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Munish: Difference between revisions

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(Has the aura version of Aura of Protection)
m (Added combat-relevant skills to infobox)
(One intermediate revision by one other user not shown)
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| wis save prof = yes
| wis save prof = yes
| cha save prof = yes
| cha save prof = yes
| str save extra = +3
| dex save extra = +3
| con save extra = +3
| int save extra = +3
| wis save extra = +3
| cha save extra = +3
| conditions = Aura of Protection (Aura)
| conditions = Aura of Protection (Aura)
| passives = Divine Health, Extra Attack, Great Weapon Fighting, Opportunity Attack
| passives = Divine Health, Extra Attack, Great Weapon Fighting, Opportunity Attack
| athletics = 4
| acrobatics = 0
| perception = 0
}}
}}
'''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]].
'''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]].

Revision as of 08:05, 11 November 2024

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.webp
Main Hand Attack Main Hand Attack ()   –  Halberd
Normal weapon damage Make a melee attack with your equipped weapon.
 Melee: 1.5 m / 5  ft
Ranged Attack.webp
Ranged Attack Ranged Attack ()   –  Shortbow
Normal weapon damage Make a ranged attack with your equipped weapon.
 Range: 18 m / 60 ft
Branding Smite Melee.webp
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.webp
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.webp
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.webp
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

Tactician and higher

Abjure Enemy.webp
Abjure Enemy Abjure Enemy ()

Frighten Frighten an enemy. They'll be easier to hit and cannot move.

Fiends and undead have Disadvantage Icon.png Disadvantage on this Saving Throw

WIS Save
 Range: 18 m / 60 ft

Notable loot