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Munish

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Zealot Munish guards the western side of the Moonrise Towers throne room during Act Two.

“
I won't keep you, True Soul. Always Her work to be done.
„
— Munish

Involvement[edit section | visual editor]

Act Two[edit section | visual editor]

Moonrise Towers[edit section | visual editor]

Munish is first encountered in the Moonrise Towers throne room, standing guard over the trial presided by Ketheric Thorm Ketheric Thorm. After the trial ends, Munish moves to stand guard on the western side of the room, next to the grand door leading into the throne room. If interacting with Munish after Isobel Isobel is kidnapped, he reveals that his family owns a bakery in Baldur's Gate, which will be spared from the invasion.[1]

Defending Moonrise Towers[edit section | visual editor]

If the Nightsong Nightsong is freed and the Harpers launch their assault on Moonrise Towers, Munish is part of the remaining forces defending Moonrise Towers, and can be encountered in the throne room. Should the party enter the throne room prematurely or kill a few Absolutists in the hall, he joins combat.

Combat[edit section | visual editor]

Attacks and actions[edit section | visual editor]

Branding Smite Branding 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 Invisible Invisible.

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 Attack Main Hand Attack (Action)   –  Halberd
Damage: 5~14
1d10 + 4Slashing⁠Slashing

Make a melee attack with your equipped weapon.

Ranged Attack Ranged Attack (Action)   –  Shortbow
Damage: 1~6
1d6Piercing⁠Piercing

Make a ranged attack with your equipped weapon.

Throw Throw (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 Smite Thunderous 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 Prone Prone.

Tactician and Honour mode[edit section | visual editor]

Abjure Enemy Abjure Enemy (Action + Channel Oath Charge)

Frighten Frighten an enemy. They have Disadvantage Disadvantage on ability checks and Attack Roll Attack Rolls, and they cannot move.

Fiends and undead have Disadvantage Disadvantage on this Saving Throw.

Loot[edit section | visual editor]

Notes and references[edit section | visual editor]

  1. ↑ "See you in the city, True Soul. My family's bakery will be spared - we'll have ourselves a feast."