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Moss

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Fist Moss is a human wizard and a member of the Flaming Fist. He can be found in the Lower City in Act Three.
Step back! You can't be trusted - anyone here could be a cultist. Back, I say!
Moss

Involvement[edit | edit source]

Moss is guarding the Bloomridge Park with Fist BrottorFist Brottor, Fist EldaFist Elda, Fist UlinnFist Ulinn and a Steel WatcherSteel Watcher. His patrolling route runs forth and back from the western entrance to the park to the backside of the Facemaker's Boutique, approximately from X: -131 Y: -50 to X: -154 Y: -34.

Moss can only be encountered if the party take a long rest after dispatching the Bhaalists’ ambush near the park fountain, replacing Fist BellaFist Bella and Fist PardFist Pard, who patrolled the location prior.

If spoken to, Moss is extremely cautious to everyone. He deems the party suspicious and orders them to stay back from him.

Combat[edit | edit source]

Attacks and abilities[edit | edit source]

Conjure ElementalConjure Elemental (Action + Level 5 Spell Slot)
Bend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you.
Range: 18 m / 60 ft Range: 18 m / 60 ft
CounterspellCounterspell (Reaction + Level 3 Spell Slot)

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.

This spell can be cast while you are Silenced Silenced.

Fire BoltFire Bolt (Action)
Damage: 1~10
1d10FireFire

Hurl a mote of fire.

Range: 18 m / 60 ft Range: 18 m / 60 ft
Main Hand AttackMain Hand Attack (Action)   –  Quarterstaff
Damage: 0~5
1d6 - 1BludgeoningBludgeoning

Make a melee attack with your equipped weapon.

Melee: 1.5 m / 5 ft Melee: 1.5 m / 5 ft
Melf's Acid ArrowMelf's Acid Arrow (Action + Level 2 Spell Slot)
Damage: 6~24
4d4AcidAcid
+ 2d4AcidAcid

Shoot a green arrow that bursts in a spray of acid. Deals 4d4AcidAcid damage immediately and 2d4AcidAcid damage at the end of the target's next turn.

If the spell misses, the target still takes half the initial damage, but no damage at the end of its next turn.

Range: 18 m / 60 ft Range: 18 m / 60 ft
See InvisibilitySee Invisibility (Action + Level 2 Spell Slot)
Become able to see Invisible Invisible creatures, and possibly reveal them to others.
DEX SaveDEX Save
Range: Self Range: Self
SlowSlow (Action + Level 3 Spell Slot)
Alter time around up to 6 enemies to Slow them. They won't get far, they can't do much, and they're easier to hit.
WIS SaveWIS Save
Range: 18 m / 60 ft Range: 18 m / 60 ft
ToppleTopple (Action)   –  Quarterstaff
Damage: 1~4

Swipe at a creature to knock it Prone.

DEX SaveDEX Save
Range: Normal weapon range Range: Normal weapon range
Recharge: Short rest Recharge: Short rest

Notable loot[edit | edit source]