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Niram: Difference between revisions

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{{PageSeo
| description = Zealot Niram is a human Zealot of the Absolute in Act Two. He is stationed on the east side of the Moonrise Towers throne room.
| image = Niram.png
}}
{{Infobox creature
{{Infobox creature
| name = Zealot Niram
| name = Zealot Niram
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| t hp = 91
| t hp = 91
| movement m = 9
| movement m = 9
| xp = 140
| weight kg = 75
| weight kg = 75
| str = 18
| str = 18
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| wis save prof = yes
| wis save prof = yes
| cha save prof = yes
| cha save prof = yes
| conditions = Aura of Protection
| 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)
| passives = Darkvision, Divine Health, Extra Attack, Fey Ancestry, Great Weapon Fighting, Opportunity Attack, Sunlight Sensitivity
| passives = Darkvision, Divine Health, Extra Attack, Fey Ancestry, Great Weapon Fighting, Opportunity Attack, Sunlight Sensitivity
| athletics = 4
| acrobatics = 0
| perception = 0
}}
}}
'''Zealot Niram''' is a drow [[Zealot of the Absolute]] in [[Moonrise Towers]] in [[Act Two]]. He is stationed at the western entrance to the throne room.
'''Zealot Niram''' is a [[human]] [[Zealot of the Absolute]] in [[Act Two]]. He is stationed on the east side of the [[Moonrise Towers]] throne room.
 
== Involvement ==
=== Moonrise Towers ===
Niram is first encountered in the [[Moonrise Towers]] throne room, standing guard over the trial presided by [[Ketheric Thorm]]. During the trial, [[Drenn]] will shove Niram aside, steal his {{SmRarityItem|Halberd}} and throw it at Ketheric, impaling him and knocking him against the throne. Once the trial ends, Niram moves to stand guard on the eastern side of the throne room.
 
=== Defending Moonrise Towers ===
If the [[Aylin|Nightsong]] is freed and the Harpers launch their assault on Moonrise Towers, Niram is killed during the subsequent battle. His corpse can be found at the bottom of the stairs of the main door entering Moonrise, at {{coords|-158|-130}}.


== Combat ==
== Combat ==
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* {{MdRarityItem|Shortbow}}
* {{MdRarityItem|Shortbow}}
* {{MdRarityItem|Caustic Bulb}}
* {{MdRarityItem|Caustic Bulb}}
== Notes ==
{{notebegin}}
* Niram is one of two [[Zealot of the Absolute|Zealots of the Absolute]] (the other one being {{SmCharLink|Iogar}}) wearing half-plate armour similar to the {{SmRarityItem|Half Plate Armour +2}} underneath their absolutist coils.
** This is purely a visual distinction, as Niram uses and drops {{SmRarityItem|Plate Armour}} for gameplay.
{{noteend}}


{{Moonrise Towers}}
{{Moonrise Towers}}

Latest revision as of 02:45, 24 November 2024

Zealot Niram is a human Zealot of the Absolute in Act Two. He is stationed on the east side of the Moonrise Towers throne room.

Involvement[edit | edit source]

Moonrise Towers[edit | edit source]

Niram is first encountered in the Moonrise Towers throne room, standing guard over the trial presided by Ketheric Thorm. During the trial, Drenn will shove Niram aside, steal his Halberd and throw it at Ketheric, impaling him and knocking him against the throne. Once the trial ends, Niram moves to stand guard on the eastern side of the throne room.

Defending Moonrise Towers[edit | edit source]

If the Nightsong is freed and the Harpers launch their assault on Moonrise Towers, Niram is killed during the subsequent battle. His corpse can be found at the bottom of the stairs of the main door entering Moonrise, at X: -158 Y: -130.

Combat[edit | edit source]

Attacks and Abilities[edit | edit source]

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 only[edit | edit source]

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[edit | edit source]

Notes[edit | edit source]