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Belub

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Revision as of 22:05, 28 November 2024 by Hawkeye (talk | contribs) (→‎Involvement)
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Acolyte Belub is a duergar Acolyte of the Absolute in Act Two. He can be found in Moonrise Towers, watching over a group of new recruits for the Cult of the Absolute.

Portrait Belub.png
Each pack of 'recruits' they bring in is worse than the last.
Belub, about the pilgrims.

Involvement[edit | edit source]

Belub can be first encountered in Moonrise Towers' main hall, observing a group of new Absolutist pilgrims. He shows contempt for the pilgrims, and remarks on their lack of skills and usefulness. The party can then either convince Belub to keep the pilgrims, or tell him to get rid of them.

  • [PERSUASION] They have potential. Great warriors have grown from less. (DC 14)
  • Its not our place to question the Absolute's will.
  • Then get rid of them. The undeserving should be purged.

The first two options let Belub send them to the war camp west of Reithwin, where the pilgrims then disappear. Eventually telling Belub to get rid of the pilgrims results in the death of Pilgrim Farimorn, Pilgrim Iong, Pilgrim Nalira, and Pilgrim Taima.

Defending Moonrise Towers[edit | edit source]

If the Aylin Nightsong is freed and the Harpers launch their assault on Moonrise Towers, Belub is part of the remaining forces defending Moonrise Towers. Belub can be found on the rafters above the ground floor's main hall, where he can harass the party and their allies.

Combat[edit | edit source]

Attacks and abilities[edit | edit source]

Bless Bless ()
Bless up to 3 creatures. They gain a D4 Slashing.png +1d4 bonus to Attack rolls and Saving throws.
 Range: 9 m / 30 ft
Cure Wounds Cure Wounds ()

Heal a creature you can touch.

 Melee: 1.5 m / 5  ft
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

Loot[edit | edit source]