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Strange Ox: Difference between revisions
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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 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 | 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. | 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. |
Revision as of 08:05, 28 October 2024
“Moo!„
Interactions
Act One
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 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, 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.
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
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 , 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 ( +1 +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.
Attacks and Abilities (Act 2)
Act Three
“ | Hail Cyric! |
„ |
— The real meaning of 'Moo' |
If you didn't kill the strange ox during Act Two, then you can find him again at the beginning of Act Three in Rivington X: 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 3)
Notable loot
- Hat of Fire Acuity (only if killed in Act Two or Act Three)
- Shapeshifter's Boon Ring (if killed in any Act or as a reward in Act Three)
Related literature
Notes
- The Strange Ox has a hidden passive that generates a
3m / 10ft
radius Acid surface when struck.