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CHARNAME & Party members of both games
Party members: Baldur's Gate | Baldur's Gate II | Enhanced Editions | Siege of Dragonspear
NPCs: Friends and allies | Main villains | Other villains
Dark Alliance

Characters from both Dark Alliance games.

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Baldur's Gate I

Protagonists

    Vahn 

One of the playable characters, he's a Human Arcane Archer.


  • Distressed Dude: At the end of the game he and the other two heroes are captured by Mordoc's forces and locked away in his dungeons. It is possible to meet and rescue them.
  • Gameplay and Story Segregation: The rules of the tabletop game states that only Elves or Half-Elves can be Arcane Archers, which is still a prestige class by the way. But that's going by the Third Edition Rules; the older Second Edition Ruleset didn't have the racial limitation on the prestige class that 3 and 3.5 have.
  • Holy Hand Grenade: In the sequel, releasing him first from the prison will lead to him entrusting you his special bow, a very powerful shortbow infused with the power of Disruption (random chance of insta-killing an undead enemy).
  • Jack of All Stats: He's the most balanced of the three heroes.
  • Magic Knight: A more subdued version than Adrianna, but he can use most any weapon, clad in plate armor, and enchant his arrows with magic. That's about as far as his magical ability goes, however.
  • Multi Shot: One of his abilities involves shooting multiple arrows at once.

    Adrianna 

One of the playable characters, she's a Moon Elf and a Sorceress.


  • Damsel in Distress: At the end of the game she and the other two heroes are captured by Mordoc's forces and locked away in his dungeons. It is possible to meet and rescue them.
  • Dump Stat: She has low wisdom.
  • Glass Cannon: Befitting a wizard, she's very fragile, but can destroy most enemies with her spells.
  • Our Elves Are Different: She belongs to the Moon Elves, which improves her skills with magic but at the same time earn her spiteful comments from her Drow enemies.
  • Magic Knight: Probably the most true example of the original heroes, seeing as how despite the base rules for the tabletop games requiring both proficiency in armor and for the mage in question to contend with spellcasting failure in heavier gear, she can don plate mail, sword, and shield, and sling a fireball all the same. She'll need that gear though, because she's the squishiest of the three heroes.
  • Magic Staff: Her weapon of choice when out of juice for spells. Choosing to free her first in the sequel will result in her bestowing the staff to the heroes.
  • Ms. Fanservice: Her outfits (particularly her starting attire) don't really leave much to the imagination.

    Kromlech 

One of the playable characters, he's a Dwarven Fighter.


  • The Berserker: One of his abilities allows him to enter rage and improves his attacks.
  • The Big Guy: The most physically focused of the three heroes.
  • Distressed Dude: At the end of the game he and the other two heroes are captured by Mordoc's forces and locked away in his dungeons. It is possible to meet and rescue them.
  • Mighty Glacier: Befitting a Dwarf, he's slow and resilient.

    Jherek 

A Harper agent that helps our heroes on their quest. He also appears in the sequel where he has a much more prominent role and helps the heroes against Mordoc's fortress.


  • Arrows on Fire: In the sequel he can cast these as a long-ranged attack. It's implied to be a spell of sort, since he doesn't carry a bow or a crossbow.
  • Big Good: As an important member of the Harpers, he's this.
  • Guest-Star Party Member: In the Battle of Bones and into the first levels of the Keep of Pale Night.
  • I'll Kill You!: As soon as Karne appears inside Omduil's manor, Jherek wastes little time in going for his sword. Karne has to calm him down.
  • In the Hood: Oddly as he's a good guy, he always wear a hood, even indoors. Possibly to keep his enemies from finding him out.
  • Reasonable Authority Figure: Though you don't learn about his true authority until later, Jherek is quite helpful and willing to increase the reward for his tasks if you mention that you were attacked by Zentharim.
  • The Rival: Highly implied it's personal with Karne, especially in the sequel.
  • Teeth-Clenched Teamwork: With Karne, against Mordoc.
  • You Shall Not Pass!: The last time you see him, he's staying behind on the set of stairs leading to the second floor of Mordoc's keep in order to prevent the incoming attacks of shadow monsters. What happens to him next is unclear, though given Mordoc's defeat and his skills he's likely still alive.

Antagonists

    Karne 

A Zhentarim agent working for Xantam and leading a Thieves' Guild in Baldur's Gate. He's apparently killed by the three heroes, but he's back on his feet in the sequel, where he works with the Zhentarim to take control of the Onyx Tower.


  • Affably Evil: He's a member of an evil network of mercenaries and worshippers of the evil god Bane, but he's surprisingly polite and pragmatic.
  • Bad Boss: He's perfectly cordial to his direct subordinates, but is a total dick to the four lieutenants he has guarding the elemental planes. All four seem to personally despise him, and he certainly dislikes each of them as well.
  • Cool Helmet: Wears a stylish helm which covers most of his head and bears a peculiar engraving vaguely resembling a scorpion.
  • The Dragon: To Xantam. In the sequel he seems to be a Dragon-in-Chief for the Black Network.
  • Equal-Opportunity Evil: Seems to firmly believe so, as seen with his choice of servants in the second game, which include a Mad Scientist noblewoman, a female dragon, a sorcerous lizardman, a vainglorious gnome wizard and a reclusive sea witch.
  • Even Evil Has Standards: He may work for a cult of ruthless assassins and conquerors, but he won't tolerate traitors.
  • Evil Counterpart: To Jherek. In the sequel is noticeable that both have similar fighting styles.
  • Genre Savvy: When Illudra scoffs at his offer for using Zhentarim henchmen to fight the heroes, Kharne insist she does take them. They don't make too much of a difference, but points for trying.
  • Guest-Star Party Member: He eventually pulls an Enemy Mine in the sequel and along with the hero and Jherek attacks Mordoc's castle.
  • Karma Houdini: Subverted, the heroes seemingly kill him under Baldur's Gate... but he returns alive in the sequel, tries to have the protagonist/s killed multiple times but ultimately leaves unharmed after lending a hand to the good guys.
  • Pragmatic Villainy: Upon realizing that Mordoc played Zentharim and Harpers alike and beat them both to the Onyx Tower, Karne immediately shows up to Jherek's place to explain the situation and propose an alliance against the common threat.
  • Smug Snake: Affable, slimy and arrogant, Karne never loses his calm and always has a backup plan up his sleeve.
  • Unexplained Recovery: He's back in the sequel, and even Mordoc states that Karne is known for being extremely difficult to kill.
  • Worthy Opponent: By the end of the second game, he admits he finds the player "interesting".

    Xantam 

A beholder and mastermind behind Karne and the rogues of Baldur's Gate, he's slain by the heroes under the city.


  • Disc-One Final Boss: He's the first serious threat and the apparent root of evil under Baldur's Gate... but after killing him the game is far from over.
  • Evil Sounds Deep: He's voiced by the late Tony Jay, though his voice manages to be even deeper than his usual roles.
  • Eye Beams: Being a Beholder, he makes a full set of attacks by shooting beams from his many eyes.
  • Fantastic Racism: When you confront him, he nonchalantly tells you that from his point of view, all humanoids look the same, weak and frail.
  • The Man Behind the Man: Karne, apparent leader of the rogues, is actually the figurehead, while the monstrous Xantam is the mastermind.
  • Resistant to Magic: He takes only half damage from spells. Adrianna's in for a rough time fighting him.
  • Wicked Cultured: Being an inhuman abomination doesn't stop him from spending his time with books in an exquisitely-adorned room.

    Ilivarra 

A drow priestess of Lolth, leading a small army of her kind against the Dwarven Mines in the Sunset Mountains.


  • Fantastic Racism: If the player character is Adrianna, Ilivarra will angrily remark the current feud between surface elves and dark elves.
  • King Mook: She's basically a souped up Drow Priestess.
  • Mook Promotion: Not that she wasn't a major threat in the console versions, but with Ciraxis cut from the Gameboy Advance version, she becomes the primary antagonist for Act II as she and the drow infesting the mines take center stage for the Act's conflict.
  • Necromancer: A few of her spells allow her to summon skeletons to fight on her behalf.
  • Stripperiffic: As with many female drows, she wears very revealing clothing, showing off most of her skin save for her nipples and lower privates.
  • Teleport Spam: She will spend most of the battle teleporting around and casting all sorts of spells at you.

    Ciraxis 

A White Dragon living in the Sunset Mountains inside an icy cave. He attacked the dwarves trying to colonize and mine the mountain and is the second main threat of act II.


  • Breath Weapon: A stream of highly-damaging icy mist.
  • Climax Boss: He's the strongest, most dangerous boss met in Act II, halfway through the game.
  • An Ice Person: Aside from his frost breath, he can also cause giant icicles to fall from the ceiling and attack with ice spells.
  • Logical Weakness: As per tabletop, he's nigh immune to ice damage but vulnerable to fire damage.
  • The Man Behind the Man: For Ilivarra and the Drows.
  • Our Dragons Are Different: He's a White Dragon, thus lives in an icy enviroment, has an icy breath and is evil and more feral than other chromatic dragons.

    Sleyvas 

A lizardman shaman who, unlike his kinsmen, wants to help your heroes to save his tribe from the Onyx Tower. He's actually plotting to take over the Onyx Tower. In the sequel. he's hired by Karne to kill the hero and recover the Orb of Thunder, but is slain.


  • Big Bad Wannabe: Under the pretense of aiding you, he actually wants you to kill Eldrith so that he can take over the Onyx Tower. The sequel however demotes his importance when Karne uses him as a hitman.
  • False Friend: His decision to help the heroes is actually a mean for his ends.
  • Flunky Boss: He shows up with a couple of Zentharim in Lyran's hold to recover the Orb of Thunder.
  • Glass Cannon: In the sequel, his magic can be damaging, but luckily he can't take too much, relying on the small arena and the bodyguards to avoid attacks.
  • Lizard Folk: He appears to be a good aversion of the typical hostile version. He's not.
  • Manipulative Bastard: The helps the party but secretly manipulates them into killing Eldrith for him.
  • My Species Doth Protest Too Much: Subverted, he pretends to be good, deep down is even worse than the others.
  • Treacherous Quest Giver: Uses you to destroy your mutual enemy, with the hope that you'll be destroyed by the fallout as well, allowing him and his master to seize the Onyx Tower.
  • Undying Loyalty: To his master, Kharne. He discusses the concept somewhat in the second game, where he defines serving a master as the willingness to lay down your life for their sake. He's willing to do this for Kharne; he assumes you're willing to do it for Jherek.
  • Walking Spoiler: His prior role in the story is cast in a very different light at the end of the first game.
  • Wham Line:
    Sleyvas: It is done. Eldrith is undone, and her threat to us and our plans has been ended. And the Harper that defeated her, killed. Now we may continue without interference, master...

    Sess'sth 

The king of the lizardfolk of the Marshes of Chelimber, servant of Eldrith. He rules his minions from his half-sunk ruined keep.


  • The Brute: He's one of Eldrith's minions, but clearly the one with less intellect and more brawns.
  • Carry a Big Stick: His weapon of choice is a massive club, the head made of bound wood pieces with what seems to be a human head lodged on the very top. He can easily two-shot any hero approaching him too much with that weapon.
  • Dumb Muscle: In Sleyvass words, he's very strong, very angry, but also very dumb, like a big tree.
  • King Mook: The actual ruler of all the lizardfolk you fight.
  • Lizard Folk: The king of their tribe, a giant of a lizarfolk with a bad temper and tremendous strength.

    Eldrith the Betrayer 

The first game's Big Bad. Once a champion from Baldur's Gate, she held back the Orcish Black Horde but was betrayed by the city, causing her to attack it and eventually perish in the Marsh of Chelimber. Her hatred was enough to awaken the Onyx Tower and bring back to life her and her minions. She's eventually killed by the heroes and repents of her actions.


  • Attack of the 50-Foot Whatever: As you damage her, she becomes bigger and bigger.
  • BFS: Wields a massive sword which only grows bigger and bigger as she transforms.
  • Big Bad: The main threat of the first game, who is using the Onyx Tower against Baldur's Gate.
  • Came Back Strong: She died, but her hatred for Baldur's Gate awoke the Onyx Tower and revived her again.
  • Face–Heel Turn: She turned against her own city after being betrayed.
  • Fallen Hero: Originally a paragon of goodness and virtue, her death caused by the very city she wanted to protect revived as a ruthless destroyer.
  • Fatal Flaw: Her stubborn pride, which causes her to lose all sense of reason. First time around saw Baldur's Gate turn their swords on her when she defied orders, saw her men massacred, and then tried to assault the city in a furious rage. Second time, the player unravels her plans within each act and kills her once again when she raises from the dead and tries to destroy it once more.
  • Redemption Equals Death: Upon being defeated by the heroes she realizes how much she fell and gives her life to seal the Tower.
  • Shock and Awe: She's pretty much immune to lightning and can also unleash lightning bolts all over the arena whenever she starts growing larger.
  • Throwing Your Sword Always Works: If you try to keep the distance from her deadly sword swings, she'll lob her sword at you like a boomerang.
  • Weaksauce Weakness: According to the ghost of her former lieutenant, the Onyx Sword should be very effective against her. Downplayed in that other magic weapons work too and that fighting her head on in melee is actually the most dangerous approach.
  • Woobie, Destroyer of Worlds: It's not too hard to feel sorry for her, given that she saved her city, only to be backstabbed, hunted and killed, left to die alone in faraway swamps because of the ingratitude of the people she wanted to protect.

Baldur's Gate II

Protagonists

    Dorn Redbear 

One of the five playable characters, he's a Human Barbarian who can become a Druid. He's a jovial and boisterous warrior looking for fame, gold and women.


  • Barbarian Hero: He's a Barbarian, and probably the most morally-straight if boisterous of the heroes alongside Alessia, and most of his clothing consists in pelts (before getting metal armor). Slides in Nature Hero after he learns the ways of Druids.
  • The Beastmaster: After becoming a druid he can summon wolves to fight by his side.
  • The Berserker: As per standard Barbarian, he can enter Rage to increase his attack, but becomes more vulnerable to damage.
  • The Big Guy: Like Kromlech, he's the strongest and toughest of the heroes in melee, and he's also the tallest of the characters.
  • Boisterous Bruiser: Fitting a barbarian, Dorn is eager to jump in combat.
  • Casanova Wannabe: Frequently tries to hit on Randalla. He's also proud of remembering every pretty woman he helped on his way to Baldur's Gate.
  • Dual Wielding: He starts with this skill, unlike other characters who may acquire it. To push things even further, he can learn Titan's Grip to wield Great Weapons like hand weapons, which results in him Dual Wielding warhammers, greataxes and bastard swords. He also lack any viable options for fighting with shields.
  • Fashionable Asymmetry: His armors will often leave part of his right chest and arm exposed.
  • Nature Hero: His reward for completing his personal quest is some druid training from Alanna, allowing him to cast some simple nature spells.
  • One-Handed Zweihänder: Can learn how to do this with two-handed swords and axes.

    Vhaidra Uoswiir 

One of the playable characters, she's a Drow Monk who can become an Assassin. She's an evil and rude warrior who seeks revenge for her clan.


  • Bare-Fisted Monk: Though technically she can gain elemental damage by enchanting her gauntlets.
  • Heroes Fight Barehanded: Vhaidra can be this if you play as her. You can still give her halberds and staves but her unarmed fight skills are faster and stronger.
  • Jerkass: As a drow, she's usually rude to anyone.
  • Lightning Bruiser: Being a Monk, her fighting style is focused on speed, and quick, damaging comboes.
  • Roaring Rampage of Revenge: Against the Dark Ravens who murdered the Uoswiir clan.
  • Villain Protagonist: Arguably, she's motivated mostly by revenge, will ask a reward to help others and is rude to everyone.

    Alessia Faithhammer 

One of the playable characters, she's a Human Cleric of Helm who can become a Paladin. She's a crusader of good and justice and is driven by her good heart.


  • Carry a Big Stick: Start the game armed with a mace. Fitting as it's the weapon usually associated with clerics.
  • Gameplay and Story Segregation: Despite being a cleric, she starts with high Intelligence but a whopping 12 Wisdom, which is usually the most important stat for a Cleric. Justified since in game Wisdom doesn't influence spells but merely lets you gain more experience points.
  • Hair of Gold, Heart of Gold: She's a devoted champion of Helm, the most altruistic of the heroes and has blonde hair.
  • Healing Hands: She can heal herself and nearby allies.
  • Helmets Are Hardly Heroic: Downplayed, though all her helmets are rather simple and still leave most of her face exposed.
  • Holy Hand Grenade: Turn Undead manifests as a blinding flash of light which burns undead creatures next to her, vaporizing them if they run out of health. As a Paladin, she learns Smite Evil.
  • Knight in Shining Armor: A rare female example, she's competent with the heaviest armor compared to the others and can even become a Paladin, enforcing the trope.
  • Luckily, My Shield Will Protect Me: The only character who starts out with a shield.
  • Ms. Fanservice: Mainly for the fact that she has very large boobs and is a Statuesque Stunner. Lampshaded by Xanhast, who muses that he could make her into a member of his harem after defeating her.
  • Playing with Fire: One of her spells rains holy fire from the heavens.

    Borador "Goldhand" 

One of the playable characters, is a Dwarven Rogue who can possibly become a Dwarven Hero. He's a bad tempered old man who's actually trying to save his clan by repaying a debt.


  • Demolitions Expert: Can use "Smokepowder" in the form of bolts, mine-like satchels or directly as thrown bombs.
  • Eyepatch of Power: To add to his shady looks, he wears an eyepatch and is a force to be reckoned with. Even more so after becoming an ironclad Dwarven Hero.
  • Greed: One of his most notable character traits is his desire to get his hands on as much money as possible, although he has a much more noble motivation for this than most characters with this trait.
  • Grumpy Old Man: While Vhaidra's hostility towards others may stem from Fantastic Racism, Borador simply sounds more like a bad-tempered grumpy old man than a truly evil/racist person.
  • Honor Before Reason: In order to clear his clan's name, he's ready to gut and defeat a whole keep of goblinoids and a basilisk.
  • Jerk with a Heart of Gold: He's a grumpy dwarf who will always ask for a reward for any good deed he does for others... so that he can help his clan out of a debt.
  • Long-Range Fighter: Several of his skills require him to be wielding a crosbow in order to be used.
  • Luckily, My Shield Will Protect Me: Shield Expertise will improve his shield's defence.
  • Only in It for the Money: What he's looking for is gold, and as much as possible. He still gives most of it to his clan-brother Durben, to repay the clan's debt.
  • Only Known by Their Nickname: No-one except his dwarf clan-brothers know his clan-name, Goblin-breaker, but he's acquired the nickname "Goldhand" amongst his non-dwarf friends since avarice is one of his most notable traits.
  • No-Sell: Everyone else has to be very careful when traps are around, be they spiked floors or fireball-spitting machines. Borador can render them useless by getting close enough and tapping the square button, making certain dungeons easier.
  • Took A Level In Bad Ass: Everyone has an upgrade, but Borador's is most noticeable, as it gives him more melee-oriented techniques, lets him use Great Weapons, and gives him unique shield abilities.
  • Trick Arrow: He can shoot multiple bolts, a single accurate one or an explosive fiery dart.

    Ysuran Auondril 

One of the playable characters, he's a Moon Elf Necromancer who can become a Shadow Disciple. He's a gentle person despite his job, but is afflicted by amnesia and can't remember his past.


  • Amnesiac Dissonance: Through pursuing his backstory, you learn that he was once an elf supremacist and terrorist before losing his personality and memories.
  • Armor and Magic Don't Mix: Downplayed; He's the only character who starts with no points in the armor proficiency skill, but can still wear the best fullplate armor by the end of the game if you invest enough points in it when levelling him up.
  • The Atoner: After discovering his horrid past as a racist extremist, he decides to dedicate his life to a good cause.
  • Bad Powers, Good People: He's a good guy who can create skeletons and suck the life out of his foes. Even more so after learning Shadow Magic.
  • Casting a Shadow: After defeating Zarad Duskmarrow, he can read the final pages of his book and so cast shadow spells.
  • Dem Bones: He can summon skeletons.
  • Femme Fatalons: Male example, can grow a set with Claws of Darkness, which also increases the effectiveness of all his touch-based spells.
  • Former Bigot: He was once part of an organisation that encouraged elves to commit genocide against humans, but abandoned his beliefs after losing his memories.
  • Glass Cannon: If something gets too close and can hit hard, he's done for. Expecially against Zarad's Automatons.
  • Magikarp Power: Lampshaded in the manual, which states that he's the weakest playable character at the start of the game, but can grow to be awesomely powerful.
  • Necromancer: A good one. He was an Evil Sorcerer wannabe in his backstory though.
  • "Not So Different" Remark: Zarad claims so when he faces off against Ysuran. Eventually Ysuran proves him wrong by deciding to put his evil powers to a good use.
  • The Reveal: In a nutshell, he was a racist terrorist who tried to steal Zarad's secrets from him for his cause.
  • Squishy Wizard: He has the least weapon and armor proficiencies of all the playable characters, and while he can handle himself in melee combat better than a typical D&D necromancer, he generally relies on magic to defeat his foes.
  • That Man Is Dead: Decides to completely forget about his older racist self and start a new life.

    Randalla Brasshorn 

A female merchant who was captured by the goblins. She gives you several quests after returning to Baldur's Gate and falls in love with Dorn. Near the end of the game, she's revealed to be a Harper, but when Mordoc summons the Onyx Tower to Baldur's Gate she's turned into a vampire by Xanhast.


    Omduil 

An old, airheaded wizard who lives in Baldur's Gate. He's a Harper that helps the heroes to reach the four Elemental Foundations. He can also reveal Ysuran's past.


  • Chekhov's Gunman: Turns out he's much more important that he looks.
  • Mr. Exposition: To Ysuran, as he's hired to find out what happened to him.
  • Obfuscating Stupidity: Possibly. If anyone but Ysuran asks him about his past or the Eldreth Veluuthra, or if any of the characters ask him about the Harpers, the Onyx Tower, or Jherek before Rondalla or Jherek reveal their allegiance and assign quests, he plays dumb. Otherwise, he suddenly "remembers".
  • Oh, Crap!: His reaction upon hearing that Mordoc's involved.

Antagonists

    Bile-Tooth the Vile 

A goblin in charge of the Red Fang marauders inside Trollbark Forest, who has kidnapped Randalla and the members of her Caravan. Rides a huge spider and holds several of them as pets.


  • Deadly Lunge: His spider can attack like this.
  • Degraded Boss: In Borador's unique quest, some spider-riding goblins appears in Gandam's Hold.
  • Flunky Boss: Has a small back up force consisting of goblin archers and shamans, who can heal him.
  • Giant Spider: Rides a humongous white spider, bigger than those met later, who, judging from what he says, are his pets.
  • Giggling Villain: Half of his sentence consist in him giggling in a high-pitched voice.
  • Hoist by His Own Petard: You may notice that when you defeat him the spider rolls on his back, apparently crushing his rider.
  • Third-Person Person: Variation: he refers to himself as "us", probably referring to himself and his giant spider.
  • Starter Villain: He's the first boss and furthermore saving Randalla from him is what kicks in the main events of the game.
  • Warm-Up Boss: He may hit hard and have poison, but is pretty slow and not too difficult to deal with.

    Argesh the Gouger 

The grotesque leader of the Hands of Glory, the new thief's guild in Baldur's Gate infamous for its cruelty and kidnappings. He was actually a creation of Luvia Bloodmire serving directly under Arogazia's orders. He's slain by the heroes in his own hideout.


  • Artificial Human: With a generous usage of the word "human", Argesh is a living being rather than a misshapen undead like the others. He seems to be conscious of his true nature, only bemoaning the fact that lousy goblinodis were used to make his body.
  • Bad Boss: He's introduced chewing out one of his underlings before killing him in a fit of rage for disobeying his orders.
  • Blade Below the Shoulder: Holds a katar in his right hand as his weapon of choice.
  • Deadly Lunge: His main form of attack. It's difficult to avoid and damaging, but will leave him open for some seconds.
  • The Grotesque: Looks overall humanoid, but on a closer inspection he has a large hunchback, twisted neck and oversized, gorilla-like arms.
  • Humanoid Abomination: Said to be the pinnacle of Luvia's creations and it shows, considering that she's not a magic user and all her other humanoid creations are undeads or golems. He's quite aware of who his creator was and expresses disgust that parts of him were made from his idiotic goblin underlings.
  • The Paralyzer: One of his attacks can block the player where he stands if it connects, stunning them.
  • Red Baron: "The Gouger". Doubles as a Names to Run Away from Really Fast.

    Luvia Bloodmire 

A mad noblewoman living in Baldur's Gate. Her house is infested by abominations and monsters and she has a secret lab where she creates horrible creatures. She's eventually killed by our heroes in the Elemental Plane of Earth.


  • Affably Evil: Until you break her toys, that is... though she's affable again later. Illustrated nicely in her voice-acted letter to "Lady F", in which she politely, cheerfully, casually corresponds with her fellow villain and asks to be provided with more more bodies she can stitch into horrifying monstrosities. Preferably live ones.
  • Bait-and-Switch Boss: When fought in combat, you'll find out that all she can do is to throw explosives at you and slap you, and she'll probably die faster than her bodyguards. Then her corpse bubble and hisses, and suddenly she's back as a disgusting black abomination, much more of a challenge than before.
  • Blob Monster: Turns into one (or rather, sprouts from her corpse) upon death.
  • Cloud Cuckoo Lander: A rather creepy variant.
  • Death Seeker: When you meet her the second time, she actually wants to be killed by your hands, so she'll be able to reach the last step of the evolution by turning into a black, horrible slime monster.
  • For Science!: Her main goal, and one for which she proclaims she's willing to kill hundreds of innocents.
  • Godhood Seeker: After the player characters ruin her plans at Bloodmire Manor, she undergoes a brief Villainous Breakdown in which she describes them as "heretics and non-believers" who "stand in her path to god-dom".
  • Leitmotif: The aptly-named Mired in Blood.
  • Lightning Bruiser: After turning into a monster.
  • Mad Scientist: Surprisingly, she's not even a magic user, as she attacks by throwing explosive vials and by punching.
  • Maker of Monsters: She's developed surgical techniques for transferring limbs and organs from one creature to another. Most of her Flesh Golem creations are fought in the Bloodmire Manor level, and Lady Arogazia sometimes contracts her to make custom monsters to further her plans.
  • Mask of Sanity: She's completely insane and about as evil, but keeps a well-mannered lid on it until anyone angers her.
  • Mook Maker: In her slime form she can give birth to a creature which looks like a miniature of herself and spit it out.
  • Names to Run Away from Really Fast: Her surname doesn't exactly spring sunshine and rainbows to mind.
  • Obviously Evil: There's something sinister in her looks, mostly for the fact that all the lower edges of her dress and her cheek are smeared with blood.
  • One-Winged Angel: She turns into a black, tentacled abomination after being killed.
  • Soft-Spoken Sadist: She has a calm, soothing voice that doesn't survive her losing her temper.
  • Throw Down the Bomblet: Her main attack during the first phase of her Boss Fight is hurling grenades at the player characters.
  • Unkempt Beauty: While she is reasonably attractive, she does little for the wellbeing of her appearence. Randalla even mentions that several suitors tried and failed to win her over.
  • Villainous Breakdown: After her "pets" are torn to pieces by the heroes. By the time the heroes stumble into her again she's gotten over it.
  • Villainous Widow's Peak: In case you need more reasons not to trust the Mad Scientist who turned her manor into a bloody laboratory.

    The Red Queen 

The leader of the Red Fang Marauders, is an intimidating woman wearing an encumbering red armor and capable of casting magic. Upon being vanquished she tries to flee back to her mistress Aizagora, only to be killed for her failure.


  • Artificial Human: Apparently was created by Luvia like Argesh, except that she was modelled after Arogazia herself.
  • Asskicking Leads to Leadership: Implied to be the reason why the goblins and hobgoblins serving the Marauders accept her as their boss.
  • BFS: She brandishes a massive two-handed sword she can use to deliver a devastating pound attack.
  • Cowardly Boss: She'll actually vanish and escape combat after losing half of her health, forcing you to track her down all the way to Firewind Manor.
  • Ground Pound: One of her attacks has her leaping in midair while everything slows down in order to deliver a devastating shockwave.
  • Magic Knight: Dressed in armor from head to toe, she can still cast offensive spells.
  • Neck Snap: How she meets her fate by the hand of Arogazia. The fact that the latter is seemingly a normal noblewoman serves as an early warning that she's hiding something.
  • Playing with Fire: She can cast fireballs.
  • Shoulders of Doom: Her shoulderpads are shaped as gigantic, impractical-looking Dragon wings.
  • You Have Failed Me: When her mistress learns that not only she lost the Red Fangs but she failed to kill the heroes who're now tailing her, she promptly chokes her and break her neck.

    Arogazia Firewind/Aizagora the Red Death 

An arrogant noblewoman clad in red and the true mind behind the Red Fang Marauders and the Red Queen, who's implied to be a clone of her. She's actually a red dragon working for Karne. She's slain in the Elemental Plane of Fire.


  • Bad Boss: Chokes the Red Queen by herself after learning of her failure. Her tolerance for failure seems to be slim indeed, especially if you're an artificial humanoid made in her likeness, whose deeds almost literally reflect on her.
  • Evil Redhead: With hair shaped like flames to boot.
  • Fatal Flaw: Arrogance, for sure.
  • Foreshadowing: In the cutscene you see her, apparently an ordinary noblewoman, lifting the armored Red Queen effortlessly and snapping her neck like a twig, implying that there's more than meets the eye to her....
  • Lightning Bruiser: As a dragon, she's capable to fly quickly from one side of the arena to the other.
  • Large Ham: She's quite bombastic and loud, especially before showing off her true form.
  • The Man Behind the Man: To the Red Fangs goblin bandits, which she controls through her minion/clone, the Red Queen. She's also the force behind the Hands of Glory, although she keeps herself insulated from it: the catspaw she has acting as its leader, the ghastly Argesh, was created by Luvia Bloodmire at Arogazia's behest.
  • Only in It for the Money: It's implied by her dialogue with Karne that she's helping the Black Network in exchange for lots and lots of money. Unsurprising, considering her true species.
  • Our Dragons Are Different: A Red Dragon.
  • Playing with Fire: Fire breath and also tons of fire spells, mostly meteors.
  • Shoulders of Doom: Her dress has large shoulderpads shaped like bat wings.
  • Vain Sorceress: Implied to be rather proud of her human disguise, as she asked Luvia to model the Red Queen, her most valiant servant, specifically after her own body.

    Lyran 

A lich residing in a haunted fortress. He attacks the heroes when they search for the Orb of Thunder in his mansion.


  • Advancing Boss of Doom: In the catacombs. According to the journal you find on the dead man, he has done this several times to trespassers.
  • An Arm and a Leg: His hand is the key to his own observatory tower.
  • Badass Boast: Gives one to the hero should he reach the vault, about how he's going to die in that chamber just like Lyran did (though he came back as a lich).
  • Boss-Arena Idiocy: He's completely impossible to kill when he first appears and chases you through his castle, but locks you in the ossuary, the room where his weaknesses are kept, in order to finally do battle with you properly.
  • Boss Banter: With lines like "Run, fool, run!" and "Leave this castle or die, mortal!"
  • Cherry Tapping: When you first run into him, he will chase after you casting spells that deal low damage but may push you far away, for example straight in a pit. Once you reach his sanctum he stops fooling around and whips out the big guns.
  • Death from Above: Getting hit by his spellbook (which homes on the target) will result in a couple of ice meteors falling on the ground, freezing and damaging everything around.
  • Evil Sorcerer: Implied by the journal of a dead guy in his crypt, stating that he's desperate because Lyran has locked him inside the fortress and now is coming for him. Plus there's the whole implications with his weather-controlling machine...
  • Faux Affably Evil: Compliments you for finding his private study, right before threatening you and coming after you with murderous intent.
  • Hoist by His Own Petard: Some of his spells hit a whole area and can break pots, so it's possible for him to accidentally smash his own Soul Jars.
  • Puzzle Boss: Later in his crypt. He's the only boss of the game who needs a peculiar strategy to be vanquished.
  • The Undead: Lyran's a Lich, a floating undead wizard who also has ghostly armors in his tower.

    Ulchalothe 

An illithid residing in the depths of Dragonspear Castle. She has gotten her hands on the Brazier of Eternal Flame.


  • Evil Versus Evil: She apparently enslaves anyone who approaches her lair, as she did with the Zhentarim, your enemies.
  • Flunky Boss: The flunkies are her mind-controlled Zhentarim. Which can still be controlled by Ysuran nevertheless.
  • Giant Space Flea From No Where: Yes, you're warned about the "unspeakable horrors from the Underdark", and yes, you come across some driders and ropers but: did you really expected a mind flayer?
  • Glass Cannon: Not very tough, but her mind blast attack (especially the fan-shaped one) can be deadly if shot point-blank.
  • Mind Control: She did this to her Zhentarim pets, but it doesn't work on the hero. In battle, her mind attacks are represented as a weird-colored spray which stuns and damages the player (and, if close enough, can be fatal).
  • Oh, Crap!: When she realizes that her mind trick isn't working at all.
  • Vocal Dissonance: She looks identical to the mind flayer portrayed on the Monster Manual (3.5), but her voice is clearly feminine, and not even ugly at that.

    Droptobl 

A kuo-toa high priest of the Sea Temple, he's stolen the Oceanic Urn from the pirates and apparently turned them into zombies as well. Must be killed in order to retrieve the artifact.


  • Barrier Warrior: Faces off with you in a limited watery arena whose accesses are blocked off by a barrier as he enters.
  • Evil Sorcerer: Mostly attacks by casting spells and is implied to have turned the pirates and Captain Khoris into shambling undead.
  • Giant Space Flea From No Where: You were told about the pirates, who then turn out to be undead, but no one mentioned the Kuo Toa. On the other hand, after seeing the temple, Droptobl himself was easier to see coming.
  • Improbable Weapon User: Uses a staff tipped with a pincer.
  • Rank Scales with Asskicking: He's the high priest and thus the strongest Kuo Toa in the Sea Temple.
  • Sinister Minister: The High Priest of the Kuo Toa deity.

    Baragoth 

A massive Green Dragon infesting the Reaching Woods and plagueing the entire forest with his poison and his armies of monsters. He's fought by Dorn as part of his character quest.


  • Achilles' Heel: His flanks are exposed and the safest place from which to attack him, far away from his jaws and toxic breath.
  • Breath Weapon: As a Green Dragon, he can exhude green poison gas, dealing acid damage.
  • Dragon Hoard: Upon killing him, you can ransack his massive stash of gold and treasure, including a powerful suit of armor for Dorn.
  • Monster Lord: Upon establishing his domain in the forest he has riled up Gnolls, Ettins and Trolls into serving him.
  • Our Dragons Are Different: He's a massive Green Dragon, distinguished by his scales' color, the sail on his neck and head, crocodilian head and ability to spit poison and gas.
  • Poisonous Person: He can shoot poison out of his mouth and his very presence corrupts the area he's dwelling in.
  • Route Boss: Exclusive for Dorn's storyline, which allows him to become a Druid as well.
  • We Are as Mayflies: His pre-boss battle cutscene has him mocking Dorn over the fact that humans only live a handful of decades... and when they do stupid things like invade a dragon's lair, it seems they want an even shorter life than that.

    Draezen Direhand 

Leader of the Dark Raven monks responsible for Vhaidra's misfortune, he is in possession of secret scrolls on assassination. He's fought by Vhaidra as part of her character quest.


  • Dark Is Evil: Dress in dark clothing, has pitch-black skin and leads a group of assassins known as the Dark Ravens.
  • Developer's Foresight: He notably has two different pieces of pre-boss battle banter. One is very specific to Vhaidra, the other is more generic and will only be used if the player uses the character switching system to face him with someone else.
  • Flechette Storm: One of the skills Vhaidra can learn from his scrolls allow her to toss multiple knives at once.
  • Mirror Boss: He pretty much fights like an evil, bare-handed Vhaidra.
  • Rank Scales with Asskicking: As the leader of the Dark Ravens, he's the strongest of the monks.
  • Route Boss: Exclusive to Vhaidra's storyline, which allows her to obtain the skills of an Assassin.
  • Warrior Monk: Leads a whole monastery of them and moonlights as an assassin.

    Zarad Duskmarrow 

A powerful shadow mage who dabbles in Shadow Magic and automatons, he lives in a remote clock tower and is related to Ysuran's past. He's fought by Ysuran as part of his character quest.


  • Casting a Shadow: After all, he was the one who taught Ysuran in the first place, though he can't fully remember what happened.
  • Clock Punk: His tower is full of clockwork automaton soldiers and whirring cogs.
  • Even Evil Has Standards: He's a Shadow Mage and a Necromancer whose tower is filled with deadly traps and murderous automaton. Even he doesn't seem to like the Eldreth Veluura that Ysuran was part of, considering that Ysuran himself tried to learn from him before killing him.
  • Route Boss: Exclusive to Ysuran's storyline, he has to be defeated to learn the full past of Ysuran and unlock the skills of a Shadow Wizard.
  • Summon Magic: He can call living shadows to fight besides him.
  • Time Master: Stated by Omduil to be an expert on Chronomancy.
  • Villain Has a Point: His arrogance and badmouthing towards Ysuran are a little justified, as Ysuran indeed was a racist Deceptive Disciple who tried to steal his secrets and dispose of him.

    The Basilisk 

A huge, hungry monster who took residence in the mines of Gandam's Hold. He's fought by Borador as part of his character quest.


  • Basilisk and Cockatrice: As with D&D's basilisks, this one is an enormous, orange lizard monster with eight legs and a petrifying gaze.
  • Hungry Menace: The Basilisk isn't overtly intelligent, malicious or cunning: it's just an enormous, hungry beast that needs to be dealt with to reclaim the mines.
  • Reptiles Are Abhorrent: Resembles a huge, multi-legged lizard with a repulsive appearence.
  • Route Boss: Exclusive to Borador's storyline, slaying him allows him to reclaim Gandam Hold and become a Dwarven Hero.
  • Taken for Granite: Downplayed, his gaze attack deals damage and slows down Borador if he doesn't turn around or hold up a shield to block the Eye Beams.

    Goreth Vileblack 

A cruel cleric of Cyric who has defiled a mausoleum near the Sunset Mountains with the intention of creating a host of living dead, big enough to besiege a city. He's fought by Allessia as part of her character quest.


  • Big Bad Wannabe: A powerful cleric of Cyric trying to raise an army of skeletons and zombies big enough to threaten an entire city... he could as well be the villain and Final Boss of his own adventure module, but here he's just nipped to the bud by Allessia before he can become a threat.
  • Cool Sword: Wields a bastard sword in both hands and it can be taken from his body, giving Allessia an extremely powerful weapon useful for the rest of the story.
  • Evil Counterpart: To Allessia, being an evil cleric who manipulates the living dead and worship the evil and twisted Cyric.
  • Large Ham: He makes a very grandiose and pompous pre-boss speech as he prepares to slay Allessia.
  • Names to Run Away from Really Fast: With a name like Goreth Vileblack, it's hardly surprising he became a necromancer priest to an evil god.
  • Necromancer: He uses his clarical powers to animate the dead and make himself a shambling army of zombies and living corpses.
  • Route Boss: Exclusive to Allessia's storyline, defeating him makes her reach the official rank of Paladin.
  • Say Your Prayers: Subverted, before starting the boss battle he patronizingly tells Allessia that her god Helm won't save her this time. You can prove him wrong.
  • Sinister Minister: He's a priest of the evil god Cyric, raises undead by defiling a mausoleum and goes by the surname of "Vileblack". Self-named, hopefully.
  • Worthy Opponent: Seems to consider Allessia one for being able to breach into his lair, but he's still confident he can overpower and kill her.

    Illudra 

A sorceress working for the Zhentarim. She's killed in the Elemental Plane of Water. Illudra is also known as the Sea Witch, both for her spellcasting prowess and because of her pet Kraken.


  • An Ice Person: Illudra herself uses spells based on ice and water.
  • Badass Boast: Claims that she's sank one hundred ships and killed two-thousand men with her magic.
  • Combat Tentacles: The Kraken's limbs can be cut off to prevent him from harassing you, but will regenerate after some time.
  • Dual Boss: Technically, though the Kraken is invincible, but dies (or possibly flees) when Illudra is killed.
  • Evil Old Folks: She looks noticeably older than the other evil characters fought by the heroes.
  • Flunky Boss: She's escorted by her soldiers and has summoned a giant Kraken to kill you. Interestingly enough, she was against the idea of having Zhentarim around, but Karne, Genre Savvy as ever, insisted.
  • Giant Space Flea from Nowhere: Just like Habdazar, she's introduced as soon as you enter the Elemental Plane of Water. Her pet Kraken is even a bigger one.
  • Hammy Herald: Her Badass Boast is mostly about her kraken.
  • Invincible Minor Minion: The Kraken is too large and distant to be damaged, safe for the Combat Tentacles, and will constantly attack you during the boss fight.

    Habdazar Doomwing 

A gnome wizard, vainglorious and cowardly, he's in charge of the Elemental Foundation of Air. He initially takes on the hero on his Manticore and with his escort, but when defeated flees and is killed by Karne.


  • Bad Liar: When he runs into Karne after being defeated, he hurriedly claims that the single (or possibly 2) hero was actually a force of 100 men who took him by surprise.
  • Badass Boast: Like all the bosses he makes one. In his case, is ruined by his cowardly behaviour.
  • Bald of Evil: Not a strand of hair on his head, probably to go with his sorcerous look, but he's still an amoral and cowardly piece of slime.
  • Death from Above: Attacks mostly by dropping ice or fire meteors on the heroes.
  • Dirty Coward: Is surrounded by mooks, rides a huge manticore and runs away when defeated, asking for thousands of soldiers to Karne. Even the game lampshades this when you defeat the Manticore and he runs away, calling him "That sneaky coward!"
  • Evil Sorcerer: Knows many spells, and is not shy about bombarding you with them.
  • Exact Words: He swore to protect the Air Foundation with his life. This comes back to chomp him in the butt later when Karne reminds him of his oath and kills him for failing.
  • Horse of a Different Color: He uses a tamed manticore as a steed during his boss fight.
  • "Get Back Here!" Boss: He spends most of the battle using his manticore to fly from one side to the other of the arena, and is vulnerable only on the ground.
  • Large Ham: Being a vainglorious blowhard, he has a grandiose speech pattern and always refers to himself in third person.
  • Oh, Crap!: When he realizes that Karne is about to gut him.
  • Ornamental Weapon: Carries around a sword, but won't use it.
  • Third-Person Person: He often refers to himself in third person.
  • You Have Failed Me: A victim of this by Karne.

    Xanhast 

A vampire warrior, he's Mordoc's right hand man who constantly informs him about the struggle between the Harpers and the Zhentarim for the Onyx Tower. Near the end, he turns Randalla into a Vampire but is fought and slain in Eldrith's Seat at the top of the tower.


  • Bald of Evil: The top of his head at least, as he doesn't wear a helmet. While at first he seems to be a Noble Demon, he's later revealed to be an utter scum.
  • The Dragon: To Mordoc, being his vampiric thrall and lieutenant.
  • Cool Sword: Unlike Mordoc, he's always seen with a large longsword to go with his shield, and is quite proficient with it.
  • Kick the Dog: He really had to vampirize Randalla and gleefully troll you about that, didn't he?
  • Life Drain: Occasionally he will put down his sword and start draining health from the player to heal himself.
  • Luckily, My Shield Will Protect Me: Carries a tower shield with him.
  • Only One Name: While pretty much everyone have surnames or at least nom-de-guerre, Xanhast has only one name. Probably Mordoc deemed a surname or a title unnecessary.
  • The Renfield: He serves Mordoc with unwavering devotion.
  • The Undead: Like Mordoc, he's a vampire, confirmed when he converts Randalla.
  • You Shall Not Pass!: He's found on the top floor of the tower, guarding the Shadow Portal in which Mordoc is waiting, and you must kill him to proceed.

    Mordoc SeLanmere  

The Big Bad of the second game, he's known as the White Prince. He's the vampire overlord of the Keep of Pale Night. He's trying to take over the Onyx Tower for his own plans of conquest.


  • Affably Evil: Surpassingly courteous to his enemies, and he'd rather not fight you at all. When your character inevitably declines his offer to rule together, he has this to say before committing to your battle:
    Mordoc: I should have known; you have a stubborn look about you. So let it never be said I was cruel or without chivalry. I offered you my hand, and you spurned it.
  • Big Bad: The main villain and threat of the second game.
  • Bloody Murder: A few of his attacks involves damaging sprays of blood from his rapier.
  • Casting a Shadow: Literally, as he's obsessed with being shadow-less, so he made a whole army of shadow-monsters to fight for him. One of his attacks has him cast tendrils of shadows at the player.
  • Connected All Along: He's the one who created the Orb of the Undead from the first game.
  • The Dreaded: His name and title alone and the reveal that he was scheming behind the Harper's shoulders are enough to make Omduil and Jherek go Oh, Crap!.
  • Evil Overlord: Albeit one who works in the shadows, and possibly with an influence as large as Karne's.
  • Evil Sounds Deep: Has a very deep, soothing voice that oozes evilness and contempt.
  • Faux Affably Evil: His mask of courtesy slips a little during a moment of private anger with Xanhast, his dear friend and treasured lieutenant — and, as Mordoc reminds him, his "thrall".
  • Flunky Boss: The first time he shows up, there are two Nightcrawlers hiding in the room and ready to join him in combat, while during the second battle he can occasionally summon a shadow duplicate of himself as a support.
  • Large Ham: Being a noble vampire lord, Mordoc surely loves to wax poetically and speaks grandiosely.
  • Light Is Not Good: Downplayed, though he wears a white robe with silvery ornaments but make no mistake, he's the villain.
  • Manipulative Bastard: He wants the tower, but lets the Harpers and Zhentarim do the dirty work for him.
  • Necromancer: His abode is running with wraiths, skeletons, shades and mummies, and is also revealed that he is the one who created the Orb of Undead from the first game.
  • Orcus on His Throne: While the heroes and the Zhentarim fight to obtain the artifacts required to access the Tower he covets Mordoc does nothing... because he already has the key to actually access the tower. As a sweet bonus, waiting in his castle drags his strongest opponents away from Baldur's Gate... allowing him to teleport the Tower directly there.
  • Our Vampires Are Different: Mordoc is an ancient scheming vampire lord of great power who can turn into bats to move around, use magic and swordplay, as well as turning people into other thralls. He's however very pissed by his lack of shadow.
  • Royal Rapier: He's a prince, (or at least calls himself such), lives in a giant castle and rather than using broadswords or scimitars he wields a fine rapier with a bone-motif on the hilt. Furthermore, he's the only rapier user in game.
  • Sadist: In his first cutscene appearance, he tells Xanhast to keep the prisoners (the three heroes from the first game) alive so that he can have fun with them, implying torture.
  • Skeletons in the Coat Closet: He wears horned skulls as shoulderpads.
  • Smug Snake: Mordoc is a cold and calculating mastermind who still considers his enemies beneath his notice, treats the player character with contempt and expects to triumph easily. While his plan is indeed almost successful, he's underestimaging his opponents, as even he admits when he's defeated by the hero in his own castle.
  • Teleport Spam: Can teleport across the arena by turning into a flock of bats.
  • Villainous Breakdown: He's calm and composed most of the time, and snarks at the hero during their first battle, but after his defeat urges Xanhast to move the tower to Baldur's Gate immediately without waiting for his allies. By the time the heroes reach him in the Shadow Plane, Mordoc isn't as smug as before.
  • We Can Rule Together: Congratulates the player character and offers them to embrace him and take them under his wing as his ally before they fight.

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