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Caïros

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Caïros is the envoy of the Stone LordStone Lord, and can be found in the middle of an argument with the Guild on the Western Beach in Rivington during Act Three.

End of the line, Guildy - you shouldn't've trusted those mice you call men.
Caïros, taunting Farlin and her gang

Involvement[edit section | visual editor]

Caïros is located on the Western Beach west of the South Span Checkpoint in Wyrm's Crossing during Act Three at X: -212 Y: Y:87. He and a group of members of the Stone Lord'sStone Lord's thugs are arguing with some members of the Guild near a docked ship from Moonrise Towers, accessible by taking the western path between the South Span Checkpoint and Open Hand Temple.

Upon approaching the two groups, FarlinFarlin asks for help fighting the Stone Lord's men, promising that the Guild will pay. If the party agree to help, the Guild joins them in a fight against the Stone Lord's men. Doing so grants the inspiration Stacking the DeckStacking the Deck for party members with the CriminalCriminal background.

If the party decline to assist, appeal to Cairos, or prevent either side from fighting, both groups turn hostile. The party can also wait nearby for the fight to begin, join in, or wait for it to end.

If Minsc is present, he can try to explain that he is the Stone Lord, but Caïros does not believe him.

If Caïros' side wins the fight and the party kill them afterwards, party members with the CriminalCriminal background gain the inspiration Easy PickingsEasy Pickings.

Combat[edit section | visual editor]

Attacks and actions[edit section | visual editor]

Immediately gain an extra Action to use this turn.

BackbreakerBackbreaker (Action)   –  Corpsegrinder
Damage: 5~8
1d4 + 4BludgeoningBludgeoning
Put extra force behind your strike to possibly knock your enemy ProneProne.
Damage: 9~22
2d6 + 6BludgeoningBludgeoning
+ 1d4ThunderThunder
Hit an enemy with all your might to deal damage and possibly DazeDaze them.
Damage
Normal weapon damage
Focus your attack on your foe's hands and possibly force them to drop the weapons they are holding.
Grand SlamGrand Slam (Action)   –  Corpsegrinder
Damage: 13~26
2d6 + 6BludgeoningBludgeoning
+ 1d4ThunderThunder
+ 4ThunderThunder
Slam your weapon into the ground, dealing additional ThunderThunder damage equal to your proficiency bonus, thunderously impacting nearby foes and possibly pushing them away.
Damage: 9~22
2d6 + 6BludgeoningBludgeoning
+ 1d4ThunderThunder
Make a melee attack with your equipped weapon.
Healing: 1~10 + modifiers
1d10 + Fighter levelHealingHealing
Draw on your stamina to protect yourself. You regain 1d10 + Fighter LevelHit PointsHit Points.
TenacityTenacity (Reaction)   –  Corpsegrinder
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]

Related quests[edit section | visual editor]

External links[edit section | visual editor]