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Your first boss battle inBaldur’s Gate 3is an interesting three-way fight between yourself, the Mind Flayers, and the hellish forces of Avernus led by Commander Zhalk. While you’re supposed to ignore it all and find your way to the control panel on the bridge, no good adventurer passes up the opportunity for good loot.
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In the hands of the Avernus leader rests theEverburn Blade, a magical sword ever-burning and truly one-of-a-kind. If you’re hoping to get your hands on it for yourself and your party or because of the pretty gold it can fetch, you’ll need to pry it from his cold, dead hands somehow. Thankfully, Commander Zhalk operates on a one-track mind.
Updated June 08, 2025 by Alexis Campbell:Things have changed slightly regarding the Commander Zhalk fight in Baldur’s Gate 3. Since early access, things have gotten a bit harder for you going against this boss. We’ve updated this guide for the best strategies to help you defeat this more difficult version of Zhalk.
Battle Preparations
Before you go gallivanting in your battle against Commander Zhalk, you’ll want toensure you have a few things:
Having Shadowheart is a big mustfor this fight. With Zhalk’s incredibly high AC, it will be difficult to land blows on him.If youhaven’t freed her, do so.If you’re afraid of recruiting her, don’t worry; the choice to recruit her comes later.
Additionally, despite his focus being on the Mind Flayer on the bridge, you’ll want theranged options to deal with the numerous smaller enemiesthat get in your way.
Youwon’t need healing potions or scrollsfor this fight. This fight can be done without the expenditure of items.
150
18
9m
20 (+5)
18 (+4)
16 (+3)
14 (+2)
15 (+2)
Attacks
Main Attack:
Everburn Blade (Melee Weapon Attack) - +6 to hit, 5ft, deals 2d6 Slashing damage + 1d4 Fire damage + 4.
Commander Zhalkboasts a high HP and AC.This makes him a tanky enemy, and with theEverburn Blade and his high Strength ability scoreat his disposal, he’s also adangerously capable unit.Thankfully, his attention is on the Mind Flayer.
For the duration of this scene, Zhalk’sonly attacks will be against the Mind Flayer. If the Mind Flayer is defeated, he’ll focus on you instead –and you don’t want this.
Additionally,if you defeat all enemy unitsaround Zhalk and then Zhalk is defeated,the Mind Flayer will turn on youand may one-shot kill your team if you fail your saves. Therefore, thisbattlewill require balancing your attacks against Zhalk and the other enemies.
Zhalk’s HP and Strength have both been boosted from Patch 9 of the Early Access, making him a far more fearsome enemy.
The Mind Flayer companion did not see this buff, meaning the two are no longer evenly matched, and the fight leans in favor of Commander Zhalk.
In the official launch, while the game states that you have 15 turns to reach the control panel, in reality,you only have six or seven turns.
The Cambions that used to appear with the reinforcements on the bridge nowalways appear after completing the fifth turn of combat. If they reach you, they typically spell disaster. So, your goal is tokill Zhalk and start running by Turn 6.
As you enter the room, there will betwo enemiesat the start.Dispose of both of themandclose in on Zhalkwho is facing the Mind Flayer halfway between the entrance and the control panel (the scene’s intended goal).
Onlyuse your arrows and Cantripsagainst the minor enemies.
Once there, you’ll want tostart using your ranged optionsand, as soon as possible,inflict Guiding Boltwith Shadowheart (or your own character if you’re playing a Cleric) against Zhalk.
If you’re playing a Bard or Druid, you can also use a casting of Faerie Fire. This will be a huge benefit in landing your attacks against Zhalk.
Additionally, if you’re playing a Cleric, you may choose to also spare a Level 1 Spell Slot for healing the Mind Flayer, prolonging the life of the Mind Flayer to aid you in battle.
For your non-magic ranged characters, you candip your bow or crossbow into one of the many patches of flamesin the area.
Even if Zhalk and the fiendish enemies of this map resist fire, even a single damage point added can be a big deal. It is a Bonus Action, and it’s especially handy against the many minions in the room.
Additionalarrow bonuses or thrown objects you collected aren’t necessarily neededfor this fight, and it’s recommended tokeep them savedunless you are desperate to try this without reloading your save.
Continue whacking at Commander Zhalkas best as you can. The Mind Flayer will be another big help here and do most of the heavy lifting, but your more unique actions and feats for each character can assist too.
Lae’zel’s Pommel Strikecan daze Zhalk, and theability to Laceratecan also come in handy here. When it comes to Zhalk, there really isno other right answer than going all out.
Triggering Reinforcements (Phase Two)
Once Zhalk starts peaking toward the90 percent HP threshold, you’re going to want tosend your ranged support forwardtoward the control panel.
Keep a melee combatant next to Zhalk, and another ranged option(like a spellcaster) somewhere in between your ranged support and the melee character.
This will trigger the front end reinforcements.This is important because Zhalk’s defeat withno other minions within range of the Mind Flayer will turn the Mind Flayer against you, and you won’t be able to deal with both it and the reinforcements.
If your ranged support character is your player character, don’t send them too far.This character is theonly person who can loot Commander Zhalkand take the Everburn Blade.
It is generally recommended to have another character trigger the reinforcements and keep your player within range.
At this point(around Turn 5), the Cambion reinforcementsfrom the entrance you came from will also have spawned. They can Fly and use Dash, meaning your timing is limited if they’re here.
If your Mind Flayer is almost dead orCommander Zhalk is not under 30 percentof his HP when they appear, youmay want to consider reloading the autosaveoutside the door and restarting this fight if you’re set on the Everburn Blade.
The reinforcements ahead can be dealt with easily, but instead of dealing with both of them,select only two to remove.We recommend that youdeal with the flying fiendsas they have ranged options that can be a nuisance while dealing with Zhalk.
With one reinforcement alive,use the unit that triggered these reinforcements as a block and fire backward at Zhalk with a ranged option.
You should be able to impose Opportunity Attacks against it should it choose to flee. When Commander Zhalk dies, this enemy unit will become the new target of the Mind Flayer.
Once the Cambions get too close for comfort, have that triggering unit above start dashing toward the control panel,keeping Zhalk just within rangeto continue helping. This will give you a route for escape.
Shadowheart is excellent here as the triggering unit because you can use her Firebolt and Sacred Flame against Zhalk while being within Dash range of the control panel.
Looting Zhalk And Retreating
Between you and the Mind Flayer, Commander Zhalk will likely be defeated about the time the reinforcements back at the entrance are within range.Use your player character to loot his bodyand take both the Scale Mail and the Everburn Blade.
Everburn Blade (Greatsword; Heavy; Two-handed): Deal 2d6 + your Strength modifier in Slashing damage. Then deal 1d4 Fire damage.
The Everburn Blade has the"Ever-Burning" property,meaning itsfire can never be put out.This blade is as much a good weapon for damage as it is in utility for lighting areas or igniting fires.
Be warned, however, that thisblade can cause oils or wines to explode on contact;be careful about swinging your sword around barrels.
From here,use Disengage or Dash as neededwith that unit close to the control panel. It does not matter whopresses the panelor if the rest of your units are nowhere near it.
With the panel activated, you can leave this area with a flaming sword, a good set of armor to start your adventure with, and a hard-fought, rare Achievement.
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