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Argram

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Alchemist Argram is a duergar alchemist and is part of Corsair Greymon'sCorsair Greymon's crew in the Underdark during Act One.
You tryin' to tip us over? Stop moving, idiot.
Argram, on a raft

Involvement[edit section | visual editor]

Act One[edit section | visual editor]

After boarding the boat from the Underdark beach, a boat captained by Corsair Greymon sails up alongside the party's boat. Greymon comes aboard, and the player character must pass a check to convince him to let the party through to Grymforge. If they fail the check, or choose violence, Greymon attacks and Argram joins the battle on his side.

Combat[edit section | visual editor]

Attacks and actions[edit section | visual editor]

Fire BoltFire Bolt (Action)
Damage: 1~10
1d10FireFire
Hurl a mote of fire.

Become Invisible.

Maiming StrikeMaiming Strike (Action)   –  War Pick
Damage: 2~5
1d4 + 1WeaponWeapon

Possibly MaimsMaims your target. They can't move.

Flying creatures can't be Maimed.

Main Hand AttackMain Hand Attack (Action)   –  War Pick
Damage: 1~8
1d8PiercingPiercing
Make a melee attack with your equipped weapon.
Misty StepMisty Step (Bonus Action + Level 2 Spell Slot)

Surrounded by silver mist, you teleport to an unoccupied space you can see.

Piercing StrikePiercing Strike (Action)   –  War Pick
Damage: 1~8
1d8PiercingPiercing

Stab an enemy and possibly inflict Gaping WoundsGaping Wounds.

Undead and constructs can't receive Gaping Wounds.

Weakening StrikeWeakening Strike (Action)   –  War Pick
Damage: 2~5
1d4 + 1WeaponWeapon

Target an enemy's hands with a non-lethal attack and possibly inflict Weak GripWeak Grip.

Creatures without weapons can't have Weak Grip.

Allies[edit section | visual editor]

Loot[edit section | visual editor]