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Nadi

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Zealot Nadi is a half-orc Zealot of the Absolute. He is in Moonrise Towers in Act Two, stationed next to the cells in Moonrise Towers Prison.

“
The Warden runs this place like clockwork. Do not fall behind.
„
— Nadi

Involvement[edit section | visual editor]

Moonrise Towers[edit section | visual editor]

Nadi is in the Moonrise Towers Prison, standing guard at the very end of the prison's walkable space.

Should the party attempt to help the gnomes⁠help the gnomes and tieflings escape⁠tieflings escape from the prison, Nadi joins The Warden The Warden in pursuit of the escapees if the cells are opened (either by the party, or by the Warden). Nadi then moves to engage the prisoners in combat and kills them if the party does not intervene.

Defending Moonrise Towers[edit section | visual editor]

If the Nightsong Nightsong is freed and the Harpers launch their assault on Moonrise Towers, Nadi is killed during the subsequent battle. His corpse is situated on the bridge leading into Moonrise Towers proper, surrounded by Holy Fire, at X: -154 Y: -113.

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.

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 above[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]