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Munish: Difference between revisions

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{{PageSeo
| description = Zealot Munish is a half-orc Zealot of the Absolute in Act Two. He stands guard on the western side of the Moonrise Towers throne room, right by the door.
| image = Munish.png
}}
{{Infobox creature
{{Infobox creature
| name = Zealot Munish
| name = Zealot Munish
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| type = [[Humanoid]]
| type = [[Humanoid]]
| archetype = [[Zealot of the Absolute]]
| archetype = [[Zealot of the Absolute]]
| class = [[Paladin]]
| level = 8
| level = 8
| size = Medium
| size = Medium
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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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| 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 stands guard on the western side of the [[Moonrise Towers]] throne room, right by the door.
 
== Involvement ==
=== Moonrise Towers ===
Munish is first encountered in the [[Moonrise Towers]] throne room, standing guard over the trial presided by [[Ketheric Thorm]]. After the trial ends, Munish moves over to stand guard on the western side of the room, next to the grand door leading into the throne room. Talking with Munish after [[Isobel]] has been kidnapped will have him reveal that his family owns a bakery in [[Baldur's Gate]], and believes that their bakery will be spared by the invasion.{{ref|''"See you in the city, True Soul. My family's bakery will be spared - we'll have ourselves a feast."''}}
 
=== Defending Moonrise Towers ===
If the [[Aylin|Nightsong]] is freed and the Harpers launch their assault on Moonrise Towers, Munish will be part of the remaining forces defending Moonrise Towers, and can be encountered in the throne room. Should the party enter the throne room prematurely, or kill a few [[Cult of the Absolute|Absolutists]] in the hall, he will join combat.


== Combat ==
== Combat ==
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* {{MdRarityItem|Caustic Bulb}}
* {{MdRarityItem|Caustic Bulb}}


== References ==
{{reflist}}


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

Latest revision as of 03:02, 24 November 2024

Zealot Munish is a half-orc Zealot of the Absolute in Act Two. He stands guard on the western side of the Moonrise Towers throne room, right by the door.

Involvement[edit | edit source]

Moonrise Towers[edit | edit source]

Munish is first encountered in the Moonrise Towers throne room, standing guard over the trial presided by Ketheric Thorm. After the trial ends, Munish moves over to stand guard on the western side of the room, next to the grand door leading into the throne room. Talking with Munish after Isobel has been kidnapped will have him reveal that his family owns a bakery in Baldur's Gate, and believes that their bakery will be spared by the invasion.[1]

Defending Moonrise Towers[edit | edit source]

If the Nightsong is freed and the Harpers launch their assault on Moonrise Towers, Munish will be part of the remaining forces defending Moonrise Towers, and can be encountered in the throne room. Should the party enter the throne room prematurely, or kill a few Absolutists in the hall, he will join combat.

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 and higher[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]

References[edit | edit source]

  1. "See you in the city, True Soul. My family's bakery will be spared - we'll have ourselves a feast."