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Kagha

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Kagha is a wood elf druid in the Emerald Grove during Act One. She was Halsin's Second Druid, but named herself First Druid in his absence. She enacted the Rite of Thorns to seal the Grove off, no matter the consequences.

Portrait Kagha.png
A viper bares her fangs defending her brood. Is it not her nature to strike at invaders?
Kagha, defending her actions

Overview

Personality

Kagha is willing to take drastic action to prove her authority over the Emerald Grove. She views the tiefling refugees as parasites and refers to them as devils and a rot to be cleansed.

Kagha justifies her actions as those of a watchful broodmother. As such, Kagha admires drow and duergar for their culture of self-preservation. If the player character is a drow or duergar, she attempts to appeal to them by calling their presence a gift.

Involvement

Act One

Zevlor Zevlor requests the party's aid on dealing with the acting Archdruid of the Grove, Kagha. He says that she and the other druids are preparing a ritual to seal off the Grove from the rest of the world, endangering the tiefling refugees.

Saving Arabella

Main article: Save Arabella

The party find Kagha reprimanding a tiefling child named Arabella Arabella for attempting to steal the Idol of Silvanus. The party and another druid, Rath Rath, can intervene to save her. Should the party fail to persuade Kagha or decide to not intervene, Arabella attempts to run, and Kagha's snake chases her down and kills her.

Investigate Kagha

Main article: Investigate Kagha

Kagha can be investigated and confronted by the party. This must be done before Halsin Halsin is rescued from the Goblin Camp. Otherwise, the quest is cancelled early.

If searching the sanctum, Kagha's personal chest can be found. Lockpicking it reveals a letter that advances Investigate Kagha Investigate Kagha and guides the party to a covert location in the Swamp, where the party can learn that Kagha is secretly planning to offer the Grove to the shadow druids of the Cloakwood.

If returning and confronting Kagha about her plan, the shadow druids reveal themselves and ask Kagha to attack the party and everyone else in the Sanctum. The party can persuade Kagha to see her wrongs and to instead join the Grove's druids.

Should Kagha survive, she shows remorse for her actions. She thanks the party and allows the tieflings to remain at the Grove for as long as they need. If the player character is a druid, she bestows them the title of Faithwarden and gifts them Pale Oak.

Kagha's fate

If the party do not kill Kagha themselves, her fate depends largely on whether she was persuaded to turn against the shadow druids, and whether Arabella died in her custody.

  • Kagha repented
    • Arabella lives, her parents live
      • Halsin allows Kagha to remain in the Grove, however she is demoted to novice. (If the party returns to the area later in Act 1, she will be standing on the path overlooking the grove -- near where Zevlor and Aradin fought when the party first arrived.)
    • Arabella died, her parents live
      • Halsin leaves her fate in Locke Locke and Komira Komira's hands. They will attempt to poison Kagha at the party, which will kill her unless the party intervenes.
      • If the party convinced Locke and Komira to spare Kagha, the poison can be cured (e.g. with Lesser Restoration). Kagha thanks the party profusely and vows to improve herself.
  • Kagha did not repent
    • Arabella died, her parents live
      • Halsin leaves her fate in Locke Locke and Komira Komira's hands. They will attempt to poison Kagha at the party, which will kill her unless the party intervenes.
      • If the party convinced Locke and Komira to spare Kagha, the poison can be cured (e.g. with Lesser Restoration). Kagha thanks the party profusely and vows to improve herself.
    • Arabella and her Parents died
      • Kagha is exiled from the Emerald Grove, and all Groves of Silvanus.
    • Convinced to let Arabella go earlier
      • Kagha is demoted to the most junior rank of druid

Combat

Attacks and abilities

Kagha has an ability kit similar to a Level 5 druid, including the ability to cast spells using Level 3 Spell Slots.

Cure Wounds.webp
Cure Wounds Cure Wounds ()

Heal a creature you can touch.

 Melee: 1.5 m / 5  ft
Heat Metal.webp
Heat Metal Heat Metal ()
D8 Fire.png 2d8 (2~16) Damage TypesFire

Cause a metal weapon or armour to glow red-hot and force the wearer to let go or receive Disadvantage Icon.png Disadvantage on Attack rolls and Ability Checks.

If the creature is only wearing metal armour, it always receives Disadvantage.

If the creature is still touching the metal, you can use a bonus action on subsequent turns to deal another 2d8Damage TypesFire and force the creature to let go or receive Disadvantage.

CON Save
 Range: 18 m / 60 ft
Main Hand Attack.webp
Main Hand Attack Main Hand Attack ()   –  dagger
Normal weapon damage Make a melee attack with your equipped weapon.
 Melee: 1.5 m / 5  ft
Misty Step.webp
Misty Step Misty Step ()
Surrounded by silver mist, you teleport to an unoccupied space you can see.
 Range: 18 m / 60 ft
Moonbeam.webp
Moonbeam Moonbeam ()
D10 Radiant.png 2d10 (2~20) Damage TypesRadiant

Call down a beam of light that damages any creatures that enters the beam or starts its turn in the light. You can use an Action to move the beam 18 m / 60 ft.

CON Save
 Range: 18 m / 60 ft
AoE: 1 m / 3 ft (Radius)
Off-Hand Attack Melee.webp
Off-Hand Attack (Melee) Off-Hand Attack (Melee) ()   –  Scimitar
Normal weapon damage Make a melee attack with your off-hand weapon.
 Melee: 1.5 m / 5  ft
Plant Growth.webp
Plant Growth Plant Growth ()
Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their Movement Speed quartered.
  • There is no Saving throw against this effect.
  • Any Damage TypesFire damage will burn away the surface, effectively ending the spell.
 Range: 18 m / 60 ft
Thunderwave.webp
Thunderwave Thunderwave ()
D8 Thunder.png 2d8 (2~16) Damage TypesThunder

Release a wave of thunderous force that pushes away all creatures and objects in an area, while also dealing Damage TypesThunder damage.

CON Save
 Melee: 1.5 m / 5  ft
AoE: 5 m / 17 ft (Cube)
Wild Shape Wolf.webp
Wild Shape: Wolf Wild Shape: Wolf ()

Assume the shape of a dire wolf that can Incite Incite allies and Distract Distract enemies. The dire wolf has a starting health of HP Icon.png 18 hit points that increase every two druid levels.

While in animal shape, you can't talk or cast spells. You take on the attributes of your beast form - excluding your Intelligence, Wisdom, and Charisma scores.

When your beast form drops to 0 hit points, you revert to your normal form.

Allies

Notable loot

Related literature

Related quests

Speak with Dead

Kagha can be spoken to with Speak with Dead Speak with Dead.

Party member: What happened to you? How did you come to die?

  • Kagha: Punished for... protecting the grove...

Party member: From where do you hail?

  • Kagha: Born to the circle... belonged to the circle...

Party member: What did you mean to accomplish in the circle?

  • Kagha: Complete the Rite of Thorns... safe from the coming storm...

Party member: Why did you take the tiefling girl?

  • Kagha: Stole the idol... needed for ritual... choice and consequence...

Party member: Why did you ally with the Shadow Druids?

  • Kagha: The power to... protect my people... sanctuary...

Gallery

Notes

  • "Ssifisv," the command she gives Teela, is a draconic command to step down.
  • In combat, Kagha prioritizes maintaining Moonbeam above all other actions. This can often lead her to walk into her own Moonbeam. It can also cause the deaths of nearby NPCs with low HP such as Loic or Silver.

External links

Kagha on the Forgotten Realms Wiki