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| name = Strange Ox
| name = Strange Ox
| full name = Zlorb
| full name = Zlorb
| image =  
| va =
<gallery>
| image = <gallery>
Strange Ox.png|In-game
Strange Ox.png|In-game
Portrait Ox.png|Portrait
Portrait Ox.png|Portrait
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==Involvement==
==Involvement==
=== Act One ===
=== Act One ===
Walking past the Strange Ox will prompt a {{Ability Check|Insight|10}} to notice its odd behavior. A character who passes the check can talk to the Strange Ox via {{SAI|Speak with Animals}} or {{SmRarityItem|Potion of Animal Speaking}} and make a {{Ability Check|Arcana|10}} to investigate further. Passing this check confirms the creature isn't what it appears to be.
Walking past the Strange Ox prompts a {{Ability Check|Insight|10}} to notice its odd behavior. A character who passes the check can talk to the Strange Ox via {{SAI|Speak with Animals}} or {{SmRarityItem|Potion of Animal Speaking}} and make a {{Ability Check|Arcana|10}} to investigate further. Passing this check confirms the creature isn't what it appears to be.


The party must then successfully pass a {{Ability Check|Persuasion|10}}, {{Ability Check|Intimidation|10}}, or {{Ability Check|Deception|10}} to pressure the Ox into revealing its secret. If the roll is successful, the Ox will tell the party that he is heading to Baldur's Gate but refuse to elaborate any further.
The party must successfully pass a {{Ability Check|Persuasion|10}}, {{Ability Check|Intimidation|10}}, or {{Ability Check|Deception|10}} to pressure the Ox into revealing its secret. On success, the Ox tells the party that he is heading to Baldur's Gate but refuses to elaborate further.


Attacking the Strange Ox in Act One will cause its caretaker, {{CharLink|Toron}}, and neighboring oxen to become hostile. The ox drops pools of [[acid]] when damaged; on death, it drops a {{SAI|Glyph of Warding: Acid}} that immediately explodes for {{DamageText|8d8|acid}} damage.
Attacking the Strange Ox in Act One causes its caretaker, {{CharLink|Toron}}, and neighboring oxen to become hostile. The ox drops pools of [[acid]] when damaged. On death, it drops a {{SAI|Glyph of Warding: Acid}} that immediately explodes for {{DamageText|8d8|acid}} damage.


Note that if you choose to [[Raid the Emerald Grove]] and attack the refugees, the Strange Ox disappears along with the other oxen when the grove goes into siege preparation mode, and will survive to be encountered later on.
If the completing {{Quest|Raid the Emerald Grove}} and attacking the refugees, the Strange Ox disappears with the other oxen when the grove prepares for the siege, and can be encountered later on.


=== Act Two ===
=== Act Two ===
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| t passives = Blindsight, Caustic Strikes, Darkvision, Extra Attack, Opportunity Attack
| t passives = Blindsight, Caustic Strikes, Darkvision, Extra Attack, Opportunity Attack
}}
}}
Walking towards the Strange Ox in the stables of the [[Last Light Inn]] will prompt a {{Ability Check|Insight|10}} to recall whether you've seen it before; passing this check is not necessary to talk to the Strange Ox. With {{SAI|Speak with Animals}}, you can continue the conversation you started in the [[Druid Grove]]. Regardless of what option you choose, you will need to pass a {{Ability Check|Persuasion, Perception, Nature|14}} to continue.
Walking towards the Strange Ox in the stables of the [[Last Light Inn]] prompts a {{Ability Check|Insight|10}} to recall whether the player character has seen it before. Passing this check is not necessary to talk to the Strange Ox. With {{SAI|Speak with Animals}}, the party can continue the conversation from the [[Emerald Grove]]. Regardless, the interacting party member must pass a {{Ability Check|Persuasion, Perception, Nature|14}} to continue.


A successful roll results in the Ox telepathically showing you images of disfigured corpses with the sound of screaming in the background. Failing the check causes the conversation to end, but you are still able to continue speaking with the Ox, essentially skipping the check.  
On success, the Ox telepathically shows images of disfigured corpses with the sound of screaming in the background. Failing the check causes the conversation to end, but it is still possible to continue speaking with the Ox, essentially skipping the check.


Pressuring it to reveal its true identity results in the Ox threatening you. You can choose to either end the conversation here, or continue asking questions. Questioning the Ox further will result in it turning hostile, deforming into a cyan version of an [[Ochre Jelly]] and entering combat with your party. Before doing so he tells the player he was only looking for a simple life of hay and a clean stable to live in. Alternatively, telling the creature that its secrets are safe with you will end the conversation peacefully ({{Approval|Shadowheart|+1}} {{Approval|Astarion|+1}}).
Pressuring it to reveal its true identity causes the Ox threatening the party. The conversation can either end here or the interacting party member can continue asking questions. Questioning the Ox further causes it to turn hostile, deforming into a cyan version of an [[Ochre Jelly]] and entering combat. Before doing so, he tells the player character that he was seeking a simple life of hay and a clean stable to live in. Alternatively, telling the creature that its secrets are safe ends the conversation peacefully ({{Approval|Shadowheart|+1}} {{Approval|Astarion|+1}}).


If the player character is [[The Dark Urge]], they will relate to the ox's revelations and have the option to tell it about their own murderous nature, to which it will remark that the player may be a kindred spirit, but it only wishes to be an ox. The player can either respect it or chastise it for not giving in to its bloodlust - the latter option will cause the player to brutally attack the creature mid-dialogue, killing it without initiating combat as it struggles to retain its ox form until the very end. Note: If you kill it using [[The Dark Urge]] option, you will not get any EXP aside from inspiration.
If the player character is [[The Dark Urge]], they relate to the ox's revelations and can tell it about their own murderous nature, to which it remarks that they may be a kindred spirit, but only wishes to be an ox. The player character can either respect or chastise it for not giving in to its bloodlust - the latter option causes the Dark Urge to brutally attack the creature mid-dialogue, killing it without initiating combat as it struggles to retain its ox form until the very end. Note: If killing the Ox using [[The Dark Urge]], no XP is gained aside from inspiration.


=== Act Three ===
=== Act Three ===
If you didn't kill the strange ox during [[Act Two]], then you can find him again at the beginning of [[Act Three]] in {{Coords|36|-149|Rivington}} on a hill west of the requisitioned barn. Approaching him will again trigger a {{Ability Check|Insight|10}} check to confirm his likeness. This time, the Ox is glad to see you. He was worried about your mental health since your last encounter with him, but perhaps he's just faking it because he needs something from you.
If the Strange Ox survived into [[Act Three]], it can be encountered at {{Coords|36|-149|Rivington}} on a hill west of the requisitioned barn. Approaching him triggers a {{Ability Check|Insight|10}} check to confirm his likeness. This time, the Ox is glad to see the party. He was worried about the party's mental health since the previous encounter, but perhaps he's just faking it because he needs something from you.


Just like in Act Two, you can question the Ox about his true nature and just like the last time, this will trigger him to become hostile and deform into his natural shape. Any other conversation path will lead to you obtaining the quest [[Help the Devilish Ox]]. If you decide to actually help the Ox, he will turn into an apple on the stable floor that can be picked up. The moment you enter the [[Lower City]] with him inside a party member's inventory the quest ends and he disappears, leaving behind his {{SmRarityItem|Shapeshifter's Boon Ring}} and a {{SmRarityItem|Slightly Slimy Note}}. If entering the Lower City before speaking to the Ox, it will also disappear but the quest neither can't be started, in case it was not started before, nor can the Ox be recruited for the [[Gather Your Allies]] quest.
Just like in Act Two, you can question the Ox about his true nature and just like the last time, this triggers him to become hostile and deform into his natural shape. Any other conversation path leads to initiating {{Quest|Help the Devilish Ox}}. If the party decide to help the Ox, he turns into an apple on the stable floor that can be picked up. The moment the party enter the [[Lower City]] with him inside a party member's inventory, the quest ends and he disappears, leaving behind his {{SmRarityItem|Shapeshifter's Boon Ring}} and a {{SmRarityItem|Slightly Slimy Note}}. If entering the Lower City before speaking to the Ox, it disappears but the quest cannot be started, if it was not started previously, nor can the Ox be recruited for {{Quest|Gather Your Allies}}.


Completing [[Help the Devilish Ox]], allows you to summon him using a [[Gather Your Allies (class action)]] during [[Confront the Elder Brain]]. Here he reveals his true form as [https://forgottenrealms.fandom.com/wiki/Phasm Phasm], a type of [[Ooze]] with a true form similar to an [[Ochre Jelly]] that can shapeshift into a variety of different monsters with unique abilities during combat. The tooltip on the summoning action [[An Apple a Day]] reveals the Phasm's name to be '''Zlorb'''.
Completing {{Quest|Help the Devilish Ox}} allows the party to summon him using a [[Gather Your Allies (class action)]] during [[Confront the Elder Brain]]. He reveals his true form as [https://forgottenrealms.fandom.com/wiki/Phasm Phasm], a type of [[Ooze]] with a true form similar to an [[Ochre Jelly]] that shapeshifts into different monsters with unique abilities during combat. The tooltip on the summoning action [[An Apple a Day]] reveals the Phasm's name to be '''Zlorb'''.


{{Infobox creature
{{Infobox creature
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}}
}}


===Attacks and Abilities (Act 2)===
== Combat ==
=== Attacks and abilities (Act 2) ===
{{Feature box|Ochre Sputum}}
{{Feature box|Ochre Sputum}}


===Attacks and Abilities (Act 3)===
=== Attacks and abilities (Act 3) ===
{{Feature box|Alternate Form: Dire Wolf}}
{{Feature box|Alternate Form: Dire Wolf}}
{{Feature box|Alternate Form: Minotaur}}
{{Feature box|Alternate Form: Minotaur}}

Latest revision as of 10:34, 12 December 2024

The Strange Ox is a mysterious ox first encountered in the Emerald Grove in Act One.

Hail Cyric!
The real meaning of 'Moo'


Involvement[edit | edit source]

Act One[edit | edit source]

Walking past the Strange Ox prompts a DC 10 Insight check to notice its odd behavior. A character who passes the check can talk to the Strange Ox via Speak with Animals Speak with Animals or Potion of Animal Speaking and make a DC 10 Arcana check to investigate further. Passing this check confirms the creature isn't what it appears to be.

The party must successfully pass a DC 10 Persuasion check, DC 10 Intimidation check, or DC 10 Deception check to pressure the Ox into revealing its secret. On success, the Ox tells the party that he is heading to Baldur's Gate but refuses to elaborate further.

Attacking the Strange Ox in Act One causes its caretaker, Toron Toron, and neighboring oxen to become hostile. The ox drops pools of acid when damaged. On death, it drops a Glyph of Warding: Acid Glyph of Warding: Acid that immediately explodes for 8d8Damage Typesacid damage.

If the completing Raid the Emerald Grove Raid the Emerald Grove and attacking the refugees, the Strange Ox disappears with the other oxen when the grove prepares for the siege, and can be encountered later on.

Act Two[edit | edit source]

Walking towards the Strange Ox in the stables of the Last Light Inn prompts a DC 10 Insight check to recall whether the player character has seen it before. Passing this check is not necessary to talk to the Strange Ox. With Speak with Animals Speak with Animals, the party can continue the conversation from the Emerald Grove. Regardless, the interacting party member must pass a DC 14 Persuasion, Perception, or Nature check to continue.

On success, the Ox telepathically shows images of disfigured corpses with the sound of screaming in the background. Failing the check causes the conversation to end, but it is still possible to continue speaking with the Ox, essentially skipping the check.

Pressuring it to reveal its true identity causes the Ox threatening the party. The conversation can either end here or the interacting party member can continue asking questions. Questioning the Ox further causes it to turn hostile, deforming into a cyan version of an Ochre Jelly and entering combat. Before doing so, he tells the player character that he was seeking a simple life of hay and a clean stable to live in. Alternatively, telling the creature that its secrets are safe ends the conversation peacefully (Shadowheart approves +1 Astarion approves +1).

If the player character is The Dark Urge, they relate to the ox's revelations and can tell it about their own murderous nature, to which it remarks that they may be a kindred spirit, but only wishes to be an ox. The player character can either respect or chastise it for not giving in to its bloodlust - the latter option causes the Dark Urge to brutally attack the creature mid-dialogue, killing it without initiating combat as it struggles to retain its ox form until the very end. Note: If killing the Ox using The Dark Urge, no XP is gained aside from inspiration.

Act Three[edit | edit source]

If the Strange Ox survived into Act Three, it can be encountered at Rivington X: 36 Y: -149 on a hill west of the requisitioned barn. Approaching him triggers a DC 10 Insight check check to confirm his likeness. This time, the Ox is glad to see the party. He was worried about the party's mental health since the previous encounter, but perhaps he's just faking it because he needs something from you.

Just like in Act Two, you can question the Ox about his true nature and just like the last time, this triggers him to become hostile and deform into his natural shape. Any other conversation path leads to initiating Help the Devilish Ox Help the Devilish Ox. If the party decide to help the Ox, he turns into an apple on the stable floor that can be picked up. The moment the party enter the Lower City with him inside a party member's inventory, the quest ends and he disappears, leaving behind his Shapeshifter's Boon Ring and a Slightly Slimy Note. If entering the Lower City before speaking to the Ox, it disappears but the quest cannot be started, if it was not started previously, nor can the Ox be recruited for Gather Your Allies Gather Your Allies.

Completing Help the Devilish Ox Help the Devilish Ox allows the party to summon him using a Gather Your Allies (class action) during Confront the Elder Brain. He reveals his true form as Phasm, a type of Ooze with a true form similar to an Ochre Jelly that shapeshifts into different monsters with unique abilities during combat. The tooltip on the summoning action An Apple a Day reveals the Phasm's name to be Zlorb.

Combat[edit | edit source]

Attacks and abilities (Act 2)[edit | edit source]

Generic Acid.webp
Ochre Sputum Ochre Sputum ()
D6 Acid.png 2d6 (2~12) Damage TypesAcid

Spit out an acidic substance and create an Acid Acid surface on impact.

 Range: 18 m / 60 ft

Attacks and abilities (Act 3)[edit | edit source]

Polymorph.webp
Alternate Form: Dire Wolf Alternate Form: Dire Wolf ()
Assume the form of a Dire Wolf.
Recharge: Per Turn
Polymorph.webp
Alternate Form: Minotaur Alternate Form: Minotaur ()
Assume the form of a Minotaur.
Recharge: Per Turn
Polymorph.webp
Alternate Form: Phase Spider Alternate Form: Phase Spider ()
Assume the form of a Phase Spider.
Recharge: Per Turn
Polymorph.webp
Alternate Form: Shadow Mastiff Alternate Form: Shadow Mastiff ()
Assume the form of a Shadow Mastiff.
Recharge: Per Turn
Generic Acid.webp
Ochre Sputum Ochre Sputum ()
D6 Acid.png 2d6 (2~12) Damage TypesAcid

Spit out an acidic substance and create an Acid Acid surface on impact.

 Range: 18 m / 60 ft
Generic Damage.webp
Pseudopod Pseudopod ()
+
D6 Acid.png 1d6 (1~6) Damage TypesAcid

Lash out with a slimy grey tentacle.

 Melee: 1.5 m / 5  ft

Notable loot[edit | edit source]

Related literature[edit | edit source]

Notes[edit | edit source]

  • The Strange Ox has a hidden passive that generates a 3 m / 10 ft radius Acid Acid surface when struck.