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Murmath

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Murmath is a duergar who can be found in Grymforge during Act One.
Don't like strangers here, but... Absolute must'a took you in.

Involvement[edit section | visual editor]

Act One[edit section | visual editor]

Murmath is near the entrance of Grymforge at X: -626 Y: 373, surrounded by drow corpses, among them JhaamJhaam, and several spiders.

Combat[edit section | visual editor]

Attacks and actions[edit section | visual editor]

Spend 6 m (20 ft) of your movement. For the rest of your turn, roll ranged damage twice and use the highest result.

Damage: 6~20
1d10 + 4PiercingPiercing
+ 1d6PiercingPiercing

Your attack summons thorny vines that possibly EnsnareEnsnare your target.

Ensnared creatures cannot move and take 1d6PiercingPiercing damage at the start of each turn. An ally can use their HelpHelp action to try and tear away the vines.

Hunter's MarkHunter's Mark (Bonus Action + Level 1 Spell Slot)
Damage: 1~6
1d6WeaponWeapon

Mark a creature as your quarry to deal an additional 1d6WeaponWeapon damage whenever you hit it with a weapon attack.

If the target dies before the spell ends, you can use Reapply Hunter's MarkReapply Hunter's Mark to mark a new creature.

Piercing ShotPiercing Shot (Action)   –  Heavy Crossbow
Damage: 5~14
1d10 + 4PiercingPiercing

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

Undead and constructs can't receive Gaping Wounds.

Pin DownPin Down (Action)
Damage
Normal weapon damage
Deal regular damage and reduce target's Movement Speed by 3 m / 10 ft.
Ranged AttackRanged Attack (Action)   –  Heavy Crossbow
Damage: 5~14
1d10 + 4PiercingPiercing
Make a ranged attack with your equipped weapon.

Allies[edit section | visual editor]

Loot[edit section | visual editor]

Related quests[edit section | visual editor]