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Tumeril

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Revision as of 22:38, 9 July 2024 by NCBlizzy (talk | contribs) (Created page with "{{Infobox creature |name=Tumeril |full name = Harper Tumeril |voice = |level=6 |class=Wizard |image=<gallery> Harper Tumeril.png|In-game Portrait Tumeril.png|Portrait </gallery> |race=High Elf |faction=Harpers |size=Medium |type=Humanoid |ac=11 |e hp=29 |hp=42 |t hp=54 |movement m=9 |weight kg=75 |str=10 |dex=12 |con=10 |int=18 |wis=12 |cha=14 |int save prof=yes |wis save prof=yes |passives=Darkvision, Fey Ancestry, Opportunity Attack }} '''Tumeril''' is a [...")
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Tumeril is a high elf wizard who is part of the Harpers in Act Two. He is stationed within Last Light Inn, guarding the entrance to the inn proper, behind a barricade.

Involvement

Last Light Inn

Tumeril can be first encountered at the Last Light Inn, where he guards the entrance to the inn proper and watching over the main plaza from behind a barricade, next to the main door.

Resolve the Abduction

When Flaming Fist Marcus attacks the inn and attempts to kidnap Isobel during Resolve the Abduction, Tumeril will more often than not fail the save and be Impaled Impaled for the remainder of the battle. If the party fails to protect Isobel, he and everyone in Last Light Inn will turn into a Shadow-Cursed Undead Shadow-Cursed Undead, save for Jaheira.

Assault Moonrise Towers

If the party successfully prevented Flaming Fist Marcus from capturing Isobel at the Last Light Inn, and once the Nightsong has been freed from her cage and is headed for Moonrise, Tumeril will follow Jaheira to Moonrise Towers. However, Tumeril is killed during the fight against Absolute forces before the party can arrive. His corpse can be found a few steps past the Moonrise Towers main entrance, before the steps leading down to the main battle.

Combat

Attacks and Abilities

Main Hand Attack.webp
Main Hand Attack Main Hand Attack ()   –  Dagger
Normal weapon damage Make a melee attack with your equipped weapon.
 Melee: 1.5 m / 5  ft
Piercing Strike.webp
Piercing Strike Piercing Strike ()   –  Dagger
Normal weapon damage

Stab an enemy and possibly inflict Gaping Wounds Gaping Wounds.

Undead and Constructs can't receive Gaping Wounds.

CON Save
 Range: Normal weapon range
Recharge: Short rest
Scorching Ray.webp
Scorching Ray Scorching Ray ()
D6 Fire.png 2d6 (2~12) Damage TypesFire

Hurl 3 rays of fire. Each ray deals 2d6Damage TypesFire damage.

 Range: 18 m / 60 ft
Fire Bolt.webp
Fire Bolt Fire Bolt ()
D10 Fire.png 1d10 (1~10) Damage TypesFire

Hurl a mote of fire.

 Range: 18 m / 60 ft
Mirror Image.webp
Mirror Image Mirror Image ()

Create 3 illusory duplicates of yourself to distract attackers. Each duplicate increases your Armour Class Armour Class by 3.

Whenever you successfully evade an attack, one of the duplicates disappears.

 Range: Self

Loot