| feature1_description = Add your INT Modifier to damage rolls with any evocation spells.
| feature2_name = Magic Resistance
| feature2_description = Advantage on saving throws against spells and other magical effects.
| feature3_name = Opportunity Attack
| feature3_description = Automatically attack an enemy moving out of your reach.
}}
}}
'''Illithid Arcanist''' is a type of hostile Aberration character in ''[[Baldur's Gate 3]]'', many of which appear during several combat encounters at the [[High Hall]] and [[Confront the Elder Brain#Atop the Netherbrain|Atop the Netherbrain]].
'''Illithid Arcanist''' is a type of hostile [[Mind Flayer]] character in ''[[Baldur's Gate 3]]''
==Attacks and Abilities==
{{Feature box|name=Tentacle Whip|image name=Generic Physical.webp|* Lash out with with your tentacles, dealing {{DamageText|2d10 + 4|Psychic}} and possibly stunning your target.
{{Range|melee}}
{{Action}}}}
{{Feature box|name=Magic Missile|image name=Magic Missile.webp|* Shoot '''six''' darts of magical force, each dealing {{DamageText|6d4 + 6|Force}} damage to its target. The darts always hit their target.
{{Range|m=30|ft=100}}
{{Action}}}}
{{Feature box|name=Shield|image name=Shield Spell.webp|* When you are about to be hit by an enemy, use your [[Reaction]] to increase your {{Armour Class}} by 5. You also take no damage from {{SAI|Magic Missile}}. These effects last until the start of your next turn.
{{Action|reaction}}}}
{{Feature box|name=Counterspell|image name=Counterspell.webp|* Nullify another creature's spell as a reaction.
{{Range|m=18|ft=60}}
{{Resource | Reaction}}}}
{{Feature box|name=Mind Blast|image name=Mind Blast.webp|* Deal {{DamageText|4d8 + 4|Psychic}} in a cone and possibly {{Cond|Stunned|Stun}} targets within.
{{Range|m=14|ft=37}}
{{Action}}}}
{{Feature box|name=Mind Flayer Domination|image name=Dominate Person.webp|* Dominate a nearby humanoid. Allies are unaffected. Each time the dominated creature takes damage, it may repeat the {{SavingThrow}} against your domination. Tadpoled creatures cannot be targeted.
{{Range|m=18|ft=60}}
{{Concentration}}
{{Action}}}}
{{Feature box|name=Levitate|image name=Fly Illithid Power.webp|* Float effortlessly to a destination.
{{Range|m=18|ft=60}}
{{Action|movement}}}}
== Involvement==
Many Illthid Arcanists will appear during several combat encounters at the [[High Hall]] and [[Confront the Elder Brain#Atop the Netherbrain|Atop the Netherbrain]].
Illithid Arcanists have 2 variants: one with {{SAI|Fire Shield: Chill}} and Fire resistance, and another with {{SAI|Fire Shield: Warm}} and Cold resistance. Their version of {{SAI|Magic Missile}} deals more damage, fires more missiles, and has a significantly longer range. This makes them dangerous if not dealt with quickly. If pushed or thrown off the top of the {{CharLink|Netherbrain}} during the final battle, Illithid Arcanists will simply teleport back to their former position.
==Notes==
== Combat ==
* Illithid Arcanists have 2 variants: one with [[Fire Shield: Chill]] and Fire resistance, and another with [[Fire Shield: Warm]] and Cold resistance.
=== Attacks and abilities ===
* Their version of [[Magic Missile]] deals more damage, fires more missiles, and has a significantly longer range. This makes them dangerous if not dealt with quickly.
Many Illthid Arcanists will appear during several combat encounters at the High Hall and Atop the Netherbrain.
Illithid Arcanists have 2 variants: one with Fire Shield: Chill and Fire resistance, and another with Fire Shield: Warm and Cold resistance. Their version of Magic Missile deals more damage, fires more missiles, and has a significantly longer range. This makes them dangerous if not dealt with quickly. If pushed or thrown off the top of the Netherbrain during the final battle, Illithid Arcanists will simply teleport back to their former position.
If it is higher level than the spell slot you used to Counterspell, you must make a check using your spellcasting ability[See Notes] to prevent it. The check's difficulty is equal to 10 plus the level of the spell you are trying to counter.
Dominate a nearby humanoid. Allies are unaffected.
Each time the dominated creature takes damage, it may repeat the Saving throw against your domination.
When you are about to be hit by an enemy, use your Reaction to increase your Armour Class by 5. You also take no damage from Magic Missile. These effects last until the start of your next turn.