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Gleeful Clong

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Gleeful Clong is a member of Zenovia'sZenovia's gang and member of The Guild, found outside Arfur Gregorio'sArfur Gregorio's mansion in Rivington.

Involvement[edit section | visual editor]

Clong and the rest of Zenovia'sZenovia's gang are being paid by Arfur GregorioArfur Gregorio to evict the refugees who are currently squatting in his mansion. If antagonized, or intimidation of him fails, Arfur calls on Zenovia to remove the refugees by force. If intervening, a fight breaks out and Clong becomes hostile.

Combat[edit section | visual editor]

Attacks and abilities[edit section | visual editor]

BackbreakerBackbreaker (Action)   –  Maul
Damage: 5~8
1d4 + 4BludgeoningBludgeoning

Put extra force behind your strike to possibly knock your enemy ProneProne.

STR SaveSTR Save
Range: Normal weapon range Range: Normal weapon range
Recharge: Short rest Recharge: Short rest
Concussive SmashConcussive Smash (Action)   –  Maul
Damage: 6~16
2d6 + 4BludgeoningBludgeoning

Hit an enemy with all your might to deal damage and possibly DazeDaze them.

CON SaveCON Save
Range: Normal weapon range Range: Normal weapon range
Recharge: Short rest Recharge: Short rest
Enraged ThrowEnraged Throw (Bonus Action)   –  Handaxe
Damage: 5~10
1d6 + 4SlashingSlashing

Pick up an item or creature and throw it at a target, dealing additional damage and knocking it ProneProne.

Your Strength affects the additional damage and how much weight you can throw. Heavier items deal more damage.

The damage of weapons with the ThrownThrown property is the same as the weapon's melee damage.

You also deal additional damage based on your Strength.

Available only when FrenziedFrenzied.

Range: 18 m (60 ft) Range: 18 m (60 ft)
Frenzied StrikeFrenzied Strike (Bonus Action)   –  Maul
Damage: 6~16
2d6 + 4BludgeoningBludgeoning

As a bonus action, make a melee attack with your equipped weapon.

Will cause a stack of Frenzied StrainFrenzied Strain on the barbarian.

Range: Normal weapon range Range: Normal weapon range
Recharge: Per turn Recharge: Per turn
FrenzyFrenzy (Bonus Action + Rage Charge)

Your RageRage turns into a frenzy! You gain Frenzied StrikeFrenzied Strike and Enraged ThrowEnraged Throw. You can also make an Improvised Melee WeaponImprovised Melee Weapon attack as a bonus action.

Deal 2 extra damage with melee and improvised weapons, and throwing. Gain Resistance to physical damage, and AdvantageAdvantage on Strength Checks and Saving Throws.

Range: Self Range: Self
Main Hand AttackMain Hand Attack (Action)   –  Maul
Damage: 6~16
2d6 + 4BludgeoningBludgeoning

Make a melee attack with your equipped weapon.

Melee: 1.5 m (5 ft) Melee: 1.5 m (5 ft)
Reckless AttackReckless Attack (Action)   –  Maul
Damage: 6~16
2d6 + 4BludgeoningBludgeoning

Throw all caution in the wind to gain AdvantageAdvantage on your melee Attack RollAttack Roll.

Until your next turn, you have advantage on attack rolls, but enemies also have advantage on attack rolls against you.

Range: Normal weapon range Range: Normal weapon range
TenacityTenacity (Reaction)   –  Maul
Damage: 4

When you miss an attack, deal BludgeoningBludgeoning damage equal to your Strength modifier anyway (minimum of 1).

Loot[edit section | visual editor]

Allies[edit section | visual editor]