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Strange Ox: Difference between revisions
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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. | 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. | ||
If the | 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 === |
Latest revision as of 10:34, 12 December 2024
“ | 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 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, and neighboring oxen to become hostile. The ox drops pools of acid when damaged. On death, it drops a that immediately explodes for 8d8acid damage.
If the completing
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 , 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 ( +1 +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 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 .
. 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 theCompleting 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.
allows the party to summon him using aCombat[edit | edit source]
Attacks and abilities (Act 2)[edit | edit source]
Attacks and abilities (Act 3)[edit | edit source]
Notable loot[edit | edit source]
- Hat of Fire Acuity (only if killed in Act Two or Act Three)
- Shapeshifter's Boon Ring (if killed or traded with in any Act or as a reward in Act Three)
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 surface when struck.