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Summon Hakeashar is similar to the 6th-level wizard spell Summon Nishruu. The Hakeashar is a more powerful version of the nishruu, with more Hit Points, better attacks, and immunity to normal weapons.

Like a Nishruu, it's still vulnerable to Death Spell and Death Fog.

Description[]

Summon Hakeashar
By casting the Summon Hakeashar spell, a wizard calls into existence a magical being of considerable power: the hakeashar. At first glance, this appears to be some sort of mist, but upon closer examination, this boiling, churning gray mass of vapors and shapes moves with a life of its own. Drawn toward magic like a moth to the flame, the nishruu feed on the energies surrounding and used by wizards. Luckily, there is no question as to the loyalty of the creature and it will not attack its summoner even though it would like nothing better. The hakeashar has no physical attacks at all, although physical attacks can hurt them. Each time a hakeashar touches a target wizard and wraps its tendrils around the wizard, two things happen: First, all magical items with charges in the possession of the target will be drained by 1 charge, destroying them if only 1 charge was left; second, it causes the wizard to lose 1 random spell of the highest level currently memorized. The hakeashar is completely immune to magic, and magic will actually heal it. The creature will remain under the wizard's control until slain or until the spell's duration expires.

Where to obtain its scroll[]

Baldur's Gate II: Throne of Bhaal[]

Baldur's Gate II: EE[]

Mod content[]

Mods icon 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.

Spell Revisions mod has replaced this spell with the following spell:
Summon Nishruu
Level: 7
School: Conjuration
Range: Long
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

By casting the Summon Nishruu spell, the wizard calls into existence a magical being of considerable power, the Nishruu. At first glance, this appears to be some sort of mist, but upon closer examination the churning red mass of vapors and shapes moves with a life of its own. Drawn towards magic like a moth to the flame, the Nishruu feeds on the energies surrounding and used by wizards. Luckily, there is no question as to the loyalty of the creature and it will not attack its summoner even though it would like nothing better. Nishruus do not use physical attacks, and they disregard physical attacks made on them, though these attacks can hurt them. Each time a Nishruu touches and wraps its tendrils around a target, it will drain magical energies from him. Excluding Banishment or a dispel magic, the Nishruu is completely immune to magic, and not only that, but magic will actually heal this creature. The creature will remain under the wizard’s control until reduced to 0 hit points, dispelled, or the spell duration expires.

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%

Note: Neither players or the opponent AI controlled creatures will summon a Hakeshar in a SR game. For all intents and purposes, a Hakeshar will not be present in the game. The Nishruu has 100% elemental resistance and sees invisible creatures by script.

External links[]

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