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{{PageSeo
{{PageSeo
| title = Strange Ox
| description = The Strange Ox is a recurring Beast that appears in all three acts of the game.
| description = The Strange Ox is a recurring Beast that appears in all three acts of the game.
| image = Strange Ox.png
| image = Strange Ox.png
}}
}}
{{CharacterInfo
{{Infobox creature
|name=Strange Ox
| name = Strange Ox
|image=[[File:Strange Ox.png|350px]]
| image =  
|title=Odd Creature
<gallery>
|level=3
Strange Ox.png|In-game
|STR=18
Portrait Ox.png|Portrait
|DEX=10
Ox Model.png|Model
|CON=14
</gallery>
|INT=2
| level = 3
|WIS=10
| str = 18
|CHA=4
| dex = 10
|race=Beast
| con = 14
|type=Beast
| int = 2
|HP=15
| wis = 10
|AC=10
| cha = 4
|speed=9m / 30ft
| role = [[Attached Follower]]
|size=Large
| race = [[Beast]]
|weight=600kg / 1200 lbs
| type = [[Beast]]
|init=+0
| hp = 15
|passive={{SmIconLink|Generic Darkness Icon.png|Blindsight|Blindsight}}<br>{{SmIconLink|Darkvision Icon.png|Darkvision (Passive Feature)|Darkvision}}<br>
| t hp = 15
|slashing=Resistant
| e hp = 15
|acid=Immune
| ac = 10
|lightning=Resistant
| size = [[Large]]
|location=[[The Hollow]], [[Druid Grove]], [[Last Light Inn]], [[Rivington]]
| movement m = 9
|alt-name = Model
| movement ft = 30
|alt-image=[[File:Ox Model.png|350px]]
| weight kg = 600
| weight lb = 1200
| resistances = slashing resistance full, acid immunity, lightning resistance full
| passives = Blindsight, Darkvision, Opportunity Attack
| t passives = Blindsight, Caustic Strikes, Darkvision, Extra Attack, Opportunity Attack
}}
}}
The '''Strange Ox''' is a mysterious ox first encountered in the [[Emerald Grove]] in [[Act One]].
{{Q|Hail Cyric!|The real meaning of 'Moo'}}


'''Strange Ox''' is a recurring Beast character that appears in all three acts of the game. First in the [[Druid Grove]], then [[Last Light Inn]], and eventually [[Rivington]].
==Involvement==
=== 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.


{{Q|Moo!|Strange Ox}}
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.


== Notable Loot ==
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.
* {{SmIconLink|Common Ring Icon.png|Shapeshifter's Boon Ring}}
* {{SmIconLink|Wizard Hat Icon.png|Hat of Fire Acuity}}


== Chapter One ==
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.
Walking past the Strange Ox will prompt a DC 10 [[Insight]] check to notice it's oddity. A character who passes the check can talk to the Strange Ox and make a DC 10 [[Arcana]] check to investigate further. Passing this check confirms the creature isn't what it appears to be.


== Chapter Two ==
=== Act Two ===
Walking towards the Strange Ox will prompt a DC 10 [[Insight]] check whether you've seen it before, passing this check is not necessary to talk to the Strange Ox. With [[Speak with Animals]] you continue the conversation you started in the [[Druid Grove]]. Regardless of what option you choose, you will need to pass either a DC 14 [[Persuasion]], [[Perception]] or [[Nature]] check to continue.  
{{Infobox creature
| name = Strange Ox (Act 2)
| image = Zlorb Model.png
| level = 6
| str = 15
| dex = 15
| con = 15
| int = 16
| wis = 15
| cha = 14
| race = [[Ooze]]
| type = Ooze
| hp = 132
| e hp = 116
| t hp = 163
| ac = 12
| size = Medium
| movement m = 9
| weight kg = 180
| resistances = slashing resistance full, acid immunity, lightning resistance full
| passives = Blindsight, Darkvision, 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.
 
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.
 
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}}).
 
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.
 
=== 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.
 
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.
 
Completing [[Help the Devilish Ox]], allows you to summon him using [[Gather Your Allies (class action)]] during [[Confront the Elder Brain]]. Here he reveals his true form as an [[Ooze]] named '''Zlorb''' who can shift into a variety of different monsters with unique abilities during combat.
 
{{Infobox creature
| name = Strange Ox (Act 3)
| image = Zlorb Model.png
| level = 9
| str = 18
| dex = 10
| con = 14
| int = 16
| wis = 15
| cha = 14
| race = Ooze
| type = Ooze
| hp = 212
| e hp = 196
| t hp = 243
| ac = 12
| size = Large
| movement m = 9
| weight kg = 600
| resistances = slashing resistance full, acid immunity, lightning resistance full
| passives = Blindsight, Darkvision, Opportunity Attack
| t passives = Blindsight, Caustic Strikes, Darkvision, Extra Attack, Opportunity Attack
}}
 
===Attacks and Abilities (Act 2)===
{{Feature box|Ochre Sputum}}


Succeeding results in the Ox telephatically 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.
===Attacks and Abilities (Act 3)===
{{Feature box|Alternate Form: Dire Wolf}}
{{Feature box|Alternate Form: Minotaur}}
{{Feature box|Alternate Form: Phase Spider}}
{{Feature box|Alternate Form: Shadow Mastiff}}
{{Feature box|Ochre Sputum}}
{{Feature box|Pseudopod}}


Pushing it further results in the Ox threatening you. You can choose to either end it here, or continue questioning him. Questioning him further will result in the Ox 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.
=== Notable loot ===
* {{MdRarityItem|Hat of Fire Acuity}} (only if killed in Act Two or Act Three)
* {{MdRarityItem|Shapeshifter's Boon Ring}} (if killed in any Act or as a reward in Act Three)


== Chapter Three ==
== Related literature ==
If you didn't kill the strange ox during [[Chapter Two]], then you can find him again at the beginning of [[Chapter Three]] in [[Rivington]] just west of the requisitioned barn. Approaching him will again trigger a DC10 [[Insight]] 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.
* {{MdRarityItem|Slightly Slimy Note}}


Just like in [[Chapter 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, you can pick him up in the stable that you found him in. The moment you enter the [[Lower City]] with him inside your inventory the quest end and he disappears, leaving behind a [[Slightly Slimy Note]].
== Notes ==
{{notebegin}}
* The Strange Ox has a hidden passive that generates a {{c|3m / 10ft}} radius {{Area|Acid}} surface when struck.
{{noteend}}


{{CharactersNavbox}}
{{Emerald Grove}}
{{Shadow-Cursed Lands}}
{{Rivington}}
[[Category:Characters]]
[[Category:Characters in the Emerald Grove]]
[[Category:Characters in the Shadow-Cursed Lands]]
[[Category:Characters in Rivington]]
[[Category:Characters in Act One]]
[[Category:Characters in Act Two]]
[[Category:Characters in Act Three]]
[[Category:Beasts]]
[[Category:Beasts]]
[[Category:Characters in Chapter One]]
[[Category:Oozes]]
[[Category:Characters in Chapter Two]]
[[Category:Attached Followers]]
[[Category:Characters in Chapter Three]]

Latest revision as of 08:17, 28 October 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 will prompt 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 then successfully pass a DC 10 Persuasion check, DC 10 Intimidation check, or DC 10 Deception check 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.

Attacking the Strange Ox in Act One will cause 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.

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.

Act Two[edit | edit source]

Walking towards the Strange Ox in the stables of the Last Light Inn will prompt a DC 10 Insight check to recall whether you've seen it before; passing this check is not necessary to talk to the Strange Ox. With Speak with Animals 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 DC 14 Persuasion, Perception, or Nature check 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.

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 (Shadowheart approves +1 Astarion approves +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.

Act Three[edit | edit source]

If you didn't kill the strange ox during Act Two, then you can find him again at the beginning of Act Three in RivingtonX: 36 Y: -149 on a hill west of the requisitioned barn. Approaching him will again trigger a DC 10 Insight check 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.

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 Shapeshifter's Boon Ring and a 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.

Completing Help the Devilish Ox, allows you to summon him using Gather Your Allies (class action) during Confront the Elder Brain. Here he reveals his true form as an Ooze named Zlorb who can shift into a variety of different monsters with unique abilities during combat.

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 3m / 10ft radius Acid Acid surface when struck.