Quick Links
All Honour Mode Boss Changes: Legendary Actions And More
Act One Bosses' Honour Mode Legendary Actions
Act Two Bosses' Honour Mode Legendary Actions
Act Three Bosses' Honour Mode Legendary Actions
Baldur's Gate 3 can already be a challenging endeavor for the average player on Normal and Tactician modes, but for those brave few who seek out a real challenge, despite the looming threat of rage-quitting over a single misclick, there lies the indomitable Honour Mode. Within this challenge mode, bosses you were once familiar with become a new obstacle with the introduction of Legendary Actions and Conditions.
Related
Baldur's Gate 3: How To Defeat Cazador
If you're struggling with the fight against Cazador or want to know what happens afterwards, we've got you covered.
With these new abilities, bosses may make extra attacks, become more resistant to certain types of attacks or spells, or even call for aid from other, previously unknown bosses. Oh, the things we do for a golden die...
Updated September 16, 2024, by Alexis Campbell: The Spectators of the Underdark (Act One) and the House of Hope (Act Three), Githyanki Inquisitor Ch'r'ai Tska'an (Shadow Land Ambusher), Githyanki Inquisitor Ch'r'ai Har'rak (Knights of the Shield Hideout Ambusher), Ptaris of the Society of Brilliance, and the Bulette have been added to the Legendary Action list. New actions for Dror Ragzlin and Malus Thorm have been added and updated in line with the seventh official patch.
All Honour Mode Boss Changes: Legendary Actions And More
Not all bosses in Honour Mode will have their own Legendary Action. Some will have notable changes like new boss enemies to join them during combat, but many will only appear as their normal selves from Tactician Mode.
Below, we've compiled a list of all known bosses with significant changes or Legendary Actions. They have been broken into their respective Acts to prevent late-game spoilers for those who may need it.
Patch 7 has increased the range of certain legendary actions without indication in patch notes where effects have been lengthened. We have caught all that we noticed thusfar; however, please keep in mind that some older legendary actions on this list may be further than portrayed in their descriptions.
As a helpful reminder: always check legendary action descriptions of a boss during the first round of combat to ensure you don't get caught in unintended traps.
Act One Bosses' Honour Mode Legendary Actions
Boss | Name | Number of Uses | Description |
---|---|---|---|
Owlbear Mother | Call for Consort | 1 - per battle | Owlbear Mother calls an additional owlbear boss during the fight. An Owlbear Mate joins the battle upon a summon, having similar abilities to the Mother and can become Enraged. |
Auntie Ethel | Weird Magic Surge | 1 - per round | Can summon additional copies of herself after a spell is cast. The higher the level, the more copies are summoned. |
Phase Spider Matriarch | Gossamer Tomb | 1 - per round | If another spiderling is attacked, the matron can entomb a creature with web that explodes next turn for 8d10 Poison damage. |
Bernard | Leaping Static | 1 - per round | Bernard can jump and damage all enemies in a straight line (and in a small melee radius where he lands) in the direction of the first foe that attacks him in any round. |
Inquisitor Ch'rai | Mind Claw of Tu'narath | 2 - per round | Ch'rai can summon twice per round after Ch'rai or any of his allies strike your party. |
True Soul Nere | Psionic Visage | 1 - per round | When attacked, Nere can summon 3 copies of himself, giving him Immunity to Bludgeoning, Piercing, and Slashing damage. Each time he is successfully attacked, one of these copies Detonate. When Detonating, melee enemies and Nere are dealt 2d6 Thunder damage and pushed back. |
Grym | Adamantine Reverberation | 1 - per round | When struck, Grym's movement is doubled and he gains 10 Temporary Hit Points. When these hitpoints are lost, nearby targets are dealt 4d8 Thunder damage and pushed back 4m. |
Dror Ragzlin | Devoted Galvanism | 1 - per round | Upon an attack from an enemy against an ally within 5m, Dror Ragzlin uses "Galvanize Absolutists" to grant them Action Surge. |
Arachnid Compulsion | 1 - round | This spell can be cast if Dror Ragzlin is pushed into the spider pit. Casting this spell allows Dror Ragzlin to take control of the nearby spiders, turning them into allies. | |
Spectator | Ocular Nightmare | 1 - round | As a spell cast, the Spectators can fire a barrage of rays on all creatures within 20m (or 67ft) with a chance to Confuse, Frighten, Paralyze, or deal extra damage. It deals 2 or 4d8 + 3Necrotic damage (depending on the rays) to each creature with the potential to halve damage with a Constitution save. |
Panicked Sentinel | Unlimited | If a creature moves within 6m (or 20ft) of a spectator, it will randomly fire one of the following rays at it: Wound Ray, Fear Ray, Paralysing Ray, Confusion Ray. | |
Bulette | Shredding Scales | 1 - round | As a legendary reaction, the Bulette releases a 3d6 Slashing damage AoE attack on all creatures within range (3m or 10ft) when struck by an attack that deals damage for the first time each round. |
Diamond Scales | 1- combat | This feature gives the Bulette an additional 100HP. All hits that strike Bulette must be a minimum of 15 damage or higher to have any effect. While these scales are in place, it can use the Shredding Scales legendary action. |
read more
Act Two Bosses' Honour Mode Legendary Actions
Boss | Name | Number of Uses | Description |
---|---|---|---|
Gerringothe Thorm | Incapacitation | 1 - per round | Gerringothe has +10 on Saving Rolls against checks that would Incapacitate her. |
Sublimation | 6 - per battle | When losing a piece of armour, Gerringothe can attempt to turn all her enemies into solid gold (Constitution save). If turned, the creatures are incapacitated and cannot take any form of action. It affects all creatures in battle and lasts four turns or until the affected succeeds a Constitution save. | |
Thisobald Thorm | Incapacitation | 1 - per round | Thisobald has +10 on Saving Rolls against checks that would Incapacitate him. |
Overflowing Brew | Unlimited | When Thisobald's brew type changes, he deals 3d6 damage of the new damage type in the surrounding area and then empowers his allies. | |
Malus Thorm | Incapacitation | 1 - per round | Malus has +10 on Saving Rolls against checks that would Incapacitate him. |
Wail of Loss | 1 - per round | After being attacked, all his assistants will let out a wail that may Confuse (Wisdom save) Malus's enemies within range (3m), causing affected creatures to wander, attack randomly, and skip turns. | |
Grasping Appendage | 1 - per round | Malus can use his Legendary Action to pull a creature within 18m (or 60ft) closer to him by 9m (or 30ft). | |
The Shambling Mound | Wretched Growth | 1 - per round | If an enemy creature ends its turn within 5m of the Shambling Mound, 3d10 Necrotic damage is inflicted. Shadow-Cursed vines will also grow around the creature's feet, Entangling it on a failed save. |
Oliver (Shadowed Spirit of the Land) | Vengeful Playmate | 1 - per round | When one of Oliver's shadows are destroyed, Oliver can create a sphere of Silence that additionally deals 3d8 Necrotic damage to entities that enter or start their turn inside them. |
Yurgir | Blinding Ambush | 1 - per round | Yurgir deals 5d10 Radiant damage to a marked ("Hunted") creature when it attempts to attack or cast a spell. This also may Blind the target. |
Balthazar | Legendary Resistance | 3 - per round | Gain +10 bonus to next Saving Throw. |
Spectral Aspect | Unknown | After being struck, Balthazar adopts a Spectral Aspect, giving Resistance to Acid, Fire, Lightning, and Thunder damage. It also gives Immunity to Cold and Necrotic damage as well as the Frightened, Paralyzed, Restrained, Prone, and Petrified conditions. Creatures that strike Balthazar in melee while this is active become Bone Chilled for 2 turns. While in this form, Balthazar also gains the ability to fly. | |
The Dead Wastes | 1 - per round | When a creature dies, Balthazar can use this per round to create Necrotic miasma dealing 4d6 Necrotic damage to living creatures and healing the undead by 4d6. | |
Kar'niss (The Drider) | Fanatic Retaliation | 1 - per round | When a Spindleweb Fanatic (any allied creature within 5m of Kar'niss) is killed, Kar'niss can deal 6d10 Psychic damage and Silence the attacker. |
Ch'r'ai Tska'an | Soul Sacrifice | 1 - per round | Should a humanoid creature die, Tska'an can offer their soul to Vlaakith for a chance at additional power. If the creature is revived without their soul, they will have disadvantage on attack rolls while enemies have advantage on attack rolls against the soulless creature. Once three souls have been sacrificed, Tska'an will gain +3 AC, +3 to all Ability Scores, and the ability to cast six beams of Eldritch Blast when using the cantrip instead of three. |
Ketheric Thorm | Legions of Bone | Unlimited | If a character dies in a 12m radius of Ketheric, their corpse will spawn one Skeletal Involuere. |
Hordestrike | 1 - per round | When a Skeletal Involuere or other ally of Ketheric strikes a target within 16m Ketheric casted Deadly Orders on, he can attack for 4d8 Force damage. | |
Apostle of Myrkul | Incapacitation | 1 - per round | Apostle of Myrkul has +10 on Saving Rolls against checks that would Incapacitate it (once per round). |
Gaze of the Dead | 1 - per round | Apostle of Myrkul can attack the first creature that struck it for 4d8 + 5 Necrotic damage. This may Frighten the targeted creature. |
read more
Act Three Bosses' Honour Mode Legendary Actions
Boss | Name | Number of Uses | Description |
---|---|---|---|
Cazador* | Legendary Resistance | 3 - per round | Gain +10 bonus to next Saving Throw. |
Vampiric Spawn | 1 - per round | Once per round, Cazador can summon a Vampiric Swarm of bats that deals 8d12 Force damage around the target that is swarmed. | |
Ch'r'ai Har'rak | Tu'narath's Embrace | 1 - per turn | When one of Har'rak's allies are afflicted with a status condition of any kind, Har'rak can use a legendary action to protect them against status conditions and give them an additional 50HP. This effect lasts two turns. |
Ptaris | Ptarian Dogma | 1 - per round | After being struck by an attack, Ptaris can use his legendary action to invoke a debuff on his attacker. The attacker gains 50 temporary HP but loses -4 in all physical stats (Strength, Dexterity, and Constitution). The effect lasts until the temporary HP is removed. If two creatures with this effect are within 5m (or 17ft) of each other, they cannot harm Ptaris. |
Mystic Carrion | Torrential Undeath | 3 - per round | When struck, Mystic Carrion applies a status condition of one of two types on all creatures within 18m (or 60ft) in a 3m (or 10ft) cube. Undead creatures will restore health for 6d8HP and gain immunity to all damage for one turn (though immunity can be removed by Remove Curse or Greater Restoration). Living creatures will gain the Frightened condition and become Vulnerable to all damage. |
Viconia De'vir | Sanctuary of Loss | 3 - per round | After an ally is struck, Viconia can cast Sanctuary of Loss on them to prevent further attacks made against the creature until it takes an attack action. |
Heartwrench | 1 - per round | When her or an ally creature is struck by a creature with the Heartform Mapped condition applied, Viconia can retort with 10d12 Psychic damage or half as much on a successful Wisdom save as far as 18m (or 60ft). | |
Ansur, Heart of the Gate | Legendary Resistance | 3 - per round | Gain +10 bonus to next Saving Throw. |
Draconic Wrath (Lightning) | 1 - per round | On the next creature that attacks Ansur, the dragon may use its Legendary Action to cast Lightning Breath for 12d6 Lightning damage. | |
Unrelenting Storm | 1 - per battle | When Ansur is reduced to 0HP, he is instead left at 1HP once per battle. When this happens, he will begin Hoarding Energy. After one round, he will gain 100HP and lose any Incapacitating conditions. | |
The Spectators | Panicked Sentinel | Unlimited | If a creature moves within 6m (or 20ft) of a spectator, it will randomly fire one of the following rays at it: Wound Ray, Fear Ray, Paralysing Ray, Confusion Ray. |
Ocular Nightmare | 1 - round | As a spell cast, the Spectators can fire a barrage of rays on all creatures within 20m (or 67ft) with a chance to Confuse, Frighten, Paralyze, or deal extra damage. It deals 2 or 4d8 + 3Necrotic damage (depending on the rays) to each creature with the potential to halve damage with a Constitution save. | |
Raphael | Beguiling Rebuke | 4 - per round | Spending a Legendary Action, Raphael can react to being struck by immediately attempting to Beguile his attacker and the attacker's allies. It can be used up to four times per round, and Beguiled creatures cannot attack Raphael. |
Inevitable Resolve | Unlimited | Spells and effects that control or can Incapacitate Raphael for one turn. | |
Sarevok | Incapacitation | 1 - per round | Sarevok has +10 on Saving Rolls against checks that would Incapacitate it (once per round). |
Murderous Retort | 1 - per round | Uses a Legendary Action to strike back at a creature after Sarevok is struck. If Sarevok's Deathbringer's Legacy is active, the returning strike is no longer a normal weapon attack and instead deals four 5d10's (20-200 damage) with Deathbringer's Assault. | |
Orin | Orin's new abilities are identical to Sarevok's above. However, Murderous Retort deals seven 3d10's for 21-210 Piercing damage. | ||
Boon of Bhaal | Bhaal's Edict | 1 - per round | If Orin doesn't use her legendary actions on her turn, Bhaal will place an edict on a random creature. If that creature does not kill another creature by the end of their turn, it automatically dies. |
Hellfire Steel Watch Titan | Incapacitation | 1 - per round | The Titan has +10 on Saving Rolls against checks that would Incapacitate it (once per round). |
Gortash* | Legendary Resistance | 3 - per round | Gain +10 bonus to next Saving Throw. |
Dominated Red Dragon | Draconic Fury | 1 - per round | On the next creature that attacks the dragon, the dragon will cast Fire Breath for 6d12 Fire damage. |
Crown of Karsus | Karsite Grip | 1 - round | This spell can be cast to release four deadly beams dealing 8d8 Force damage to each target or half as much on a successful Dexterity save (DC20). The first target must be within 18m (or 60ft), and it can fork to up to three other creatures within 8m (or 25ft). On a failed save, it will place the Dazed and Weak Grip conditions on the struck targets. |
read more
*Cazador may now use his Legendary Actions while in his Mist Form as of Patch 7. Additionally, Gortash may also use his Legendary Actions despite being blinded.
Next
Baldur's Gate 3: 10 Tips For Honour Mode
You'll need every advantage you can get.