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Z'rell: Difference between revisions

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[[Category:Characters in Act Two]]
[[Category:Characters in Act Two]]
[[Category:Bosses]]
[[Category:Bosses]]
[[Category:Followers of the Absolute]]
[[Category:Warlocks]]

Revision as of 12:21, 4 September 2024

Disciple Z'rell is a Half-Orc Warlock who can be found in Moonrise Towers in Act 2.

Portrait Z'rell.png
I see you have been rejected in the past. Do not worry - the Absolute loves you, and that is all that truly matters.
Z'rell if she sees that the player has been romantically rejected by a companion.

Overview

Z'rell is a high-ranking member of the Cult of the Absolute and a trusted advisor to Ketheric Thorm.

Involvement

Z'rell is first encountered in the Moonrise audience chamber along with General Thorm, where they are judging the failures of the Absolute's forces from the Goblin Camp. Ultimately, Z'rell delegates their punishment to the player, and orders them to report to her afterwards. There, she assigns them the task of assisting the necromancer Balthazar in securing a relic needed by Ketheric, called the Nightsong. If the player allows Balthazar to take the Nightsong Z'rell will give a follow-up quest, Resolve the Abduction, tasking the player to assist Marcus with the abduction of Isobel.

Unlocking Lann Tarv's secret stash

The trader Lann Tarv has a secret stash of items that can be unlocked by convincing Z'rell to give you access to it.

If the dialogue option "What exactly was this relic he was sent to retrieve?" doesn't appear, cast Detect Thoughts. After choosing it, you will need to pass an insight check followed by a DC 18 persuasion check. If you succeed, speak with Lann Tarv, with the same character that convinced Z'rell, in order to unlock the secret stash.

Assault on Moonrise Towers

If Z'rell is still alive after the player kills or frees the Nightsong, she will lead the forces of the Absolute against the party when they attempt to enter Moonrise Towers. She will start this battle with Mirror Image Mirror Image and Fire Shield: Chill Fire Shield: Chill.

Combat

Attacks and Abilities

Main Hand Attack.webp
Main Hand Attack Main Hand Attack ()   –  Handaxe +1
Normal weapon damage Make a melee attack with your equipped weapon.
 Melee: 1.5 m / 5  ft
Eldritch Blast.webp
Eldritch Blast Eldritch Blast ()
D10 Force.png 1d10 (1~10) Damage TypesForce

Conjure a beam of crackling energy. Deals 1d10Damage TypesForce damage to a target.

 Range: 18 m / 60 ft
Cone of Cold.webp
Cone of Cold Cone of Cold ()
D8 Cold.png 8d8 (8~64) Damage TypesCold

Make a flurry of frost, crisp air, and condensed snow crystals erupt from your hands.

CON Save
 Range: Self
AoE: 9 m / 30 ft (Cone)
Mirror Image.webp
Mirror Image Mirror Image ()

Create 3 illusory duplicates of yourself to distract attackers. Each duplicate increases your Armour Class Armour Class by 3.

Whenever you successfully evade an attack, one of the duplicates disappears.

 Range: Self
Black Hole.webp
Black Hole Black Hole ()

Create a point of intense gravity that pulls in all nearby enemies and possibly Slows them.

Five more black holes can be summoned after this spell's initial casting. Afterwards, you must Short Rest before casting it again.

INT Save
 Range: 18 m / 60 ft
Recharge: Short rest
Counterspell.webp
Counterspell Counterspell ()

Try to stop a spell being cast.

If it is higher level than the spell slot you used to Counterspell, you must make a check using your spellcasting ability[See Notes] to prevent it. The check's difficulty is equal to 10 plus the level of the spell you are trying to counter.

Loot

Gallery

Related literature

Written by Z'rell

External links