However, his time over Baldur’s Gate is finally at an end.
With his guard crippled, it’s time to strike.
His attacks are mostly the same as his official final fight.
Failing to do so will result in forcibly starting a combat encounter with Gortash.
At this point, youmay attempt to go through the Audience Chamberand face Gortash’s defenses head-on.
With Patch 5’s fixes on the south drawbridge,you might no longer jump from the bridge.
Instead:
There is no known way to lower the South Span drawbridge.
Even after Gortash’s defeat,the bridge can never again be lowered.
The only way to travel to South Span now is through the Waypoints.
Inside, you shouldenter while hiding.
However, if you’re discovered, stay in the back room to prevent being struck by any traps.
It’s a waste of time either way.
Climbing the ladder, you should seea small ledge across.
Jump to itand onto the next level of the roof.
For the record, activating these traps do not count towards Gortash’s special achievement.
If you hit one, don’t worry.
Up here, carefullymaneuver to the locked doorfor the central chamber.
Unlocking it, you’ll reach an attic area with a bell.
Cross over to the far side tofind a leverin the corner.
Flipping it willthrow down a ladderinto the central hall where Gortash awaits.
They’ll also remove the trap below them with their explosion.
Once your Invisibility ends, do not use your character’s turn yet.
Likewise, you should venture to keep them close to Gortash when throwing your bombs.
This is because his Dazzling Ray attack can set off any traps he may hit.
With both of these traps removed, your next goal will be tosend in the rest of your party.
Have themSneak in, crouching along the center of the rooms along the red carpet.
Once inside, use what you’ve learned to quickly and efficientlyremove the remaining traps.
With the traps in this room removed, it’s now time tofocus on the main fight.
You’ll likely want to remove that first.
It also grants an extra Bonus Action and Movement.
Gain Advantage on Intimidation and Insight checks.
Crossbow Expert: Point-Blank
Gortash does not have Disadvantage on making melee attacks with a crossbow.
Magic Resistance
Advantage on Saving Throws against spells and magical effects.
Dark Devotion
Advantage on Saving Throws against being Charmed or Frightened.
Dauntless
Gortash cannot be Frightened or afflicted with other conditions that alter emotions.
Enervating Suffusion
When Gortash deals damage with an unarmed strike, he deals an extra 1d4 Force damage.
High Spellcasting
Gortash has a +1 Spell Save DC.
Permanently Armed
Gortash’s weapon cannot be removed by physical or magical means.
Scintillating
Gortash has a +1 bonus to Charisma Checks and Saving Throws.
He then gives himself 150 temporary HP.
He can use Empowered Unarmed Strike, Closed Fist of Bane, and Tyrant’s Bindings after using this.
On a failed save, struck creatures are Blinded.
Empowered Unarmed Strike
Deals 1d4 + 5 Bludgeoning + 1d4 + 4d8 Force damage with an unarmed strike.
Gortash can make two of these attacks in a turn.
Closed Fist of Bane
Conjures a giant black hand in the air above a target.
Any creature beneath it is dealt 12-120 Bludgeoning damage when it falls at the end of the round.
Tyrant’s Bindings
Creates chains that halves the movement speed of targets and preventing Reactions.
Targets that save on a Wisdom saving throw take half damage and can use reactions.
Ranged Crossbow Attack
Deals 1d10 + 7 piercing damage.
Mechanical Throw
Gortash throws a Reflectoguard.
Him and nearby allies receive a shield that reflects projectiles.
Gortash is an arguablyeasier fight than Orinonce you disable his Steel Watchers.
His primary damage source and danger in this fight is not himself.
Rather, you’ll need to beware of allowing his allies to overwhelm you.
This goes double with his Reflectoguard.
His allies are his targets for Reflectoguard,throwing back any projectilesyou might throw at them.
Thrown items and arrows will bounce back.
This effectlasts two turns for each Reflectoguard.
The defeat of the Black Fists first is important due to their ability to use Aura of Terror.
This will give you a huge debuff to your attacks against Gortash so long as they’re near.
Halfway through his HP, Gortash will use his reaction to use “Invoke the Black Hand.”
This reaction willsummon aspects of Bane.
The longer Gortash lives, the more dangerous this fight becomes.
There is a known and still current bugwe’ve encountered with Gortash’s transition as of Patch 7.
Though the cause is still unknown, Gortashmay continue to use his transition reactionevery time he takes damage.
As a result,Gortash becomes immortalwith this Honor Mode-ending bug.
With a good support character, he won’t fare well against your barrage of attacks.
He is alsonot immune toPolymorph.
Otherwise, you’ll be turning this smooth talker into a smooth puddle in no time.
Deals 1d10 + 2 Piercing + 1d6 Fire damage.
On a failed save, struck creatures are Blinded.
Illuminating Shot:
Rare clothing.+1 AC.
Dauntless:Wearer is immune to the Frightened condition and other emotion-altering conditions.
Tyrannical Jackboots
Uncommon boots.Wearer gains +1 bonus to Charisma Checks and Saving Throws.
Netherstone-Studded Gauntlet
Very rare gauntlet.Comes with Gortash’s Netherstone.
Enervating Suffusion:Deal extra 1d4 Force damage with unarmed attacks.
High Spellcasting:Gain +1 bonus to Spell Save DC.
Command:Wielder gains one cast of Command per rest.
Here’s how to save all the prisoners in the Iron Throne Prison in Baldur’s Gate 3.