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Marls

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Acolyte Marls is an Acolyte of the Absolute within Moonrise Towers, located on the Docks at X: -78 Y: -186.

Portrait Marls.png
W-worms. Worms in their heads. Worms all over!
Marls

Involvement[edit | edit source]

When speaking with Marls, the party can ask him about the crates being shipped. If the party discovers there are crates filled with a thousand tadpoles, the party can opt to use Illithid Persuasion to break down a mental wall Marls put up to block his own knowledge of the contents of the crates. Then, the party can either convince him to jump off the docks to his death, or rebuild the mental wall:

  • You had best wash them off.
  • [WISDOM] Guard duty's boring. You're letting your imagination run away with you. (DC 14)
  • Leave.

Telling him to wash off the tadpoles causes him to jump off the dock to his death, which grants Inspiration via the background goal "Swimming with the Shadows". All options except the second option will cause non-Vengeance paladins to break their oath.

Defending Moonrise Towers[edit | edit source]

If the Nightsong is freed and the Harpers launch their assault on Moonrise Towers, Marls (if alive) will be part of the remaining forces defending Moonrise Towers. Marls can be found on the rafters above the ground floor's main hall and Disciple Z'rell, where he can sit to harass the party and their allies.

His combat dialogue will be different, depending on if the party had previously tore down his mental defences or not.[1]

Combat[edit | edit source]

Attacks and abilities[edit | edit source]

Bless.webp
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
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
Cure Wounds.webp
Cure Wounds Cure Wounds ()

Heal a creature you can touch.

 Melee: 1.5 m / 5  ft
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
Branding Smite Melee.webp
Branding Smite (Melee) Branding Smite (Melee) ()
Normal weapon damage +
D6 Radiant.png 2d6 (2~12) Damage TypesRadiant

Your melee weapon gleams with astral radiance as you strike and possibly mark your targets with light, preventing it from turning Invisible Invisible.

  • If the spellcaster misses the initial Attack, the spell slot and Bonus action are not consumed. This spell, unlike other Smite Spells, will work with Ranged weaponry.
 Melee: 1.5 m / 5  ft
Sacred Flame.webp
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]

Notes[edit | edit source]

  • Marls also has the abilities of a Zealot of the Absolute, but he is not able to use any Smites since he doesn't carry a melee weapon.

References[edit | edit source]

  1. "Can't believe you'd betray the Absolute. Idiot." (Regular line}
    "Believe - can't. Idiot! The Absolute... be-tray." (Garbled line)