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The Waning Moon inBaldur’s Gate 3may seem like a foreboding, dark distillery that wouldn’t pass a health inspection, and you may be right, but its bartender warrants even the most health-conscious a visit. No drinking partner could hope to compete with Thisobald Thorm.
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The son of Ketheric Thorm, this distiller might look imposing, but he’s actually a charming conversation companion - once you get past his…bulging personality. But beware. Conversational as he is, he’s no pushover if you decide to do your talking with blades.
Drinking With Thisobald Thorm
Thisobald Thorm does not begin as an aggressive enemy. You canapproach his bar peacefullyand sit down for a drink.
When you sit, Thisobald will pour you a questionable brew of his own devices.Pick it up. You’ll need topass a Constitution saveto stomach the vile concoctionor become Drunk.

Contrarily, you can decide touse Sleight of Hand or Performance to fool Thisobaldinto thinking you’re drinking.
We recommend, before speaking with Thisobald, to ensure you have access toGuidanceandResistance, as well as any other Ability and Saving Throw bonus abilities in hand. The DC’s for speaking with Thisobald are quite high).

After taking a drink, Thisobald will demand for you to delight him with a story. You cansay any option, and each will require aDC16 Performance check.
If you failthe Performance check, you will only get one opportunity to salvage the situation.Tell him another (embellished) story with a DC18 Deception check.

Failing two checks of any kind will cause Thisobald Thorm to attack you.
If you succeed your Performance check, you’ll need totake another drinkbut will have the opportunity toask a few questions.Ask anything andpass the Constitution save again.

After, Thisobald will demanda second tale.Much like the last, you’ll need topass the same Performance checkwith another story.
Continue this until Thisobaldtells you a hint about the Thorm Mausoleum.As he does, he’ll have reached his limit, andhe’ll die.

Choosing to drink with Thisobald until the end is agreat way to skip his battle altogetherwhile still getting his experience. Youdo not need to fight the barmen after he’s dead.
288

9m
Large/600kg (Undead)

18 (+4)
14 (+2)

16 (+3)
10 (0)

6 (-2)
Slashing, Piercing, Bludgeoning, and Thunder (Post-Blackout) Radiant, Force

Thisobald can see 12m in the dark.
Immune To Control Undead & Turn Resistance
Thisobald is immune to being controlled and has advantage on saving throws against being Turned.
Extra Attack
Thisobald can make two attacks with one action (main weapon attack).
Numb
Thisobald cannot feel weapon attacks. He is immune to Slashing, Piercing, Bludgeoning, and Thunder damage.
Moderately Inebriated (Condition) - Stage One
Each sip of his brew increases Thisobald’s intoxication. At moderate inebriation, he has disadvantage on Charisma and Dexterity checks. He begins hallucinating imps.
Profoundly Intoxicated (Condition) - Stage Two
With disadvantage on Charisma and Dexterity checks (still) and hallucinations of imps, Thisobald is now on the verge of passing out.
Blacked Out (Condition) - Stage Three
After overindulging, he has a -5 penalty to his AC and is Vulnerable to Bludgeoning, Piercing, Slashing, and Thunder damage.
Recovering (Condition) - Restart
Thisobald stops drinking and recovers from blacking out. Cycle begins anew on the next turn.
X Reflux (Condition)
When using any damage type, Thisobald’s brew evolves. He gains a new reflux attack that deals that damage type. Damage types that do not trigger this are: Psychic, Thunder, Force, Radiant, and standard weapon attacks.
Attacks
X Hallucination
When moderately inebriated or greater, Thisobald begins hallucinating. An imp of a random damage type will appear, giving Thisobald’s enemies resistance to the damage type of the imp. Each imp has 4HP.
Fiery Regurgitation
When attacked by a Fire or Radiant attack, Thisobald’s brew gains Fire properties. Deals 6d10 + 4 Fire damage or half as much on a save. On a failed CON save, the target burns for 2 turns. Leaves Burning terrain.
Icy Regurgitation
When attacked by a Cold attack, Thisobald’s brew gains Cold properties. Deals 6d10+4 Cold damage (or half as much on a CON save). Leaves Icy terrain.
Rotting Regurgitation
When attacked by a Necrotic attack, Thisobald’s brew gains Necrotic properties. Deals 8d10 + 4 Necrotic damage (or half as much on a CON save).
Electrified Regurgitation
When attacked by a Lightning attack, Thisobald’s brew gains Lightning properties. Deals 6d8 + 4 Lightning damage or half on a save. On a failed CON save, targets are stunned for 2 turns. Leaves Electrified terrain.
Toxic Regurgitation
When attacked by a Poison attack, Thisobald’s brew gains Poison properties. Deals 8d8(?) + 4 Poison damage. On a failed CON save, the target is poisoned. Leaves Poison terrain.
+7 to hit, 2m; deals 1d8 + 4 Bludgeoning damage.
Roaring Belch
Thisobald lets out a belch. Deals 1d10 + 4 Thunder damage and pushes enemies back 5m on a failed Strength save.
Before attempting to take on Thisobald Thorm,pay close attention to his stats with Examine and the feats, conditions, and attacks listed in the chart above.
Thisobald Thorm,like Gerringothe Thorm, isa gimmick fight.The difference? Thisobald is the only real concern.
You’ll have to survive his onslaught of attacks whilewaiting for the right moment to strike.While you’re waiting, you’re able to deal with the lesser and not nearly as important enemies.
The imps summoned are actually more of a help than a hindrance. They give you resistance to certain damage types, meaning you’ll be able to tank Thisobald’s attacks much better. The trade-off is the occasional weak claw attack.
A good strategy is toset Thisobald up with the damage type of his hallucinated imps.
There aretwo main strategieswhen dealing with Thisobald Thorm:
Drinking with himwill be the more fun option, but it does run the risk of having to deal with the swarms of enemies while he’s attacking you.
Taking the stealthy optionwill mean you won’t need to deal with so many enemies, but when he does reach you, you’ll have to survive his attacks for several rounds before you may deal meaningful damage. You’ll also potentially miss out on important story information.
At every turn, Thisobald will take another swig of his unique brew and become more intoxicated.Once his intoxication ticks high enough(vaguely around Turn Three or Four),he’ll “Black Out.”
When Thisobald blacks out, hisAC will drop dramatically,and he’ll becomevulnerable to several damages types:
To get him to begin drinking and start your cycle to victory, you’ll need tohit him with one of the following damage types:
You cando neutral damagein the meantime with Psychic damageor continue using the weapon type of your choice while killing the lesser enemiesaround you. You mustsurvive three rounds.
After the third round, Thisobald will Black Out.During this time, all your damage will be doubled and be more likely to hit.
All of your limited feats and actions should be saved for this one round(e.g., Fights and their Action Surge). This will leave you fresh and ready to defeat him before he recovers on his next turn.
If Thisobald survives the round, his defensive stats and immunities will resetto what they were previously. The cycle will restart, and you’ll have to repeat your strategy until he dies.
Once Thisobald is dead, you canloot him for a key.This key will be helpful in thelocked room behind the barfilled with alchemical ingredients, rare items, and therecipe for Purple Worm Poison.
However, there’s also another hidden secret within the Waning Moon. With a high enough Perception, you may find a hidden object under aloose floorboard directly behind the bar.This object will be thekey to solving theHe Who Was questline.Take it as your spoils.