Summary
- The world of Baldur's Gate 3 is full of hidden creatures & characters, offering endless choices for players to explore.
- Some creatures, like the Chult Alioramus, are elusive and require specific actions from players to encounter them.
- Thorough exploration & unique choices in the game can lead to encounters with deadly creatures and unexpected rewards.
Baldur's Gate 3 is full of fascinating creatures and colorful characters. It's a game with so many different choices that players are unlikely to see everything in one playthrough. Even after completing the game's story many times, players will likely never meet some characters or fight certain monsters.
Some of these elusive creatures are hidden in out-of-the-way areas of the map. Others only appear if players make a specific combination of choices to bring about their involvement. The variety of encounters in the game shows how well Baldur's Gate 3 functions as an RPG and an open-world game, with so much to discover on repeated playthroughs.
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10 The Chult Alioramus Exists In An Entirely Distinct Part Of The World
These Dinosaurs Exist To Punish Players For "Cheating"
Most of Baldur's Gate 3 takes place in the Sword Coast region of the world, making the inclusion of creatures from the far-off peninsula of Chult a seemingly odd choice. But these dinos never leave their homeland; instead, it is the player who is briefly transported to the center of a Chultan jungle where the creatures reside. This happens as a result of trying to win a game at the Circus of the Last Days, Akabi's Wheel of Wonders. The Djinni running it cheats with a magic item to keep the player from winning, but stealing said item off of him will let them achieve victory.
A small but deadly dinosaur that can be dangerous when faced alone.
The djinni is none too pleased with this outcome, and as a punishment, he teleports the player character to Chult alone. There, they might run into several of the dangerous Alioramus, a small but deadly dinosaur that can be dangerous when faced alone. Sneaking to avoid detection from these beasts is probably the smartest choice, but thoroughly exploring their jungle area yields several of the game's best magic items.
9 The Cloaker Tries To Hide From The Player
This Monster Does Not Want To Be Found
Cloakers are flying manta-ray-like monsters who can create illusory duplicates of themselves, but they prefer to avoid a fight if possible. Only one can be found in Baldur's Gate 3, hiding inside a secluded section of Shar's Gauntlet, perched among some large mushrooms. Even if players spot it, it remains non-hostile unless they get too close to it or the treasure beneath its hiding place.
Even if players spot it, it remains non-hostile unless they get too close to it or the treasure beneath its hiding place.
Finding the cloaker requires a careful eye and a thorough search of Shar's Gauntlet, in a passageway that is entirely unnecessary to completing the Gauntlet's challenges. While it may not yield much in the way of treasure, it makes for a unique fight with its duplication ability and frightening visage. But for players wishing to avoid a fight when possible, it would be best to let the cloaker stay hidden.
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8 Yafeu The Djinni Is Locked Behind Multiple Magic Barriers
Finding This Character Can Be Rewarding Or Punishing
Deep under Ramazith's Tower is an area known as the Sorcerous Vaults, where the wizard Lorroakan has stashed numerous magical items and books of secret knowledge. Getting to the Vaults is not easy, since players must make it to Act Three and explore the tower thoroughly enough to find the Vault entrance. Even once they are inside, the vault hosts a number of magical traps, illusory walls, and arcane locks to make stealing from it rather difficult.
Touching the lantern will suck a character inside it, trading places with Yafeu and granting him his freedom.
Yafeu the djinni is behind an illusory wall and inside a magic oil lantern. Touching the lantern will suck a character inside it, trading places with Yafeu and granting him his freedom. Once out, Yafeu may insult the party and start a fight, utilizing powerful elemental attacks. However, clever players that use a familiar to touch the lantern will instead be complimented for their smarts and rewarded with a large sum of gold before the Djinni takes his leave.
7 The Armoured Crab Is A Summon Unique To One Opponent
Seek A Certain Redcap To Find These Strange Beasts
Armored crabs are, as their name would suggest, crabs with tough shells that can deal great damage with their claws. They only appear in one encounter in the game, and even then, it is not guaranteed that they will make an appearance. Players adept at combat may shut the fight down before their summoner has a chance to bring them into the fold.
Players may kill Jatlo before he takes his first turn, which is when he summons a large group of armoured crabs to kill the hag survivors.
These crabs belong to Jatlo, a Redcap in service to Auntie Ethel. He shows up in disguise at Old Garlow's Place to terrorize the Hag survivor group. Players who ignore this location and the NPCs associated it, such as Mayrina, may never have cause to investigate. But doing so allows the player to discover Jatlo's treachery, at which point he turns hostile. Players may kill Jatlo before he takes his first turn, which is when he summons a large group of armoured crabs to kill the hag survivors. Thus, players can avoid these creatures by using an aggressive play style.
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6 The Combustion Belly Spiderlings Act As An Infernal Failsafe
Attempting To Outwit A Fiend Will Bring These Creatures Upon You
Much like the armoured crabs, these spiderlings are exclusively a summon of another character in the game. This time, they belong to Mizora, a fiend and Wyll's warlock patron. They appear in Act Three as a result of Wyll and the player trying to outsmart the devil. To find these explosive arachnids, players must have Wyll on their team, and they must save Mizora from the Absolute in Act Two.
When she shows up next, it will be to offer Wyll a deal: sell his soul to save his imprisoned father or gain his freedom in exchange for his father's life. To see the spiders, players must convince Wyll to choose his freedom, seemingly forfeiting his father, Ulder Ravengard. However, he is not yet lost. Players can attempt to outsmart Mizora by finding and rescuing Ravengard all on their own without her advice.
To see the spiders, players must convince Wyll to choose his freedom.
Doing this angers her, and she will summon a group of combustion belly spiderlings around Wyll's father during the escape in an attempt to kill him anyway. The spiders run up to and explode next to the nearest creature hostile to them, making them deadly against the injured older man. Luckily, using a dimension door spell or something similar can still get Ravenagrd to safety, completing the player's outwitting of Mizora.
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5 The Necrotic & Soporific Rats Appear When Their Brethren Are Threatened
These Unique Rats Are The Last Line Of Defense For A Secret Miniboss
These two variants of the typical rats in Baldur's Gate 3 are green and pink, respectively, and each has special abilities to set them apart. Necrotic rats deal extra damage, while soporific ones can put characters to sleep. Both variants can only be found in a specific fight in the Gauntlet of Shar, on the lowest level of the area.
To trigger the encounter, players must repeatedly antagonize the rats throughout the Gauntlet.
To trigger the encounter, players must repeatedly antagonize the rats throughout the Gauntlet, killing them or otherwise behaving aggressively. This will cause many of them to flee to a lower level, where (if the player can speak with animals) they will offer one last chance to leave them alone. Refusal to do so invokes the rats' fury, and they attack the player in large numbers, with many of these variants showing up to join the fray. Killing them all results in the appearance of a hidden character, with his own fight and some magical rewards.
4 Bloodmarrow Skeletons Appear In Certain Versions Of A Late-Game Fight
The Temple Of Bhaal's Final Brawl Differs Greatly Depending On Player Choices
One of the final fights in Act 3 will likely be against Orin the Red, the current leader of the cult of Bhaal and a vicious, unhinged murderer. She has likely kidnapped a member of the party by the time they come to fight her and will use her hostage as an incentive to fight the player in the way she wishes. For Dark Urge characters, this will be a one-on-one duel, while for other origin and custom characters, it will be a more structured group skirmish.
The bloodmarrow skeletons will never show up for the Dark Urge variant of the fight, as they are a unique summon Orin can create from the corpses of her fallen allies. In a one-on-one, there will be no dead allies to use. However, these summons may still not show up for other characters if they learn the truth about Orin's parentage and use that information to goad her into transforming into her final form, the Slayer, at the fight's beginning. In this form, Orin cannot summon her bloodmarrow skeletons, and thus the creatures will be avoided entirely.
They have a unique blood-red look and their attacks inflict Bleed on the player, but other than that, they are nothing too tough.
As for the actual monsters, bloodmarrow skeletons are fairly close to normal skeletons in their stats and abilities. They have a unique blood-red look and their attacks inflict Bleed on the player, but other than that, they are nothing too tough. Still, they are an interesting component of this boss fight that many will unknowingly avoid through their actions during the course of the story.
3 The Cursed Imp Resides In A Desolate Corner of Act Three
Only The Most Thorough Explorers Will Stumble Upon This Wretched Fiend
At the western edge of the Lower City map, next to the church of Umberlee, there is a dilapidated dock with a few ships moored to it. Venturing out across the ruined parts of this dock will bring players to a ship called the Lustrous Lass, which is apparently off limits due to a quarantine. Breaking down the barriers in front of it and boarding the ship anyway will immediately cause the player and their party to become sick with a Sea Plague, which likely caused the deaths of the sailors strewn about the deck.
A green Imp variant that immediately attacks the player.
The only other thing on board is a normal-looking treasure chest, but once opened, it is revealed that the chest contains a Cursed Imp, a green Imp variant that immediately attacks the player. It can fly and cast ray of sickness, but beyond that, it can't take any powerful actions. However, it has an ability called "caustic retort," which reflects any damage done to it back on the attacker threefold as acid damage. This effect, coupled with the Imp's large health pool, makes it difficult to bring down, since it will likely deal around 300 damage before it dies.
2 Zombie Forms Of Minthara and Dror Ragzlin Are Rare Finds In Act Two
Player Must Make A Series Of Odd Choices To Find These Undead
Most players will meet Minthara and Dror Ragzlin in Act One, where they act as villainous foes or potential allies in service of the Absolute. Both can be killed either in the goblin camp or during their siege on the Emerald Grove, though as many now know, knocking Minthara unconscious allows them to recruit her later on as a party member. However, "evil" players can also side with them and take out the Grove, as is often the choice of players going for an evil playthrough.
Two familiar characters stumbling around in the necromantic laboratory: Minthara and Dror Ragzlin, now zombies and servants of Balthazar.
But an odd combination of heroic and villainous acts will allow the characters to show back up as zombies in Act Two. First, players must kill them in the goblin camp in Act 1. Next, in Act 2, they must knock out Isobel and let Marcus kidnap her, causing the downfall of Last Light Inn. Next, in the Gauntlet of Shar, they must help Balthazar abduct the Nightsong, then return to Moonrise Towers. All of this must be done to gain the trust of Ketheric Thorm, the Absolutist general, and gain an audience with his "god."
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At this point, however, the player will be betrayed and abducted themselves, placed in a tank in Balthazar's underground lab. As long as all of this has been done, the player will spy two familiar characters stumbling around in the necromantic laboratory: Minthara and Dror Ragzlin, now zombies and servants of Balthazar. They each retain some of their racial abilities but lack their weapons. Instead, they attack with simple slams and are now reduced to undead servants of the vile necromancer.
1 The Moonlight Sliver Celestials Arrive In The Nightsong's Time Of Need
Betraying One Of The Best Allies In The Game Causes A Fight With These Angels
In Act Three, players who saved the Nightsong (or Dame Aylin) may go to speak with the wizard Lorroakan, who is looking for her. Lorroakan wishes to imprison the Aasimar much like Ketheric once did to gain immortality, a selfish goal that also works against the player, since it would incapacitate one of their most powerful allies. As such, most players will either turn the wizard down or return with Dame Aylin to take him out for good.
These angels are very powerful in Baldur's Gate 3, with the ability to deal enormous amounts of radiant damage.
However, players that do betray Aylin and bring her to Lorroakan will have a fight on their hands, as Aylin summons a group of Moonlight Sliver Celestials to back her up. These angels are very powerful in Baldur's Gate 3, with the ability to deal enormous amounts of radiant damage with their weapon attacks and their reactions, as well as to cast a unique version of globe of invulnerability. Most players should consider themselves lucky to have never run into this elite squad.
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