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Baldur's Gate: Tales of the Sword Coast Game Guide

 

Get the Downloadable Guide

Introduction
Party Prep
Areas and Quests
Items
Mini Walk-Through
Contents
Tanar'ri
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This fearsome beast is capable of possessing his disciples, so make sure you take them out prior to engaging the demon itself.
(130 hp, 16,000xp) - A lesser demon from the planes of the Abyss, this extremely powerful being is responsible for the evil infesting Durlag's Tower and the town of Ulgoth's Beard. The tanar'ri is immune to non-magical weapons and cannot truly be destroyed on this plane, and if dispatched it will immediately possess the form of one of its followers if any are nearby. Its most dangerous weapon is a death gaze, which will magically hold its victim in place and, unless dispelled in 20 seconds, will turn its victim into a ghast. Protection from petrification and similar items can protect your characters from the death gaze of the tanar'ri, but it is also able to use vampiric touch against nearby players. All players within 10 feet of the creature must successfully make a saving throw or be paralyzed. Check out the guide's area walk-through on Ulgoth's Beard for additional assistance in dispatching this beast back to its native plane.

Werewolves
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Uh oh. These werewolves are fast enough to close in on your party quickly.

screenshot
A Loup Garou tries to intimidate the party. Make sure you have appropriate weapons before taking on the creature.
Normal (35 hp, 420 xp) - It might not initially be apparent how infested Balduran's Island is with these swift creatures, but ultimately you'll have to confront packs of these beasts to flee their lair. Werewolves rely solely on their teeth and claws to inflict damage, but their 18(00) strength and speed ensure that they can close to attacking range quickly and inflict significant damage when in range. Werewolves can only be hit by magical weapons or ones designed to be used against lycanthropes. Greater Werewolves (Loup Garou) (75 hp, 420 xp) - Possessing all of the abilities of normal werewolves, these creatures are also magically resistant and immune to even normal magical weapons, unless the weapons are specifically designed to be used against lycanthropes or shapeshifters.

Wolfwere
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Wolfweres are rarely encountered without a few friends nearby. The quickness of wolfweres makes it difficult to take them down before then can reach your party.
Normal (41 hp, 1,400 xp) - Even more powerful and dangerous than werewolves, these similarly swift creatures infest Balduran's Island, and their 19 strength gives them a formidable melee attack. Wolfweres can only be hit by magical weapons. Greater wolfwere (70 hp, 8,000 xp) - These dangerous pack leaders are invulnerable to normal and magical weapons other than those specifically designed to be used against lycanthropes or shapeshifters.

Wyverns (Greater)
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Still lacking a breath weapon, unlike the dragons they resemble, but these giant beasts are no pushovers.
(92 hp, 5,000 xp) - These massive beasts are considerably more powerful than the wyverns that hunt the forested Cloakwood areas. Nested deep within Durlag's Tower, these creatures move swiftly, have a poisonous attack, are resistant to magic and take reduced damage from missile weapons. Move slowly through the caverns where the greater wyverns reside to avoid confronting more than one of these mighty beasts at the same time. Check out the area walk-through for more information on how to confront these behemoths.

Next: returning creaturesNEXT
 



 
 
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