Nere

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Nere, also known as True Soul Nere, is a True Soul of the Absolute, and potential boss in Baldur's Gate 3. In Act One he can be found at Grymforge, trapped inside a room that suffered a cave-in. He is a pivotal character for the quests Free True Soul Nere and Deliver Nere's Head.

Events of Baldur's Gate 3

A group of enslaved Deep Gnomes under the whip of Duergar are trying to free a True Soul from a cave-in near the main room of the Grymforge. To save him, the gnomes tell you to go find Philomeen, a runaway gnome in possession of an explosive capable of destroying the rubble.

WARNING: Doing a Full Rest twice after discovering Nere is trapped will cause his death and the death of those who are trapped with him.

After freeing him, the player can decide to kill him and his mercenaries to save the slave gnomes. The player may also convince Elder Brithvar and his companion, another duergar at the entrance of the main room, to side against Nere, making the fight easier. Alternatively, you can betray Brithvar and convince Nere and the Absolute Cultists to turn on the mercenaries.

It is also possible to lock yourself out of either of these options through dialogue choices prior to rescuing Nere, leading him to kill both the gnome slaves and Sergeant Thrinn immediately after he is freed from the rubble. He will then demand that you help him kill the rest of the cultists and duergar mercenaries; this will make all NPCs except for Nere hostile during the battle.

If you choose to defy Nere when he kills the gnome slaves, or when he demands that you kill the other cultists, and you don't have a deal with Elder Brithvar, you will be forced to fight Nere and all of the duergar at the same time.

Should the player decide to fight his mercenaries before freeing him, an option to convince him that the Absolute is a group of cultists will appear once freed.

After defeating Nere, the player can remove his head to bring it to either Spaw or Glut. You can also remove his head if he dies off-screen, presumably from either a revolt or poisoning.

Regardless of his status, the player will receive a Broken Moonlantern Broken Moonlantern, a precursor to a crucial item needed to travel through the Shadow-Cursed Lands in order to get to Moonrise Towers. Unfortunately there is no way to fix this lantern before going to the Moonrise Towers, rendering this item useless, as you will find a working moonlantern before you get a chance to fix this one.

If you manage to keep Nere alive in the Grymforge, he will appear briefly in Act 2.

Attacks and abilities

Generic Control.webp
D6 Psychic.png 2d6 (2~12) Damage TypesPsychic damage

Recall the voices of all who scorned you - and how they screamed in the end. They form a shield around you.
 Range: 18 m / 60 ft
Dissonant Whispers.webp
D6 Psychic.png 3d6 (3~18) Damage TypesPsychic damage

Frightened Frighten a creature: it will be easier to hit and cannot move.
WIS Save
 Range: 18 m / 60 ft
Generic Psychic.webp
D4 Psychic.png 2d4 (2~8) Damage TypesPsychic damage

Invade an enemy's mind and force them to join your side. They also take 2d4Damage TypesPsychic immediately, and 1d6Damage TypesPsychic per turn.
WIS Save
 Range: 16 m / 52 ft

Honour mode

Legendary Action Utility.webp

Summon 3 psychic copies of yourself to protect you. As long as one of those copies remain, you are immune to Damage TypesBludgeoning, Damage TypesPiercing, and Damage TypesSlashing damage.
 Range: Self
Generic Psychic.webp
D6 Psychic.png 2d6 (2~12) Damage TypesPsychic damage

Detonate a psionic visage, striking the attacker with a psychic wave that pushes it back 3 m / 10 ft.
AoE: 6 m / 20 ft (Radius)

Loot

At Grymforge:

Gallery

External links