Shield of Thralls
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This article is about the base illithid power. For the upgraded full-illitihid power, see Augmented Shield of Thralls.

Description
Conjure a volatile shield around yourself or an ally, granting the target 10 temporary hit points.If these temporary hit points are lost due to incoming damage, the shield bursts, possibly
nearby foes.Can only have temporary hit points from one source.
Properties
- Cost
- Action
- Details
- Range: 9 m / 30 ft
- Short rest Recharge:
- Long rest Duration: Until
AoE: 3 m / 10 ft (Explosion radius)
Condition: Volatile Shield
Long rest Duration: Until
- Affected entity has been granted temporary hit points by an illithid. If these are removed by incoming damage, the shield bursts, possibly nearby foes.
- The shield only bursts after all temporary hit points have been removed. This also removes the condition.
- When the shield bursts, enemies within DC 15 Intelligence saving throw. 9 m / 30 ft are for 1 turn, unless they succeed a
Condition: Stunned
Duration: 1 turn
DC 15 Intelligence saving throw
- Affected creatures cannot move or take Actions, Bonus Actions, or Reactions.
- Affected creatures automatically fail Strength and Dexterity saving throws.
- Removed by Freedom of Movement, Greater Restoration, Unshackling Strike.
- Attack Rolls against affected creatures have Advantage.
How to learn
Other ways to learn:
- Unlock from the illithid power skill tree with a Mind Flayer Parasite Specimen after obtaining the following:
Bugs
- The short rest required between casts of Shield of Thralls can be circumvented by traveling in between Act One and Act Two. This can allow multiple party members to start the day with Shield of Thralls active even if only one party member has access to the ability.
- This can also be done in Act Three, by traveling between locations that have loading zones. For example, traveling from Rivington, to a location in the Lower City, and vice versa.