Apostle of MyrkulLevel 11 |
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Location | Mind Flayer Colony |
Act | Act 2 |
Quests | Defeat Ketheric Thorm |
Apostle of Myrkul is a Boss in Baldur's Gate 3 (BG3). BG3 Apostle of Myrkul is the final boss of Act 2. Bosses in BG3 are powerful enemies that have increased health and pose a bigger challenge for players.
Where to find Apostle of Myrkul in BG3
Act 2
BG3 Apostle of Myrkul Quests
BG3 Apostle of Myrkul Dialogue Options
- N/A
BG3 Apostle of Myrkul Boss Guide
Apostle of Myrkul Boss Tips
Insert boss tips here.
Apostle of Myrkul General Information
Race: Undead
Health: 225
AC: 18
Base speed:
Size:
Weight:
Attitude:
Apostle of Myrkul Passive Features
Myrkul's Presence:
- The apostle exudes the god of death's unholy will and Bone Chills all nearby creatures.
Consume the Faithful:
- The apostle can use a reaction to consume a sacrificial necromite and gain Reaper's Reward.
Darkvision:
- You can see in the dark up to 12m.
Defence:
- You gain a +1 bonus to Armour Class while wearing armour.
Divine Health:
- The divine magic flowing within you prevents disease from affecting you.
Extra Attack:
- Can make an additional free attack after making an unarmed or weapon attack. If you gain the Extra Attack feature from more than one class, they don't add together.
Fey Ancestry:
- You have advantage on Saving Throws against being Charmed, and magic can't put you to sleep.
Immutable Form:
- Spells that alter someone's form have no effect on the affected entity, and it has a +5 bonus to Saving Throws against spells that would remove it from this plane.
Opportunity Attack:
- Automatically attack an enemy moving out of your reach.
Improved Divine Smite:
- Your attacks are suffused with divine might. Melee weapon attacks deal an additional 1-8 Radiant damage.
Apostle of Myrkul Abilities
Strength: 20
Dexterity: 10
Constitution: 22
Intelligence: 13
Wisdom: 17
Charisma: 19
Attacks & Spells
- attack1
- attack2
- spell1
- spell2
Apostle of Myrkul Resistances
Necrotic Resistances
Cold Resistances
Poison Resistances
Apostle of Myrkul Rewards
- --
Notes and Tips
- Notes and tips go here
- ??
- Anonymous
Honor Mode: He gains a legendary action and Legendary Resistance. Legendary resistance gives a +10 to your next 3 saving throws. Once per turn, when a creature attacks him, he can cause the creature to take necrotic damage(numbers need confirmation, I believe it's 4-24) and potentially fear them on a failed wisdom save.
Tip: There's one mind flayer. Kill it. Do not let it live for more than one turn, it WILL stun your party if given the chance. Hold Monster, Drow Poison, Paralysis, Command, whatever you got. Aside from that, have everyone else on add duty the first turn. He still has the ability to eat necromites for a Finger of Death cast, so be careful and make sure they're far enough away or dead. Make sure to kill all the near ones to him the first turn of combat, as first turn he will use an aoe that pulls everything near(As close as the lower platform from where he is) to him. His attacks have smite and cleave, so try to have a summon and a tank on the west part of the platform to soak damage. As well, the tank or summons should apply the first hit every turn to make sure the legendary action procs on them. Guard of Faith works really well for this. Have the tank use a disengage to leave his Bone Chill(Creatures cannot gain health while under this affect) affect if/when needed. Use Spirit of Faith and have your cleric run around to deal with any incubators or use blunt/radiant spells to make quick work of them.
- Anonymous
- Anonymous
- Anonymous
- Anonymous
Important to note, this boss is totally stationary. Go to town on him with radiant and fire AoE's for an easy win. Necrotic resistance portions help too
- Anonymous
If you want to maximize your EXP gain kill his minions first since the battle automatically ends when you kill him.
Every turn, the Apostle of Myrkul will use two attacks.
1. Melee (Reaper's Scythe or Cold embrace if disarmed).
- If no targets are in range on the platform immediately surrounding him, he will use Call of the Damned instead.
2. Ranged (Gaze of the dead or Finger of death if he ate a necromite)
To prevent Call of the Damned (10-37dmg to everyone), you MUST place something in melee range. A Bard's CounterCharm is best for this (it must be positioned right up against him).
To prevent his ranged attacks, blind him with Darkness/Arrow of Darkness/Fog cloud. Note that this is FINICKY. The darkness/fog must be placed right on his face by clicking his body (don't try to place it strategically on the platform). AND he must gain the "blinded" condition from it (sometimes it's glitchy and he's not blinded despite being right in the damn cloud). Once blinded, he can't use gaze of the dead or finger off death on you as long as you keep 3m away from him. As an added bonus, necromites prefer to avoid the darkness cloud and will attack you instead of running directly to Myrkul to get gobbled.
He takes full damage from Blunt (assuming enchanted weapon), Fire, and Lightning. So you can run in, bonk, run out (blind prevents his attack of opportunity), or fire wall, or call lightning etc.
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