 60 ft Range: 18 m / 60 ft
Psionic Suggestion: FleePsionic Suggestion: Flee (Action)
Command a creature to flee from you on its turn and do nothing else.
WIS SaveWIS Save
Range: 18 m / 60 ft Range: 18 m / 60 ft
Psionic Suggestion: GrovelPsionic Suggestion: Grovel (Action)
Command a creature to fall Prone Prone immediately and do nothing else.
WIS SaveWIS Save
Range: 18 m / 60 ft Range: 18 m / 60 ft
Psionic Suggestion: HaltPsionic Suggestion: Halt (Action)
Command a creature to fall Prone Prone on its turn and do nothing else.
WIS SaveWIS Save
Range: 18 m / 60 ft Range: 18 m / 60 ft
Psionic Suggestion: HushPsionic Suggestion: Hush (Action)
Silence Silence a creature with a psionic command.
WIS SaveWIS Save
Range: 18 m / 60 ft Range: 18 m / 60 ft
Rush AttackRush Attack (Action)   –  Spear +2
Damage: 4~7
1d4 + 3PiercingPiercing

Charge forward and attack the first enemy in your way, possibly pushing them Off Balance Off Balance.

STR SaveSTR Save
Range: 9 m / 30 ft Range: 9 m / 30 ft
Recharge: Short rest Recharge: Short rest

Tactician Only[edit | edit source]

Mind Flayer DominationMind Flayer Domination (Action)
Dominate a nearby humanoid. Allies are unaffected. Each time the dominated creature takes damage, it may repeat the Saving throw against your domination.
INT SaveINT Save
Range: 18 m / 60 ft Range: 18 m / 60 ft

Encounter details[edit | edit source]

The Dream Guardian will only appear in combat during the final battle Atop the Netherbrain if the party 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.

The Dream Guardians typically spend their turn using Psionic SuggestionPsionic Suggestion (a unique spell similar to CommandCommand) to control the party's actions and Fleeting DreamFleeting Dream to reposition themselves.

Tactics[edit | edit source]

The Dream Guardians' low number of hit points make them very vulnerable to high damage spells and attacks that can take them out before they begin using Psionic SuggestionPsionic Suggestion to interfere with the party. Area of Effect spells and attacks such as Chain LightningChain Lightning or Arrow of Many Targets can kill several of them in a single turn.

Alternatively, the party can use Heroes' FeastHeroes' Feast before ascending the Brain Stem, since its AdvantageAdvantage on Wisdom saving throws counteracts Psionic SuggestionPsionic Suggestion.

On Tactician or Honour mode, the party should be wary of summoning any Humanoid allies via Gather Your AlliesGather Your Allies since the Dream Guardians will often attempt to gain control of them with Mind Flayer DominationMind Flayer Domination.

Notes[edit | edit source]

  • The 4 Dream Guardians are meant to represent the different Dream Guardians of each party member.
    • 3 of them will always have the same appearances: a human with shoulder-length grey hair, a human with curly red hair, and a human with short black hair.
    • The appearance of the fourth Dream Guardian is based off of the Dream Guardian that the player designed at the start of the game. However, it is not completely identical- it only shares the same race and gender.
  • Despite their appearances, none of them have any racial passives.

Loot[edit | edit source]