More actions
Kressa Bonedaughter is a member of the Followers of the Absolute that may be found in the sanctum north of the Barracks in the Mind Flayer Colony, rallying her fellow cultists, Hairy Henry, Ironfinger and Maghtew Budj. She provides a buff called Myrkul's Gift.
Kressa Bonedaughter | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Level 8 | |||||||||||||
Voiced by | Bronwen Price | ||||||||||||
Information | |||||||||||||
Title | Mistress of Souls | ||||||||||||
Race | Human | ||||||||||||
Class | Wizard | ||||||||||||
Family | Maghtew Budj (husband) | ||||||||||||
Stats | |||||||||||||
Size | Medium | ||||||||||||
Type | Humanoid | ||||||||||||
Armour Class | 15 | ||||||||||||
Hit points |
| ||||||||||||
Weight | 75 kg (150 lb) | ||||||||||||
Initiative | +2 | ||||||||||||
Ability scores | |||||||||||||
| |||||||||||||
Proficiency bonus | +3 | ||||||||||||
Saving throws |
| ||||||||||||
Conditions | |||||||||||||
| Base AC is 13. | ||||||||||||
Features | |||||||||||||
| Make an additional free attack after an unarmed or weapon attack. | ||||||||||||
| Spells deal an additional 1d8 Necrotic damage. | ||||||||||||
| Automatically attack an enemy moving out of your reach. | ||||||||||||
| Allies aren't damaged by your evocation spells. | ||||||||||||
| If your attack misses, deal bludgeoning damage anyway. |
Overview
Background
Kressa is a Myrkulite necromancer working under Balthazar, performing research and experiments on tadpolled victims in the Mind Flayer Colony.
Related quests
History
Spoiler warning! This section reveals interactions with The Dark Urge.
“ | Kressa the Myrkulite necromancer patched you together... you were a tadpoled wreck down in this fleshpit. Nearly dead, head half-caved in. She said you were the first ever tadpoling victim. You're either one-in-a-million unlucky, or someone hated those stinking guts of yours to do such filthy work. Bloody vengenace seems appropriate. |
„ |
— Quest journal entry after speaking with Kressa |
Involvement
When approached at the Barracks, Kressa will guess that, because the party is wandering around despite there being an active evacuation order from General Ketheric Thorm, they must be the attackers they were warned against. Unless a Deception dialogue option is chosen, combat will initiate. Otherwise, Kressa and her fellow cultists will disperse towards their rooms in the Barracks. When talked to again, she can give characters the Myrkul's Gift buff as well.
Spoiler warning! This section reveals interactions with The Dark Urge.
A Performance dialogue option can be taken to pretend The Dark Urge is still docile, but continuing the charade will still end in combat with the added detriment of not getting any of the exposition above.
After battle, The Dark Urge will remember that they were in the colony on their own business before someone ambushed them and left them to their fate.Combat
Spells and abilities
- Tactician
Notable loot
Related literature
Notes
- Despite being named as a necromancer at several points, Kressa instead seems to be an Evocation Wizard.
External links