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You Can Talk To 74 Animals In Baldur’s Gate 3
The Animals Of Baldur’s Gate 3
From the many NPCs you can interact with in Baldur’s Gate 3, the animals tend to be the most memorable ones. Of course, you might not think so if you have never interacted with them properly, since without the right spell, all these creatures seem like average animals when talked to.
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You have several ways of speaking with animals, most of them involving the Speak with Animals spells. Be it in its scroll, potion, or ritual form, Speak with Animals will let you interact with these creatures as if they were any other NPCs, with their own quests, items for sale, and secrets to discover.
You Can Talk To 74 Animals In Baldur’s Gate 3
In total, you can talk to 74 animals, although not all of them have deep and intricate dialogue. The same can be said about all the NPCs in the game, yet for some animals (like several rats) there isn’t even any unique dialogue, since they might be too feral to talk to you, even with Speak with Animals on.
If you want to speak with as many animals as possible, consider choosing a starting class that has easy access to the Speak with Animals spell. Druids and Rangers are the obvious choice, but really any class with access to spells can end up with the ritual.
The Animals Of Baldur’s Gate 3
If you’re wondering who all these beasts are, we’ve arranged them in sections according to their corresponding Acts. While we have details of their locations, remember that not all animals will yield deep interactions, but nearly all of them are fun to encounter.
Act 1
Act 1 is packed full with animals, making up more than half of the game’s total animalistic population with its 45 creatures. This is expected, since not only do you start the game in a forest with a Druid grove nearby, but Act 1 consists of several more maps than the other acts.
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1
Name | Notes | Location |
---|---|---|
Scratch | A recruitable Dog (you summon him as a familiar). | The Forest. |
Boar | You can find 2, and the one you can find at the start of the game is likely killed by Astarion later on, hence why you find the corpse. | Druid Grove and the Forest. |
Bear | You can speak with 3 bears in total; Tuffet, Bosk, and Ormn. Their names were likely given to them by the Druids. | Druid Grove. |
Bird | There are 2 birds living with the druids. One is wounded while the other, called Topaz, is building its nest. | Druid Grove. |
Ox | There are a total of 4 Oxen you can talk to, one near the Zhentarim Hideout and the other 3 with the Tieflings. One of the latter, however, is no animal at all. | Druid Grove. |
Squirrels | Strangely rude creatures once you get to speak with them. A total of 3 can be found, with 2 of those being rude to a certain Tiefling bard. | Druid Grove. |
| ||
Teela | Kagha’s Viper companion, can only be talked to before resolving the Arabela questline. | Druid Grove. |
Wolf | The 6 wolves you can talk to only offer insight into their masters. | Druid Grove, Zhentarim Hideout, and Crèche Y'llek. |
Addled Frog | An unlikely formidable foe. | Sunlit Wetlands. |
Owlbear | If fought in Honor Mode, it will summon its Mate, but you can’t talk to him. | Owlbear Nest. |
Owlbear Cub | You can recruit him to your camp once his mother has died, either by your hand or the Goblins. Can become the Armored Owlbear at the end of the game. | Owlbear Nest. |
Bloated Hyena | Having Speak with Animals makes this interaction horrifying. | The Risen Road. |
Chicken | Appears instead of the Owlbear Cub with the Goblins. | Goblin Camp. |
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Rat | Only the one at the Grove responds, since the ones found at the Goblin Camp don’t have voice lines. The ones around Kagha also don’t speak and are Shadow Druids in disguise. | Druid Grove. |
Blue Jay | Gives a side quest to recover its nest. | Rosymorn Monastery Trail. |
Giant Eagle | A total of 3 can be found protecting their nest. | Atop the Monastery. |
Deep Rothé | There are 6 in total. Two can help you fight some Duergar, while the Elder Rothé has some insight about Ketheric Thorm. | The Underdark and the Grymforge. |
Lur Spider | The 4 of them can be convinced to fight the Duergar or simply flee the camp in search of a higher calling. | Grymforge. |
Giant Spider | The 2 of them can be convinced to fight the Goblins for you. | Goblin Camp. |
Bulette | With Speak with Animals on, you can hear a voice coming from a certain Deep Hole. The voice is no longer there once you slay the Bulette. | Myconic Colony. |
You can talk to Worgs without Speak with Animals, since they are intelligent enough to comprehend languages.
Act 2
Act 2 has the least number of animals when compared to the other acts, mostly due to the Shadow Cursed Lands being inhospitable for natural life. There are, however, about seven creatures you get to interact with even here.
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While not all of them are animals, we’ve included all the instances where Speak with Animals yields results.
Name | Notes | Location |
---|---|---|
Hyena | A pet domesticated by a Goblin, can be convinced to flee its captors. | Shadow-Cursed Lands. |
His Majesty | A hairless cat living in one of the few safe zones of this Act. | Last Light Inn. |
Raven | Animal companion of He Who Was. | Ruined Battlefield. |
Steelclaw | Another hairless cat, with a special interaction for Dark Urge characters. | Moonrise Towers. |
Squire | An undead dog in the service of Ketheric Thorm. Since it was an animal in life, Speak with Animals works with him. | Moonrise Towers. |
Nessa | A Displacer Beast at the service of an Orthon. | Gauntlet of Shar. |
Lyrthindor | This servant of Shar was turned into a swarm of rats. While there are several rats, we only count Lyrthindor as a single entry. | Gauntlet of Shar. |
Act 3
We hope you like cats, since Act 3 is packed full of them. Being the most urbanized setting of the game, this is the last place where you’ll find a Bear out in the wild, but there are a few hidden creatures you can find if you know where to look, offering 22 new animals for you to talk to.
Name | Notes | Location |
---|---|---|
Cat | There are 7 cats you can find in this act, most of them living in the most prominent buildings of the titular city. | Rivington and Baldur's gate. |
Dog | A total of 3 dogs that can be found offer little dialogue and already have owners. | Rivington and Baldur’s Gate. |
Commander Lightfeather | A pigeon that gives a quest to find several missing letters. | Rivington. |
Tara | Not really an animal, but the spell Speak with Animals works for her. Gale can talk to her without the spell, and Tara even appears in Act 1 if Gale is chosen as the main character. | Rivington. |
Crimson | An Alioramus held in captivity, you can feed it to earn its trust. | Circus. |
Shadow-Whiskers | A Displacer Beast held in captivity, you can set it free to avoid combat. | Circus. |
Postmaster Badger | A badger collecting information for the Harpers. | Elerrathin's Home. |
Rat | Several other rats besides Skittle appear in Baldur’s Gate, giving hints to certain prominent NPCs or quests. | Baldur’s Gate. |
Skittle | The only noteworthy rat. Works as a merchant in the Heapside Prison. | Baldur’s Gate. |
Even with Speak with Animals, players can’t talk to Minsc’s companion, Boo.
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