nyuuzyou/wikis huggingface dataset:
Multiattack (disambiguation)

Multiattack is a type of action that allows a creature to attack more than once when using their Attack action. Some creatures have a type of Multiattack passive feature that stipulates conditions that need to be fulfilled in order to be able to make a multiattack.
* See #List of Multiattack passive features below for a list of passive features. 
* See #List of Multiattack actions below for multiattack variants available to different creatures. 
== List of Multiattack passive features ==
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== List of Multiattack actions ==
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* - Multiattack: Static Discharge
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* - Multiattack: Frightened
* - Multiattack: Morphic Ambush
* - Multiattack: Wounded Target
* - Multiattack: Enwebbed
* - While raging
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* - Multiattack: Prone
* - Multiattack: Prone
* - Multiattack: Lured
* - Multiattack: Prone
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* - Multiattack: Frightened
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* - Multiattack: Last Resort
* - Multiattack: Bloodlust
* - Multiattack: Frightened
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* - Used by Steel Watcher Titan - Multiattack: Prone, Restrained, or Maimed
* - While target Blood Sapped or damaged
* - While Blood Sapped or damaged
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* - While target damaged
* - On targets
* - On targets
* - On targets
* - On targets
Mummy

Mummies are a non-playable Undead race in Baldur's Gate 3. 
== About mummies ==
=== Racial features ===
; Base Racial Speed
: 9m / 30ft
; Size
: Medium
== Mummy characters ==
* 
== Mummy enemy variants ==
* 
== External links ==
*
Category:Creatures
Category:Races
Category:Non-playable races
Category:Undead
Mummy (wraith)

Mummy is a unique Wraith in the Shadow-Cursed Lands. She is bound the service to the cursed child . 
== Involvement ==
Mummy appears during the second game of hide-and-seek with Oliver, forcing the party to Hide and into Turn-Based Mode. The party either has to sneak their way into the ruined house where Oliver will be appear in two turns or attempt to fight the powerful shadow which is backed up by Daddy and Doggy.
The wraith appears again during the final confrontation with at the heart of Reithwin Town, even if defeated earlier.
== Combat ==
=== Attacks and abilities ===
Category:Wraiths
Category:Undead
Category:Characters
Category:Characters in the Shadow-Cursed Lands
Category:Characters in Act Two
Mummy Lord

Mummy Lords are a non-playable Undead race in Baldur's Gate 3. 
== About mummy lords ==
The Mummy Lord is a more powerful type of Mummy who are effectively immortal unless their heart is destroyed. They lack resistance to physical damage, but also do not have a weakness to fire.
===Racial features===
; Base Racial Speed
: 9m / 30ft
; Size
: Medium
== Mummy lord characters ==
* 
== External links ==
*
Category:Creatures
Category:Races
Category:Non-playable races
Category:Undead
Munish

Zealot Munish is a half-orc Zealot of the Absolute in Act Two. He stands guard on the western side of the Moonrise Towers throne room, right by the door.
== Involvement ==
=== Moonrise Towers ===
Munish is first encountered in the Moonrise Towers throne room, standing guard over the trial presided by . After the trial ends, Munish moves over to stand guard on the western side of the room, next to the grand door leading into the throne room. Talking with Munish after has been kidnapped lets him reveal that his family owns a bakery in Baldur's Gate, and that he believes, that their bakery will be spared by the invasion.
=== Defending Moonrise Towers ===
If the is freed and the Harpers launch their assault on Moonrise Towers, Munish is part of the remaining forces defending Moonrise Towers, and can be encountered in the throne room. Should the party enter the throne room prematurely, or kill a few Absolutists in the hall, he joins combat.
== Combat ==
=== Attacks and Abilities ===
==== Tactician and higher ====
=== Notable loot ===
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== References ==
Category:Half-Orcs
Category:Humanoids
Category:Characters
Category:Characters in Moonrise Towers
Category:Characters in Act Two
Category:Followers of the Absolute
Category:Paladins
Murder Tribunal

==Overview==
 
The Bhaalist crypt's hall hosts members of a tribunal who can elect members of the Cult of Bhaal to become Unholy Assassins of Bhaal.
Fast travel and resting are not possible inside of this area.
===Entrance===
Down the stairs from the hidden entrance in Candulhallow's, there is a sign declaring "Flaming Fists This Way!". Inside the recessed area beyond is a tripwire which triggers several barrels to drop down and explode. Around the corner is a chest with some alchemical ingredients.
=== Tribunal Antechamber ===
Beyond a wooden door is an antechamber, with three undead Death Knights; That Which Guards, That Which Watches and That Which Lurks. See for gaining entrance.
===Hall of the Murder Tribunal===
The main area of the Bhaalist crypt is the the hall where the murder tribunal is held. In the Judicial Seat at the far end of the hall is , joined by the echoes of , and .
If the player character chooses to become an Unholy assassin, then the party can trade with .
===Sacrificial chamber===
Hidden behind a false wall is a sacrificial chamber, currently holding and a trunk containing her belongings.
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==Notable loot==
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
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Sold by Echo of Abazigal:
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== Gallery ==
File:Tribunal2.webp|Members of the Murder Tribunal
File:Tribunal Ritual Chamber.jpg|The Tribunal Ritual Chamber
Category:Locations
Category:Act Three Locations
Murmath

Murmath is a Duergar character in Baldur's Gate 3. 
==Involvement==
Murmath can be found at the entrance of Grymforge and is a Novice of the Absolute.
==Combat==
===Attacks and Abilities===
== Related quests ==
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Category:Duergar
Category:Humanoids
Category:Characters
Category:Characters in Grymforge
Category:Characters in Act One
Category:Rangers
Murphy

Fist Murphy is a human Flaming Fist fighter stationed at the entrance to the Basilisk Gate Barracks in the Lower City of Baldur's Gate. He is balancing on one leg, as a punishment for stealing a purse from the evidence room.
== Involvement ==
The party can talk to him as he is balancing on one leg. He explains, that he stole a purse from the evidence room and promised never to do it again. did not believe him and commanded him to stand on one leg until she does.
If is executed, he feels like his punishment is not so bad after all.
== Combat ==
=== Attacks and abilities ===
=== Notable loot ===
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== Companion approval ==
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Category:Humans
Category:Humanoids
Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Category:Members of the Flaming Fist
Category:Fighters
Mushroom Circle

A mushroom circle is a magical transportation device.
== Involvement ==
An unassuming ring of mushrooms at first glance, when suffused with the power of fey energies it allows characters to teleport between two points at will. Traversing a mushroom circle for the first time awards Walking on Air for outlanders.
== Locations ==
* Underdark
** leads to 
** leads to 
** leads to Overgrown Tunnel if discovered, otherwise Sunlit Wetlands 
* Sunlit Wetlands
** leads to Overgrown Tunnel if discovered, otherwise Underdark 
* Overgrown Tunnel below Riverside Teahouse
** leads to Underdark 
** leads to Sunlit Wetlands 
Category:Environmental objects
Category:Mushrooms
Musical Instruments

Musical instruments can be equipped and used with the Perform action. Bard characters will also use their instruments when casting spells.
==Playing an instrument==
Instruments can be played with the Perform action, utilising a Performance skill check to distract and gather NPC's. A successful check can result in tips.
In order to play an instrument properly, a character must have the "Musical Instrument" Proficiency, granted by taking a level in Bard, successfully performing with Alfira in the Emerald Grove, or taking the Performer Feat.
If a character is Proficient with Musical Instruments but does not have one equipped, they can still use the Perform action by Whistling.
==List of instruments==
===Starting instruments===
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===Unique instruments===
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Category:Misc items
Category:Gameplay mechanics
Category:Items
Muttonchops Dorryss

Muttonchops Dorryss is an avid supporter of in Baldur's Gate during Act Three.
== Involvement ==
=== Act Three ===
Muttonchops Dorryss can be found in the Lower City between the Elfsong Tavern and Baldur's Mouth, listening to speech on their savior Lord Gortash.
== Idle banter ==
Augur Harxkellan: Oh wise and merciful Lord Gortash, we give thanks to you! We know you will drive back the army of the Absolute and raise our city to its pinnacle! We stand with you - and for you! Our lives are yours, and our enemies' are forfeit. You shall bring us true children of the Gate into the light!
* Muttonchops Dorryss: Lightbringer Gortash!
** Grent Grintly: Crush our enemies without mercy!
*** Phyria Gollus: Hail Lord Gortash! Hail the Steel Watch!
Augur Harxkellan: Submit to Lord Gortash! Submission is salvation! Only Lord Gortash can protect us from the world-ending monstrosity of the Absolute! As the Absolute's forces stalk ever closer, take solace in his brilliance and know that we will be protected! And know that those who oppose Lord Gortash will burn in the all-consuming radiance of the one true light!
* Grent Grintly: Hail Lord Gortash!
** Muttonchops Dorryss: Death to the Absolute!
*** Phyria Gollus: Long live Lord Gortash and the Steel Watch!
Augur Harxkellan: Who will save us from certain destruction?
* Phyria Gollus: Lord Gortash!
** Augur Harxkellan: And how will we step into his new and brilliant dawn?
*** Muttonchops Dorryss: Lightbringer Gortash will show us the way!
**** Augur Harxkellan: And what will happen to those who oppose us?
***** Grent Grintly: They'll be burned by the one true light! Burned!
Category:Humanoids
Category:Dwarves
Category:Gold Dwarves
Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Muzul

Devout Muzul is a goblin stationed at the Goblin Camp in Act One.
== Involvement ==
=== Act One ===
Devout Muzul patrols the main room of the Shattered Sanctum near . Muzul recounts surviving a recent raid because the Absolute forced an enemy to fall "flat on 'er face with an arrow in 'er back!"
== Combat ==
=== Attacks and abilities ===
=== Loot ===
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== External links ==
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Category:Humanoids
Category:Goblins
Category:Characters
Category:Characters in Act One
Category:Characters in the Goblin Camp
Category:Clerics
Category:Followers of the Absolute
Muzz

Muzz is a Doppelganger found in the Under Temple Cave Area under the Open Hand Temple in Act Three. 
== Involvement ==
Muzz and her fellow doppelgangers have been responsible for several murders, including that of . She attacks on sight, with her together with and .
== Combat ==
=== Attacks and abilities ===
Muzz has the statistics, attacks, and abilities of a generic doppelganger. 
=== Notable loot ===
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== Related quests ==
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Category:Characters
Category:Characters in Rivington
Category:Characters in Act Three
Category:Doppelgangers
Category:Monstrosities
Myconid

Myconids are a non-playable race of ambulatory and sentient fungi in Baldur's Gate 3.
== About myconids ==
Myconids are a peaceful species of sentient fungi found in the Underdark. Groups of myconids live in communities called circles – a collective consciousness or hivemind that communicate through a song-like telepathy, speaking in visions and music. Other species may communicate with myconids through the ingestion of airborn spores. 
Circles are lead by a single Sovereign, who determines the song of its people (and thus the temperament of a circle), and is able to spawn more myconid by embedding spores into a corpse and resurrecting it.
As the Underdark lacks in food sources or light, myconid have evolved to sustain themselves by drinking the essence of the energy of the Underdark – the faerzress. As such, myconid cannot leave the Underdark.
== Notable myconids ==
=== Characters ===
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== References ==
== External links ==
Category:Creatures
Category:Races
Category:Non-playable races
Myer Ravenshade

Lord Myer Ravenshade is a Lord of Baldur's Gate, present at the ceremony of ordaining as an Archduke of the city.
== Involvement ==
Before the ceremony he sits among other patriars on the pews in central nave of the Audience Hall.
After the ceremony ends, Lord Myer moves to the southern nave of the Audience Hall and stands at the middle table with refreshments. He discusses with the advantages of the Steel Watch as a new level of the city defences, trying to assure Jannath that if the city is not overrun with refugees, there will be enough supplies to stand any siege. If spoken to, he expresses surety that nothing will harm them (i.e. patriars) behind the city walls.
If choosing to confront Gortash, the party can find Lord Ravenshade along with all other invited guests and their retinue slaughtered in the Audience hall.
== External links ==
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Category:Characters
Category:Characters in Wyrm's Rock Fortress
Category:Characters in Act Three
Category:Humanoids
Category:Humans
Myrkul

Myrkul, also known as the Lord of Bones, is the God of Death and a member of the Dead Three. He is associated with the domain of Death. Myrkul cannot be the Deity of a player character Cleric.
__NoTOC__
== Revelations ==
=== Act Two ===
 is revealed to be Myrkul's Chosen. In the Mind Flayer Colony underneath Moonrise Towers, Ketheric Thorm is accompanied by and . Using his , the Testament of Myrkul, he issues the order to the Netherbrain to march the Absolute's armies on Baldur's Gate.
When confronting Ketheric Thorm, he will reveal that Myrkul resurrected his daughter in exchange for becoming his Chosen and aiding Bane and Bhaal's chosen with growing the Cult of the Absolute and eventually betraying them to take control over it.
After Ketheric Thorm is defeated; either by battle or passing a persuasion check, he will inform the party that Myrkul has come and throws himself off the platform. Myrkul angered by the party, possesses Ketheric's body to become the to deal with them. 
When the Apostle of Myrkul is defeated its body disintegrates and reverts back to Ketheric Thorm, reappearing on the platform. He begs Myrkul for aid but Myrkul does not respond to his pleas.
== Related items ==
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== Related literature ==
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== Related characters==
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== Related creatures ==
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== Related locations ==
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== Quotes ==
== Gallery ==
Myrkul_Icon.png|Myrkul's symbol
Portrait Myrkul.png|Apostle of Myrkul
Myrkul_True_Form.png|Myrkul's true form.
== Notes ==
*Myrkul was originally available as a deity for Cleric in Early Access, but the option was cut in the full release of the game.
** Much of the dialogue a Cleric of Myrkul has remained in the game files, and can be accessed with mods.
* Myrkul is allied with and .
== External links ==
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Category: Gods
Myrmidon

Myrmidons are a type of elemental creature in Baldur's Gate 3 that are available to be transformed into via Combat Wild Shape and Conjure Elemental.
== About myrmidons ==
Myrmidons are elementals bound in armour. They have immunity to poison, and resistance to slashing, piercing and bludgeoning damage. Myrmidons are Permanently Armed, and as such cannot be disarmed. Air, fire and water myrmidons are also Ethereal so they cannot be shoved, thrown or used as an Improvised Melee Weapon.
Myrmidons can be transformed into by druids, or summoned by wizards, bards and druids. They can be found in the Wyrmway, and during combat with Lorroakan or Ansur.
== Myrmidon enemy variants ==
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== External links ==
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Category:Creatures
Category:Races
Category:Non-playable races
Myrnath

Myrnath is a victim of the mind flayers during the Prologue. His body hosts an intellect devourer named .
== Involvement ==
=== Prologue ===
Myrnath is aboard the Nautiloid and can be found on an upper ledge next to a collection of brain jars, mind sanctuaries, and tentacle aquariums. Upon entering the room he is in, Myrnath seemingly calls out to the player character, asking them to "help us". If approaching, it is quickly revealed that a psionic presence - rather than Myrnath - is communicating with the player character via telepathy. Investigating further reveals that Myrnath's skull is partially removed. His exposed quivering brain is a newborn intellect devourer.
Myrnath can neither be saved nor spoken to. If Us is freed or killed, Myrnath dies. If the player character kills Myrnath before freeing Us, both perish.
== Related quests ==
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== Idle banter ==
Myrnath: We are here - here!
Myrnath: We are trapped!
Myrnath: Help us!
Myrnath: Release us!
== External links ==
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Category:Elves
Category:High Elves
Category:Humanoids
Category:Characters
Category:Characters in the Nautiloid
Category:Characters in Act One
Myshka

Myshka is a medium haired white Cat with blue eyes in the Lower City of Baldur's Gate. 
== Involvement==
Myshka can be found in an alley east of Bonecloak's Apothecary. The party can speak with Myshka using . He speaks in a feline dialect called Mriaer, which comes across as a corrupted version of Common when communicating using Speak with Animals. While Myshka thinks a character is his mother (or that they know his mother), Myshka will follow them for a period of time while they remain in the area, and can be asked to follow again in subsequent conversations. 
Along with and , Myshka is one of three different cats located near Bonecloak's Apothecary that can be asked to keep company if died in Act One, and the party has spoken to her about how she feels lonely without him.
== Dialogue ==
=== Without Speak with Animals ===
Myshka: *Mrrrrrrreow!*
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** Myshka: *Mrrriaow?*
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** Myshka: *HISS!*
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** Myshka: *Rrrrrrrow.*
** Narrator: *The cat seems reluctant to part from you.*
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*** Myshka: *Hiss!*
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*** Myshka: *Rrrriow!*
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** Myshka: *Hiss!*
* Myshka: *Mew!*
=== With Speak with Animals ===
Myshka: Are yerrrr mer mermer?
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** Myshka: Nervermernd.
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** Narrator: *It speaks a feline dialect called 'Mriaer'. It wants to know if you're its mother.*
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**** Myshka: Derrerth Bernclerk... hnr...
**** Myshka: Erker.
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**** Myshka: Errr erm a kert. Er gerrrrrd kert.
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****** Myshka: Derrerth Bernclerk... hnr...
****** Myshka: Erker.
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****** Myshka: Er... Erker. Gerdber.
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**** Myshka: MERMER!
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** Narrator: *Nothing springs to mind.*
* Myshka: Yerrrrrs?
* Myshka: MERMER!
* Myshka: Erker.
== Notes ==
* Myshka is a diminutive of mouse in many Slavic languages.
== References ==
== External links ==
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Category:Cats
Category:Beasts
Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Mysterious Sharran Wound (Condition)

== Notes ==
This is a condition exclusive to Shadowheart. It lasts for 1 turn and triggers at several points during the story. The following events are known to trigger the wound:
*Convincing Kagha to release Arabella.
*Shadowheart looks at the broken Selûne statue in the Blighted Village.
*Opening the gilded chest in the Owlbear Nest.
*Letting the Owlbear Cub live.
*Shadowheart revealing to the player character, that she worships Shar, (only if she is persuaded or intimidated).
*When Shadowheart shares the wolf vision.
*Curing Thulla's poison.
*Receiving from Isobel.
*Entering Candulhallow's Tombstones.
*Allowing a party member other than Shadowheart to complete the Soft-Step Trial.
*Freeing Yurgir from his contract.
*Visiting the Philgrave's Mansion room filled with corpses.
Mystic Arcanum

Mystic Arcanum is a level 11 Warlock class feature in which they learn one 6th Level spell. You can cast this spell once per Long Rest, and it does not expend a spell slot.
== Description ==
Your patron bestows upon you a magical secret called an arcanum. Choose one 6th Level spell from the Warlock Spell list. You can cast your arcanum spell once without expending a spell slot. You must finish a Long Rest before you can do so again.
== Available Spells ==
Choose one 6th Level spell from the Warlock Spell list:
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Category:Class features
Mystra

Mystra is the goddess of magic. She is associated with the domains of Arcana and Knowledge. Player character Clerics have the option to select Mystra as their patron deity.
__NOTOC__
==Overview==
Mystra oversees the Weave and spreads arcane knowledge to mortal spellcasters. Her clerics preserve ancient lore and protect bastions of magical energy.
Mystra plays a predominantly indirect, but major, role in story, whether he is chosen as an origin or a companion. 
It is possible (but perhaps not guaranteed), for Gale to be granted an audience with Mystra during Act 3. If this audience is attended, it is allowed to view the confrontation, but not control the dialogue unless Gale is chosen as origin.
 is Mystra's current champion during the events of Baldur's Gate 3.
A character named is referred to as a 'cleric of Mystra' by multiple item descriptions.
==Related items==
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== Related literature ==
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== Related characters ==
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== Related locations==
* An Altar to Mystra can be found inside the in the Lower City area of Baldur's Gate.
==Gallery==
Mystra Icon.png|Symbol of Mystra: a river surrounded by seven stars.
Mystra Model.png|Model
konstantin-melnik-myst-f2.webp|Statue.
Mystra.png|Avatar of Mystra
Mystra Concept Art.webp|Concept art.
== External links ==
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Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Category:Gods
Mîran

Fist Mîran is a member of the Flaming Fist in Rivington during Act Three.
== Involvement ==
=== Act Three ===
Mîran patrols the fortifications at the South Span Checkpoint. Upon interaction, Mîran strongly hints to the party that they need to leave the patrol area.
== Combat ==
=== Attacks and abilities ===
=== Notable loot ===
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Category:Humans
Category:Humanoids
Category:Members of the Flaming Fist
Category:Characters
Category:Characters in Rivington
Category:Characters in Act Three
Category:Rangers
Nadi

Zealot Nadi is a half-orc Zealot of the Absolute, found at Moonrise Towers in Act Two. He can be found stationed next to the cells in Moonrise Towers Prison.
== Involvement ==
=== Moonrise Towers ===
Nadi can be first encountered in the Moonrise Towers Prison, standing guard at the very end of the prison's walkable space.
Should the party attempt to and from the prison, Nadi can join in pursuit of the escapees should the cells be opened (either by the party, or by the Warden). Nadi can then engage the prisoners in combat and kill them if the party does not intervene.
=== Defending Moonrise Towers ===
If the is freed and the Harpers launch their assault on Moonrise Towers, Nadi is killed during the subsequent battle. His corpse is situated on the bridge leading into Moonrise Towers proper, surrounded by Holy Fire, at .
== Combat ==
=== Attacks and abilities ===
==== Tactician and above ====
=== Notable loot ===
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Category:Half-Orcs
Category:Humanoids
Category:Followers of the Absolute
Category:Characters
Category:Characters in Moonrise Towers
Category:Characters in Act Two
Category:Paladins