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Edenosa

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Manip Edenosa is a gnome cleric, a Manip of the Flaming Fist and a True Soul. She can found in the Lower City during Act Three.
-- You know us - absolute WILL --- Absolute power ---
Edenosa, dominated by the Elder Brain

Involvement[edit | edit source]

Edenosa initially is standing watch at the western entrance to the Bloomridge Park, while her subordinates, Fist PardFist Pard and Fist BellaFist Bella, patrol the area nearby.

As a True Soul, she is quite aware of the Bhaal cultists preparing an ambush deeper in the park, but does not know that they have Orin'sOrin's personal orders to eliminate the party in the first place, and anyone else as a collateral damage (and an offering to Bhaal) only. Depending on the party previous actions, the dialogue with Edenosa might run in several ways.

  • If the party do not know about the cultists or failed the PerceptionPerception check to spot an ambush, Edenosa warns them to leave the park, hinting that the area is a dangerous place right now. During the dialogue, the player character feels that Edenosa is infected with a tadpole. The Flaming Fist, in her turn, recognizes a fellow True Soul, tells them about "the Absolute's warriors at work" and asks not to interfere.
  • If the party successfully spotted the ambush, but did not engage in the battle with the cultists, and try to report to Edenosa the suspicious activity in the park, she still reveals herself as a True Soul to them, but agrees to look into the situation or confirms that she knows about the cultists (depending on whether the player character has spoken to her previously or not).

Regardless of the course of the conversation, if the party get into a fight with the cultists, Edenosa intervenes part way through the fight. The leader of the cultistsleader of the cultists calls her "defective", and the Flaming Fist joins the battle, siding with the party, along with any other Fist who patrols the park and spots the fight.

If Edenosa survives the battle, the NetherbrainNetherbrain afterwards speaks to the player character through her, entreating the party to kill any remaining of the Dead Three. Edenosa then dies from the mind strain. Connecting with the Netherbrain in this manner grants the Urgent CommunicationsUrgent Communications inspiration event to any party member with the SoldierSoldier background. After death, Edenosa can be looted for a Mind Flayer Parasite Specimen.

If Edenosa dies during the ambush, then Fist GriffFist Griff is used by the Netherbrain to communicate with the player character in her stead, allowing mostly the same conversation to take place.

Combat[edit | edit source]

Attacks and abilities[edit | edit source]

AidAid (Action + Level 2 Spell Slot)
Bolster your allies with toughness and resolve to heal and increase their Hit Points maximum.
Range: Self Range: Self
BackbreakerBackbreaker (Action)   –  Warhammer
Damage: 2~5
1d4 + 1BludgeoningBludgeoning

Put extra force behind your strike to possibly knock your enemy Prone Prone.

STR SaveSTR Save
Range: Normal weapon range Range: Normal weapon range
Recharge: Short rest Recharge: Short rest
Calm EmotionsCalm Emotions (Action + Level 2 Spell Slot)
Humanoids can't be Charmed Charmed, Frightened Frightened, or become enraged.
Range: 18 m / 60 ft Range: 18 m / 60 ft
Command: GrovelCommand: Grovel (Action + Level 1 Spell Slot)
Command a creature to fall Prone Prone immediately and do nothing else.
WIS SaveWIS Save
Range: 18 m / 60 ft Range: 18 m / 60 ft
Concussive SmashConcussive Smash (Action)   –  Warhammer
Damage: 2~9
1d8 + 1BludgeoningBludgeoning

Hit an enemy with all your might to deal damage and possibly Daze Daze them.

CON SaveCON Save
Range: Normal weapon range Range: Normal weapon range
Recharge: Short rest Recharge: Short rest
Crusader's MantleCrusader's Mantle (Action + Level 3 Spell Slot)
Damage: 1~4
1d4RadiantRadiant

Radiate a holy power that emboldens you and nearby allies. Their weapon attacks deal an additional 1d4RadiantRadiant damage.

Range: Self Range: Self
Main Hand AttackMain Hand Attack (Action)   –  Warhammer
Damage: 2~9
1d8 + 1BludgeoningBludgeoning

Make a melee attack with your equipped weapon.

Melee: 1.5 m / 5 ft Melee: 1.5 m / 5 ft
Mass Cure WoundsMass Cure Wounds (Action + Level 5 Spell Slot)
Healing: 3~24 + modifiers

Unleash a soothing hum of energy that heals you and nearby allies.

Range: 18 m / 60 ft Range: 18 m / 60 ft
Sacred FlameSacred Flame (Action)
Damage: 1~8
1d8RadiantRadiant

Engulf a target in a flame-like radiance.

DEX SaveDEX Save
Range: 18 m / 60 ft Range: 18 m / 60 ft
Weakening StrikeWeakening Strike (Action)   –  Warhammer
Damage: 2~5
1d4 + 1WeaponWeapon

Target an enemy's hands with a non-lethal attack and possibly inflict Weak Grip Weak Grip.

Creatures without weapons can't have Weak Grip.

STR SaveSTR Save
Range: Normal weapon range Range: Normal weapon range
Recharge: Short rest Recharge: Short rest

Loot[edit | edit source]

External links[edit | edit source]