Sarevok AnchevLevel 16 |
|
---|---|
Location | Murder Tribunal |
Act | Act 3 |
Quests | Impress the Murder Tribunal |
Sarevok Anchev is a Boss in Baldur's Gate 3 (BG3). BG3 Sarevok Anchev is a Bhaalspawn and a returning character from BG1 (as the final boss) and BG2 (as a potential companion of ToB). Bosses in BG3 are powerful enemies that have increased health and pose a bigger challenge for players.
Where to find Sarevok Anchev in BG3
Act 3
- Murder Tribunal (Candulhallow's Tombstones in Lower City)
BG3 Sarevok Anchev Quests
BG3 Sarevok Anchev Dialogue Options
- N/A
BG3 Sarevok Anchev Boss Guide
Sarevok Anchev Boss Tips
Insert boss tips here.
Sarevok Anchev General Information
Race: Human
Health: 262
AC: 20
Base speed: 9m
Size:
Weight:
Sarevok Anchev Passive Features
Legendary Resistance:
- You have a +10 bonus to your next Saving Throw.
Absorbed Essence: Illasera
- Sarevok is permanently Hastened and can't be Paralysed, Restrained, or have his movement speed reduced in any way.
Absorbed Essence: Amelyssan
- Sarevok's attack now heal him by 2-24 hit points each time.
Absorbed Essence: Amelyssan
- Sarevok's Armour Class is increased by 6.
Murderous Strike:
- After performing four attacks, Sarevok will have embodied Bhaal enough to use Deathbringer Assault.
Exceptional Plate
- You take 2 less damage Slashing, Piercing, and Bludgeoning sources.
Extra Attack
First Blood
- On a hit, inflict Bleeding upon targets that have maximum hit points.
Indomitable:
- You have become as durable as an iron golem. Whenever you fail a Saving Throw, you can roll again, using the new result instead.
Perfect Sentry
- You can't be Surprised.
Permanently Armed
Sarevok Anchev Abilities
Strength: 20
Dexterity: 20
Constitution: 20
Intelligence: 16
Wisdom: 14
Charisma: 15
- Initiative: 5
Attacks & Spells
- Deathbringer Assault
Sarevok Anchev Resistances
None
Sarevok Anchev Rewards
- Sword of Chaos
- Sarevok's Horned Helmet
- Amulet of Bhaal
- Abattoir Key
Notes and Tips
- Notes and tips go here
- ??
- Anonymous
Got to him and heard horror stories, but got lucky and on one of the first turns a crit from my ranger triggered a paralysis. Was able to basically burn him in one full turn since all physical attacks crit and Divine Smite on crtits is overpowered af. Didn't even have to deal with the guards since they couldn't even reach me in time.
- Anonymous
- Anonymous
Not sure what's more annoying, when people come to wiki pages to complain about bosses being impossible or badly designed, or when a guy comes along with the most busted build in BG3 where you twin-cast the biggest damage spell in the game, with all the stat buffs possible, an Elixir of **** You, and guarantees a crit on it with LotFR while their allies cast buffs on him and immobilize the enemy entirely while save-scumming to guarantee the perfect roll and then says "Eh, not much of a challenge tbh, Act 3 needs to be rebalanced to be more difficult." Maybe try and not use your 4-multiclassed hyperspecific build where you get 33 quadrillion INT and try and come at it like a regular player would and it might be a more difficult time, eh?
Sarevok is a well-balanced fight. Obviously considerably more challenging if you fight him where the knights can see you, but I've fought him twice (once on Balanced, the other on Tactician) and had a great, challenging time both times.
- Anonymous
Low WIS. Command: Grovel and you're good, you don't even need Otto's Dance
- Anonymous
Although the death-buffs from the 3 echoes are intimidating they’re actually not that hard to deal with. You’re better off focusing the ghost b*tches down so they’re not constantly buffing Sarevok and debuffing your party, then after that it’s just a DPS race. Bless your party and debuff Sarevok with status effects (fear, prone, spells) and you can negate majority of his buffs
- Anonymous
On Tactician difficulty without min/maxing it was an easy fight like most act 3 bosses with good tactics and a little luck.
I saw he was level 16 so I banished him first turn, then killed his 3 minions. When he came back it was 7 on 1.GG.
I really am disappointed with act 3. Level 12 characters with legendary gear and a few summons just flat out steamroll everything if you have half a brain cell.
And no, I'm not minmaxing, cheesing, or looking at guides. Totally Blind playthrough. Act 3 still good but definitely a dip in quality.
- Anonymous
Killed him in first round with my lvl 6 cleric/5 sorc using chain lightning (makeoshir), channel divinity, twin spell combo. Act2 and 3 have felt very easy imo.
- Anonymous
first attemp : bluh the boss with just < 300 hp , this battle will end fast.
after battle : holy sh_t this beast is fast !!!
- Anonymous
Retreat. Lure Sarevok backwards through tribunal door and close it behind him while attacking warding bond spirit. Leave a summon to catch the slow spell while keeping most of your party away from the aoe. Dogpile Sarevok with a barbarian, or high AC character with the shield spell, or both.
- Anonymous
Did a solo tactician run and had to cheese him with Otto's ID. Absolutely no clue how you can fight him honestly.
- Anonymous
One of the trickier fights actually. This fight can be pretty easy or almost impossible depending on your playstyle. If you have big damage at the ready, then killing Sarevok will not take long. But if you have a party with only a single pure damage dealer and/or other members full support/healing/utility - then this fight is so hard to finish without Otto's Irresistible Dance spell. I happened to have 0 scrolls on me and the fight was like 1.5 hours long. Then I tried it with preparing the Otto's ID and finished it no sweat.
- Anonymous
Can Dark Urge have Saverok as a companion still? ANyone know?
- Anonymous
Acts 2-3 fights have been so disappointing. Truly shows how much this game needed Legendary and Lair actions. Especially their pitiful change Legendary Resistance that couldn't stop my DC 26 Wizard from holding him. Absolutely pathetic.
I thought he was pretty straightforward on Tactician on my first play through (still playing it). But after I looked at his statblock the first time, I reloaded and respecced Gale to change his spell loadout. (Avoids an unnecessary long rest this way, you see... and I am a man of integrity, sir!) It helps a lot that I play PnP DnD, and also played all the way through *both* the BG1&2 series and Divinity: Original Sin 2 *twice.*
Karlach: Wildheart/Bear Great Weapon Master, Hasted; Tav Gloomstalker with Harold, Hasted; Gale's Evoker-rated Fireballs; and Gale and Wyll Counterspelling on the ladies' turns. This approach nuked him first, fast, and then took down his stable.
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