nyuuzyou/wikis huggingface dataset:
Death Saving Throw

A death saving throw is a special type of saving throw that a Downed creature must make to avoid dying. Typically, death saving throws are only performed by player characters, companions, and certain notable non-player characters. Most enemy creatures simply die when reduced to 0 hit points.
== Rolling death saving throws ==
When an eligible creature is reduced to 0 hit points, they fall unconscious and become . While downed, the creature must use their full turn to roll one death saving throw per round.
The die rolled is a and the Difficulty Class of the roll is 10. A roll of 9 or lower results in one failed save, and 10 or higher results in one successful save. A "critic failure", a roll of 1, results in failure regardless of the modifiers to the roll. 
* Bonuses to saving throws from conditions (e.g. Bless or Aura of Protection) and bonuses from items that specifically add to death saving throw (e.g. Family Ring) are added to this roll.
* Proficiency bonus is not added to the roll, as you cannot be proficient in death saving throws.
* An ability score modifier is not added to the roll as death saving throw are not tied to any ability score.
* Bonuses to generic saving throws from items (e.g. Safeguard Shield) are not added to the roll, as of Hotfix #6.
If the Downed creature rolls a total of three failures, they . If the creature rolls three successes before rolling three failures, they become Stable - though still unconscious - and no longer need to make death saving throws. 
Note that stabilised creatures will retain their current failed save count. This means, for example, if they have one failed save and three successes, two more failures will cause death even while stabilised. Death saving throw values are reset upon healing or Helping the stabilised creature.
== Healing a Downed creature ==
At any time while , if a character is Helped or healed by another creature they immediately lose the Downed condition. The character will return to consciousness and no longer need to make death saving throws. However, for the round in which they are healed they may only take Bonus actions.
Note that granting a creature temporary hit points is not the same as healing them, and does not remove the Downed condition.
== Receiving damage when Downed ==
Whilst , if a creature receives ranged damage (either magical or martial), they automatically fail one death saving throw per damage application (for example, 3 separate Magic Missile hits would cause the target to fail 3 saves and instantly die). 
A critical hit against a Downed target results in 2 failed saves. Further, melee attacks are always critical against a Downed target. 
== Reviving the Dead ==
A creature cannot be healed by normal means and can only be resurrected by powerful magic.
Methods of revival include:
*
*
*
*Revival through Withers' services for 200 gold
==Gallery==
Downed2.png|An example of something impossible
Category:Gameplay mechanics
Death Shepherd

Death Shepherd is an Undead creature and non-playable race in Baldur's Gate 3.
==About Death Shepherds==
Two Death Shepherds can be found leading a swarm of ghouls along the Rosymorn Monastery Trail. Another can be found in the Moonrise Towers Prison during the assault on Moonrise Towers, and a fourth appears in the Necrotic Laboratory within the Mind Flayer Colony. A unique Death Shepherd named can appear in the Lower City Graveyard if the player chooses to help resurrect him.
== Combat ==
=== Attacks and abilities ===
=== Loot ===
* 
* Grants 50 experience when killed.
===Tactics===
* revives its target with full HP on Tactician difficulty.
* The Death Shepherd's can be countered by picking up the corpses of defeated undead so that they can't be revived. Counterspell is also effective.
* Death Shepherds will lose most of their resistances once the temporary hit points from are removed. However, they will still have resistance to , , and damage, and immunity to damage, so it may be wise to use spells of other damage types to defeat them (e.g. , ).
== Death shepherd characters ==
* 
==Gallery==
Reza-abedi-reza-death-shepherd.webp|Render by Reza Abedi
== External links ==
* 
Category:Creatures
Category:Races
Category:Non-playable races
Category:Skeletons
Category:Undead
Debin

Fist Debin is a Flaming Fist soldier.
== Involvement ==
Debin can be found sleeping in the barracks of Wyrm's Rock Fortress.
== Combat==
===Attacks and Abilities ===
=== Notable loot ===
* 
Category:Characters
Category:Characters in Wyrm's Rock Fortress
Category:Characters in Act Three
Category:Humanoids
Category:Dwarves
Category:Gold Dwarves
Category:Members of the Flaming Fist
Category:Rangers
Deception

Deception is a Charisma-based Skill.
The higher a creature's Charisma Score, the more likely they will succeed on Deception Checks to mislead characters in conversations.
==Proficiency==
Characters who are proficient in can add their Proficiency Bonus when making s.
The following backgrounds grant proficiency in :
* 
* 
The following classes can choose to select as a proficient skill at Level 1:
* 
* 
* 
* 
Warlocks who choose the Beguiling Influence Eldritch Invocation gain proficiency in Deception and Persuasion.
Characters who take the Actor feat gain Expertise (and Proficiency) in Deception and Performance.
Characters who take the Illithid power Illithid Expertise gain expertise (and proficiency) in Persuasion, Deception, or Intimidation checks.
==Uses==
* Used in dialogue.
==Related Items==
===+1 to Skill Checks===
*
*
===+1d4 to All Skill Checks===
: while Shapeshifted or Disguised
===Advantage on Skill Checks===
*
*
==Related Spells==
* - Grants Proficiency in all Skills of a chosen Ability.
* - Grants Proficiency in all Charisma Skills.
* - Grants a +1d4 bonus on all Skill Checks.
* - Grants Advantage on all Charisma Checks against a target.
* - Grants Advantage on all Charisma Checks against a Humanoid target.
* - Grants Advantage on all Charisma Checks against a Beast target.
* - Grants Advantage on all Charisma Checks.
* - Grants Disadvantage on all Charisma Checks.
Category:Skills
Decrepit Sanctuary

== Overview ==
If the illusion over the Sunlit Wetlands is not dispelled, this area is known as the Druid Sanctuary.
To reach the Sanctuary, the party must across a chain of small islands. At the farthest, largest island, the party will likely be attacked by ancient mud mephits and wood woads. The surrounding Difficult Terrain includes deep water, vines, and mud. The mephits create more mud patches through their Death Burst.
Following the quest leads the party to this location, which contains evidence of her conspiracy with the Shadow Druids.
== Creatures ==
* - 4x
* - 2x
* - possibly summoned by Ancient Mud Mephits
== Loot ==
* - In a hidden wooden crevice on the southern side of the massive tree stump. 
* - In a chest at the base of the giant tree stump in the Decrepit Sanctuary. 
* - On one of the Wood Woads guarding the main island.
== Related quests ==
* 
* 
Category:Locations
Category:Act One Locations
Decrepit Village

==Overview==
This village was once home to the ironhand gnomes, but is now uninhabited. The corpses of duergar slavers and the deep gnomes they came to take can be found strewn across the beach.
===Decrepit Village===
This village is the previous home of Deep Gnomes, who were attacked by Duergar. A can be found here, as well as several invisible duerger slavers. 
When entering the village, the invisible triggers a conversation with the party. He and his group can be killed as part of the quest and . If he is talked down from attacking, the party can help him . Coal will not stand down if the player character is a Deep Gnome, as he will believe, that they are a runaway slave.
If approaching from the north, the party has the chance to pass a check to predict the ambush. Passing this will only reveal Gekh Coal's location. The other three duergar are still invisible.
=== Beach ===
The beach at the Decrepit Village contains a Zurkhwood Skiff with which the Grymforge area can be accessed.
==Waypoints==
* 
== Related locations==
* 
==Notable characters==
* , on the ramparts, just west of the central ladder up from the beach.
* , in the northwest corner of the broken down building
* , on the dock by the boat
* , on the platform above the central webbing east of Gekh Coal
==Related quests==
* 
* 
* 
* 
* 
==Notable loot==
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
* looted from Gekh Coal
* looted from Gekh Coal
* looted from the corpse of an executed deep gnome at 
=== Hidden Treasure ===
* Buried Chest: , passing the perception check is necessary to notice it.
* Gold Necklace: , passing the perception check is necessary to notice the gold necklace hanging off the edge of the makeshift roof.
Category:Locations
Category:Act One Locations
Deedle Ofran

Deedle Ofran is a rock gnome member of the Church of Gond, held hostage at the Iron Throne by . 
== Involvement ==
If entering the Iron Throne, triggers explosions that collapse the building. Deedle is trapped in the southern-most cell of the three eastern cells, alongside . Once freed, she dashes towards the Submersible to escape.
After she makes it out, she expresses that she cannot wait to tell her siblings and of her escape.
== Combat ==
=== Attacks and abilities ===
Deedle only uses Dash every turn, with the help of the condition which is applied when the cage is opened.
=== Notable loot ===
* 
=== Explorer only ===
* Deedle will has 50% more HP and cannot be pushed or shoved.
== Related quests ==
* 
Category:Gnomes
Category:Rock Gnomes
Category:Humanoids
Category:Characters
Category:Characters in the Iron Throne
Category:Characters in Act Three
Category:Members of the Church of Gond
Deep Rothé

Deep Rothé is an animal that can be found in the Underdark in Act One of the game.
== About ==
Deep Rothé (an uninflected term) are common beasts in Faerûn, mostly used as a beef breed and beasts of burden. They are a sub-species of common Rothés, adapted to live in the Underdark. Rothé much resemble herd beasts like musk-oxen or yacks in appearance and probably share similar their temperament and behaviour.
== Involvement ==
The Underdark is the only place in the game where the party might meet these huge and stately animals. They are sentient and can be spoken to via , which may offer a way to resolve quests that the party is currently involved in or provide some details about present and future plot affairs.
There are six Deep Rothé, which the party can meet and speak to throughout the game:
* In the Ebonlake Grotto - Deep Rothé 
* In the Grymforge - Deep Rothé, Deep Rothé Calf and Elder Rothé 
* In the Grymforge - another pair of Deep Rothé clearing the debris 
== Combat ==
=== Attacks and abilities ===
== Deep Rothé characters ==
* 
== Related quests ==
* 
==See Also==
* 
==Notes==
* One of the common supplies that the party may find around or buy from traders throughout the game is .
== External links ==
Category:Creatures
Category:Races
Category:Non-playable races
Deera

Reaper of Bhaal Deera is a member of the Cult of Bhaal, found in the High Security Vaults in The Counting House in the Lower City.
== Involvement ==
During the quest, the party can go to the Counting House in hopes of catching up to Minsc. Inside the vaults, the party witnesses emerge from a Mimic and defeat it. 'Jaheira' then appears with a handful of Bhaalists including Deera, and teleports away with Minsc, leaving the cultists to attack the party and the staff. 
== Combat ==
=== Attacks and abilities ===
=== Notable Loot ===
* 
* 3x 
=== Allies ===
* 
* 
* 
* 
* 
* 
* 
== Related quests ==
* 
Category:Humans
Category:Humanoids
Category:Characters
Category:Characters in The Counting House
Category:Characters in Act Three
Category:Followers of Bhaal
Defeat the Duergar Intruders

Defeat the Duergar Intruders is a Quest in Act One of Baldur's Gate 3. It can be initiated by approaching the Myconid Colony at Ebonlake Grotto peacefully, and speaking with .
==Objectives==
Objectives and journal entries may vary pending story decisions and outcomes.
== Walkthrough ==
Ebonlake Grotto is in the northeastern corner of the Underdark, and Sovereign Spaw is on a mushroom platform in the heart of the Grotto . As the party approaches the Grotto, a group of myconids approach and confront them on why they are in the Underdark. There are several options to enter the Grotto peacefully:
* 
* 
* 
* 
* (if Insight check passed)
* 
* 
* 
* 
* 
* 
* 
* 
If the origin character is a Duergar or has one as a companion, it is harder to convince the sovereign not to become hostile, but it's not impossible:
* 
* 
* 
* 
* 
Once things have been resolved peacefully with the sovereign, it explains that a group of Duergar slaughtered the myconids and greatly reduced their numbers. The duergar responsible are still lurking within the Underdark and the myconid circle is imperilled unless they are defeated. Spaw asks the party to deal with these duergar. Agreeing to help initiates the quest.
The duergar are in the to the south-west. If is cured in , she marks their location on the map. The duergars in question are led by , who instantly becomes hostile if the party recruited for . Gekh Coal is joined by several duergar allies - , , and . Several Reanimated Corpses are also controlled by the duergar.
Once the duergar are dealt with, return to Spaw. He thanks the party and tells them their reward is opened; the which holds the treasure is north of Spaw's location. Most of the important items are on the pale corpse of Xargrim, including a book needed for .
Spaw names the party Peacebringer, and tells them it has one more quest for them. There is a Drow called in Grymforge who has also hurt the myconids. Spaw wants his head brought to it, starting .
== Quest rewards ==
* until next long rest.
* Access to the Guardian Gate room:
** (on the dead drow)
** (on the dead drow)
** 
==Companion approval==
*Reporting your success to Spaw; "The duergar are slain; the rot has been purged." 
==Notes==
* This can be completed without combat by lying to the Sovereign about having already killed the duergar. (Tested with having met them before talking to the Sovereign) 
** Doing this will make it impossible to start 
* Avenge Glut's Circle has the same goal and brings Glut along as an additional party member (attached to the origin character, so no party slot needed).
* Choosing "Sure, I can handle those duergar nearby." gains approval from Astarion.
Category:Quests
Category:Underdark Quests
Defiled Temple

== Overview ==
The Defiled Temple is an old temple that has long been abandoned. It can be accessed through its main door in Priestess Gut's quarters in the , through a cave mouth in the spider pen, or through a small hole in the Zhentarim's stock room.
=== Gut's room ===
Gut's room is guarded by (and if she knocked out the party). The gilded chest near the bed contains an at . The is nearby, which provides information on the moon tile puzzle farther in the temple.
=== Moon tile puzzle ===
In the north-eastern section of the temple is a room with four tiles in the centre. The puzzle is solved by rotating the tiles such that the new moon icons (black circles) are all on the southern-most ring. Upon completion, a door opens to reveal a long descent into the Underdark.
* The puzzle can be solved by interacting with the tiles in the following sequence: (note that this is only one of many possible solutions)
# North
# North
# East
# West
# South
# South
# East
* Alternatively, there is a hidden lever in the north part of this room, near a set of stairs, that can be revealed with a Perception check at . This lever can be lockpicked to bypass the puzzle and open the way.
=== Points of interest ===
* Four Stone Discs 
=== Connected locations ===
* 
* (via Selûnite Outpost) at 
== Notable characters ==
* (conditional)
* 
== Loot ==
* in a gilded chest at 
* near the gilded chest
* in a cabinet at 
== Related quests ==
* 
* 
Category:Locations
Category:Act One Locations
Delcan

Delcan delivers newspapers throughout Baldur's Gate in Act Three.
== Involvement ==
=== Act Three ===
Delcan can be found packing and moving stacks of papers at the entrance of Baldur's Mouth in the Lower City. If interacting, he is irritated with the party and loudly proclaims, "I DON'T SELL THE BROADSHEETS. Goodbye."
Papers can be purchased from news hawkers scattered throughout the city.
Category:Humans
Category:Humanoids
Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Delicately Constructed Outfit

==Gallery==
file:Delicately Constructed Outfit Human Body1 Front Model.webp|Body Type 1 Front Human|alt=Delicately Constructed Outfit Human Front
file:Delicately Constructed Outfit Human Body1 Back Model.webp|Body Type 1 Back Human|alt=Delicately Constructed Outfit Human Back
file:Delicately Constructed Outfit High Elf Body4 Front Model.webp|Body Type 4 Front High Elf|alt=Delicately Constructed Outfit High Elf Front
file:Delicately Constructed Outfit High Elf Body4 Back Model.webp|Body Type 4 Back High Elf|alt=Delicately Constructed Outfit High Elf Back
Dellinjah Dax

Night Blade Dellinjah Dax is a human Night Blade found in the Stone Lord's hideout in the Abandoned Cistern within the Undercity of Baldur's Gate.
== Involvement==
Dellinjah is part of the crew and can be found in his hideout. If the party solves the Sluice Gate puzzle or opens the gate with an Athletics check, Dellinjah and the rest of the crew will be hostile and attack the party once they reach the end of the tunnel.
== Combat ==
=== Attacks and abilities ===
=== Notable loot ===
* 
* 
=== Allies ===
* 
* 
* 
* 
* 
* 
* 
Category:Humans
Category:Humanoids
Category:Characters
Category:Characters in Act Three
Category:Characters in the Undercity
Category:Followers of Bhaal
Dellys

Dellys is a Human child in the Heapside district of the Lower City in Act Three.
== Involvement ==
=== Act Three ===
Dellys can be found in the alley not far from the Crimson Draughts shop. He is arguing with his friend about having proper time for breaks in the work.
Both kids are working as newspaper sellers for Baldur's Mouth Gazette. However, the party cannot buy a sheet from either of them. Dellys insists on having a due break himself and actually makes Pharnilla stop, too, mentioning , the editor-in-chief of the gazette. He is a bit controversial in his arguments, both shying away from work and worrying that he might not make the seller quota to receive payment.
== Idle banter ==
Pharnilla: What if I gave you my break? Can I go back to selling gazettes then?
* Dellys: No. Boss says we can't take the breaks of other Gazetteers. Trust me, when you're older, you'll appreciate the breaks.
** Pharnilla: You're only a year older than me - and I sell more broadsheets.
Pharnilla: But whyyyyy can't I keep selling broadsheets? I'm bored.
* Dellys: If you keep skipping your breaks, Mr Needle's going to take mine away too.
** Pharnilla: Pfft. You're just mad I sell more copies than you.
Pharnilla: Come on, if I can't sell broadsheets, I'll be oh-so hungry...
* Dellys: That patter works on punters, but I know you spend your wages on sweets.
** Pharnilla: Harumph. Mr Needle doesn't even pay enough for the good sweets.
If Enver Gortash is killed:
Pharnilla: Oh, come on. Give me half your remaining broadsheets. With Gortash dead, they're selling like crazy!
* Dellys: If you sell my broadsheets, how'm I going to make my quota? Huh?
** Pharnilla: If you weren't such a duff seller, Del, you wouldn't need the help!
*** Dellys: And if you weren't such a pest, Pharni, I might do it. But you just talk too mean to me.
Category:Humans
Category:Humanoids
Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Category:Children
Delverdenn

Delverdenn is a shield dwarven Warlock and member of the Society of Brilliance. 
== Involvement ==
Delverdenn can be encountered in The Lodge in the Lower City of Baldur's Gate.
== Combat ==
=== Attacks and abilities ===
=== Notable loot ===
* 
* 
* 
Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Category:Humanoids
Category:Dwarves
Category:Shield Dwarves
Category:Members of the Society of Brilliance
Category:Warlocks
Delwaer Jeth

Lord Delwaer Jeth is an elven noble that can potentially be found in Lady Jannath's Estate in the Lower City.
== Involvement ==
Delwaer can only be found in the dining room if was never rescued from in Act One. He can be seen arguing with about a painting he sold, that Gorran claims is a counterfeit. Delwaer believes Gorran should have known it was a fake, while Gorran believes he should not have sold a fake in the first place.
If not intervening, the pair agrees to duel and heads out to a balcony. Combat starts between the two and only ends once one of them is dead. 
The party can intervene to stop the duel:
* 
* 
* 
Or, the party can let the events play out
* 
* 
* 
* 
* 
Or, if failing a check, the party can also attack them both.
If Oskar Fevras is rescued, the manor is haunted and the art exhibition does not happen.
== Combat ==
=== Attacks and abilities ===
=== Notable loot ===
* 
* 
== Related quests ==
* 
Category:Elves
Category:Humanoids
Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Delyarna

Delyarna is concerned about crime and house prices in Baldur's Gate during Act Three.
== Involvement ==
=== Act Three ===
Delyarna and are two Lower City neighbours discussing a nearby abandoned house.
== Idle banter ==
Delyarna: D'you hear those noises coming out of the old Albright place?
* Pompton Norvath: Louder than foxes, and all through the night!
** Delyarna: You know what it is, don't you? Criminals.
*** Pompton Norvath: Opportunists, the lot of them. And not a thought for their neighbours.
Pompton Norvath: What do you think happened to the Albrights anyway?
* Delyarna: Buggered off because of the Absolute, didn't they? Stupid of 'em, if you ask me - it's much safer this side of the city walls.
** Pompton Norvath: Should've at least locked the place up proper before they left.
Delyarna: Imagine what it's done to the house prices!
* Pompton Norvath: I'd never let the kids play out in the streets now.
** Delyarna: Lord Gortash needs to send the Steel Watch through here, mop up all this riffraff. Gods, I think even they'd have their work cut out for 'em.
Category:Humanoids
Category:Elves
Category:High Elves
Category:Characters
Category:Characters in Act Three
Category:Characters in the Lower City
Deranged Force Curtain

The Deranged Force Curtain is a malfunctioning device found in Wyrm's Rock Fortress. 
== Involvement ==
Deranged Force Curtains can debuff with vulnerability to certain types of damage. These devices will only become active during combat. 
After using Malfunctioning Shell of Resistance on a target, the force curtain gains and becomes disabled for 1 turn.
==Combat==
=== Attacks and abilities ===
== See Also ==
* Micromodron Force Curtain
Category:Environmental objects
Derysia

Death's Head of Bhaal Derysia is a human Death's Head of Bhaal found in the Bhaal Temple in the Undercity of Baldur's Gate. She can be found in The Chosen's Room, in the rear of the temple.
== Combat ==
=== Attacks and abilities ===
=== Notable loot ===
* 
* 3x 
* 
Category:Humans
Category:Humanoids
Category:Characters
Category:Characters in Act Three
Category:Characters in the Undercity
Category:Followers of Bhaal
Destitute Clothes

==Gallery==
file:Destitute Clothes Human Body1 Front Model.webp|Body Type 1 Front Human|alt=Destitute Clothes Human Front
file:Destitute Clothes Human Body1 Back Model.webp|Body Type 1 Back Human|alt=Destitute Clothes Human Back
file:Destitute Clothes High-Elf Body4 Front Model.webp|Body Type 4 Front High Elf|alt=Destitute Clothes High Elf Front
file:Destitute Clothes High-Elf Body4 Back Model.webp|Body Type 4 Back High Elf|alt=Destitute Clothes High Elf Back