I collect illithid tadpoles in Baldur’s Gate 3 because they change how fights play out — and because I like the risk. I’ve tracked down most spawn points across Acts 1–3, tested extraction methods, and watched companions twist as the tadpole takes hold. Below I tell you where to look, how to extract safely, which powers I usually grab first, and a few choices that will bite you later (yes, you can lock yourself out of specimens).
🧠 What the tadpoles do
These are the small cephalopod parasites tied to Mind Flayer lore; in BG3 they give “Tadpole Powers” when consumed. They won’t instantly turn you into a Mind Flayer — instead, they unlock abilities on a special tree. You can ignore them entirely and finish the game; I’ve seen full runs without a single parasite used. That said, they change tactics: teleportation, crowd control, damage spikes — stuff you don’t get from normal class options.
Why pick them? Because some powers replace weak options and others let underleveled parties survive fights they otherwise wouldn’t. This doesn’t always work for every build (depends on your niche), and there are trade-offs: your appearance and some story beats shift as you consume more.
📍 Where to find parasites (practical locations)
I won’t pretend every spawn is guaranteed — your choices matter. Here are verified spots you should check early and often (Act numbers correspond to the game’s major areas):
| Area | Where | How to get it |
|---|---|---|
| Nautiloid (Prologue) | Pools on the ship | Loot — automatic |
| Emerald Grove / Druid Grove | Priestess and nearby corpses | Defeat or use dialogue to gain access |
| Goblin Camp | Notable leaders (e.g., Ragzlin) | Kill and extract |
| Underdark (Act 1/2 border) | Brine pools beneath caverns | Search pools; some are in containers |
| Moonrise Towers (Act 2) | Colony rooms and throne areas | Combat + search |
| Baldur’s Gate (Act 3) | Sewers, towers, select bosses | Quest progression; explore vertically |
Some parasites are tied to specific story beats. Save before major encounters — I can’t stress that enough. You might need to fight different enemies or trigger an NPC’s death to make an extraction possible. Sound like a nuisance? It is (but also kind of fun).
Quick checklist (short)
- Check pools in prologue
- Search corpses in Emerald Grove
- Clear Goblin leaders
- Explore Moonrise Towers thoroughly
- Ransack Baldur’s Gate rooftops and sewers
🛠️ How to extract a parasite — practical tips
If an NPC has a tadpole, they must be dead to extract. Extraction requires a Medicine or Arcana attempt (DC varies; expect 10–15 in most tests). Use characters with high Intelligence or Wisdom. I usually have Gale try first, then Shadowheart as backup.
Concrete tips:
- Use Guidance (cantrip) to add 1d4 to the roll.
- Items that boost Int/Wis help — a +2 headpiece or similar gear can be the difference between success and waste.
- Failed attempts destroy the parasite. Save before trying; no shame in reloading (again, that’s me talking).
“Failed extraction means no specimen — you lose it forever.” — my careless second playthrough, 2024 (yes, I learned).
// Example quick macro for Windows saves (not in-game code)
// save before extraction: Ctrl+S then manual backup
⚔️ Which powers I take first
Pick based on playstyle. In my experience the most flexible early picks are ones that give you control or survivability rather than pure damage. Why? Because control scales with player skill and prevents fights from snowballing.
- Utility/Defense: any power that adds a reaction or a defensive bubble.
- Control: teleports, forced-movement, or area-deny effects.
- Damage: choose these if your party lacks single-target burst.
To be fair, some players love the flashy attack powers. Honestly, they can make encounters trivial — which is fun but also removes tension. Controversial take: the tadpole tree is mechanically stronger than many late-game spells; I think that’s a design oversight (there, I said it).
Oddly enough, spreading parasites among companions often weakens party synergy. Concentrating them on one face-tank or controller usually works better (there are exceptions).
Act-by-act notes and traps
Act 1 is generous with opportunities to learn extraction mechanics. Act 2 hides specimens behind quest triggers and the shadow curse; timing matters. Act 3 locks some behind companion arcs, so decide who you want to empower early — that choice can cause permanent misses. Save frequently, and consider multiple playthroughs if you want every specimen.
Rhetorical question: do you want raw power or a clean conscience? Because you can’t always have both.
Counterintuitive insight
Putting a tadpole into a support character can be smarter than feeding your main. Support characters with crowd-control tadpole powers often swing fights more than an extra damage boost on your striker. It feels wrong at first, but I’ve won harder battles that way.
Final practical checklist (short, again)
- Save before big fights.
- Use Guidance; bring high Int/Wis extractors.
- Explore pools, corpses, and bosses thoroughly.
- Expect story choices to lock out some specimens.
There are exceptions to everything here (I know, annoying). If you want, I’ll map specific coordinates for a run on Patch 6 (2025) and lay out a companion-by-companion plan. Want that? Tell me which companions you play and I’ll tailor it.
Between us: some of this reads like paranoia, but a meticulous run rewards you with powers most players never see. Go find them — and maybe don’t tell your party about every tadpole. 😉