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Dorikel: Difference between revisions

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== Involvement ==
== Involvement ==
=== Moonrise Towers ===
=== Moonrise Towers ===
Dorikel can be first encountered on the ground floor hall of [[Moonrise Towers]], up on the staircase leading into the throne room and watching over the hall. When talked to, he states that he is anxious and yet strangely calm about the pending invasion. The party can then ask what role he will take in the ensuing invasion of [[Baldur's Gate]], and he will reveal that he had been trained as an assassin of House Hekar{{note|Potentially {{FRWiki|House H'kar}} of Menzoberranzan.}} and proposes that his skills be used for scouting or special operations purposes.
Dorikel can be first encountered on the ground floor hall of [[Moonrise Towers]], up on the staircase leading into the throne room and watching over the hall. When talked to, he states that he is anxious and yet strangely calm about the pending invasion. The party can then ask what role he will take in the ensuing invasion of [[Baldur's Gate]], and he reveals that he had been trained as an assassin of House Hekar{{ref|Potentially {{FRWiki|House H'kar}} of Menzoberranzan.}} and proposes that his skills be used for scouting or special operations purposes.


=== Defending Moonrise Towers ===
=== Defending Moonrise Towers ===
If the [[Aylin|Nightsong]] is freed and the [[Harpers]] launch their assault on Moonrise Towers, Dorikel will be part of the remaining forces defending Moonrise Towers, and can be encountered in the ground floor hall standing in the same place as he usually is before the assault.
If the {{CharLink|Aylin|Nightsong}} is freed and the [[Harpers]] launch their assault on Moonrise Towers, Dorikel will be part of the remaining forces defending Moonrise Towers, and can be encountered in the ground floor hall standing in the same place as he usually is before the assault.


== Combat ==
== Combat ==
=== Attacks and abilities ===
=== Attacks and abilities ===
{{Feature box|Main Hand Attack|item=Quarterstaff}}
{{Feature box|Command: Flee}}
{{Feature box|Death Ward}}
{{Feature box|Death Ward}}
{{Feature box|Guardian of Faith}}
{{Feature box|Guiding Bolt}}
{{Feature box|Guiding Bolt}}
{{Feature box|Command: Flee}}
{{Feature box|Hunger of Hadar}}
{{Feature box|Hunger of Hadar}}
{{Feature box|Guardian of Faith}}
{{Feature box|Main Hand Attack|item=Quarterstaff}}
{{Feature box|Sacred Flame}}
{{Feature box|Sacred Flame}}


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== Notes ==
== Notes ==
{{notebegin}}
{{notebegin}}
{{notelist}}
{{reflist}}
{{noteend}}
{{noteend}}



Latest revision as of 01:37, 25 November 2024

Adept Dorikel is a drow Adept of the Absolute that can be found in Moonrise Towers in Act Two. He is stationed outside the main throne room, alongside Furek Adept Furek.

Portrait Dorikel.png
I saw it, True Soul. The army. They're nearly ready. It's nearly time.

Involvement[edit | edit source]

Moonrise Towers[edit | edit source]

Dorikel can be first encountered on the ground floor hall of Moonrise Towers, up on the staircase leading into the throne room and watching over the hall. When talked to, he states that he is anxious and yet strangely calm about the pending invasion. The party can then ask what role he will take in the ensuing invasion of Baldur's Gate, and he reveals that he had been trained as an assassin of House Hekar[1] and proposes that his skills be used for scouting or special operations purposes.

Defending Moonrise Towers[edit | edit source]

If the Aylin Nightsong is freed and the Harpers launch their assault on Moonrise Towers, Dorikel will be part of the remaining forces defending Moonrise Towers, and can be encountered in the ground floor hall standing in the same place as he usually is before the assault.

Combat[edit | edit source]

Attacks and abilities[edit | edit source]

Command Flee.webp
Command: Flee Command: Flee ()
Command a creature to flee from you on its turn and do nothing else.
WIS Save
 Range: 18 m / 60 ft
Death Ward.webp
Death Ward Death Ward ()
Protect a creature from death. The next time damage would reduce it to 0 Hit Points, it remains conscious with 1 Hit Point left.
 Melee: 1.5 m / 5  ft
Guardian of Faith spell.webp
Guardian of Faith Guardian of Faith ()
Call forth a divine guardian that attacks nearby enemies. Every time it deals damage, the guardian loses an equal amount of Hit Points.
 Range: 9 m / 30 ft
Guiding Bolt.webp
Guiding Bolt Guiding Bolt ()
D6 Radiant.png 4d6 (4~24) Damage TypesRadiant

The next attack roll against this target has Advantage Icon.png Advantage.

 Range: 18 m / 60 ft
Hunger of Hadar.webp
Hunger of Hadar Hunger of Hadar ()
D6 Cold.png 2d6 (2~12) Damage TypesCold
+
D6 Acid.png 2d6 (2~12) Damage TypesAcid

Creatures within this black sphere are Blinded Blinded and take damage at the end of their turn and the start of their turn.

Creatures starting their turn in the area take 2d6Damage TypesCold damage. Creatures ending their turn in the area possibly take 2d6Damage TypesAcid damage.

The area is Difficult Terrain Difficult Terrain.

DEX Save
 Range: 18 m / 60 ft
AoE: 6 m / 20 ft (Radius)
Main Hand Attack.webp
Main Hand Attack Main Hand Attack ()   –  Quarterstaff
Normal weapon damage Make a melee attack with your equipped weapon.
 Melee: 1.5 m / 5  ft
Sacred Flame.webp
Sacred Flame Sacred Flame ()
D8 Radiant.png 1d8 (1~8) Damage TypesRadiant

Engulf a target in a flame-like radiance.

DEX Save
 Range: 18 m / 60 ft

Notable loot[edit | edit source]

Notes[edit | edit source]

  1. Potentially House H'kar of Menzoberranzan.