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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. He is a pivotal character for the quests Free True Soul Nere⁠Free True Soul Nere, Save the Grymforge Gnomes⁠Save the Grymforge Gnomes and Deliver Nere's Head⁠Deliver Nere's Head.

“
Heretics. Let Nere be your end.
„
— Nere

Involvement[edit section | visual editor]

Act One[edit section | visual editor]

Nere is trapped behind a cave-in near the main room in Grymforge. Several enslaved deep gnomes are forced to work on freeing him by a group of duergar slavers who are members of the Cult of the Absolute. To save him, the gnomes tell the party to find Philomeen Philomeen, a runaway gnome in possession of an explosive capable of destroying the rubble.

Caution: After a party member speaks with Nere by interacting with the rubble, Nere will die if the party long rests twice, leaves the Grymforge region (either via boat or fast travel) twice, or both long rests and leaves the Grymforge region.

After freeing him, the party can fight Nere and his mercenaries to save the gnome slaves. The party can also complete the quest Blind the Absolute⁠Blind the Absolute - convincing Elder Brithvar Elder Brithvar to side against Nere.

Alternatively, it is possible to betray Brithvar and convince Nere and the Absolute Cultists to turn on the mercenaries.

It is also possible to lock the party out of either of these options through dialogue choices prior to rescuing Nere, leading him to kill both the gnome slaves and Sergeant Thrinn Sergeant Thrinn immediately after he is freed from the rubble. He then demands that the party help him to kill the rest of the cultists and duergar mercenaries; this turns all characters except Nere hostile and starts combat.

If the party defies Nere when he kills the gnome slaves (or when he demands to kill the other cultists, and not having a deal with Elder Brithvar), a fight starts against him and all the duergar at the same time. However, if the party has a deal with Elder Brithvar, it is possible to interrupt Nere from killing the gnome slaves and still side with him once Elder Brithvar attacks Nere, leading to an option of saving the gnomes while Nere is still alive.

Deciding to fight Nere's mercenaries before freeing him unlocks a dialogue option to convince him that the Absolute is little more than a group of cultists. This results in Nere abandoning the Cult of the Absolute and leaving Grymforge for good.

If Nere is defeated (or dies off-screen from a revolt or poisoning), it is then possible to remove his head (earning the Head of the Snake⁠Head of the Snake inspiration for party members with the Haunted One background) and deliver it to Spaw Spaw or Glut Glut, completing the quest Deliver Nere's Head⁠Deliver Nere's Head.

Regardless of his status, the party receives a  Broken Moonlantern, a precursor to a crucial item needed to travel through the Shadow-Cursed Lands to reach Moonrise Towers. There is no way to fix this lantern, but there are several options to find a working one later.

Act Two[edit section | visual editor]

Main article: Nere/Zombie

If Nere survives in Grymforge and remains loyal to the Absolute, he appears briefly in Act Two in the Gauntlet of Shar as a zombie servant to Balthazar Balthazar.

Combat[edit section | visual editor]

Attacks and actions[edit section | visual editor]

Damage: 3~18
3d6Psychic⁠Psychic

Frighten Frighten a creature: they'll have Disadvantage Disadvantage on Ability Check Ability Checks and Attack Roll Attack Rolls and they cannot move.

Damage: 5~15
1d8 + 3Piercing⁠Piercing
+ 1d4Psychic⁠Psychic

Make a melee attack with your equipped weapon.

Damage: 2~12
2d6Psychic⁠Psychic (Conditional)

Recall the voices of all who scorned you - and how they screamed in the end. They form a shield around you.

Your Armour Class increases by 3, and anyone who hits you with a melee attack takes 2d6⁠Psychic⁠Psychic damage.

Damage: 2~8
2d4Psychic⁠Psychic

Invade an enemy's mind and force them to join your side. They also take 2d4⁠Psychic⁠Psychic immediately, and 1d6⁠Psychic⁠Psychic per turn.

Honour mode[edit section | visual editor]

Damage: 2~12
2d6Psychic⁠Psychic (Per visage detonation)

Summon 3 psychic copies of yourself to protect you. As long as one of those copies remain, you are Immune to Bludgeoning⁠Bludgeoning, Piercing⁠Piercing, and Slashing⁠Slashing damage.

When the caster is struck, a Psionic Visage will Detonate Detonate.

Damage: 2~12
2d6Psychic⁠Psychic

Detonate a psionic visage, striking the attacker with a psychic wave that pushes it back 3 m (10 ft).

Allies[edit section | visual editor]

If the party does not complete Blind the Absolute⁠Blind the Absolute, then additional creatures (most of whom are potential allies of the party) side with Nere:

* = These creatures do not join the fight until it gets close to them. If this does not happen before the fight ends (either by winning or escaping), then these characters disappear. Philomeen Philomeen also disappears, but Skickpit Skickpit and the Deep Rothé stay.

Encounter details[edit section | visual editor]

If the party completes Blind the Absolute⁠Blind the Absolute then many duergar will choose to ally with them against Nere, significantly reducing the difficulty of the fight.

Several enemies have spells which can control the minds of party members. Nere uses Wicked Coercion Wicked Coercion, and both Mind Master Dunnol Mind Master Dunnol and Mind Master Fonmara Mind Master Fonmara use Mind Mastery Mind Mastery, forcing the party to waste actions fighting each other.

This battle also occurs next to Lava Lava which will quickly melt melt anyone who falls into it. Many enemies have ways of pushing party members backwards into the lava, such as Shove Shove, Thrinn's Thunderwave Thunderwave, or Nere's Shatter Visage Shatter Visage on Honour mode. Nere has an abnormally high Athletics Athletics bonus of +9 and the Muscular Muscular passive, making it very difficult to shove him (DC 24), though he does not actually possess the Shove ability himself.

Caution: the gnomes may move into area of effect spells like Hunger of Hadar Hunger of Hadar and, as they are not in combat, take damage in real time, potentially preventing the caster from ending Concentration Concentration before they die.

Tactics[edit section | visual editor]

It is most important to take out enemies who can mind control party members first.

It is advisable to keep away from the lava as well, as it will almost certainly kill anyone who falls inside. However, this can be used to the party's advantage by knocking enemies in, using actions such as Shove Shove, Pushing Attack (Melee) Pushing Attack (Melee), Flurry of Blows: Push Flurry of Blows: Push, Thunderwave Thunderwave, or  Arrow of Roaring Thunder.

Proximity to a  Sussur Bloom greatly reduces the amount of magic used, thanks to its Sussur Flower Antimagic Field. This is particularly effective against Nere since his spells are far more dangerous than his physical attacks. Failing that, he can be attacked with a Sussur  Greatsword,  Sickle, or  Dagger to Silence Silence him.

In Honour mode, Nere's legendary action, whilst stating it triggers when attacked, instead triggers on many offensive actions which do not require an attack roll. Even spells which do no damage and require no save, such as Create Water Create Water, will trigger it. Silencing Silencing him does not impact his ability to trigger this action; Incapacitating Incapacitating him prevents him from using it.

Also, while Psionic Visages Psionic Visages are active, the Detonations Detonations triggered by attacking Nere are centered on the character who triggered the Detonation Detonation, rather than Nere.

However, Nere's Psionic Visages Psionic Visages need not unduly hamper the party, as they can be quickly (albeit somewhat painfully) dispensed with using Magic Missiles Magic Missiles from a wizard classed character or a  scroll. It may be advisable to keep potent healing potions handy.

Loot[edit section | visual editor]

It is possible to get both  Gift from the Absolute and  Mind Flayer Parasite Specimen by first completing Free True Soul Nere⁠Free True Soul Nere then killing Nere later.

Related literature[edit section | visual editor]

Related quests[edit section | visual editor]

Speak with Dead[edit section | visual editor]

Nere's corpse can be communed with using Speak with Dead Speak with Dead.

[2]
  • Who are you?
    • Nere
      True Soul... Nere...
  • How did you get trapped?
    • Nere
      Corridor... triggered old trap... cave-in...
  • What were you doing here?
    • Nere
      Find... path to temple... orders of General...
      • What about this temple is so important?
        • Nere
          General's necromancer... Balthazar...
      • Tell me more about this General.
        • Nere
          Absolute's Chosen... Moonrise Towers...
  • Where did you come from?
    • Nere
      Moonrise... Towers...
      • How can I get to Moonrise Towers?
        • Nere
          Minthara in goblin camp... safe passage... Moonlantern... drider...
  • Did you come here with the duergar?
    • Nere
      Mercenaries... Absolute unites...

Bugs[edit section | visual editor]

  • Due to an incorrect method of applying additional spell slots to Nere's character stats, he only enters combat with one  Level 1 Spell Slot and one  Level 2 Spell Slot.
  • Nere is equipped with  Sword of Screams, which is actually a rapier – a weapon type he is not proficient with. This means his melee attacks do not benefit from a proficiency bonus.

Gallery[edit section | visual editor]

Notes and references[edit section | visual editor]

  1. ↑ Although the  Disintegrating Night Walkers can be looted from Nere's corpse, he cannot make use of the benefits of these boots, Misty Step Misty Step and Nightwalker, because he has not equipped them while being alive. Instead the boots are attached to Nere's inventory by the ItemList tag. The same applies to the  Dagger +1 which also can be looted from his corpse.
  2. ↑ Dialogue file: Act1/Underdark/UND_TheDrowNere_Dead