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Nadi

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Zealot Nadi is a half-orc Zealot of the Absolute. He is in Moonrise Towers in Act Two, stationed next to the cells in Moonrise Towers Prison.

Involvement[edit section | visual editor]

Moonrise Towers[edit section | visual editor]

Nadi is in the Moonrise Towers Prison, standing guard at the very end of the prison's walkable space.

Should the party attempt to help the gnomeshelp the gnomes and tieflings escapetieflings escape from the prison, Nadi can join The WardenThe Warden in pursuit of the escapees should the cells be opened (either by the party, or by the Warden). Nadi can then engage the prisoners in combat and kill them if the party does not intervene.

Defending Moonrise Towers[edit section | visual editor]

If the NightsongNightsong is freed and the Harpers launch their assault on Moonrise Towers, Nadi is killed during the subsequent battle. His corpse is situated on the bridge leading into Moonrise Towers proper, surrounded by Holy Fire, at X: -154 Y: -113.

Combat[edit section | visual editor]

Attacks and actions[edit section | visual editor]

Branding SmiteBranding Smite (Action + Bonus Action + Level 2 Spell Slot)
Damage: 2~12
Normal weapon damage
+ 2d6RadiantRadiant
Your weapon gleams with astral radiance as you strike and possibly mark your targets with light, preventing it from turning InvisibleInvisible.
Healing
4 × (Paladin level)HealingHealing
Imbue your hands with divine power to heal an ally.
Healing
2 × (Paladin level)HealingHealing
Imbue your hands with divine power to heal an ally.
Main Hand AttackMain Hand Attack (Action)   –  Halberd
Damage: 5~14
1d10 + 4SlashingSlashing
Make a melee attack with your equipped weapon.
Ranged AttackRanged Attack (Action)   –  Shortbow
Damage: 1~6
1d6PiercingPiercing
Make a ranged attack with your equipped weapon.
Thunderous SmiteThunderous Smite (Action + Bonus Action + Level 1 Spell Slot)
Damage: 2~12
Normal weapon damage
+ 2d6ThunderThunder
Your melee weapon rings with thunder as you strike, pushing your target 3 m (10 ft) away and possibly knocking them ProneProne.

Tactician and above[edit section | visual editor]

Abjure EnemyAbjure Enemy (Action + Channel Oath Charge)

FrightenFrighten an enemy. They have DisadvantageDisadvantage on ability checks and Attack RollAttack Rolls, and they cannot move.

Fiends and undead have DisadvantageDisadvantage on this Saving Throw.

Loot[edit section | visual editor]