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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 ThormKetheric 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 IsobelIsobel 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 NightsongNightsong 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: FleeCommand: Flee (Action + Level 1 Spell Slot)

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

Death WardDeath 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 BoltGuiding Bolt (Action + Level 1 Spell Slot)
Damage: 4~24
4d6RadiantRadiant
The next attack roll against this target has AdvantageAdvantage.
Damage: 4~24
2d6ColdCold
+ 2d6AcidAcid

Creatures within this black sphere are BlindedBlinded 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 TerrainDifficult Terrain.

Damage: 2~7
1d6 + 1BludgeoningBludgeoning
Make a melee attack with your equipped weapon.
Damage: 1~8
1d8RadiantRadiant
Engulf a target in a flame-like radiance.
ToppleTopple (Action)   –  Quarterstaff
Damage: 1~4
Swipe at a creature to knock it ProneProne.

Loot[edit section | visual editor]