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Marls

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Acolyte Marls is an Acolyte of the Absolute at Moonrise Towers, located on the Docks at X: -78 Y: -186.
W-worms. Worms in their heads. Worms all over!
Marls

Involvement[edit section | visual editor]

Act Two[edit section | visual editor]

When speaking with Marls, the interacting party member can ask him about the crates being shipped. If they discover that there are crates filled with a thousand tadpoles, they can use Illithid Persuasion to break down a mental wall Marls put up to block his own knowledge of the contents of the crates. Then, the interacting party member can either convince him to jump off the docks to his death, or rebuild the mental wall:

  • You had best wash them off.
  • [WISDOM] Guard duty's boring. You're letting your imagination run away with you. (DC 14)
  • Leave.

Telling him to wash off the tadpoles causes him to jump off the dock to his death, which grants Swimming with the ShadowsSwimming with the Shadows inspiration for the Dark UrgeDark Urge. All options except the second option cause non-Vengeance paladins to break their oath.

Defending Moonrise Towers[edit section | visual editor]

If the NightsongNightsong is freed and the Harpers launch their assault on Moonrise Towers, Marls (if alive) is part of the remaining forces defending it. Marls then moves to the rafters above the ground floor's main hall, where he can harass the party and their allies.

His combat dialogue varies, depending on if the party previously tore down his mental defences.[1]

Combat[edit section | visual editor]

Attacks and actions[edit section | visual editor]

BlessBless (Action + Level 1 Spell Slot)

Bless up to 3 creatures. They gain a +1d4 bonus to Attack rollAttack rolls and Saving throwSaving throws.

Damage: 2~12
Normal weapon damage
+ 2d6RadiantRadiant
Your melee weapon gleams with astral radiance as you strike and possibly mark your targets with light, preventing it from turning Invisible Invisible.
Cure WoundsCure Wounds (Action + Level 1 Spell Slot)
Healing: 1~8 + modifiers
Heal a creature you can touch.
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.
Piercing ShotPiercing Shot (Action)   –  Light Crossbow
Damage: 1~8
1d8PiercingPiercing

Deal regular damage and possibly inflict Gaping WoundsGaping Wounds which cause extra damage on attacks.

Undead and constructs can't receive Gaping Wounds.

Ranged AttackRanged Attack (Action)   –  Light Crossbow
Damage: 1~8
1d8PiercingPiercing
Make a ranged attack with your equipped weapon.
Damage: 1~8
1d8RadiantRadiant
Engulf a target in a flame-like radiance.
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.

[2]

Loot[edit section | visual editor]

Notes and references[edit section | visual editor]

  1. "Can't believe you'd betray the Absolute. Idiot." (Regular line}
    "Believe - can't. Idiot! The Absolute... be-tray." (Garbled line)
  2. Marls also has the abilities of a Zealot of the Absolute, but he is not able to use any Smites since he does not carry a melee weapon.