The Definitive Guide to Evil Allies in Baldur's Gate 3: Recruiting for the Darkest Playthroughs in 2026
Discover the most formidable and sinister allies for an evil Baldur's Gate 3 playthrough, including Yurgir, the Sharrans, and Auntie Ethel, to ensure your dark campaign's final stand is as powerful as it is malevolent.
The "Gather Your Allies" quest in Act Three of Baldur's Gate 3 remains a pivotal and dynamic system, allowing players to marshal forces for the climactic battle against the Netherbrain. While heroic paths offer a wide roster of companions, players embracing a truly evil campaign—especially those wielding the Dark Urge origin—face a different strategic landscape. Contrary to the belief that malevolence leads to isolation, a surprising array of powerful and sinister allies can still be recruited through cruelty, betrayal, and dark pacts. This guide explores the most effective and thematic reinforcements available for those who have raided the Emerald Grove with Minthara, betrayed companions, and walked the morally abhorrent path, ensuring their final stand is as formidable as it is fiendish.
10. Yurgir: The Contract-Bound Orthon
This powerful Orthon, first encountered in the Gauntlet of Shar, can become a formidable asset without requiring a moral compass. Yurgir is indifferent to the player's virtue; his allegiance is secured through pragmatism. By aiding him in breaking his infernal contract with Raphael or convincing him to turn on the devil in the House of Hope, players can enlist his hellish strength. Success grants the "Hellstalker Yurgir" summoning ability, bringing the Orthon to the battlefield. His combat prowess, once a frustration for players facing his invisibility tricks, becomes a boon. He unleashes versatile attacks dealing massive force, fire, poison, and thunder damage, making him a disruptive and powerful frontline summon.
9. The Sharrans: Viconia's Zealots or Shadowheart's Disciples
The followers of Shar from the Lower City enclave offer a potent, necrotic-tinged force. An evil playthrough presents two distinct paths to command them. The most sadistic route involves surrendering Shadowheart to Mother Superior Viconia DeVir. In return, Viconia grants the "Nightbringer's Shadow Adepts" ability. However, a more strategic (and equally dark) alternative exists: guiding Shadowheart down the Dark Justiciar path to overthrow Viconia. A Dark Justiciar Shadowheart gains the same ability to summon Sharran novices and fidelians. These summoned units, while not individually overpowered, provide valuable numbers and utility with spells like
Darkness and Shadow Step, tipping action economy in your favor without permanently losing a high-level companion.
8. Auntie Ethel: The Hag's Twisted Bargain
The recurring hag, Auntie Ethel, proves that evil recognizes evil. In Act Three, disguised as Captain Grisly, she tasks the party with killing an innocent woman named Lora. Playing along with her deception or coldly executing Lora regardless of the truth delights Ethel, prompting her to offer a deal. This pact grants a unique, one-time-use spell for the final battle: "Veil of the Weird." This high-level spell casts Greater Invisibility on up to five creatures, a powerful tactical tool for ambushes or avoiding devastating area-of-effect attacks. While it requires successful stealth checks to maintain and may come at the cost of powerful loot like the
Duellist's Prerogative, it remains a uniquely wicked and useful ability from a master manipulator.

7. Lorroakan: The Ambitious Wizard's Firestorm
For players who free the Nightsong, Dame Aylin, only to commit the ultimate betrayal, the wizard Lorroakan of Ramazith's Tower becomes a lucrative ally. After Aylin learns the truth about her heritage, players can deliver her to Lorroakan, who seeks to imprison her for her immortality. This act of profound cruelty yields a substantial gold reward and, more importantly, Lorroakan's support in the final battle. He grants the "Lorroakan's Firestorm" ability, a devastating spell that deals a combined 120 damage (10d6 fire + 10d6 force). This massive area-of-effect damage can be more immediately impactful than Aylin's direct aid, making it a brutally efficient choice for wiping out high-HP enemy clusters.
6. Ascended Astarion: The Vampire Lord's Retinue
Helping the vampire spawn Astarion complete the Rite of Profane Ascension is a cornerstone of many evil runs. This transformation doesn't just empower a companion; it adds a new faction to your allies. As the Vampire Ascendant, Astarion gains the "Retinue of the Vampire Lord" ability. This summon calls forth a macabre entourage: two shadows, two giant skeletons, a ghast, a shadow mastiff, and a werewolf. This diverse group provides significant battlefield control and durability. The giant skeletons, unique to this summon, offer a robust defensive line. Meanwhile, the shadow mastiff and ghast can inflict prone and paralysis, perfectly setting up Astarion's devastating sneak attacks if he remains a Rogue.
5. The Strange Ox (Zlorb): A Shapeshifting Wildcard
This peculiar, recurring NPC is a testament to how evil alliances can form in the most unexpected places. Found across all acts, the Strange Ox rewards those who indulge its violent fantasies and refrain from prying into its nature. By successfully smuggling it into Baldur's Gate while it's disguised as an apple, you earn its allegiance. In the final battle, the "An Apple A Day" ability summons Zlorb—revealing its true name. While its basic form has a simple tentacle attack, its true value lies in shapeshifting. It can assume the forms of powerful creatures like a Minotaur, Phase Spider, or Shadow Mastiff, adapting to the needs of the fight. Assisting it also rewards the
Shapeshifter's Boon Ring, a top-tier item for Druids.
| Zlorb's Alternate Forms | Primary Traits |
|---|---|
| Direwolf | High mobility, pack tactics |
| Minotaur | Melee powerhouse, charge attack |
| Phase Spider | Teleportation, poison damage |
| Shadow Mastiff | Fear effect, trip attack |
4. The Zhentarim: Classic Villainous Mercenaries
When presented with the conflict between the somewhat gray Nine-Fingers Keene and the openly ruthless Zhentarim in the "Aid the Underduke" quest, an evil character's choice is clear. Siding with the Zhentarim against the Guild secures the allegiance of this notorious mercenary network. Roah Moonglow (or her replacement) pledges their support, granting the "Black Fist Enforcers" summoning ability. This typically calls forth two high-level (12) operatives: Slick Inatra (Ranger) and Fishbait Arno (Rogue). If they have perished, other skilled fighters take their place. These allies operate at a power level comparable to your party members, providing reliable martial support and fulfilling the fantasy of commanding a proper criminal empire.
3. Wulbren & The Ironhand Gnomes: Gnomic Fury
The fate of the Gondian gnomes in the Steel Watch Foundry presents a stark moral choice. The evil path involves siding with the vengeful Wulbren Bongle and allowing or facilitating the slaughter of the Gondians. This act of cold-blooded genocide delights Wulbren, who then pledges the support of the Ironhand Gnomes. You receive the "Ironhand Grenadiers" ability, summoning two gnome explosives experts. These grenadiers wield smokepowder arrows and blinding bombs, offering exceptional tactical utility for controlling the battlefield, creating cover, or enabling strategic retreats. With good survivability and high HP, they are a quality-over-quantity addition that perfectly suits a ruthless, ends-justify-the-means approach.
2. Bhaal: The Father of Murder's Blessing
For the Dark Urge origin, embracing your heritage as Bhaal's spawn is the pinnacle of an evil playthrough. Defeating Orin and claiming your birthright as Bhaal's Chosen earns the direct favor of the God of Murder. While this path offers unique items and buffs, its ultimate combat bonus is granted only if you remain loyal to Bhaal until the very end. During the Netherbrain fight, the Dark Urge avatar receives the "A Most Bloody Inheritance" condition. This reduces the critical hit threshold by 2, transforming you into an engine of devastating damage. Additionally, you gain the "Stunning Gaze" bonus action, a reliable crowd-control tool that can be used in tandem with attacks. This direct divine patronage makes the Dark Urge an unparalleled force of destruction.
1. The Kuo-toa: Becoming a God
The most uniquely evil and potentially powerful allies are the Kuo-toa, recruitable as early as Act One. In the Festering Cove, the party finds these fish-like humanoids worshipping a redcap named BOOAL. By exposing BOOAL as a fraud and slaying him, you can convince the Kuo-toa that you are their new deity. Instructing their priest to build an army yields the most numerically impressive summon in an evil playthrough: the "Kuo-toa Entourage." This ability calls forth four Kuo-toa acolytes, two Sahuagin stalkers, and two Sahuagin champions. The Kuo-toa's lore—that their belief literally empowers their gods—implies that leading them could one day grant the player untold power. It is a deeply thematic, rewarding, and powerful conclusion to a villainous journey, proving that even on the darkest path, one can still amass a legion of faithful (if fishy) followers.
In 2026, Baldur's Gate 3 continues to offer profound depth for role-playing, with evil campaigns providing a distinct and richly rewarding strategic challenge. From infernal contracts and vampiric ascension to deicide and deification, the allies available to the wicked are as varied and potent as those for the heroic, ensuring every choice, no matter how dark, carries significant weight and power on the road to confronting the Absolute.