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Lord Jannath's Bodyguard

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Lord Jannath's Bodyguard is a human barbarian who accompanies her master to the ceremony of ordaining Enver GortashEnver Gortash as an Archduke of Baldur's Gate in Act Three.

Involvement[edit section | visual editor]

Lord Jannath's Bodyguard can be found at the mess hall, at the first floor of the Wyrm's Rock Fortress. She came with her master, Lord Raylen JannathLord Raylen Jannath, and while waiting for her lord to descend from Audience Hall, spends time walking back and forth in the mess hall.

If spoken to, she will shoo the party away, telling them that she is on duty and might be called by his master any moment.

If confronting Gortash, Lord Jannath's Bodyguard can be found along with all other invited guests and their retinue slaughtered in the Audience hall.

Combat[edit section | visual editor]

Attacks and Abilities[edit section | visual editor]

Disarming StrikeDisarming Strike (Action)   –  Trident +1
Damage: 6~9
1d4 + 5PiercingPiercing

Focus your attack on your foe's hands and possibly force them to drop the weapons they are holding.

STR SaveSTR Save
Range: Normal weapon range Range: Normal weapon range
Recharge: Short rest Recharge: Short rest
Enraged ThrowEnraged Throw (Bonus Action)   –  Javelin +1
Damage: 7~12
1d6 + 6PiercingPiercing

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)   –  Trident +1
Damage: 7~12
1d6 + 6PiercingPiercing

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)   –  Trident +1
Damage: 7~12
1d6 + 6PiercingPiercing

Make a melee attack with your equipped weapon.

Melee: 1.5 m (5 ft) Melee: 1.5 m (5 ft)
Piercing StrikePiercing Strike (Action)   –  Trident +1
Damage: 7~12
1d6 + 6PiercingPiercing

Stab an enemy and possibly inflict Gaping WoundsGaping Wounds.

Undead and constructs can't receive Gaping Wounds.

CON SaveCON Save
Range: Normal weapon range Range: Normal weapon range
Recharge: Short rest Recharge: Short rest
Reckless AttackReckless Attack (Action)   –  Trident +1
Damage: 7~12
1d6 + 6PiercingPiercing

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
Rush AttackRush Attack (Action)   –  Trident +1
Damage: 6~9
1d4 + 5PiercingPiercing

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

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

Notable loot[edit section | visual editor]