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Ghulen

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Adept Ghulen guards the stairs leading up to the ground floor's main hall of Moonrise Towers Prison in Act Two.

“
Cover your nose by the cells. Those gnomes smell like labour.
„
— Ghulen

Involvement[edit section | visual editor]

Act Two[edit section | visual editor]

Moonrise Towers[edit section | visual editor]

Ghulen is in Moonrise Towers Prison. He stands by the stairs which lead up to the ground floor, near the door to the docks. If a party member speaks with Ghulen, he complains about the incessant cries and screaming of the prisoners, as well as the smell of the gnomes.

Minthara's escape[edit section | visual editor]
Main article: Decide Minthara's Fate

If Minthara Minthara is saved from Jasin Jasin and Sumera's Sumera's torture and escorted out, Ghulen usually is the first Absolutist the party encounters upon leaving the area. To avoid conflict, he must be convinced to let Minthara go.

Defending Moonrise Towers[edit section | visual editor]

If the Nightsong Nightsong is freed and the Harpers launch their assault on Moonrise Towers, Ghulen is killed during the subsequent battle in a Harper flanking attack from the docks entrance. His corpse remains next to the stairs leading up to the ground floor, exactly where he stood previously.

Combat[edit section | visual editor]

Attacks and actions[edit section | visual editor]

Command: Flee Command: Flee (Action + Level 1 Spell Slot)

Command a creature to flee from you on its turn and do nothing else.

Death Ward Death Ward (Action + Level 4 Spell Slot)

Protect a creature from death. The next time damage would reduce it to 0 Hit Points, it remains conscious with 1 Hit Point left.

Call forth a divine guardian that attacks nearby enemies. Every time it deals damage, the guardian loses an equal amount of Hit Points.

Guiding Bolt Guiding Bolt (Action + Level 1 Spell Slot)
Damage: 4~24
4d6Radiant⁠Radiant

The next attack roll against this target has Advantage Advantage.

Damage: 4~24
2d6Cold⁠Cold
+ 2d6Acid⁠Acid (Dexterity Saving Throw Dexterity Saving Throw to negate)

Creatures within this black sphere are Blinded Blinded and take damage at the end of their turn and the start of their turn.

Creatures starting their turn in the area take 2d6⁠Cold⁠Cold damage. Creatures ending their turn in the area possibly take 2d6⁠Acid⁠Acid damage.

The area is Difficult Terrain Difficult Terrain.

Damage: 2~7
1d6 + 1Bludgeoning⁠Bludgeoning

Make a melee attack with your equipped weapon.

Damage: 2~16
2d8Radiant⁠Radiant

Engulf a target in a flame-like radiance.

Loot[edit section | visual editor]