nyuuzyou/wikis huggingface dataset:
Pritt Yellowbreath

Pritt Yellowbreath is in Baldur's Gate during Act Three.
== Involvement ==
=== Act Three ===
Pritt can be found circling around Bonecloak's Apothecary in the Lower City. Upon interaction, Pritt expresses feeling very upset that the Baldur's Mouth Gazette dropped the puzzle section in its recent issue.
== Idle banter ==
Pritt can be occasionally heard lamenting the Baldur's Mouth Gazette.
Pritt Yellowbreath: Can't bloody believe it. No more puzzles. A travesty.
Pritt Yellowbreath: Interviews, politics, gossip - all of it gets in that bloody Baldur's Mouth rag. Except what the people actually want in a broadsheet - puzzles.
Pritt Yellowbreath: I'm apoplectic. Furious. Frankly, I'm puzzled.
== Gallery ==
Pritt Yellowbreath Model.png|Pritt's model.
== External links ==
* 
Category:Dragonborn
Category:Humanoids
Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Prone (Condition)

== Sources of Prone ==
=== Indefinite duration ===
The following sources of Prone inflict the condition indefinitely. It can still be removed if the affected creature spends movement speed to get up. However, if the creature is unable to move (for example with , , , , , and ), it will remain prone indefinitely.
=== Two turn duration ===
Two turns is the typical duration for a Prone effect. Since the duration of Prone ticks down at the start of the affected creature's turn, a 2 turn duration is effectively 1 round. The exact behaviour is as follows:
* At the start of the affected creature's turn, the remaining duration ticks down to 1 turn.
* If the affected creature can spend movement speed, then it will do so and stand up.
* If it can't, it will remain prone and skip its turn. In this case, at the start of the following turn, the Prone duration will run out and the creature will stand up for free.
* If Prone was caused by a certain source, such as Brutal Leap, Primal Stampede, Reverberation, or Throw, duration 1 cannot be be increased to 2 before the condition has ended, which usually means not until the next turn. For some other sources, such as Ice, a separate Prone condition with duration 2 can be applied.
The following sources have a duration of 2 turns:
=== One turn duration ===
The following sources of Prone only inflict it for 1 turn. Since the duration of Prone ticks down at the start of an affected creature's turn, the condition will end it has to expend movement speed to get up. As a result, these sources of Prone are significantly less effective than the others.
Prophecy

Prophecies are a mechanic associated with Divination School wizards after unlocking at level 6.
After short resting, wizards with Expert Divination will receive a randomly selected prophecy from the list below for each spent Portent Dice.
These prophecies are simple tasks which, when fulfilled, will replenish a spent Portent Die with a new random value.
They will be shown as conditions that persist until their conditions are fulfilled or a long rest.
Short resting with unfulfilled prophecies will not replace them with new prophecies.
== List of prophecies ==
Category:Class features
Proselyte of Mahkloompah

Proselyte of Mahkloompah are a special Kuo-toa that can be summoned from during the game's final sequence. 
== Involvement ==
In order to summon him, the party must kill , which reveals him as a fake and frightens the Kuo-Toa into declaring the current party member "Mahkloompah", their new god.
== Combat ==
=== Attacks and abilities ===
=== Notable loot ===
* 
* 
==External Links==
*
Category:Humanoids
Category:Kuo-toa
Protective Plate

== Gallery ==
File:Protective Plate in game female.PNG|alt=Protective Plate worn by Karlach
File:Protective Plate in game male.PNG|alt=Protective Plate worn by Astarion
file:Plate Armour Human Front Model.webp|Body Type 1 Front Human|alt=Plate Armour Human Front
file:Plate Armour Human Back Model.webp|Body Type 1 Back Human|alt=Plate Armour Human Back
file:Plate Armour High Elf Front Model.webp|Body Type 4 Front High Elf|alt=Plate Armour High Elf Front
file:Plate Armour High Elf Back Model.webp|Body Type 4 Back High Elf|alt=Plate Armour High Elf Back
Proximity Explosive

A Proximimty Explosive is a unique type of Trap that might be encountered in the Zhentarim Hideout in the Act One of the game.
A Proximity Explosive is a mechanism, a unique type of a Blast Mine, planted on the surfaces inside the huge cave under Waukeen's Rest which is used by the Zhentarim as a base for operations in the Risen Road region. There are several such devices placed in plain sight in the hideout along wooden bridges that connect the stone cliffs. These mines might be encountered if choosing to explore the hideout while following the course of the quest.
Proximity Explosives are already set and ready upon reaching the hideout the first time. However, the further outcome might be variable.
If (the first-in-command of the local Zhentarim) is convinced to let the party proceed into the hideout peacefully, the Proximity Explosives stay inactive (glowing orange). 
All these mines are connected in a system that is turned on by a button at the far end of the hideout at , placed also in the plain sight.
Once armed, a Proximity Explosive detects anything that comes close to it (be it a party member, a character, or a creature). If there is nobody around, the mine by default glows green. When approached, the mine changes its color first to yellow (at about 1.5 m) and then to red (immediately adjacent). If the Proximity Explosive is still glowing red at the start of Environmental turn, it explodes, dealing to all nearby creatures and objects.
As with other explosive types of traps, triggering the Proximity Explosive might destroy nearby objects that could have been useful - the first to suffer are the wooden bridges these mines are placed on.
A Proximity Explosive can be disarmed with the help of , but the character must have a in their inventory. 
Also, using the arming button mentioned above for the second time renders the whole system inactive again.
After disarming, a Proximity Explosive is depicted as a bunch of inactive pieces of its shell.
=== Gallery ===
File:ProxExplosiveGreen.png|Armed mine (no target nearby)
File:ProxExplosiveYellow.png|Armed mine (possible target is nearby)
File:ProxExplosiveRed.png|Armed mine (the target is close)
Category: Environmental objects
Category: Traps
Psionic Ward Armour

== Gallery ==
File:Psionic Ward Armour in game female.PNG|alt=Psionic Ward Armour worn by Karlach
File:Psionic Ward Armour in game male.PNG|alt=Psionic Ward Armour worn by Astarion
file:Psionic Ward Armour Human Front Model.webp|Body Type 1 Front Human|alt=Psionic Ward Armour Human Front
file:Psionic Ward Armour Human Back Model.webp|Body Type 1 Back Human|alt=Psionic Ward Armour Human Back
file:Psionic Ward Armour High Elf Front Model.webp|Body Type 4 Front High Elf|alt=Psionic Ward Armour High Elf Front
file:Psionic Ward Armour High Elf Back Model.webp|Body Type 4 Back High Elf|alt=Psionic Ward Armour High Elf Back
Category:Resistant to Psychic
Psychic set

The Psychic set is a set of equipment that deals or synergizes with damage and inflicts . The set consists of the following pieces: 
Name	Slot 	Effect
 	 (Longsword) 	
* Deal an additional damage.
 	 (Non-Armour) 	
* +2
:This ability does not consume Superiority Dice. (.)
 	 (Medium Armour) 	
* Dexterity s +1
 	 (Non-Armour) 	
 	 (Non-Armour) 	
 	 (Greatsword) 	
 	 (Scimitar) 	
 	 (Warhammer) 	
* Deal an additional damage.
 	 (Medium Armour)	
; Psionic Ward
: If the item detects that the wearer is gith, they have Resistance to damage.
: Whenever the wearer succeeds on a against a spell, they regain .
 	 (Shortsword) 	
 	 	
 	 	
 	 (Greatsword) 	
 	 (Non-Armour) 	
* Dexterity s +1
 	 (Greatsword) 	
 	 	
 	 (Shortsword) 	
 	 (Rapier) 	
* Deal an additional damage.
 	 (Longsword) 	
* Deal an additional damage.
Category:Equipment sets
Ptaris' Mental Image

Ptaris' Mental Images are Constructs created by Ptaris in the Society of Brilliance Lodge in the Lower City during Act Three. If you enter combat with him, he starts with 2 mental images.
==Combat==
=== Attacks and abilities ===
==Notes==
* The Mental Images will not disappear when Ptaris dies.
Category:Githyanki
Category:Humanoids
Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Puce

Warrior Puce is a goblin stationed at the entrance to the Goblin Camp during Act One.
== Involvement ==
=== Act One ===
Warrior Puce is second in command to . Alongside Olak and several other goblins, Puce is one of the guards at a checkpoint that connects the Goblin Camp to Blighted Village. Olak and Puce can often be found bickering with each other at their posts.
== Combat ==
=== Attacks and abilities ===
=== Loot ===
* (if unused)
* (if unused)
* 
* 
== External links ==
* 
Category:Humanoids
Category:Goblins
Category:Characters
Category:Characters in Act One
Category:Characters in the Goblin Camp
Category:Followers of the Absolute
Puli

Tracker Puli is a goblin stationed in the Goblin Camp in Act One.
== Involvement ==
=== Act One ===
Tracker Puli can be found in the main outdoor area of the Goblin Camp. The player character can encourage Puli to continue drinking or to sober up. Drows have the unique option to question any disobedience.
== Combat ==
=== Attacks and abilities ===
=== Loot ===
* 
* (if unused)
== External links ==
* 
Category:Humanoids
Category:Goblins
Category:Characters
Category:Characters in Act One
Category:Characters in the Goblin Camp
Category:Followers of the Absolute
Pumler Grejit

Pumler Grejit is one of the Gur, the human nomadic tribe. He can be found in the Gur Camp in Rivington in Act 3. 
== Overview ==
Pumler with his fellow Gur, all members of a group of monster hunters lead by Ulma, are looking for their children. The kids have been kidnapped by Cazador's spawn, and the nomads have camped in Rivington trying to mount a rescue or seek revenge.
== Involvement ==
Pumler along with other Gur can be found in the Gur Camp attending a funeral for the fallen from a recent offence on Cazador's palace. Their leader Ulma will ask the party to help in defeating Cazador and discovering the fate of their stolen children.
Once Cazador is defeated, Pumler Grejit, along with Ulma and the other Gur can be found near the waypoint in Cazador's Dungeon. He will attack the party if the ritual held in the dungeons was completed.
If Astarion had been turned in to Gandrel in the Act One and kidnapped, then at the Act Three Pumler along with all his fellow Gur (except Gandrel) will be dead.
== Combat ==
=== Attacks and abilities ===
=== Notable loot ===
* 
* 
== Related quests ==
* 
* 
Category:Humans
Category:Humanoids
Category:Characters
Category:Characters in Rivington
Category:Characters in Szarr Palace
Category:Characters in Act Three
Category:Gur
Punch Drunk

Defeat twenty opponents while a party character is drunk in a single playthrough.
This achievement can be accomplished anywhere in combat by any character who imbibes alcohol (immediately before or) during combat and then, having damaged a particular foe in combat, kills that foe. The important thing to remember is to drink before dealing the lethal damage.
The easiest all-at-once method might be in Act 2. Near the area where you met the Harpers and the shadows, you will find an old building and a clickable "Raven" along side the road ( at X:29 Y:118 ). When you click the raven, you suddenly find yourself in combat and get attacked by many birds which only have one hit point. You can use one Ithbank (any alcohol will work), give the drink to Gale and have him consume it. Wait until the ravens encircle the party, then cast shatter on them all. No more angry birds. Achievement complete. This strategy also worked with Wyll casting "Shatter", although any good AoE such as Shadowheart's Spirit Guardians should work. 
This could also be accomplished during the Roveer's Storehouse sidequest in Act 3, where there are multiple rats to kill that, like the ravens, only have one hit point. 
Category: Achievements
Punkins

Punkins is a Human child in the Steeps district of the Lower City in Act Three.
== Involvement ==
=== Act Three ===
Punkins plays with her friends on a small stone-paved space at . She and her two mates, and , are standing near Golbraith's Home. She is pretending to be a Steel Watcher scanning Cinnamon and Slow-Butt, to check their 'records'.
If spoken to, Punkins tries to copy the automaton behavior, addressing party members as "citizen", imitating mechanical buzzes and sounds.
The party may then take part in children's game, agreeing or declining to be scanned. If Cinnamon is spoken with first and candy is detected in her pocket, they may rat the girl out to the "steel watcher", allaying suspicions from themselves.
Either option earns minor approval from , , , , and .
Category:Humans
Category:Humanoids
Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Category:Children
Pyrindath

Youth Pyrindath is a githyanki youth found in Act One. She is a member of a new githyanki generation hatched and raised in the Crèche Y’llek.
== Involvement ==
Pyrindath can be found in the Infirmary of the Crèche, having a rest from her training. She sits kneeled to the right from the entrance, watching two kids honing their skill.
If spoken to, she will mention anxiously that if she is seen talking to an istik, the won’t allow her to join the patrol. If the player character is Githyanki themselves, Pyrindath, on the contrary, will bitterly say that the mysterious weapon hasn’t been found because she hadn’t had a chance yet to take part in the search, and hope the captain will send her next time. 
 
=== Attacks and abilities ===
Category: Characters
Category: Characters in the Rosymorn Monastery
Category: Characters in Act One
Category: Githyanki
Category: Humanoids
Pythonicus

Pythonicus can be found in the Lower City of Baldur's Gate during Act Three.
== Involvement ==
=== Act Three ===
Pythonicus and are in an alley near the entrance of Candulhallow's Tombstones. They speak in hushed voices. If the interacting party member is a dragonborn, Pythonicus tells them, "I'll do you a favour mate, since you're one of me own. You don't want none of this - clear off."
== Loot ==
* 
== Related literature ==
* 
== Idle banter ==
Jitters Corbwell: You want how much? It was half a tenday ago.
* Pythonicus: We've had supply issues. You got a problem - take it up with Nine-Fingers. She loves it when people complain. Even better when she gets to shut them up.
Pythonicus: How 'bout this? You hand over everything you've got on you, and I'll give you three ounces.
* Jitters Corbwell: But - but - that's twice what you just said.
** Pythonicus: I'm doing you a favour. You don't want it - it's no scales off my back.
Jitters Corbwell: I could pay half now, and half tomorrow.
* Pythonicus: Do I look like I was born in a bathtub? If you can't afford it, stop wasting my time.
Category:Dragonborn
Category:Humanoids
Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Category:Members of the Guild
Qen

Warrior Qen is a githyanki warrior found in Act One. He is a member of githyanki commune residing in the Crèche Y’llek before arrival of Inquisitor W'wargaz' entourage.
== Involvement ==
Qen can be first met when approaching Crèche Y’llek through the Cliffside entrance. He can be seen conversing with , and is one of the sentries who will approach and question the party if they try to infiltrate the Crèche through the hidden tunnel.
In general, possible dialogue choices don’t differ much from those that are available when speaking with at the Monastery Basement entrance. 
Depending on player’s choices and Ability checks, Qen might let them pass or attack the party. If convinced, he will bid them to report to as quickly as possible. 
Speaking to Qen after infiltrating the Crèche, he will bid non-githyanki characters to leave him alone, stating that “the watch must remain undisturbed.” If spoken to by a githyanki, he will tell them to “walk well.” 
After the party infiltrates the Crèche, Qen along with G'r'ath can be found guarding the same pass above the Trade Post of the Crèche.
He will become hostile to the party if they fail to explain their attempt to infiltrate the Crèche, or choose to walk back through the Crèche after speaking to the Inquisitor and start a fight.
== Combat ==
=== Attacks and abilities ===
=== Notable loot ===
* 
* 
* 
== External links ==
* 
Category: Characters
Category: Characters in the Rosymorn Monastery
Category: Characters in Act One
Category: Githyanki
Category: Humanoids
Category: Fighters
Qirahe

Fist Qirahe is a human Flaming Fist fighter stationed on the bridge to Baldur's Gate, managing the queue leading into the Upper City.
== Involvement ==
=== Act Three ===
Qirahe can be found on the bridge leading through Baldur's Gate, watching over the queue of residents trying to make their way into the Upper City. With her fellow Fists having received orders to not let anyone into the Upper City, she is among those trying to keep the queue orderly and prevent anyone from entering.
If returning to Baldur's Gate after acquiring all Netherstones, three infected refugees by the queue transform into and attack the nearby party. Qirahe is , but fights alongside the party. Once the Mind Flayers are dead, she and all the Fists around run away to warn their superiors, before completely vanishing from the game once far enough.
== Combat ==
=== Attacks and abilities ===
=== Allies ===
* 
* 
* 
* 
* 
* 
* 
=== Loot ===
* 
* 
* 
* x2
== References ==
Category:Humans
Category:Humanoids
Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Category:Members of the Flaming Fist
Category:Fighters
Qora

Devilish Qora is a part of Aradin's mercenary crew if he confronts the party at camp during Act Three.
__notoc__
== Involvement ==
Qora and the rest of her group led by Aradin are searching for a treasure called the ; they confront the party at camp if Aradin was told that the Nightsong is located there.
==Combat==
=== Attacks and Abilities===
===Loot===
* - 2x
* 
=== Allies ===
* 
* 
* 
* 
* 
* 
* 
==External links==
Category:Tieflings
Category:Mephistopheles Tieflings
Category:Humanoids
Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Qu'th

Ardent Qu'th is a githyanki ardent found in Act One. He is a member of Inquisitor W'wargaz's retinue.
==Involvement==
Qu'th stands stoically alongside W'wargaz in the Inquisitor's Chamber of Crèche Y'llek. He is mildly impressed by the party's ability to earn an audience with the inquisitor.
He will become hostile to the party if they refuse to hand over the Mysterious Artefact, or if they progress far enough in The Githyanki Warrior.
== Combat ==
=== Attacks and abilities ===
Category:Githyanki
Category:Humanoids
Category:Characters
Category:Characters in the Rosymorn Monastery
Category:Characters in Act One
Qudenos

Qudenos is a red dragon encountered at the Mountain Pass. He serves , a Githyanki knight in search of the .
==Overview==
Qudenos is a red dragon who has lived for many centuries, bearing the weight of uncounted battles. Under a pact with the archdevil Tiamat, he serves as a mount and companion to Kith'rak Voss.
== Involvement ==
=== Act One ===
Qudenos can first be spotted flying around the Mountain Pass while using the telescope at the Emerald Grove. Upon reaching the pass, he flies overhead on his way to meet Kith'rak Voss and his fellow githyanki. The sight of Qudenos causes the party to pass a saving throw, or become frightened.
After speaking to Voss at the mountain pass, he and Qudenos fly off together.
=== Act Three===
Qudenos and Voss can both be met later in the Lower City Sewers, if Voss is alive and the quest The Githyanki Warrior is in progress. While travelling in Baldur's Gate, Qudenos will have taken on the form of a dragonborn.
While speaking to Qudenos, he reveals that he is one among many red dragon rebels, loyal to the people and not to . After freeing Orpheus, Qudenos plans to carry Voss into battle to defeat Vlaakith.
If attacked, Qudenos and Voss teleport away at their turn. However, even if Qudenos is killed before managing to teleport away, he can still be a potential ally during the final battle.
== Related Quests ==
* 
==Gallery==
Red Dragon Model.png|Qudenos's dragon model
Qudenos Model.png|Qudenos's dragonborn model
Edward-vanderghote-dragon.webp|Character portrait by Edward Vanderghote
== External links ==
* 
Category:Adult Red Dragons
Category:Dragons
Category:Characters
Category:Characters in the Risen Road
Category:Characters in the Undercity
Category:Characters in Act One
Category:Characters in Act Three
Queelia Arvis

Queelia Arvis is the cook at Fraygo's Flophouse in Wyrm's Crossing during Act Three.
== Involvement ==
=== Act Three ===
Upon interaction, Queelia comments that the party look famished, and offers to sell them food.
== Notable loot ==
* 
== Store ==
* Various Camp Supplies
Category:Humans
Category:Humanoids
Category:Characters
Category:Characters in Wyrm's Crossing
Category:Characters in Act Three
Category:Traders
Quelenna

Quelenna is a high elven bandit that is looting the Overgrown Ruins in Act One.
== Involvement ==
=== Act One ===
Quelenna is at the Chapel Entrance with , , and . She walks between a vantage point over the Chapel Entrance, and occasionally down the stairs south of her. Quelenna carries , which suggests she may have an interest in Talis divination, and / or a burgeoning relationship with a Talis diviner named Alys.
On approaching, Gimblebock automatically engages the party in conversation. Depending on the outcome of this conversation, Gimblebock and his crew leave or attack the party. If one of Quelenna's crew mates dies from an accident, she tries to look on the bright side, commenting that there is more loot to go around.
== Combat ==
=== Attacks and abilities ===
=== Loot ===
* 
* 
* (if unused)
* (if unused)
* 
* 
== Related quests ==
* 
== External links ==
* 
Category:Humanoids
Category:Elves
Category:High Elves
Category:Characters
Category:Characters in Act One
Category:Characters in the Ravaged Beach
Category:Wizards