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Keris

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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 Nightsong Nightsong 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: 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]