Summon Hakeashar

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==
==Gameplay==
The caster selects a point on the area map from which the hakeashar will be summoned to. Designate the point with the targeting cursor.
Upon finishing the conjuration spell. the caster may bring forth a Hakeashar up to 25 feet distance from oneself. 
The creature will serve under your will and is categorized as a "controlled" creature. 
The hakeashar can be ordered and interacted with by the player, allowing targeting, movement directions and spell selection and casting of those spells. 
If the hakeashar isn't given any orders, it will act according to its default AI script. 
The spell summons forth the creature file HAKSU. The creature will be present for a variable period of time. 
The spell has a minimum duration of 126 seconds (from a level 1 mage or equivalent caster). However, a level 15 through 20 mage caster gets scaling benefits with extended spell duration. 
When the spell duration expires, the creature will return back to whence it came. See the creature page for its abilities and statistics.
==Where to obtain its scroll==
===Baldur's Gate II: Throne of Bhaal===
*Arcana Archives
===Baldur's Gate II: EE===
*Tomb of the Unproved
==Trivia==
The Advanced Dungeon and Dragons 2nd Edition ruleset has no Wizard spell titled or equivalent to Summon Hakeashar.
==Gallery==
OG Hakeashar 1.png|Gorion's Ward summoned Hakeashar is occupying a hostile wizard's attention, slowly draining his spells - a Magic Missile attack heals the creature.
==Mod content==
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%
==External links==
*
Category:Random treasure