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Nola

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Not to be confused with Mola

Adept Nola is stationed on the west side of the Moonrise Towers throne room in Act Two.

“
Don't try giving orders, True Soul. Everyone here answers directly to Z'rell.
„
— Nola

Involvement[edit section | visual editor]

Act Two[edit section | visual editor]

Moonrise Towers[edit section | visual editor]

Nola is in the Moonrise Towers throne room, standing guard over the trial presided by Ketheric Thorm Ketheric Thorm. After the trial ends, Nola moves to stand guard on the western side of the room, next to the door leading into the Moonrise Towers Prison. Interacting with Nola shows her indifference to the party, and that she does not care about their status as True Souls. Nevertheless, after Isobel Isobel is kidnapped, she confidently asserts that she will become a True Soul once they take Baldur's Gate.

Defending Moonrise Towers[edit section | visual editor]

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

Combat[edit section | visual editor]

Attacks and actions[edit section | visual editor]

Command: Flee Command: Flee (Action + Level 1 Spell Slot)

Command a creature to flee from you on its turn and do nothing else.

Death Ward Death Ward (Action + Level 4 Spell Slot)

Protect a creature from death. The next time damage would reduce it to 0 Hit Points, it remains conscious with 1 Hit Point left.

Call forth a divine guardian that attacks nearby enemies. Every time it deals damage, the guardian loses an equal amount of Hit Points.

Guiding Bolt Guiding Bolt (Action + Level 1 Spell Slot)
Damage: 4~24
4d6Radiant⁠Radiant

The next attack roll against this target has Advantage Advantage.

Damage: 4~24
2d6Cold⁠Cold
+ 2d6Acid⁠Acid (Dexterity Saving Throw Dexterity Saving Throw to negate)

Creatures within this black sphere are Blinded Blinded and take damage at the end of their turn and the start of their turn.

Creatures starting their turn in the area take 2d6⁠Cold⁠Cold damage. Creatures ending their turn in the area possibly take 2d6⁠Acid⁠Acid damage.

The area is Difficult Terrain Difficult Terrain.

Damage: 2~7
1d6 + 1Bludgeoning⁠Bludgeoning

Make a melee attack with your equipped weapon.

Damage: 2~16
2d8Radiant⁠Radiant

Engulf a target in a flame-like radiance.

Loot[edit section | visual editor]