Summary
Baldur’s Gate 3’s Honour Mode is a unique challenge, beaten by only the best of the best. Its single save file means every sword you swing and word you say can be absolutely pivotal to the outcome of the game. Unsurprisingly, some of the game’s battles are significantly changed and rather more difficult than before.
There are many changes introduced with Honour Mode; the single life being the most prominent in making players hesitate at every fork in the road. Legendary Actions have become a big change in the game’s boss fights, making them more difficult and much scarier to approach. They’ve certainly upgraded their tactics in this mode. Luckily, there area few battles you can skip through careful dialogue choicesin Baldur’s Gate 3, which can save you from an untimely demise. If you’re still looking for a fight, though, here are the most dangerous Legendary Actions you’ll want to look out for.

The Power Of Mindsteal Link
Mind-Claw of Tu’narath
Summons a psionic blade. When hit, Inquisitor W’wargaz can potentiallyMindsteal Linkwith the attacker. Mindsteal Link gives a +1 to armour class and an additional 1d4 Psychic damage per creature connected.
If you’re daring enough to travel through the Mountain Pass, you’ll come across the Githyanki crèche nestled in the old Monastery. It’s not necessary to head through the crèche, but it is a nice source of experience and a large part of Lae’zel’s story if you’re interested in delving deeper into that.

Depending on your choices, you might end up disobeying Vlaakith and becoming a target of the rest of the crèche. Doing so will result in a fight with Inquisitor W’wargaz and a few other Githyanki. The main problem with this action is the potential for large amounts of damage with the Mindsteal Link, so it’s important to defeat him quickly before it’s too late. Between the Psychic damage and the Armor boost, Inquisitor W’wargaz can be rather more difficult to dispatch than he originally seemed.
A Potentially Debilitating Blow In Combination With Hunter’s Mark
Blinding Ambush
Yurgir deals 5d10 Radiant damage to a target. On a hit, Yurgir can attempt to blind a creature if they haveHunter’s Markon them. When blinded, your ranged and spell attacks have a shorter range and attack rolls have a disadvantage. Attack rolls against you have an advantage.
Yurgir is a familiar face for those who’ve already travelled through the Gauntlet of Shar. As an acquaintance of Raphael, you and your party are tasked tokill the mighty Yurgirin exchange for a favor.

Yurgir’s ability to turn invisible can make his fight annoying, but his Legendary Action is a painful cherry on top. The ability to deal up to 50 Radiant damage can devastate a party quickly. The status inflicted on top of that means any spellcasters or ranged attackers in the party are quickly made ineffective. As such, you should make sure to head into this fight with melee characters who can hit hard from close range. Keep some healers close by, too, because Yurgir is quite the heavy hitter.
Offers A Wealth Of Resistances And Immunities That Makes Balthazar Hard To Beat
Spectral Aspect
Grantsresistanceto Acid, Fire, Lightning, and Thunder damage. Grantsimmunityto Cold and Necrotic damage. Attacking Balthazar will make youBone Chilled. Balthazar cannot befrightened,paralyzed,petrified,restrained, or madeprone. Balthazar canflywhen in this form.
Balthazar is a difficult and unavoidable fight during Act Two, and his Spectral Aspect does not make it any easier. Spectral Aspect grants Balthazar resistance and immunity to many types of damage, along with preventing him from being held still under any condition. The added risk of becoming Bone Chilled is very unwelcome as well, so it’s critical to choose your moments to strike.
![]()
While Balthazar also has The Dead Wastes action, Spectral Aspect can make it difficult to attack him effectively. It may be best to spend those turns clearing out the rest of the room and healing if you feel there’s nothing else to do.
Delivers A Monstrously Powerful Blow That Still Smarts If Saved
Heartwrench
Viconia Devir can cause a creature to becomeHeartform Mapped. When these creatures attack Viconia or an ally, they take 10d12 Psychic damage. On save, targets take half the damage.
Viconia DeVir is a lucky fight for a lot of people, since she can be completely avoided. She makes for a unique battle and an interesting challenge, though, so she can be worth taking on. Before doing so, note that her Heartwrench action is dangerous and can deal up to 120 Psychic damage.

Even on a successful save, the target takes half the damage, which is still a huge amount of health to lose for any class. It can be impossible to mitigate the damage of the attack, meaning that Viconia certainly isn’t an opponent to underestimate as you prepare for her.
One thing to keep in mind is that the Heartwrench is only applicable to those who went through the heart mapping ritual with Viconia before entering the room.

A Pesky Swarm Of Bats Drain Your Party’s HP While Restoring Cazador’s Own
Vampiric Spawn
Creates a swarm of vampiric bats that pushes creatures back with 8d12 Force damage. Creatures can becomeSwarmedand will be vulnerable to Piercing damage. Creatures will take 4d8 damage per turn while Cazador heals 4d8 per turn.
Cazador’s Legendary Action can deal up to 96 damage, followed by a maximum of 32 damage per turn. In addition to dealing this damage, Cazador can also heal up to 32 health points per turn. It makes him all the more difficult to whittle down.

Overall, this legendary action doesn’t seem so bad, but it can get overwhelming when your party is swarmed by bats and becomes vulnerable to Piercing damage. The slowly-racking damage can ruin your party deceptively quickly if you’re not careful. The best course of action, where maneuverability allows, is to get out of the swarm and deal with Cazador as quickly as possible.
Raining Hellfire Across The Battlefield
Soul Ascension
Transforms Cambions into Hellfire Cambions and deals 6d10 Necrotic damage to non-fiends caught inside the 60-foot column. Hellfire Cambions deal Hellfire damage and ignore resistance and immunity to Fire damage.
Raphael is known to be a rather difficult fight, and his Legendary Action lives up to expectations. Soul Ascension causes normal Cambions to become Hellfire Cambions, which deal Hellfire damage instead. This is a formidable prospect because Hellfire damage is incredibly powerful, capable of wiping out your party terrifyingly quickly even when you’re equipped with potent armor for the battle in question.

In addition, this Legendary Action has a sizable area of effect and can also deal up to 60 necrotic damage to those caught in the radius. Positioning is paramount when battling Raphael, particularly considering that fire resistance and even immunity won’t help you much here.
With this Action’s wide area in mind, it’s a good idea to spread your team out while fighting to avoid multiple party members being hurt.

When The Murderous Strikes Have Built Up, There’s Little Defense
Deathbringer’s Assault
Deathbringer’s Assault can be used when Sarevok hasfour Murderous Strikesand gains theDeathbringer’s LegacyCondition. Hit the target four times, dealing 5d10 Slashing damage per hit.
Sarevok Anchev’s legendary action is one that causes you to sit for a moment to think about what just happened. Sarevok already has quite damaging attacks, but he builds up Murderous Strikes as he goes. Allowing these to accumulate can be very dangerous for your party, as hitting four times allows him to use Deathbringer’s Assault.

Deathbringer’s Assault can deal up to 200 damage, so it’s goodbye to whichever party member becomes the target for that. If you lose a crucial part of the team at the wrong moment, the whole situation can begin to unravel very quickly. Consisting of a series of brutal blows, this is quite a simple Legendary action, but no less effective for it.
Great Damage And Multiple Debilitating Side Effects To Boot
Sanguine Lash
Orin attacks a target to deal 8d8 Slashing damage thatbleedstargets and knocks them back six feet. Bleeding causes targets to take two Slashing damage at the start of each turn and gives disadvantages on constitution saving throws for three turns.
As one of the main antagonists of the game and the Chosen of Bhaal, Orin’s fight can be very daunting. Not only does she deal significant damage herself, but her Slayer form is another force to be reckoned with. The Slayer’s attack can deal up to 64 damage, knocking back targets and making them bleed.
If the affected player isn’t already dead by then, they’ll be at a severe disadvantage due to the damage over time and related constitution debuff. Orin will then have no problem performing one of the Slayer’s other damaging attacks to finish the adventurers off, as she performs at her best when the player is already having to play more reactively.
This Curse Marks A Character’s Impending Doom (Usually)
Tyrannical Branding
Gortash can place aTyrant’s Curseon a target. Bane’s fist will fall at the end of the target’s turn and deal 20d10 Force damage.
Gortash, yet another daunting antagonist, is a well-known face inBaldur’s Gateand is thoroughly protected by his Steel
Watch.Disabling the Steel Watchcan make your fight up to Gortash much easier, but that final encounter can still be very tricky. Gortash’s Legendary Action will spell immediate doom for low-health characters. By cursing a target, Gortash can deal up to 200 Force damage to whichever poor party member he’s chosen.
As with Sarevok Anchev’s Deathbringer’s Assault, this is a single-target Action which at least gives the rest of the team some momentary breathing room. Aside from that, it’s as much of a threat as any other.
An Even More Powerful Deathbringer’s Assault Meets An Instant Counter Attack
Murderous Retort
Immediately retaliate when attacked. If Deathbringer’s Legacy is active, Orin uses Deathbringer’s Assault instead.
If Orin’s legendary action in Slayer form wasn’t scary enough, her Murderous Retort is something to seriously worry about. Like Sarevok, Orin has access to Deathbringer’s Assault. As Bhaal’s Chosen, however, she gets a little upgrade to the already-deadly Action.
Rather than attacking four times, Orin can deal seven blows, and so potentially deal up to 210 damage in one go. It’s a very difficult action to defend against, and easily the most dangerous one of all in tandem with the instant counter-attack offered. If you’re really unlucky, you’ll be beset by this Legendary Actionandher Slayer form’s action as well. Good luck weathering all of that.