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Thisobald Thorm/Combat

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This page focuses on Thisobald's behaviour during his combat encounter. Thisobald can be fought at The Waning Moon, where he is joined by four undead patrons.

Attacks and actions[edit section | visual editor]

Damage: 10~52
6d8 + 4AcidAcid
A sip from the Brewer's special booze causes him to vomit acid, covering creatures and creating an acid puddle.
Damage: 6~13
1d8 + 5BludgeoningBludgeoning
Hit an enemy with all your might to deal damage and possibly DazeDaze them.
Damage: 10~52
6d8 + 4LightningLightning
A sip from the Brewer's special booze causes him to vomit an electrified fluid that can Stun Stun those it hits.
Damage: 10~64
6d10 + 4FireFire
A sip from the Brewer's special booze causes him to vomit fire.
Damage: 10~64
6d10 + 4ColdCold
A sip from the Brewer's special booze causes him to vomit ice that can Chill Chill those it hits.
Damage: 5~10
1d6 + 4BludgeoningBludgeoning
The Brewer slams his foes with his enormous ladle.
Damage: 6~13
1d8 + 5BludgeoningBludgeoning
Make a melee attack with your equipped weapon.
Damage: 7~34
3d10 + 4BludgeoningBludgeoning

Let out a colossal burp and possibly push nearby objects and creatures back 5 m / 17 ft.

On a successful Constitution Saving Throw, target still takes half damage.

Damage: 12~84
8d10 + 4NecroticNecrotic
A sip from the Brewer's special booze causes him to vomit a necrotic fluid.
Damage: 10~52
6d8 + 4PoisonPoison
A sip from the Brewer's special booze causes him to vomit a toxic fluid that can Poison Poison those it hits.

Honour mode[edit section | visual editor]

Thisobald's unstable brew overflows, dealing 6d6 damage of the corresponding damage type to surrounding enemies and empowering his allies.

Allies[edit section | visual editor]

Conditions[edit section | visual editor]

Intoxication[edit section | visual editor]

Initially:

  • NumbNumb - Grants Immunity to Piercing, Slashing, and Bludgeoning damage.

After regurgitating, Thisobald Thorm becomes more drunk:

  • Moderately InebriatedModerately Inebriated - Gained after regurgitating the first time
  • Profoundly IntoxicatedProfoundly Intoxicated - Gained after regurgitating the second time
  • Blacked OutBlacked Out - Replaces Numb after Thisobald regurgitates three times.
  • RecoveringRecovering - Replaces Blacked Out and lasts for 1 turn. At the end of the turn, reapplies Numb to Thisobald Thorm and the cycle begins again.

Reflux[edit section | visual editor]

After receiving damage (except for PsychicPsychic or ForceForce), Thisobald Thorm receives:

Tactician[edit section | visual editor]

Legendary Resistance: IncapacitationLegendary Resistance: Incapacitation

Encounter details[edit section | visual editor]

Thisobald begins combat with the NumbNumb condition, making him immune to SlashingSlashing, PiercingPiercing, and BludgeoningBludgeoning damage. He will become progressively more drunk (Moderately InebriatedModerately Inebriated and Profoundly IntoxicatedProfoundly Intoxicated) as he uses more of his regurgitation attacks until he becomes Blacked OutBlacked Out after the third attack. This condition gives him -5 AC and makes him vulnerable to all types of damage.

Occassionally, after using his regurgitation attack he may summon one of five elemental hallucinations that look like imps:

These hallucinations are not dangerous, and even provide resistance to their element to your party if they are close enough.

Tactics[edit section | visual editor]

The key to defeating Thisobald is to force him to become Blacked OutBlacked Out. This generally involves allowing a party member or summoned creature to tank three of his high-damage regurgitation attacks while the rest of the party maintains a healthy distance. Disposable summons such as Find FamiliarFind Familiar or Conjure Minor ElementalConjure Minor Elemental are perfect for this job.

Once Thisobald has Blacked OutBlacked Out, the party should unload all of their highest damaging attacks on him at once, likely killing him in one turn due to his vulnerability to all damage.

The four Blighted zombies will slowly approach the party after the fight begins and can be safely dispatched with ranged attacks before they have much of a chance to do anything.