Ad placeholder

Keris

From bg3.wiki
Jump to navigation Jump to search

Keris patrols the cells of Moonrise Towers Prison in Act Two.
You remind me a little of the Warden. Such gravitas.
Keris

Involvement[edit section | visual editor]

Act Two[edit section | visual editor]

Defending Moonrise Towers[edit section | visual editor]

If the NightsongNightsong is freed and the Harpers launch the assault on Moonrise Towers, Keris is killed and her body is amongst the other corpses at the entrance.

Combat[edit section | visual editor]

Attacks and actions[edit section | visual editor]

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

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

Death WardDeath 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 BoltGuiding Bolt (Action + Level 1 Spell Slot)
Damage: 4~24
4d6RadiantRadiant
The next attack roll against this target has AdvantageAdvantage.
Damage: 4~24
2d6ColdCold
+ 2d6AcidAcid

Creatures within this black sphere are BlindedBlinded 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 TerrainDifficult Terrain.

Damage: 2~7
1d6 + 1BludgeoningBludgeoning
Make a melee attack with your equipped weapon.
Damage: 1~8
1d8RadiantRadiant
Engulf a target in a flame-like radiance.
ToppleTopple (Action)   –  Quarterstaff
Damage: 1~4
Swipe at a creature to knock it ProneProne.

Loot[edit section | visual editor]