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Merim: Difference between revisions

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== Loot ==
== Loot ==
* {{MdRarityItem|Mind Flayer Parasite Specimen}}
* {{MdRarityItem|Mind Flayer Parasite Specimen}}
* {{MdRarityItem|Moonrise Guard's Key}}
* {{MdRarityItem|Quarterstaff|uid=WPN_HUM_Quarterstaff_B_0}}
* {{MdRarityItem|Scale Mail}}
* {{MdRarityItem|Scale Mail}}
* {{MdRarityItem|Quarterstaff|uid=WPN_HUM_Quarterstaff_B_0}}
* {{MdRarityItem|Moonrise Guard's Key}}
{{Moonrise Towers}}
{{Moonrise Towers}}
[[Category:Humans]]
[[Category:Humans]]

Revision as of 20:46, 28 November 2024

Merim is a human adept and True Soul of the Cult of the Absolute in Act Two. She is stationed at the stairs leading into Moonrise Towers, guarding the entrance from intruders and assisting True Soul Malik Malik in vetting new arrivals.

Involvement

Moonrise Towers

Merim is encountered when approaching Moonrise Towers for the first time, where she stops the party and lets Malik Malik probe at their tadpoles through the use of his own Mind Flayer Parasite Specimen. Upon recognizing the party lead as a True Soul, Malik asks for news from the field; no matter the response, Merim will suggest to the party that Z'rell Disciple Z'rell is in the audience chamber, and would want to hear from them.

If Minthara Minthara's demise is prevented and she is freed from the Moonrise Towers Prison, the party can lead her out of Moonrise through the main entrance. Passing by Malik and Merim will have them block the party's path, demanding an explanation as to why Minthara is not in her cell. Convincing them that Minthara has been wiped and is at the party's whim, satisfies them, and the party and Minthara can leave peacefully.

Defending Moonrise Towers

If the Aylin Nightsong is freed and the Harpers launch their assault on Moonrise Towers, Merim is killed during the subsequent battle. Her corpse can be found at the bottom of the stairs of the main door entering Moonrise, at X: -153 Y: -130.

Combat

Attacks and Abilities

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
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
Topple.webp
Topple Topple ()   –  Quarterstaff
D4 Bludgeoning.png 1d4 (1~4) Damage TypesBludgeoning

Swipe at a creature to knock it Prone.

DEX Save
 Range: Normal weapon range
Recharge: Short rest

Loot