Booyahg Culk
STR
DEX
CON
INT
WIS
CHA
8 (-1)
12 (+1)
10 (0)
12 (+1)
8 (-1)
8 (-1)
STR
DEX
CON
INT
WIS
CHA
-1
+1
0
+1
-1
-1
Athletics
Acrobatics
Perception
-1
1
-1
Has Disadvantage on Dexterity and Charisma checks.
Cannot move or act and automatically fails Strength /Dexterity saving throws. Attacks against it have Advantage and automatically critical hits within melee distance.
Can see in the dark up to 12 m / 40 ft.
Automatically attack an enemy moving out of your reach.
STR
DEX
CON
INT
WIS
CHA
8 (-1)
12 (+1)
10 (0)
12 (+1)
8 (-1)
8 (-1)
STR
DEX
CON
INT
WIS
CHA
-1
+1
0
+1
-1
-1
Athletics
Acrobatics
Perception
-1
1
-1
Has Disadvantage on Dexterity and Charisma checks.
Cannot move or act and automatically fails Strength /Dexterity saving throws. Attacks against it have Advantage and automatically critical hits within melee distance.
Can see in the dark up to 12 m / 40 ft.
Automatically attack an enemy moving out of your reach.
STR
DEX
CON
INT
WIS
CHA
8 (-1)
12 (+1)
10 (0)
12 (+1)
8 (-1)
8 (-1)
STR
DEX
CON
INT
WIS
CHA
-1
+1
0
+1
-1
-1
Athletics
Acrobatics
Perception
-1
1
-1
Has Disadvantage on Dexterity and Charisma checks.
Cannot move or act and automatically fails Strength /Dexterity saving throws. Attacks against it have Advantage and automatically critical hits within melee distance.
Can see in the dark up to 12 m / 40 ft.
When you damage a creature larger than you, you can choose to deal 1d6Physical extra. Limited to once per combat.
Automatically attack an enemy moving out of your reach.
UID
S_GOB_Festivities_GoblinSleeper_02
UUID
99a48b2b-05dc-42f8-86f1-65c26f9f13da
Booyahg Culk is a goblin stationed in the Goblin Camp in Act One .
“
Can't you go be a True Soul somewhere else?
„
—
Culk , awakened from a drunken sleep
Involvement
Act One
Booyahg Culk can be found on the secluded northern edge of the Goblin Camp with several other goblins and bugbears who have fallen into a drunk slumber. If the party attack the cracked wall to gain entry into the Shattered Sanctum , it causes all nearby enemies to wake up and initiate combat. The party can also startle Culk awake by landing nearby with a Jump . It is possible to avoid combat by passing a skill check.
[PERSUASION] Hush now. Go back to sleep. (DC 10)
[DROW] None of your concern. Back to your stupor.
[ILLITHID PERSUASION] [WISDOM] Nothing. Lie back down and be silent. (DC 2)
Combat
Attacks and abilities
External links
Characters
Locations Quests