Nishruu are extra-planar creatures sometimes called "magic-eaters" and are also related to a more vicious sub-race known as Hakeashar.
Nishruu can be summoned, either by the protagonist or companions, or by enemies, using the 6th level Wizard spell Summon Nishruu.
Gameplay[]
The AI script for a Nishruu looks for spell casters in sight – first for all mage classes and mage multi-classes, then bards, then clerics, and finally druid classes. It has to get within melee range and connect with its attack in order to cause any magic draining effects.
Literally any spell cast on the Nishruu, even an area of effect spell, will cause a Cure Light Wounds (spell) effect on the creature. A party-summoned Nishruu could be healed by the player by exposing it to a spell effect that would normally affect a companion or enemy.
The creature can See the invisible.
Notes[]
- Some NPCs will cast spells via scripts ("forced cast").[2] As such spells do not rely on the caster having spell charges, using a Nishruu against forced spells will have little effect.
- A Nishruu's attack is nullified by Protection From Normal Weapons, Mantle, Improved Mantle and Absolute Immunity.
- AC -9 against piercing attacks will ensure the Nishruu will only touch its target on critical hits.
- Like most summoned creatures, a Nishruu may be instantly slain by Death Spell or Death Fog.
- As of BG2EE, the script for this creature has made it vulnerable to Remove Magic, Dispel Magic (priest) and Dispel Magic (wizard). If exposed to these spells, a Nishruu 'should' be instantly killed. In-game testing shows that it can sometimes not work perfectly, but it does work most of the time. It may take more than one casting to do the job.
Item Drains[]
Rules for draining items aren't clear. For example:
- With the Staff of the Magi, one charge of each ability is removed per successful hit
- With the Cloak of the Sewers, one charge of one ability is removed
- With the Ring of Gaxx, Gem of Seeing or Glasses of Identification, no charge appears to be drained
Wands whose charges are depleted to 0 through this means will be destroyed. Magically conjured projectiles such as Melf's Minute Meteors are not drained. Items stored in a Bag of Holding are not drained.
Locations[]
Baldur's Gate II: Shadows of Amn[]
- Guarded Compound, 1st floor - silent summons trap
Gallery[]
Mod content[]
This section is about unofficial content that is only available via fan-made mods.
With the Sword Coast Stratagems mod, a Nishruu and Hakeashar can be destroyed with three specific spells other than Death Spell. Both can be slain by Dispel Magic (priest), Dispel Magic (wizard) and Remove Magic. Other forms of Dispel magic won't work, such as the Inquisitor Dispel magic innate ability.
With the Spell Revisions mod installed (with or without SCS) the Nishruu included in the game files is changed (and the Hakeashar is removed from the game, as well as the Summon Hakeashar spell).
Nishruu (9 Hit Dice):
STR -, DEX 10, CON 16, INT 13, WIS 15, CHA 13; AL Chaotic Neutral
HP 90, AC 10, THAC0 7, Saving Throws 8/8/8/8/8
1 Attack Per Round, Drain Magic (Contact +3)
Combat Abilities:
Drain Magic:
wizards lose one memorized spell, chosen at random from the highest spell level possible
any creature touched must save vs. spell or suffer feeblemindedness for 3 rounds
Special Qualities:
Absorb Magic: immune to magic, every spell cast against a Nishruu heals the creature by 1d8+1 hit points
Physical Resistance 50%
Mod gallery[]
External Links[]
- Nishruu on the Forgotten Realms Wiki, a wiki for the Dungeons & Dragons campaign setting Forgotten Realms.
References
- ↑ Cure Light Wounds is applied to the Nishruu if any single-target magic spell is cast on upon it by opponents, including Dispel or Remove Magic. (NISHRU01.BCS)
- ↑ Force Cast