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Munish

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Revision as of 00:19, 9 September 2024 by HiddenDragon (talk | contribs) (Created page with "{{Infobox creature | name = Zealot Munish | faction = Cult of the Absolute | image =<gallery> Munish.png|In-game Portrait Munish.png|Portrait </gallery> | race = Human | type = Humanoid | archetype = Zealot of the Absolute | level = 8 | size = Medium | ac = 18 | e hp = 49 | hp = 70 | t hp = 91 | movement m = 9 | weight kg = 75 | str = 18 | dex = 10 | con = 16 | int = 9 | wis = 11 | cha = 16 | wis save prof = yes | cha save prof = yes | conditions = Aura o...")
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Zealot Munish is a half-orc Zealot of the Absolute in Act Two. He is stationed just inside the throne room to the right inside Moonrise Towers.

Combat

Attacks and Abilities

Main Hand Attack Main Hand Attack ()   –  Halberd
Normal weapon damage Make a melee attack with your equipped weapon.
 Melee: 1.5 m / 5  ft
Cleave Cleave ()   –  Halberd
1/2 Normal weapon damage Swing your weapon in a large arc to attack up to 3 enemies at once. They each take half the damage your weapon usually deals.
AoE: 2 m / 7 ft (Cone)
Recharge: Short rest
Lacerate Lacerate ()   –  Halberd
Normal weapon damage

Slash at your target's vital points to make it Bleed Bleed.

Undead and Constructs can't Bleed.

CON Save
 Range: Normal weapon range
Recharge: Short rest
Ranged Attack Ranged Attack ()   –  Shortbow
Normal weapon damage Make a ranged attack with your equipped weapon.
 Range: 18 m / 60 ft
Hamstring Shot Hamstring Shot ()   –  Shortbow
Normal weapon damage Shoot an enemy in the thigh and possibly reduce their Movement Speed by 50%.
CON Save
 Range: Normal weapon range
Recharge: Short rest
Branding Smite Branding Smite ()
Normal weapon damage +
D6 Radiant.png 2d6 (2~12) Damage TypesRadiant

Your weapon gleams with astral radiance as you strike and possibly mark your targets with light, preventing it from turning Invisible Invisible.

  • This spell, unlike other Smite Spells, will work with Ranged weaponry.
 Range: Normal weapon range
Thunderous Smite Thunderous Smite ()
Normal weapon damage +
D6 Thunder.png 2d6 (2~12) Damage TypesThunder

Your melee weapon rings with thunder as you strike, pushing your target 3 m / 10 ft away and possibly knocking them Prone Prone.

STR Save
 Range: Normal weapon range
Lay on Hands: Greater Healing Lay on Hands: Greater Healing ()
Paladin Level x 4 hit points

Imbue your hands with divine power to heal an ally.

 Melee: 1.5 m / 5  ft
Lay on Hands: Lesser Healing Lay on Hands: Lesser Healing ()
Paladin Level x 2 hit points

Imbue your hands with divine power to heal an ally.

 Melee: 1.5 m / 5  ft

Notable loot