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Klen

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Zealot Klen patrols the off-limits area of the first floor in Moonrise Towers in Act Two.
Disciples may enter. All others are to be culled, by the General's decree.
Klen

Involvement[edit section | visual editor]

Act Two[edit section | visual editor]

Moonrise Towers[edit section | visual editor]

Klen is on the first floor of Moonrise Towers, where he patrols the off-limits area connecting all the different first floor rooms. If he is till alive, intruding in the area causes MarcusMarcus to intervene in the party's favour. Otherwise Klen engages in trespassing dialogue.

  • [DECEPTION] Disciple Z'rell sent me with urgent news for the General. (DC 10)
  • [INTIMIDATION] I work for the General. Perhaps he should hear of your insolence. (DC 10)
  • [ILLITHID] Commune with your parasite, plant a thought: 'This one is a disciple.'
  • Attack.

Defending Moonrise Towers[edit section | visual editor]

If the NightsongNightsong is freed and the Harpers launch their assault on Moonrise Towers, Klen is killed during the subsequent battle. His corpse is next to the staircase leading into Moonrise Towers, at X: -159 Y: -137.

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.
CleaveCleave (Action)   –  Halberd
Damage
1/2 Normal weapon damage
Swing your weapon in a large arc to attack up to 3 enemies at once. They each take half the damage your weapon usually deals.
Hamstring ShotHamstring Shot (Action)   –  Shortbow
Damage: 1~6
1d6PiercingPiercing
Shoot an enemy in the thigh and possibly reduce their movement speed by 50%.
LacerateLacerate (Action)   –  Halberd
Damage: 5~14
1d10 + 4SlashingSlashing

Slash at your target's vital points to make it BleedBleed.

Undead and constructs can't bleed.

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.
Rush AttackRush Attack (Action)   –  Halberd
Damage: 5~8
1d4 + 4PiercingPiercing
Charge forward and attack the first enemy in your way, possibly pushing them Off BalanceOff Balance.
ThrowThrow (Action)   –  Caustic Bulb
Damage
Normal weapon damage

Throw a character or item from the world or your inventory.

Your Strength affects how much weight you can throw. Heavier items deal more damage.

The damage of weapons with the thrown property is the same as the weapon's melee damage.

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 only[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]