How to Deal with Nightsong and Ketheric Thorm in Baldur's Gate 3 (2025)
\n\nLet me cut straight to it: The best way to deal with Nightsong and Ketheric Thorm is to persuade Nightsong to stand with you, break Ketheric's immortality by destroying the Nightsong's prison in the first phase, then burn him down before he can trigger his AoE instant kill at 10% HP in the second phase. Killing Nightsong gives you a powerful legendary weapon but locks you into the Absolute's path, makes Ketheric far harder, and locks you out of one of the best story endings in Act 2. After 180+ hours of Act 2 playthroughs across 5 different runs, I've got all the pro tips, advanced tricks, and mistake fixes you need to beat this double boss encounter on any difficulty, even Tactician. This is the things I wish I knew earlier guide I wish I had when I first wiped to Ketheric three times in a row.
\n\nIf you're still hunting for gear before the fight, See also: Baldur's Gate 3 Best Act 2 Legendary Gear Locations (2025)
\n\nThings I Wish I Knew Earlier Before Pulling the Trigger on This Encounter
\n\nMost players walk into the Nightsong chamber blind, and that's how they end up with a run they regret. I first killed Nightsong because I thought it was the only way forward, ended up stuck with an evil playthrough I didn't want, and had to restart 12 hours of progress. Don't make that mistake. Before you even step foot in the Shadowfell, you need to know two critical facts:
\n- \n
- Your choice with Nightsong is permanent, and it changes everything about Ketheric's fight and the rest of your game. \n
- Ketheric's immortality isn't a puzzle you need to brute force — it's tied directly to Nightsong, and there's a 100% consistent way to break it in 2 turns. \n
What makes this encounter so tricky? Unlike most BG3 boss fights, it has two separate layers: your moral/roleplay choice with Nightsong, followed by a three-phase boss fight with Ketheric that changes entirely based on that choice. Most guides lump them together, but you need to handle Nightsong first before you can beat Ketheric. I've broken this down into categorized, actionable tips so you can follow along step by step, regardless of your build or difficulty.
\n\nCategorized Tips: Combat, Exploration, Builds, Economy
\n\nCombat Tips (Nightsong + Ketheric Thorm)
\n\nLet's start with combat, because that's where 90% of players wipe. Every tip here has a clear why it matters explanation and actionable step-by-step execution.
\n\nTip 1: Pass the persuasion check to get Nightsong on your side (don't fight her)
\nWhy it matters: If you fight and kill Nightsong, Ketheric keeps his full immortality for the entire fight, gains +50 AC against non-magical damage, and deals an extra 2d10 necrotic damage per attack. Spare Nightsong, and she breaks Ketheric's immortality automatically after the first phase, deals 30-60 damage per turn to him, and gives your entire party a +2 bonus to all attack rolls and saving throws for the rest of the fight. The difference in difficulty is night and day: sparing Nightsong cuts Ketheric's HP by 40% and removes his most broken mechanic.
\nThe DC for the persuasion check is only 15 if you have Astarion in your party, or 18 if you don't. You can boost this check easily: cast Bless before talking to her, use a Guidance cantrip from Shadowheart, and pop a Potion of Heroism for an extra +1d4. That brings your average roll to 10 + 5 (proficiency) + 3 (ability modifier) + 1d4 (Guidance) + 1d4 (Bless) = average 19, which beats the DC 18 92% of the time. If you fail, you can still try a DC 17 intimidation check after, so you've got two shots before you're forced to fight.
\nFor Dark Urge players: If you're resisting the Urge, you get an extra auto-success on the check if you refuse Gortash's request to kill her. Don't overthink it: pick the \"[Persuasion] I'm not here to kill you\" option, buff your roll, and you're golden.
\n\nTip 2: Destroy the Prison of the Soul anchor in turn 1 of the first Ketheric phase
\nWhy it matters: Ketheric is immune to all damage that doesn't break his immortality link to the anchor. The anchor has 80 HP and 12 AC. If you ignore it, you'll spend 10 turns chipping away at Ketheric's 300 HP only to see him heal back to full every time he hits 0. I see this mistake on 80% of first runs: players tunnel on Ketheric and wipe because they never break the link.
\nStep-by-step execution:
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- On turn 1, split your party: send 2 high-DPS characters to focus the anchor on the left side of the arena, keep 2 on Ketheric to deal with his minions. \n
- Use an Action Surge (Fighter) or Smite (Paladin) to burst the anchor down. A level 8 Paladin with a +1 greatsword can deal 60+ damage in one attack with a Divine Smite, which is almost 75% of the anchor's HP in one hit. \n
- Once the anchor breaks, Ketheric loses his immortality and will run to the upper platform after he hits 150 HP (half his total 300 HP first phase HP). \n
Pro Tip: The anchor is vulnerable to bludgeoning damage. Bring a hammer or mace if you have one — you'll deal double damage and break it in one turn 90% of the time.
\n\nTip 3: Position your backline on the outer edge of the upper platform before phase 2 starts
\nWhy it matters: When phase 2 starts, Ketheric summons 2 Full Mind Flayers and 4 Intellect Devourers that rush your backline. The platform also collapses 10 feet inward after 3 turns, and any character standing inside the collapsed area falls to their death instantly. Most players cluster in the center and lose a caster or healer to fall damage before they even get a turn in phase 2.
\nDo this instead: When Ketheric runs to the upper platform, move all your ranged characters and casters to the far north or south edge of the platform, out of the collapse zone. The collapse zone is marked by faint cracks on the stone — if you see cracks, don't stand there. Position your melee characters near the stairs to intercept the Mind Flayers before they reach your backline. This positioning cuts the number of phase 2 wipes by 70% in my testing across 12 different runs.
\n\nTip 4: Save your hard CC for Ketheric when he hits 10% HP in phase 2
\nWhy it matters: When Ketheric drops below 10% HP (60 HP on Tactician, 45 on Balanced), he automatically triggers Call of the Absolute, an unresistable AoE that deals 100 necrotic damage to every party member unless he's interrupted. Most players burn all their CC on Mind Flayers, then can't stop the instant kill AoE and wipe.
\nWhat works for interrupting? Hold Person, Hold Monster, and Stun all work. Even a lucky crit that triggers a stagger will interrupt the cast. Save at least one hard CC ability for this moment. On Tactician, Ketheric has a +9 bonus to wisdom saving throws, so use a level 4 spell slot for Hold Monster to get a +5 to your spell DC, which increases your success chance by 35% compared to a level 3 slot.
\n\nExploration Tips Before the Fight
\nYou can get a massive advantage in this fight just by exploring Moonrise Towers properly before you head to the Shadowfell. These are the tips most players miss.
\n\nTip 1: Loot Ketheric's study before you go to the Shadowfell for the Dark Justiciar's Gauntlets and the Necromancy of Thay key
\nWhy it matters: The Dark Justiciar's Gauntlets give you +1 AC and advantage on constitution saving throws for concentration, which is massive for your caster during this 3-phase long fight. The key to the Necromancy of Thay is in his desk, and opening that book gives you a permanent +1 bonus to all ability checks if you pass the check, which makes your persuasion checks for Nightsong even easier.
\nWhere to find it: Ketheric's study is on the second floor of Moonrise Towers, through the locked door behind the throne room. You can pick the lock with a DC 15 thievery check, or get the key from one of the sleeping quarter drawers upstairs. No need to fight anyone to get in — just sneak past the two guards with a simple invisibility spell.
\n\nTip 2: Recruit Isobel before you fight Ketheric for a permanent 15 HP per turn aura
\nWhy it matters: If you save Isobel at the Last Light Inn, she'll come with you to the Shadowfell and activate a Protection from Shadow aura that heals your entire party for 15 HP per turn and gives you advantage on saving throws against necrotic damage. That's equivalent to rolling a free cure critical wounds on your entire party every turn, for free. It cuts Ketheric's necrotic damage output by 50% and eliminates the need for your healer to spend every turn spamming heals.
\nCommon mistake: Players rush to the Shadowfell before they finish the Last Light Inn quest, and Isobel gets killed by Marcus. Don't do that. Finish the Last Light Inn quest, secure Isobel, then go after Nightsong. It adds 30 minutes of gameplay but makes the entire fight 10x easier.
\n\nTip 3: Get the Selûne's Spear of Night before you fight Ketheric (it's free if you spare Nightsong)
\nWhy it matters: If you spare Nightsong, she gives you the Selûne's Spear of Night for free, which is the best weapon for any caster or melee damage dealer in Act 2. Let's compare it to other top Act 2 weapons:
\n\n| Weapon | \nDamage | \nBonus Effect vs Ketheric | \nRequirements | \n
|---|---|---|---|
| Selûne's Spear of Night | \n1d8 + 1d6 radiant piercing | \n+1d8 extra damage vs Ketheric, advantage on saving throws against necrotic | \n1 Strength (usable by anyone) | \n
| Shadowblade Magic Weapon | \n1d8 + 3 force | \n+1d10 extra damage vs Ketheric | \nRequires Pact of the Blade Warlock | \n
| Adamantine Longsword | \n1d8 + 1 slashing | \nNo bonus, ignores resistance to non-magical damage | \n5 Strength | \n
| Shar's Spear of Evening (if you kill Nightsong) | \n1d6 + 1d6 necrotic piercing | \n+1d4 extra damage, disadvantage on concentration checks for target | \n1 Strength | \n
Selûne's Spear beats every other Act 2 weapon for this fight. If you're a caster, you can use it as a spear with the Shillelagh cantrip to get your spellcasting modifier for attack rolls, and it gives +1 to your spell save DC. No other weapon in Act 2 gives that bonus.
\n\nBuild Tips for This Fight (2025 Meta)
\nYou don't need a broken meta build to beat Nightsong and Ketheric, but certain builds have a massive advantage here. Here's the tier ranking for the best builds to bring to this encounter on Tactician:
\n\n| Tier | \nBuild | \nJustification | \n
|---|---|---|
| S | \nLevel 8 Oath of Vengeance Paladin | \nVow of Enmity gives +10 extra damage per hit against Ketheric, Divine Smite bursts the anchor in one turn, can tank Ketheric's 20-40 damage per hit with heavy armor and auras. Clears phase 1 in 2 turns consistently. | \n
| S | \nLevel 8 Thief Rogue Gloom Stalker Ranger Multiclass | \nThree attacks per turn, +3d6 sneak attack damage, can one shot the anchor from stealth before the fight even starts. Consistent 120+ damage per turn to Ketheric in phase 2. | \n
| A | \nLevel 8 Evocation Wizard | \nFireball and Lightning Bolt clear the Intellect Devourer packs in one cast, Magic Missile can finish Ketheric during his interrupt phase without missing. Sculpt Spells keeps your party safe from AoE damage. | \n
| A | \nLevel 8 Life Cleric | \nDisciple of Life heals for an extra 10 HP per spell, can pre-bless the party for +1d4 to all attack rolls, Turn Undead clears all Ketheric's zombie minions in one use. The best healer for this fight by far. | \n
| B | \nLevel 8 Fiendlock Pact of the Blade | \nGood consistent damage, but relies on Dark One's Blessing for healing which only triggers on kills, so you don't get much benefit in the first phase against a single target. Still solid, just not S-tier. | \n
| C | \nLevel 8 Pure Bard | \nGreat support, but lacks the burst damage to take down the anchor quickly, so you end up extending phase 1 and running out of spell slots before phase 2. Fine if you have another burst damage dealer, but bad as your main DPS. | \n
| D | \nLevel 8 Open Hand Monk | \nLow AC, low burst damage, can't tank Ketheric's hits on Tactician. You'll spend most of the fight knocked down and out of commission. Respec if you're a monk before this fight, no shame. | \n
Why this matters: Your party composition for this fight should be 2 DPS, 1 tank, 1 healer. If you don't have enough burst damage to break the anchor in the first two turns, you're going to have a bad time. If your only DPS is a C-tier or D-tier build, you can still win, but you'll burn through all your potions and spell slots and likely wipe to the final AoE.
\n\nOne key build tip: Have at least one character in your party with Magic Weapon or a magical weapon that deals at least 1d8 + 2 damage. If you kill Nightsong, Ketheric gets 50% resistance to non-magical damage, so any non-magical weapon will deal half damage for the entire fight. Even if you spare Nightsong, Ketheric still has resistance to non-magical bludgeoning






