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Nere

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Revision as of 02:08, 9 December 2023 by Twyrine (talk | contribs)

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True Soul of the Absolute
Nere
Nere-face.jpg
Stats
Level 5

STR

17
(+3)

DEX

15
(+2)

CON

15
(+2)

INT

18
(+4)

WIS

13
(+1)

CHA

18
(+4)
Creature Race Icon.png  Race Lolth-Sworn Drow Lolth-Sworn Drow
Creature Type Icon.png  Type Humanoid
HP Icon.png  HP 78; 101Tactician
Creature AC Icon.png  AC 12
Creature Speed Icon.png  Movement Speed 9m / 30ft
Creature Size Icon.png  Size Medium
Weight Icon.png  Weight 60kg / 120lbs
Proficiency Icon.png  Proficiency Bonus +3
Initiative Icon.png  Initiative +2
Passive features
Resistances
Resistant to Non-Magical Psychic
Character information
Location Grymforge
Faction Cult of the Absolute
Additional information
Voice actor Joseph Capp
3D Model
Nere Model.png

Nere, also known as True Soul Nere, is a potential boss in Baldur's Gate 3. In Chapter One he can be found at Grymforge, trapped inside a room that suffered a cave-in. He's a pivotal character for the Free True Soul Nere and Deliver Nere's Head quests.

Act One

A group of enslaved Deep Gnomes under the whip of Duergar are trying to free a True Soul from a cave-in near the main room of the Grymforge. To save him, the gnomes tell you to go find Philomeen, a runaway gnome in possession of an explosive capable of destroying the rubble.

WARNING: Doing a Full Rest twice after discovering Nere is trapped will cause his death and the death of those who are trapped with him.

After freeing him, the player can decide to kill him and his mercenaries to save the slave gnomes. The player may also convince Elder Brithvar and his companion, another duergar at the entrance of the main room, to side against Nere, making the fight easier. Alternatively, you can betray Brithvar and convince Nere and the Absolute Cultists to turn on the mercenaries.

It is also possible to lock yourself out of either of these options through dialogue choices prior to rescuing Nere, leading him to kill both the gnome slaves and Sergeant Thrinn immediately after he is freed from the rubble. He will then demand that you help him kill the rest of the cultists and duergar mercenaries; this will make all NPCs except for Nere hostile during the battle.

If you choose to defy Nere when he kills the gnome slaves, or when he demands that you kill the other cultists, and you don't have a deal with Elder Brithvar, you will be forced to fight Nere and all of the duergar at the same time.

Should the player decide to fight his mercenaries before freeing him, an option to convince him that the Absolute is a group of cultists will appear once freed.

After defeating Nere, the player can remove his head to bring it to either Spaw or Glut. You can also remove his head if he dies off-screen, presumably from either a revolt or poisoning.

Regardless of his status, the player will receive a Broken Moonlantern Broken Moonlantern, a precursor to a crucial item needed to travel through the Shadow-Cursed Lands in order to get to Moonrise Towers. Unfortunately there is no way to fix this lantern before going to the Moonrise Towers, rendering this item useless, as you will find a working moonlantern before you get a chance to fix this one.

If you manage to keep Nere alive in the Grymforge, he will appear briefly in Act 2.

Attacks and abilities

Shield of Screams Shield of Screams ()
D6 Psychic.png 2d6 (2~12) Damage TypesPsychic

Recall the voices of all who scorned you - and how they screamed in the end. They form a shield around you.

Your Armour Class increases by 3, and anyone who hits you with a melee attack takes 2d6Damage TypesPsychic damage.

 Range: 18 m / 60 ft
Dissonant Whispers Dissonant Whispers ()
D6 Psychic.png 3d6 (3~18) Damage TypesPsychic

Frighten Frighten a creature: they'll have Disadvantage Icon.png Disadvantage on Ability checks and Attack rolls and they cannot move.

WIS Save
 Range: 18 m / 60 ft
Wicked Coercion Wicked Coercion ()
D4 Psychic.png 2d4 (2~8) Damage TypesPsychic

Invade an enemy's mind and force them to join your side. They also take 2d4Damage TypesPsychic immediately, and 1d6Damage TypesPsychic per turn.

WIS Save
 Range: 16 m / 52 ft

Honour mode

Psionic Visage Psionic Visage

Summon 3 psychic copies of yourself to protect you. As long as one of those copies remain, you are immune to Damage TypesBludgeoning, Damage TypesPiercing, and Damage TypesSlashing damage.

When the caster is struck, a Psionic Visage will Detonate Detonate.

 Range: Self
Recharge: Per turn
Shatter Visage Shatter Visage
D6 Psychic.png 2d6 (2~12) Damage TypesPsychic

Detonate a psionic visage, striking the attacker with a psychic wave that pushes it back 3 m / 10 ft.

AoE: 6 m / 20 ft (Radius)

Loot

At Grymforge:

Gallery

External links