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Merim

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Revision as of 01:37, 13 July 2024 by NCBlizzy (talk | contribs) (Created page with "{{Infobox creature | name = Merim | full name = Adept Merim | faction = Cult of the Absolute | image =<gallery> Adept Merim.png|In-game Portrait Merim.png|Portrait </gallery> | role = Adept | race = Human | type = Humanoid | archetype = Adept of the Absolute | level = 8 | size = Medium | ac = 15 | e hp = 40 | hp = 58 | t hp = 75 | movement m = 9 | weight kg = 75 | str = 13 | dex = 12 | con = 16 | int = 10 | wis = 18 | cha = 10 | wis save prof = yes | cha save...")
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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 in vetting new arrivals.

Involvement

Moonrise Towers

Merim is encountered when approaching Moonrise Towers for the first time, where she will stop the party and let 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 Disciple Z'rell is in the audience chamber, and would want to hear from them.

If Minthara's demise is prevented and 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 would have them satisfied with the explanation, and let the party and Minthara leave in peace.

Defending Moonrise Towers

If the 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

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
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
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
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)
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
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

Notable loot