Yr’rk together with Raider Ahu’u’rag is patrolling the main corridor of the Crèche, walking from the door to the Infirmary to the Hatchery door, and then to the entrance of the Captain’s Quarters, never entering any of these locations.
If spoken to, he will tell the party not to distract yanki (i.e. youths and kids) from training and also think aloud that too bothersome strangers would serve as a good training dummy. If the player character is a Githyanki themselves, Yr’rk will cautiously mention that Sa’varsh Kethk instructs the trainees harder than usual.
He will become hostile to the party if they choose to walk back through the Crèche after speaking to the Inquisitor and starting a fight.
Normal weapon damage + Superiority DieWeapon damage
Spend a superiority die to deal Weapon Damage + 1d8 Physical damage and potentially force the target to drop the weapons they are holding.