Ad placeholder

Ghislev

From bg3.wiki
(Redirected from Farslayer)
Jump to navigation Jump to search

Farslayer of Bhaal Ghislev, also referred to as Farslayer Ghislev, is a character who can be encountered in the Undercity Ruins area of Baldur's Gate 3, during Act Three.

“
The trial begins. Best me and pass, or die
„

Involvement[edit section | visual editor]

Ghislev serves as part of a "test" to any characters who want to enter the Temple of Bhaal.

When the party enters the area past the Undercity Ruins Waypoint a combat encounter is triggered, where Ghislev takes a very early spot in the initiative order, and applies one round of surprised surprised to all party members. This condition can be avoided by passing a DC 30 Perception Check DC 30 Perception Check at approximately X: -115 Y: 958 to spot the cultists or by otherwise moving close enough to the Farslayer to begin combat with him alone. It can be prevented as well by means such as the Alert Alert feat, the Feral Instinct Feral Instinct feature or the effect of specific items like the  Elixir of Vigilance.

On Ghislev's first turn, he casts Bhaal's Power Word Kill Ritual Bhaal's Power Word Kill Ritual. Ghislev gains the condition Ritual Chant: Bhaal's Power Word Kill Ritual Chant: Bhaal's Power Word Kill, and applies a separate condition to all allies within 55 meters of Farslayer called Bhaalist Ritual Target Bhaalist Ritual Target. Both of these conditions have a duration of seven rounds on Explorer difficulty, six rounds on Balanced difficulty and five rounds on Tactician difficulty.

The chanting range area of 55 m (183 ft) of Ghislev's spell is marked with a wall of bright-red fire. This border does not stop party members from crossing it. If a party member leaves the spell's area, its countdown is stopped for them, and resumes again once they re-enter the area; the timer continues with the remaining duration being that of the of party members who are already affected by it. The same happens to any party member who is left behind the spell area initially and enters it later.

Ghislev's ritual has the same one-cast-per-game feature as the basic Power Word Kill Power Word Kill spell. If the party manages to survive the initial countdown of turns without killing Ghislev, they can continue fighting without risking an instant death.

Many Invisible Invisible Bhaalist cultists in the area gain the condition Entranced Murderer Entranced Murderer, and attack alongside him once the party gets close enough to reveal their locations.

Combat[edit section | visual editor]

Attacks and actions[edit section | visual editor]

Teleport to a nearby, unoccupied space, or swap places with an ally.

Begin a ritual that will end in you casting Power Word Kill Power Word Kill upon the next eligible target you see.

Damage: 4~16
4d4Slashing⁠Slashing

Conjure a cloud of spinning daggers that attack anyone inside.

Ice Knife Ice Knife (Action + Level 1 Spell Slot)
Damage: 3~22
1d10Piercing⁠Piercing
+ 2d6Cold⁠Cold

Throw a shard of ice that deals 1d10⁠Piercing⁠Piercing damage. It explodes and deals 2d6⁠Cold⁠Cold damage to anyone nearby. It leaves an Ice Ice surface. On miss, the shard of ice still explodes.

This spell can be cast while you are Silenced Silenced.

Main Hand Attack Main Hand Attack (Action)   –  Spear
Damage: 4~9
1d6 + 3Piercing⁠Piercing

Make a melee attack with your equipped weapon.

Damage: 1~8
1d8Cold⁠Cold

Reduces the target's Movement Speed by 3 m (10 ft).

Slow Slow (Action + Level 3 Spell Slot)

Alter time around up to 6 enemies to Slow them. They won't get far, they can't do much, and they're easier to hit.

Allies[edit section | visual editor]

Encounter details[edit section | visual editor]

All enemies aside from Ghislev are hiding invisibly around the arena. They join the fight if the party gets close enough to them.

  • 3x Reaper of Bhaal archers are hidden on a ledge across the chasm to the right of the party as they enter the area.
  • 2x Devastator mages are hidden on a ledge to the left of the party as they descend.
  • The Invoker of Bhaal is hidden directly on top of the gate to the left.
  • Strangler Luke and 3x Night Blade archers are hidden on the roof of a ruined building to the left of the bridge.
  • 3x Night Blade archers are hidden next to a  Smokepowder Barrel on the upper floor of the ruined building to the left of the bridge.
  • 3x Night Blade dagger throwers are hidden on the lower floor of the ruined building to the left of the bridge.
  • Manglin' Abby is hidden by the exit on the far side of the bridge at (X: -100 Y: 1019).

The party members become surprised surprised after Ghislev begins chanting his ritual. Despite the lack of a concentration indicator, the ritual spell does require concentration. Disrupting this concentration causes Ghislev to begin using regular spells against the party instead of restarting the ritual.

If a party member gets close to Ghislev, he uses Benign Transposition: Teleport Benign Transposition: Teleport to teleport to the exit near Manglin' Abby.

Every Night Blade archer is equipped with at least one  Arrow of Roaring Thunder. All enemies leave the fight on their turn after Ghislev has been defeated and their corpses also instantly disappear upon his death. This can prevent the party from acquiring the  Bonespike Gloves from Strangler Luke.

Tactics[edit section | visual editor]

The stone bridge across the chasm is the most dangerous location in the fight since it is very easy to be knocked off of it. Both Manglin' Abby and Strangler Luke attempt to Shove Shove party members off, while their ranged allies rain down  Arrows of Roaring Thunder on the party. However, the bridge is not the only means of crossing the chasm. The party can also use Misty Step Misty Step, Dimension Door Dimension Door, Grant Flight Grant Flight, or  Arrow of Transposition to cross it and attack Ghislev directly.

Knocking Ghislev prone prone or using the Silence Silence spell automatically interrupts his concentration on the ritual chant spell, preventing him from completing the chant.

A sufficiently upcast Magic Missile Magic Missile can take out Ghislav's Unstoppable charges all in one go, since each missile takes out a charge. Further, any missiles after the fifth do full damage.

The  Smokepowder Barrel on the upper floor of the ruined building near the bridge can be ignited with a Fireball Fireball to damage and kill the 3 archers on that floor.

Ghislev has a relatively low Constitution Saving Throw, thus an effective strategy is to cast Flesh to Stone Flesh to Stone as soon as the fight starts, and he turns to stone before he can complete the chant, cancelling the spell and rendering him immobile and vulnerable. If the caster gets surprised and cannot apply the spell on the first combat round, there still is enough time to turn Ghislev to stone by successfully casting the spell on round two.

A Myrmidon who is hastened hastened can reach Ghislev in a single turn by first using Dash Dash, then Fly Fly to reach the Reapers' cliff, then Elemental Warp Elemental Warp over to Ghislev's platform. If the rest of the party stays in the starting area, this prevents any further enemies joining. An Air Myrmidon in particular can then stun Ghislev with Electrified Flail Electrified Flail, preventing him from teleporting around.

invisible invisible characters do not trigger the Farslayer or the ambush. An invisible character in turn based mode can easily dash through the whole arena and make it out the other side. There are no enemies (though there are traps) between the exit of the arena and the Temple of Bhaal Waypoint. Once the waypoint is active, the party can be reunited and continue on, skipping the encounter completely. Alternatively, all four party members can take on invisibility in turn based mode and stroll to the waypoint together. A third possibility is for an invisible character to move within range of his platform and cast Cloud of Daggers Cloud of Daggers or similar area of effect damage over time spell. This will cause Ghislev to teleport immediately, without casting the spell. Careful uses of hiding hiding allows for hit and run tactics that will kill him and none of the other denizens in the area will spawn, even when visible characters pass through the abbey or over the bridge.

Related Quests[edit section | visual editor]