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Illithid Arcanist

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Illithid Arcanist is a type of hostile Mind Flayer character in Baldur's Gate 3

Involvement[edit | edit source]

Many Illthid Arcanists will appear during several combat encounters at the High Hall and Atop the Netherbrain. Illithid Arcanists have 2 variants: one with Fire Shield: ChillFire Shield: Chill and Fire resistance, and another with Fire Shield: WarmFire Shield: Warm and Cold resistance. Their version of Magic MissileMagic Missile deals more damage, fires more missiles, and has a significantly longer range. This makes them dangerous if not dealt with quickly. If pushed or thrown off the top of the NetherbrainNetherbrain during the final battle, Illithid Arcanists will simply teleport back to their former position.

Combat[edit | edit source]

Attacks and abilities[edit | edit source]

CounterspellCounterspell (Reaction + Level 3 Spell Slot)

Try to stop a spell being cast.

If it is higher level than the spell slot you used to Counterspell, you must make a check using your spellcasting ability[See Notes] to prevent it. The check's difficulty is equal to 10 plus the level of the spell you are trying to counter.

This spell can be cast while you are Silenced Silenced.

Levitate (Illithid Power)Levitate (Illithid Power) (Movement Speed)
Float effortlessly to a destination.
Range: 18 m / 60 ft Range: 18 m / 60 ft
Magic MissileMagic Missile (Action + Level 1 Spell Slot)
Damage: 6~15
1d4 + 1ForceForce
+ 1d4 + 1ForceForce
+ 1d4 + 1ForceForce

Create three darts of magical force, each dealing 1d4 + 1ForceForce damage to its target.

The darts always hit their target, and can each be targeted individually.

Range: 18 m / 60 ft Range: 18 m / 60 ft
Mind BlastMind Blast (Action)
Damage: 4~32 + modifiers

Spew forth a conical wave of psychic energy and possibly Stun Stun targets within.

INT SaveINT Save
Recharge: Long rest Recharge: Long rest
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
ShieldShield (Reaction + Level 1 Spell Slot)
When you are about to be hit by an enemy, use your Reaction to increase your Armour Class Armour Class by 5. You also take no damage from Magic Missile Magic Missile. These effects last until the start of your next turn.
Range: Self Range: Self
Tentacle WhipTentacle Whip (Action)
Damage: 6~24
2d10 + 4PsychicPsychic

Lash out with your tentacles and possibly Stun your target.

INT SaveINT Save
Melee: 1.5 m / 5 ft Melee: 1.5 m / 5 ft

Notable loot[edit | edit source]

  • Random gemstone or alchemy ingredient