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Illithid Arcanist

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Illithid Arcanist is a type of hostile mind flayer character encountered during Act Three of Baldur's Gate 3.

Involvement[edit section | visual editor]

Many Illthid Arcanists will appear during several combat encounters at the High Hall and Atop the Netherbrain. Illithid Arcanists have 2 variants: one with Fire Shield: ChillFire Shield: Chill and Fire resistance, and another with Fire Shield: WarmFire Shield: Warm and Cold resistance. Their version of Magic MissileMagic Missile deals more damage, fires more missiles, and has a significantly longer range. This makes them dangerous if not dealt with quickly. If pushed or thrown off the top of the NetherbrainNetherbrain during the final battle, Illithid Arcanists will simply teleport back to their former position.

Combat[edit section | visual editor]

Attacks and actions[edit section | visual editor]

Try to stop a spell being cast.

If it is higher level than the spell slot you used to Counterspell, you must make a check using your spellcasting ability[See: Bugs] to prevent it. The check's difficulty is equal to 10 plus the level of the spell you are trying to counter.

This spell can be cast while you are SilencedSilenced.

Damage: 11~101
10d10 + 1PiercingPiercing
Healing: 6~36
6d6HealingHealing
Try to extract the brain of a Stunned or Unconscious creature.
LevitateLevitate (Movement Speed)

Float effortlessly to a destination.

Damage: 36~54
6d4 + 30ForceForce
Create six darts of magical force, each dealing 1d4 + 5ForceForce damage to its target.

The darts always hit their target, and can each be targeted individually.

Damage: 4~32 + modifiers
Spew forth a conical wave of psychic energy and possibly Stun Stun targets within.

Dominate a nearby humanoid. Allies are unaffected.

Each time the dominated creature takes damage, it may repeat the Saving throw against your domination.

ShieldShield (Reaction)

When you are about to be hit by an enemy, use your Reaction to increase your Armour ClassArmour Class by 5. You also take no damage from Magic MissileMagic Missile. These effects last until the start of your next turn.

Damage: 6~24
2d10 + 4PsychicPsychic
Lash out with your tentacles and possibly Stun your target.

Notable loot[edit section | visual editor]

  • Random gemstone or alchemy ingredient

Bugs[edit section | visual editor]

  • Due to an incomplete list of spell checks, ShieldShield will not reduce the damage of Illithid Arcanist's version of Magic MissileMagic Missile for the rest of the turn after Shield is used as a reaction.