All bosses and key fights in Baldur's Gate 3
Every key fight, in the order you reach it: what to watch for, what it is weak to and what it drops.
| Fight | Area | Watch for | Weaknesses and resistances | Rewards |
|---|---|---|---|---|
| Nautiloid Helm (Escape the Nautiloid) | Nautiloid | Everburn Blade cleaving attacks dealing heavy slashing and fire damage, high armor class and health pool, incoming Cambion reinforcements wielding Fire Ray, and a strict turn timer to reach the transponder | Resistant to slashing, piercing, bludgeoning, fire, lightning, cold, and poison; vulnerable to mind-affecting disarms/crowd control and external fire explosions (Nautiloid Tanks) | Everburn Blade, Scale Mail, heavy experience points, and progression to Act 1 (the Ravaged Beach) |
| Gimblebock and the Chapel Looters | Overgrown Ruins | Ranged piercing attacks (Shortbow), Magic Missile and Ray of Frost (Quelenna), Action Surge and Pommel Strike (Gimblebock and Taman), ranged sneak attacks (Warryn) | Normal humanoid defenses (no innate damage resistances); vulnerable to prone, environmental gravity damage, and surprise | Refectory Key, bandit equipment (Shortbows, Greatswords, Leather Armour), camp supplies, and miscellaneous gold |
| Awakening the Entombed (Jergal's Scribes and Warriors) | Overgrown Ruins | Ray of Frost, Silence (spherical magic-blocking field), and Chill Touch (prevents healing) from Scribes; Cleave, Pommel Strike, and multi-attacks from Warriors | Vulnerable to Bludgeoning damage; resistant to Necrotic, Piercing, and Slashing damage; immune to Poison damage and the Poisoned condition | Amulet of Lost Voices (Speak with the Dead), Soul Coin, Heavy Key, and discovery/awakening of Withers |
| Emerald Grove Gate Battle | Emerald Grove | Absolute's Bane, Reckless Warcry, Pack Tactics, Bite | None notable | Gloves of Power, Goblin Scimitar, Spiked Shield, gold |
| Decrepit Sanctuary Ambush | Sunlit Wetlands | Ancient Mud Mephits summon additional Young Mud Mephits and burst into a 2d6 Force damage explosion on death (Death Burst), while Wood Woads cast Woad's Ensnaring Strike and regenerate 10 HP per turn on plant/vine surfaces (Regeneration) | Mud Mephits are immune to Poison; Wood Woads have Fire Vulnerability, which also disables their HP regeneration | Letter to Kagha (advancing "Investigate Kagha"), Wood Woad Shield, Twisting Branch, and The Sparkle Hands (from the wooden chest at the ancient tree stump) |
| The Redcap Ambush | Putrid Bog | Ironbound Pursuit (charge and prone), Multiattack: Bloodlust (deals massive bludgeoning/piercing damage when buffed), Bloodlust buffing aura from Blood Sages | High physical burst damage but low ranged defense, susceptible to crowd control (Hold Person, Tasha's Hideous Laughter) and prone effects | Blood-stained Redcaps, Iron Sickles, various alchemical ingredients, and safe passage through the central wetlands |
| Ancient Mud Mephit and Wood Woad Ambush (Decrepit Sanctuary Island) | Putrid Bog | Mud Breath (blinding and slows), Death Burst (explodes on death dealing bludgeoning damage and applying Muddy), Wood Woad Entangle and Regeneration on vine surfaces | Wood Woads are weak/vulnerable to Fire damage (which halts their regeneration); Mephits are vulnerable to Fire and have fragile HP pools | Kagha's incriminating letter (*Letter to Kagha* for the "Investigate Kagha" questline), Wood Woad shield (*Wood Woad Shield*), and Wooden Chest loot |
| Hunter Gandrel Confrontation | Putrid Bog | Extra Attack, Feller of Monsters, Scar of Fury (guaranteed critical hits below 40% HP), heavy ranged crossbow attacks, and elemental arrows | Humanoid vulnerabilities to crowd control (Hold Person, Command), lacks significant resistances or minion support | Gandrel's Aspiration (heavy crossbow), supply pack, and leather armor |
| Auntie Ethel (The Hag) | Ancient Abode | Ignites Mayrina's suspended cage with a firebomb; uses *Illusory Duplicates* to summon identical mirror images; turns invisible and teleports; casts *Ray of Sickness*, *Hold Person*, and *Vicious Mockery*; disguises herself as Mayrina; in Honour Mode triggers the Legendary Action *Weird Magic Surge* (spawns more illusory copies when spells are cast); summoned masked thralls inflict psychic crowd c | No specific elemental damage resistances or vulnerabilities, but illusions instantly dispel upon taking any damage or being struck; susceptible to *Silence*, *Faerie Fire*, prone, and control spells | Auntie Ethel's Hair (+1 to any ability score if spared/bargained at under 20% HP), The Ever-Seeing Eye, Corellon's Grace (if not acquired in the Grove), and access to the Acrid Workshop (Staff of Crones, Bitter Divorce) |
| Blighted Village Entrance Ambush | Blighted Village | High-ground ranged attacks, Enweb spells, dipped fire arrows, and surprise advantage if walking through the gate blindly | Low AC and HP; vulnerable to crowd control, sleep, and push/shove mechanics; no damage resistances | Minor goblin gear, mundane weapons, and early alchemical consumables |
| Lump the Enlightened | Blighted Village | High bludgeoning melee damage, Tenacity (guaranteed minimum damage on a miss), Ogre's Mark bonus damage, and throwing large environmental debris | Extremely poor Dexterity and low AC; high susceptibility to Dex-save crowd-control spells like Grease or Web, and susceptible to kiting | Warped Headband of Intellect (sets wearer's Intelligence to 17), Lump's War Horn (if bartered peacefully/tricked), random camp supplies, and gold |
| Fezzerk and the Windmill Crew | Blighted Village | Multiattack, Opportunity Attacks, ranged acid/fire arrows, and a surrender threshold (he pleads for his life once dropped to low health) | Low physical defenses; susceptible to area-of-effect spells (Shatter, Sleep) and prone effects | Very Heavy Greataxe, assorted arrows, gold, access to the windmill brake lever to rescue Barcus Wroot, and Barcus's hidden heavy backpack in the cellar |
| Grukkoh and Buthir (The Barn Encounter) | Blighted Village | Heavy melee smash attacks, Bugbear sneak/brute bonus damage, and Buthir's Wrath (a Barbarian-like rage granting bonus melee damage if Grukkoh is slain first) | Buthir has low AC (10) and Grukkoh has low Wisdom/Intelligence; susceptible to Tasha's Hideous Laughter, Hold Person, and blindness | Barn Key, mundane bugbear/ogre weapons, bones, minor gold, and meat |
| Phase Spider Matriarch | Whispering Depths | Phase Spider Matriarch uses Ethereal Jaunt (bonus action teleportation), Toxic Spit (ranged AoE poison damage with acidic pools), Spider Queen's Wrath (enrage buff at 50% HP increasing Strength while reducing AC), and summons/hatches swarms of Phase Spiderlings from egg nests; all phase spiders inflict Enwebbed and poison damage on bite attacks | Immune to Poison damage and cannot be Enwebbed; egg clusters have low HP and are highly vulnerable to fire or ranged attacks; vulnerable to fall damage and falling into the Underdark chasm | Poisoner's Robe, Dark Amethyst (found nearby under her web nest, required to unlock the *Necromancy of Thay*), and access to the Underdark chasm. |
| Bulette | Underdark | Burrow, Deadly Leap (knocks characters prone and deals bludgeoning damage), Acid Spit (acid damage), and Diamonds Are Forever (Honour Mode legendary action granting heavy temporary hit points) | No elemental damage resistances or vulnerabilities, but heavily protected by thick natural armor (high AC); susceptible to crowd control like prone, stun, and forced movement | Bloodguzzler Garb, Slippery Chain Shirt (nearby cache), and Bulette scales/alchemical crafting ingredients |
| Gekh Coal and the Duergar Slavers | Underdark | Animate Dead (raises hordes of fallen corpses), Enlarge (increased size and weapon damage), invisibility ambushes, and mind-control abilities | Duergar have innate Advantage on saves against illusions, paralysis, and being charmed; vulnerable to being decloaked, radiant damage against the undead, and falls | Exterminator's Axe, access to the Underdark skiff to Grymforge, and Sovereign Spaw's quest rewards |
| Bernard | Underdark | Static Discharge (heavy lightning damage and shock), Legendary Action: Leaping Static (Honor Mode chain lightning), and high-damage melee strikes | Resistant to Slashing, Piercing, Bludgeoning (non-magical), Fire, Lightning, Poison, and Psychic; susceptible to Lightning disabling mechanics via Sussur Bloom or anti-magic fields, and vulnerable to falling damage | Light of Creation (halberd), Guiding Light (ring granting access to the basement), and Scroll of Prayer of Healing |
| BOOOAL and the Kuo-toa | Underdark | Multiattack with heavy sickle swings, Ironbound Pursuit (rapid gap closing), and Kuo-toa ranged throwing nets (restraining players) | Redcaps rely on physical brute force and carry low mental saving throws; susceptible to *Hold Person*, *Tasha's Hideous Laughter*, and crowd control | Sickle of BOOOAL (gives advantage against bleeding targets), BOOOAL's Benediction, and assorted altar loot |
| Spectator Ambush at the Petrified Battlefield | Selûnite Outpost | Notable abilities: Spectator's Ray of Fear (frightened), Paralyzing Ray (paralysis), Wounding Ray (necrotic damage), and ability to unpetrify/charm Drow minions; Dhourn casts wizard spells (e.g., Darkness) | Weaknesses: Spectator lacks damage resistances/immunities; its charm over the Drow breaks immediately upon taking any damage (turning them neutral or against the beast); vulnerable to Blindness and burst single-target damage | Rewards: The Spectator Eyes (Amulet), Icy Helve (adamantine staff component), The Blast Pendant, Memory Shard (adamantine forge lore), Dhourn's spellbook/loot |
| Defeat the Duergar Intruders (Gekh Coal's Ambush) | Decrepit Village | Gekh Coal uses Animate Dead to raise up to four corpses as minions, casts Enlarge, and deals bonus fire damage via Searing Strike; Duergar use Duergar Resilience (advantage vs. charm/paralysis/illusions), Duergar Invisibility to ambush, and Enlarge to bolster damage; Novice Garmor rages as a Wildheart barbarian | Duergar resist Poison and have advantage on saves against Poison; Reanimated Corpses have low AC/HP and fall instantly if Gekh Coal is slain or breaks concentration on Animate Dead; susceptible to Radiant damage, Control Undead/Turn Undead, and crowd control spells like Hold Person | Exterminator's Axe, Scroll of Ray of Sickness, Duergar armor and weapons, progression for Sovereign Spaw's quest "Defeat the Duergar Intruders" and Glut's "Avenge Glut's Circle," and access to the skiff dock leading to Grymforge. |
| Sovereign Glut's Betrayal | Decrepit Village | Sovereign Glut uses Timeless Foresight, Spore Discharge (spore attacks causing Blinded/Poisoned), and Animating Spores to reanimate massive beasts to fight on his side; hits hard in melee with high strength | Weak to Slashing, Piercing, Fire, and Acid damage; susceptible to Blinded, Incapacitated, and crowd-control spells like Hold Monster; low Dexterity saving throws | Ring of Flinging (or quest reward delivery), Spaw’s gratitude (granting Title "Life-Chanter" and access to secret Colony treasure: Champion's Chain, Bliss Spores condition), and Myconid loot/materials. |
| Bernard | Arcane Tower | Notable abilities and threats: Bernard deals heavy melee bludgeoning and extra Lightning damage with Multiattack, can cast *Static Discharge* and an electrifying shockwave to damage and stun nearby party members, and can grant temporary hit points to his minions; Animated Armours fire ranged *Force Bow* attacks with knockback and enter melee with slashing damage | Weaknesses and resistances: Bernard is resistant to Slashing, Piercing, Bludgeoning, Fire, and Poison damage, and is immune to Lightning damage, psychic damage, and biological crowd controls (charmed, frightened, poisoned); all combatants are Constructs vulnerable to antimagic fields (Sussur Blooms will disable their magical functions/auras or stun them) and susceptible to Bludgeoning and falling | Rewards: Light of Creation (rare halberd), Guiding Light (uncommon ring granting the *Light* cantrip and elevator access to the tower basement), Scroll of Lightning Bolt, assorted automaton scrap/loot. |
| True Soul Nere | Grymforge | Legendary Action: The Dying Light / Soul Retribution (extra psychic damage upon taking damage), Coercive Infusion / Dominate Person, Misty Step, Sanctuary, and Duergar allies using Enlarge, Invisibility, and pushing attacks near lava | Vulnerable to high burst physical damage and Silence/Counterspell to shut down spellcasting; Drow Sleep/Charm resistance; Duergar have Dwarven Resilience (Poison resistance) | Disintegrating Night Walkers, Sword of Screams, Broken Moonlantern, Mind Flayer Parasite Specimen, and Nere's Head |
| Anders and the "Paladins of Tyr" | Risen Road | Anders hits exceptionally hard with Searing Smite, Divine Smite, and multi-attacks with the Sword of Justice; Cyrel provides ranged fire with Elemental Arrows and Hold Person support; physical and fire burst damage | High Saving Throws and armor class (Anders AC 17); vulnerable to crowd-control spells (Hold Person, Tasha's Hideous Laughter), Silence, and disarm effects (Command: Drop, Disarming Attack) | Sword of Justice, Supply stash/trader stock from Cyrel, Toll Collector's Key access to the basement vault, progression for Karlach's quest "Hunt the Devil" |
| Flind and the Gnoll Pack at the Cave | Risen Road | Flind attacks three times per round with a flail dealing Flail of Pain psychic bursts, Paralysing Flail, and Madness; Hunters throw Multi-attack fire and bone-chill arrows from range; massive action economy threat | Susceptible to Illithid Tadpole dialogue dominance, Command, Sleep (on lesser gnolls), and standard elemental damage (no innate resistances) | Mind Flayer Parasite Specimen, Shattered Flail (Flind's weapon), access to the cave containing the Sealed Caravan Strongbox (Iron Flask) and Zhentarim mercenaries Rugan and Olly |
| Anders and the "Paladins of Tyr" | Tollhouse | Anders is a level 5 Paladin who can down party members in a single turn using Divine Smite, Compelled Duel, and high slashing melee damage; Cyrel casts offensive spells (like Hold Person and Ray of Enfeeblement) and fires elemental arrows; Trynn uses ranged archery attacks and hunter abilities from outside or upper decks | No inherent damage resistances or weaknesses, but vulnerable to crowd control (Command, Hold Person, Blindness, Tasha's Hideous Laughter), disarming attacks, and radiant/fire/force burst damage | Sword of Justice (rare greatsword), heavy armor, assorted scrolls, supply caches, and progressing/completing the quest "Hunt the Devil" |
| Kith'rak Therezzyn | Mountain Pass | Notable abilities and threats: Multiattack, Great Weapon Master strikes with extra psychic damage from Githyanki Psionic Weapon, Misty Step mobility, and wolves that pin and gain Pack Tactics advantage | Weaknesses and resistances: Susceptible to crowd control (Hold Person, Hypnotic Pattern, Command: Grovel), low Wisdom saves on the wolves, lacks elemental resistances | Rewards: Soulbreaker Greatsword, Gith Shard (to access the Inquisitor's Chamber), and Githyanki Half Plate |
| Ch'r'ai W'wargaz | Mountain Pass | Notable abilities and threats: Mind-Claw of Tu'narath (summons spectral swords via legendary action), Mind Drain (boosts his AC and damage while debuffing targets), Misty Step, and Ardent crossfire dealing burst piercing and psychic damage | Weaknesses and resistances: Susceptible to burst single-target damage, prone condition, and crowd-control spells targeting his Wisdom save (e.g., Tasha's Hideous Laughter, Hold Person) | Rewards: Circlet of Psionic Revenge, Diadem of Arcane Synergy (from Ardent Jhe'rezath), Githyanki Greatsword, Potion of Angelic Slumber, and access to the Astral Prism / Blood of Lathander secret chamber |
| Kith'rak Therezzyn | Rosymorn Monastery | Casts Fear and Misty Step, commands wolves with Pack Tactics and bite knockdowns, uses Soulbreaker attacks with high melee burst damage | Vulnerable to hard crowd control like Hold Person and Tasha's Hideous Laughter; low Dexterity saving throws; no innate damage resistances | Soulbreaker Greatsword, Gith Shard (opens the Barrier Disruptor to the Inquisitor's Chambers), and various minor Githyanki weapons/supplies |
| Ch'r'ai W'wargaz | Rosymorn Monastery | Uses Mindsteal Link to sap party AC and grant himself bonus AC and psychic damage; Misty Step; Githyanki Parry (-10 damage reaction); summons Mind-Claws of Tu'narath (Honour Mode Legendary Action) | Vulnerable to Humanoid crowd control (Hold Person, Command: Grovel/Halt, Otiluke's Resilient Sphere) and Prone status to disable parries and reactions; no innate elemental damage resistances | Circlet of Psionic Revenge, Githyanki Greatsword, and Githyanki Half Plate |
| Shadow-Cursed Shambling Mound | Shadow-Cursed Lands | Multiattacks, Adhesive Whip (pulls targets), Entangling Roots, Devour (instantly executes restrained targets), and exploding Needle Blights (Needle Volley / Death Burst piercing damage) | Resistant to cold damage and non-magical physical damage, immune to lightning (heals from it); vulnerable to fire damage and susceptible to Radiant damage | Ring of Shadows, assorted scrolls/camp supplies, and heavy XP |
| Defend Halsin's Portal (Lift the Shadow Curse) | Shadow-Cursed Lands | Sheer horde numbers, ranged archers firing Volley at the fragile portal, Strength Drain from Shadows, and Life Drain from Wraiths | Most undead enemies are vulnerable to radiant damage and sunlight effects, but resistant to necrotic and non-magical physical damage | Thaniel rescued from the Shadowfell, Halsin recruited to the active party, and Outlander inspiration "Grove Keeper's Keeper" |
| Ch'r'ai Tska'an Ambush | Shadow-Cursed Lands | Repelling Agonizing Blast, Form of Dread (Frightened condition), Githyanki War Magic, Soul Sacrifice (Honour mode legendary action), and heavy Githyanki melee bursts with Misty Step | Resistant to psychic damage via Psionic Ward; vulnerable to crowd-control spells (Hold Person, Tasha's Hideous Laughter, Banter/Stun) and counterspelling | Psionic Ward Armour, rare Githyanki greatswords/crossbows, and Mind Flayer Parasite Specimen |
| Fist Marcus and the Abduction of Isobel | Last Light Inn | Marcus uses Multiattack, Vampiric Touch (Necrotic damage/healing), and Fly; Winged Horrors use Fly, Paralysing Claws (Paralysis on hit), and rush Isobel to knock her out | Fist Marcus lacks damage resistances but has high melee burst; Winged Horrors are immune to Poison and susceptible to crowd control and Radiant damage | Shifting Mound Ring, Mind Drain Ring (from Marcus's corpse), Isobel's Blessing of Selûne, access to surviving Harpers and merchants |
| Malus Thorm | House of Healing | Malus uses multiattack surgical strikes and has the Honour Mode Legendary Action: Wail of Loss (inflicts psychic damage and Strange Tendrils upon nurse death); the nurses continually pass him surgical instruments granting offensive/defensive buffs (like Syringe and Bonesaw) and can revive one another with "Nurse's Aid" | Resistant to Slashing, Bludgeoning, and Piercing damage from non-magical weapons; highly vulnerable to Radiant damage, control spells, and can be completely eliminated via dialogue checks (Deception/Persuasion/Religion) to make the nurses turn on each other and convince Malus to operate on himself | Surgeon's Subjugation Amulet, Battered Lute (quest item to wake Art Cullagh), assorted surgical supplies, and gold |
| Malus Thorm | Reithwin Town | Malus uses Request Surgical Instrument to receive brutal specialty implements from the nurses for deadly multi-attacks and piercing/slashing strikes; nurses cast healing, buffs, and hold person spells | Malus and the nurses are undead; resistant to non-magical weapon damage, necrotic damage, and immune to poison; vulnerable to radiant damage and prone to turn undead | Surgeon's Subjugation Amulet, Battered Lute (needed to awaken Art Cullagh), assorted surgical tools, and heavy XP |
| Thisobald Thorm | Reithwin Town | Thisobald drinks his potent concoctions to gain elemental damage coats and breath attacks (Acid, Fire, or Poison Burps) while inflicting Numbed and Nauseous debuffs; the patrons rush to swarm the party | Immense physical durability while shielded by his brew; immune to poison; takes double damage and loses all resistances while under the Blacked Out condition after over-drinking | Madeline's Ledger (hidden behind loose planks for "Punish the Wicked"), Punch-Drunk Bastard greatclub, Rat Bat, brewing ingredients, and heavy XP |
| Oliver's Final Stand (Reithwin Town Square) | Reithwin Town | Oliver's Nightdome has Damage Reflex (reflects double incoming direct damage back at the attacker) and repeatedly casts Friends Until The End to flood the area with shadows; Daddy and Mummy possess Extinguishing Malice, necrotic drains, and invisibility | Mummy and Daddy are wraiths resistant to non-magical physical, acid, thunder, fire, lightning, and cold damage, immune to poison and necrotic, but have Sunlight Sensitivity and vulnerability to radiant damage; Shadow Friends possess only 1 HP | Unlocks the reunion of Oliver and Thaniel to successfully complete the "Lift the Shadow Curse" questline and fully recruit Halsin |
| Thisobald Thorm | The Waning Moon | Thisobald uses Roaring Belch (AoE damage matching his current brew), Gaseous Reflux, Potent Brew, and has the Numb condition which grants complete immunity to Slashing, Piercing, Bludgeoning, and Thunder damage; he absorbs elements to unleash breath attacks and mephits, while the Blighted undead swarm and support him | Weakness: Blacked Out condition (after consuming enough brew / regurgitating, he becomes vulnerable to all damage types, including physical weapons); takes standard damage from Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, and Radiant | Worn Key (unlocking the distillery backroom with the Punch-Drunk Bastard greatclub and Madeline's Ledger), various camp supply drinks, brewer alchemy ingredients, and 300+ XP. |
| Ambush at the Selûnite Resistance Hall | The Mason's Guild | Life Drain (Wraith reduces max HP), Shadow Blend / Invisibility in dim light, Strength Drain (Shadows sap Strength on hit, causing death if it hits 0), and high Necrotic damage | Vulnerable to Radiant damage; resistant to Acid, Cold, Fire, Lightning, and Thunder; resistant to non-magical Physical damage (Bludgeoning, Piercing, Slashing); immune to Necrotic and Poison | Mason's Log (concludes the *Investigate the Selûnite Resistance* quest) and access to a trapped gilded chest containing the Helmet of Arcane Acuity. |
| Assault on Moonrise Towers (Ground Floor Siege) | Moonrise Towers | Disciple Z'rell and adepts cast devastating control and area-of-effect spells including Black Hole, Hunger of Hadar (cold/acid damage and blinding darkness), Slow, and Counterspell, while archers snipe from elevated vantage points | Vulnerable to Silence, control spells (Hypnotic Pattern, Confusion), and burst radiant/fire damage; enemy spellcasters possess standard humanoid vulnerabilities and lack Legendary Resistances | Mind Flayer Parasite Specimen, rare gear from Disciple Z'rell and cultist lieutenants, gold, and key to the upper floor |
| Ketheric Thorm (Rooftop Confrontation, Phase 1) | Moonrise Towers | Ketheric is a heavy-hitting Oathbreaker Paladin who deals crushing bludgeoning and radiant/necrotic damage via Divine Smite and Dreadful Aspect (frightening enemies); Necrites pelt the party with ranged necrotic attacks and Incubate Death | Ketheric is immune to disease and poison, resistant to necrotic damage, but vulnerable to radiant burst damage; Necrites possess low HP and can be cleaved down quickly | Ketheric's Warhammer, access to the Mind Flayer Colony beneath Moonrise Towers, and story progression |
| The Warden and the Prison Guards | Moonrise Towers Prison | The Warden uses high-dexterity ranged attacks, Dread Ambusher / Extra Attack, and cell release levers to expose prisoners; Scrying Eyes use *Call for Reinforcements* to alert the whole floor; Questioners cast enchantment and crowd control spells | The Warden has Hellish Resistance (Fire resistance); Scrying Eyes possess *Ethereal Form* (resistance to all damage except Thunder damage, which is their vulnerability) | Spellcrux Amulet, Warden's Shackles, Mind Flayer Parasite Specimen, Moonrise Prison Key, and freedom for the Tiefling and Deep Gnome prisoners |
| Chop | Mind Flayer Colony | Chop uses Brute and Extra Attack for heavy slashing melee damage, while Intellect Devourers threaten to swarm and deal psychic ranged damage | Chop has no damage resistances, whereas Intellect Devourers resist physical damage (bludgeoning, piercing, slashing from non-magical attacks) | Morgue Cage Key (frees the Intellect Devourer "Us", granting the Summon Us item), Cleaver, and minor camp supplies |
| Tadpoling Centre (Freeing Zevlor) | Mind Flayer Colony | Mind Flayers use Mind Blast (AoE psychic damage with Stun) and can instant-kill stunned allies using Extract Brain | Mind Flayers possess high mental saving throws and magic resistance, but low physical defense (15 AC) and vulnerability to being silenced | Zevlor's survival (secures Zevlor and the Hellriders as an Act 3 Summon in "Gather Your Allies"), Mind Flayer loot, and Mind Flayer Parasite Specimen |
| Kressa Bonedaughter | Mind Flayer Colony | Kressa casts Grave Magic and necrotic spells, Maghtew provides tough melee attacks with Tenacity, and Skull Lashers inflict bleeding and bludgeoning damage while buffed by Kressa | They lack elemental resistances and have low Dexterity saving throws | Kressa's weapon (Myrkulite Scourge), assorted alchemical components, laboratory keys, and various lore documents |
| Ketheric Thorm & The Apostle of Myrkul | Mind Flayer Colony | Ketheric is immune to all damage via Soul Cage while Dame Aylin is bound, using Smite spells; the Apostle of Myrkul cannot move but emits Myrkul's Presence (Bone Chill aura preventing all healing within melee range), casts Finger of Death, sweeps with Scythe of Myrkul, and uses Consume the Faithful on Necromites to heal and empower itself | The Apostle has high AC (18), immunity to blind/sleep/charm, but is vulnerable to radiant damage and easily blinded by magical darkness (Hunger of Hadar, Fog Cloud, Darkness) | Netherstone (Testament of Myrkul), Ketheric's Warhammer, Reaper's Embrace (heavy armor), and Ketheric's Shield |
| Umbral Tremor Defense | Gauntlet of Shar | Tremors repeatedly summon Dark Justiciars via Permit Passage each turn, while the Justiciar Crusader hits with high martial damage and Justiciars carry Radiant Retort, which reflects double radiant damage back to the attacker | Tremors are vulnerable to Radiant damage and resistant to physical damage, acid, cold, and fire, while completely immune to necrotic, poison, psychic, and thunder; Dark Justiciars have Sunlight Sensitivity | Access to Balthazar's outpost chamber, experience points, Dark Justiciar equipment (such as Justiciar Greatswords and scythes), and camp supplies |
| Balthazar | Gauntlet of Shar | Animate Dead, Cloudkill (poison damage), Ray of Sickness, and Misty Step; Flesh features Berserk, multi-attack slam attacks, and high bludgeoning damage | Immune to poison damage; vulnerable to physical damage control via Silence, Counterspell, and burst piercing/slashing damage; Flesh is susceptible to Fire and Acid to prevent regeneration | Circle of Bones, Moonlantern, supply crates, and safe passage through the Gauntlet of Shar |
| Self-Same Trial | Gauntlet of Shar | Exact copies of party spells, abilities, feats, and equipment, plus the passive Cheater's Folly curse (which afflicts a character with -1 to all ability scores if they attack a clone other than their own) and inherent Invisibility spamming | Clones share all base mortal weaknesses of the party members they reflect, lack legendary resistances, and are vulnerable to See Invisibility and ambush burst damage | Umbral Gem, Killer's Sweetheart ring (looted from the final defeated clone) |
| Yurgir | Gauntlet of Shar | Invisibility, Orthonian Concussive Blast, Hellfire Crossbow explosive volleys, throwing Orthon Explosives (delayed timed fire/thunder bombs), and high-ground vantage ambush | Resistant to cold, bludgeoning, piercing, and slashing from non-magical attacks; completely immune to fire and poison; vulnerable to having his timed Orthon Explosives thrown back at him or being persuaded to kill his own forces via high DC dialogue checks | Hellfire Hand Crossbow, Boots of Brilliance, Umbral Gem, and Raphael's quest progression for Astarion |
| The Librarian | Silent Library | The Librarian projects an area-wide permanent Silence aura that blocks all verbal spellcasting and spawns additional Dark Justiciar reinforcements each round; the Justiciars use Shadow Step for teleportation, multiattacks with necrotic damage, and darkness spells | The Librarian is an inanimate construct immune to psychic/poison and crowd control, while Justiciars resist necrotic and poison damage but are vulnerable to radiant damage and bludgeoning damage; Silence prevents party spellcasters from casting inside the library | Spear of Night (essential for Shadowheart's questline with Nightsong), Dark Justiciar Helmet, Dark Justiciar Half-Plate, and the riddle solution book *Teachings of Loss: The Nightsinger*. |
| Confrontation over the Nightsong | Shadowfell | Animate Dead (raises huge waves of undead simultaneously), Cloudkill, Ray of Sickness, Misty Step, and bone-shoving undead that can push party members into the surrounding chasm | Undead vulnerabilities to Radiant damage, Turn Undead, and Silence/Counterspell to neuter spellcasting; completely immune to Poison damage | Circle of Bones, rare scrolls/alchemy supplies, and determining the fate of the Nightsong (Dame Aylin) |
| Disciple Z'rell (Ground Floor Siege) | Moonrise Towers (Act 2 Assault) | Z'rell casts *Black Hole* (crowd control, slow) and lethal *Hunger of Hadar* / *Sleet Storm*, alongside enemy archers raining elemental and push arrows from overhead rafters | Humanoid crowd control vulnerability, prone to Silence and Counterspell; no unusual damage resistances | Mind Flayer Parasite Specimen, Ring of Free Action, assorted martial gear, and access to the upper levels |
| Radija (First Floor Library/Landing) | Moonrise Towers (Act 2 Assault) | High Evocation wizard spells like *Fireball*, Necrotic damage riders (*Grave Magic*), and Necromite swarm melee | Low physical defense, no elemental resistances, vulnerable to burst physical damage and Silence | Myrkulite Scourge, scroll loot, and safe passage to the fortress roof |
| Ketheric Thorm (Rooftop Confrontation) | Moonrise Towers (Act 2 Assault) | Heavy Radiant/Necrotic smites, multi-attacks, high AC, summoning waves of Necromites via Incubate Death, and crowd control; invulnerable until Nightsong was previously freed/weakened | Susceptible to Radiant damage, control spells (Hold Person/Command), and focus-fire; resistant to necrotic | Access to the tower hollow/Mind Flayer Colony pit, narrative progression, and assorted consumable/equipment drops |
| Death Shepherd (Moonrise Prison Defense) | Moonrise Towers (Act 2 Assault) | *No Rest for the Wicked* (infinitely revives fallen undead at full HP), heavy Greatsword Cleave damage, and incoming *Fireball* spells from cult mages | Susceptible to Radiant damage and Turn Undead; resistant to Piercing, Bludgeoning, and Slashing from non-magical sources; cannot cast spells requiring verbal components (Silent) | Greatsword, standard armor/scroll loot, and clearing the Moonrise lower sublevels |
| Open Hand Temple Crypt Doppelgängers | Rivington | Notable abilities: Mindreader (imposes Disadvantage on all incoming ranged attacks), Morphic Ambush (transforms to cause Ambushed status, enabling Multiattack), high-damage Multiattack claw strikes, poison coating/mucus | Resistances & weaknesses: High Dexterity saves (+7) but low Wisdom (+1), Charisma (+2), and Strength (0); vulnerable to close-quarters melee bursts, melee stun/prone conditions, and high-DC Wisdom disabling spells (e.g., *Hold Person*, *Hypnotic Pattern*) | Rewards: Flowery Key (opens the secret murder room in Fraygo's Flophouse), Stillmaker (Very Rare +2 dagger, the murder weapon found in the nearby dirt hole), Clown's Severed Torso (for "Find Dribbles the Clown"), Crawler Mucus, and story progression for "Solve the Open Hand Temple Murders" |
| Skirmish at the Western Beach | Rivington | Notable abilities: Caïros wields Corpsegrinder (deals extra Bludgeoning and Thunder damage with Grand Slam AOE); Stone Lord thugs use heavy melee strikes, Entangle, and crowd-control throwables; Guild operatives use sneak attacks and Uncanny Dodge | Resistances & weaknesses: Both groups lack significant elemental resistances or mental saving throw bonuses; vulnerable to AOE surface effects (fire, ice, grease) and positioning exploits on the sandbanks | Rewards: Corpsegrinder (Very Rare +2 Warhammer looted from Caïros), Mind Flayer Parasite Specimen (found on Stone Lord cargo and corpses), Gleamdance Dagger (looted from Farlin if fighting the Guild), gold, and progress in the quest "Aid the Underduke" (smooths entry into the Lower City Guildhall) |
| Dribbles the Clown (Doppelganger Infiltration) | Circus of the Last Days | Multiattack, Shapeshifter Surprise, Displacer Beast Displacement/Phantasmal Decoy illusion clones, Dilophosaurus Corrosive Spit and Pounce, Multi-Surface Slashing and Piercing burst damage | Vulnerable to single-target burst and crowd-control effects (Hold Monster, Banishment, Stun); Doppelgangers lack elemental resistances, while Shadow-Whiskers has defensive illusory displacement | Clown Hammer, Tatooed Severed Hand (pickpocketed/looted nearby), quest initiation for "Find Dribbles the Clown" yielding Spellmight Gloves from Lucretious |
| The Harper Safehouse Ambush (The High Harper) | Wyrm's Crossing | Doppelgangers possess multiattacks, Shapechanger traits, Surprise strikes, and high burst melee damage targeting Geraldus | No innate damage vulnerabilities or elemental resistances; vulnerable to radiant damage and prone/crowd-control effects (e.g., Hold Person/Monster, Hypnotic Pattern) | Information on Minsc and the Cult of Bhaal's operations, progression for companion quest "The High Harper", approval from Jaheira, and assorted minor loot/weapons from the fallen impostors |
| Lord Enver Gortash | Wyrm's Rock Fortress | Gortash's Manifestation of the Tyrant (massive temp HP, size increase, and crushing damage), Concussive Burst, Hand of Bane, and room-wide fire and grenade traps | Resilient to physical control effects via Bane buffs, but vulnerable to control/crowd-control spells when isolated; vulnerable to having his own timed grenades thrown back at him | Gortash's Netherstone, Fabricated Arbalest, Crossbow of Terror, Illuminating Ring, and Gortash's Wardrobe key |
| Lorroakan | Lower City | Elemental Retort deals massive reactive damage whenever attacked; casts high-tier evocation spells (Fireball, Chain Lightning) | Lorroakan siphons immunities to Fire, Cold, Lightning, and Poison from the living myrmidons; susceptible to Silence, Hold Person, and physical/Force damage | Shelter of Athkatla robe, Despair of Athkatla quarterstaff, access to Markoheshkir and The Foebreaker |
| Counting House Vault Ambush | Lower City | Permanent Invisibility cycling, Sanctuary protection, paralyzing/stunning Bhaal strikes, Unstoppable charges | Susceptible to See Invisibility, AOE elemental surface damage (Water + Lightning, Fire), Faerie Fire, and Spirit Guardians | Very heavy bags of gold, Counting House vault keys, Mind Flayer Parasite Specimen, access to High Security Vault legendary loot |
| Felogyr's Fireworks | Lower City | Massive chain explosions using smokepowder barrels and fireworks, ranged multi-attacks, Bane divine strikes | Vulnerable to Fire-triggered environment chain reactions, blindness, and ranged knockback effects | Infernal Mace, Mind Flayer Parasite Specimen, crates of smokepowder, Smokepowder Arrows, and completion of "Investigate the Suspicious Toys" |
| Mystic Carrion | Lower City | Mummy Rot (prevents healing, deals necrotic damage), Cloudkill, Ghoul paralysis claw strikes, infinite self-resurrection if his canopic jars are intact | Immune to Poison and Necrotic, resistant to non-magical physical damage; vulnerable to Fire and radiant damage; severely weakened by destroying his four organ jars beforehand | Staff of Cherished Necromancy, Crypt Lord Ring, Hood of the Weave |
| Cazador Szarr | Lower City | Vampire Ascension ritual timer (sacrificing Astarion), Mist Form evasion, Life Drain, Swarm of Bats, high Necrotic burst spells | Sensitive to Sunlight (Daylight spell halts Mist Form and regeneration), vulnerable to Radiant damage; resistant to Necrotic | Rhapsody (legendary dagger), Woe (quarterstaff), Szarr Family Ring, ascension choices for Astarion |
| Viconia DeVir (Cloister of Sombre Embrace) | Lower City | Radiant Retort (reflects Radiant damage as double Force damage), multiple simultaneous Darkness clouds causing Blindness, high Necrotic bursts | Immune/counter-offensive to Radiant damage; vulnerable to terrain control (Spike Growth, Ice Storm), Force, and non-radiant AOE bursts | Viconia's Walking Fortress (legendary shield), Handmaiden's Mace, Viconia's Priestess Robe, Mirror of Loss access |
| Bhaalist Ambush in Bloomridge Park | Bloomridge Park | Stunning Gaze (Wisdom save to prevent stun), Murderous Cut (piercing damage), Prey Upon the Weak bonus damage against low-health targets, Unstoppable charges gained upon killing civilians via Murder Hungry, Shroud of Self invisibility, and ambush positioning targeting park visitors | Magic Resistance provides advantage against spells, with low Dexterity/Wisdom saves making them vulnerable to direct crowd-control spells (e.g., *Hold Person*, *Confusion*); vulnerable to being ambushed with stealth before triggering conversation | Dagger +2 / Murderous Cut daggers, Leather Armour, random assassin loot/potions, "Urban Jungle" Outlander inspiration, and a Mind Flayer Parasite Specimen from Manip Edenosa when she approaches right after the fight. |
| Lorroakan (Confrontation at Ramazith's Tower) | Sorcerous Sundries | Lorroakan uses *Elemental Retort* to counterattack when struck (dealing heavy elemental damage based on active siphons) and casts high-tier evocation spells like *Chain Lightning* and *Blight*; Myrmidons threaten stun (*Flail of Ages*), fire surfaces, and push attacks | Lorroakan has low base AC (12), low HP, and weak physical saving throws (Strength/Dexterity/Constitution), but gains element immunities (Fire, Lightning, Cold, Poison) via *Elemental Siphon* while his Myrmidons live; Myrmidons possess respective elemental immunities/resistances but are susceptible to *Banishment* and opposite damage types | Shelter of Athkatla robe, Despair of Athkatla staff, access to Ramazith's Vault and lower tower loot (Legendary staff *Markoheshkir*, *Robe of the Weave*), and Dame Aylin and/or Rolan as allies for the endgame "Gather Your Allies" quest |
| Lorroakan | Ramazith's Tower | Lorroakan casts high-level evocation spells and has Elemental Retort / Elemental Siphon (retaliating against attackers with massive elemental damage scaling with living myrmidons), while the myrmidons inflict elemental AOEs, stuns, and conditions | Lorroakan has a low physical armor class (AC 12) and low hit points but gains elemental damage immunities while linked to his myrmidons; vulnerable to Silence, Counterspell, and crowd control | Shelter of Athkatla robe, Despair of Athkatla quarterstaff, scroll of Artistry of War/spells, access to the lower tower levels (containing the Robe of the Weave and Markoheshkir), and the Nightsong/Rolan as allies for "Gather Your Allies" |
| The Iron Throne Evacuation | Iron Throne | Multiattack, Blood Frenzy (advantage on melee attacks against injured targets), Net (Ensnared condition disabling movement), and exploding fire damage from Combustive Spiders | Vulnerable to Cold damage; susceptible to heavy crowd control (Hypnotic Pattern, Confusion) and physical barriers (closed watertight doors); weak to single-target burst | Survival of Duke Ulder Ravengard, Omeluum, and the Gondian hostages (unlocking Gondian ally support against the Steel Watch), Mind Flayer Parasite Specimen, and loot from the submersible safe/Security Room. |
| Steel Watcher Titan | Steel Watch Foundry | Steel Watcher Titan uses Defensive Protocol: Bulwark (gains massive temporary hit points and prepares an explosive retaliation), Launch Protocol: Bola, Hellfire Curse, Multiattack, and Legendary Actions/Immunity to incapacitation, while Hellfire Watchers deal high fire/slashing damage and trigger self-destruct blasts upon fatal damage | Immune to poison and psychic; resistant to slashing, piercing, bludgeoning, necrotic, and radiant; vulnerable to lightning damage | Gontr Mael (Legendary Longbow), Watcher Guide, and access to the Neurocitor control panel to permanently disable all Steel Watchers |
| Haarlep | House of Hope | Notable abilities: Ethereal Escape (becomes invulnerable/invisible after being damaged), Incubus's Charm (mind controls target), Draining Kiss, flight, while Imps cast Eldritch Blast and Fire Bolt | Weaknesses: susceptible to burst damage before triggering Ethereal Escape, and vulnerable to crowd control like Hold Monster/Tasha's Hideous Laughter; Resistances: resistant to cold, fire, lightning, poison, and non-magical physical damage | Rewards: Helldusk Gloves, Key to Raphael's Safe, Raphael's Safe combination, and access to the Orphic Hammer/Contract |
| Hope's Prison Spectators | House of Hope | Notable abilities: Eyestalk Actions (Paralyzing Ray, Fear Ray, Wounding Ray), flight, bite attacks, and Vengeful Imps harassing with ranged fire/force attacks | Weaknesses: low Dexterity and susceptible to blind, prone, or crowd control (e.g., Hold Monster, Banishment); Resistances: resistant to radiant damage | Rewards: Burnished Ring (casts Paralyzing Ray), freeing Hope as a full companion for the escape |
| Raphael | House of Hope | Notable abilities: 4 Soul Pillars (granting Soul Charge to empower Raphael's Hellfire spells, multi-attacks, and Ascended Fiend transformation), Soul Consumption, Hellfire Blast, Beguiling Presence, and Cambions casting Rays of Fire/Draining Kiss | Weaknesses: Soul Pillars are vulnerable to Bludgeoning and Force damage; Raphael is susceptible to crowd control spells such as Hold Monster, Otto's Irresistible Dance, and Tasha's Hideous Laughter; Resistances: Raphael is immune to Fire and Poison, resistant to Cold, Lightning, and non-magical physical damage, and punishes radiant spells with Fleeting/Radiant Retort | Rewards: Helldusk Armour, 1,400 XP, Raphael's Diary notes, and the freedom to exit the House of Hope portal |
| Aelis Siryasius | Sewers | Fireball, Blight, Ray of Sickness, Flaming Shroud (inflicts Burning on melee attackers), Mephit Death Burst / Grease Spit (creates flammable grease and inflicts Prone) | Resistant to Fire, Cold, and Necrotic damage; Grease minions are vulnerable to Fire damage but explode when ignited | Cindermoth Cloak, gold, assorted alchemical ingredients, and access to Sarin's coffin |
| Ambush at Manslaughter Chasm | Undercity Ruins | Ghislev channels Bhaal's Power: Kill (an unavoidable wipe of anyone caught in the chasm when his 5-turn ritual countdown completes) and Bhaal's Edict; Snipers use Roaring Thunder arrows from high-ground perches to knock party members into the bottomless chasm; Strangler Luke teleports and restricts movement | Ghislev has multiple stacks of Unstoppable (reducing hits to minimal flat damage until removed) and Sanctuary, but possesses low base hit points once Unstoppable is stripped; cultists are vulnerable to being displaced over chasms with Force damage/Telekinesis | Bonespike Gloves (looted from Strangler Luke before Ghislev is killed or flees), generic Bhaalist gear, access to the Temple of Bhaal. |
| Battle for the Guildhall (Zhentarim Coup) | Guildhall | Roah Moonglow/Friol and their rogues rely on Sneak Attacks, multi-attacks, Uncanny Dodge, and Evasion, backed by spellcasters slinging elemental AoE (fireball, ice) and melee bruisers dealing high piercing/slashing burst damage; conversely, Nine-Fingers Keene uses devastating throwing dagger volleys, high evasion, and multi-attacks | Normal humanoid vulnerabilities with no intrinsic elemental resistances; susceptible to hard crowd control (Hold Person, Command, Hypnotic Pattern, Confusion) and prone/knockdown effects, while high Dexterity and Evasion mitigate reflex-based damage spells | "Gather Your Allies" summon support for the endgame (Guildmaster Keene's Fixers if siding with the Guild, or Black Fist Enforcers if siding with the Zhentarim), heavy pouch of stolen Counting House gold (if recovering it from Roah), assorted rare rogue/assassin gear, and faction vendor access |
| Godey the Kennel Keeper | Cazador's Palace | Notable abilities and threats: waits in ambush beside the kennel doorway; uses Fighter abilities such as Parry and Riposte, and inflicts physical melee damage while trying to assert control over Astarion | Weaknesses and resistances: resistant to Slashing, Piercing, and Fire damage; immune to Poison damage; vulnerable to Bludgeoning damage | Rewards: Szarr Family Ring (key to the Sinister Door and dungeon elevator) |
| Cazador Szarr and the Black Mass Ritual | Cazador's Palace | Notable abilities and threats: Cazador channels ritual power from suspended spawn (gaining massive temporary HP, AC bonuses, and bonus necrotic/spell damage per ritual source), casts high-level spells like Blight and Call Lightning, and uses Mist Form; Chatterteeth casts debilitating spells like Eyebite; werewolves inflict disease/nausea and knockback toward the platform's lethal chasms | Weaknesses and resistances: Cazador is extremely vulnerable to radiant damage and sunlight (spells like Daylight cancel his Mist Form and deal recurring radiant damage/disadvantage); Chatterteeth and the bats are vulnerable to area-of-effect radiant and bludgeoning damage; Cazador and Chatterteeth resist necrotic and poison damage | Rewards: Rhapsody (Very Rare Dagger), Woe (Very Rare Quarterstaff), High Security Vault nº3 Key, and the conclusion to Astarion's personal quest |
| Viconia DeVir (Mother Superior) | House of Grief | Viconia uses Wild Shape (Dire Wolf forms), high-level Cleric spells, Rebuke of the Mighty, Sanctuary/Sanctuary of Loss, and innate Radiant Retort (which reflects all incoming Radiant damage back twofold as Force damage); cultists repeatedly spam magical Darkness, Bone Chill (preventing healing), and cast high Necrotic damage spells while fighting inside darkness via Born into Darkness | Cultists and Viconia have Fey Ancestry and Magic Resistance (advantage against magical saves) and heavily punish Radiant damage due to Radiant Retort; susceptible to control-oriented surface effects (Ice/Sleet/Grease), Blindness immunity items/abilities (Devil's Sight, Eversight Ring), Counterspell, and non-radiant area-of-effect damage | Viconia's Walking Fortress (Legendary Shield), Handmaiden's Mace, Viconia's Priestess Robe, Key to the Chamber of Loss / Silver Key, and progression to resolve Shadowheart's parents' fate |
| The High Hall Interior Staircase Gauntlet | High Hall | The Nautiloid targets marked zones for heavy explosive bombardment each turn while deploying continuous waves of reinforcements, supported by Mind Flayers using Mind Blast and ranged psychic/force assaults from cultists | The Nautiloid is immune to direct ground assaults; cultists and aberrations possess standard humanoid and aberrant resistances, but the encounter is designed as a rush objective rather than a battle of attrition | Safe access to the Netherbrain Stem and (on Explorer and Balanced difficulties) a Restoration Pod checkpoint to replenish all resources before the final confrontation. |
| Defend the Dream Visitor (The Emperor) | Astral Prism | Psionic strikes, Misty Step, Paralyzing Strikes, Counterspell, Sanctuary, and high-mobility melee attacks with psychic/slashing burst damage | Vulnerable to hard crowd control (Hold Person, Confusion, Hypnotic Pattern); psychic damage resistance varies across Githyanki abilities | Astral-Touched Tadpole (offered by the Emperor) and progression into Act 3 |
Stuck somewhere in Baldur's Gate 3?
Quest Compendium sees your screen while you play: ask about exactly where you are, and keep this guide open right beside your game.
Get live help while you play