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Qen

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Warrior Qen is a githyanki warrior found in Act One. He is a member of githyanki commune residing in the Crèche Y’llek before arrival of Inquisitor W'wargaz' entourage.

Involvement[edit | edit source]

Qen can be first met when approaching Crèche Y’llek through the Cliffside entrance. He can be seen conversing with G'r'ath Raider G'r'ath, and is one of the sentries who will approach and question the party if they try to infiltrate the Crèche through the hidden tunnel.

In general, possible dialogue choices don’t differ much from those that are available when speaking with Far'aag Gish Far'aag at the Monastery Basement entrance. Depending on player’s choices and Ability checks, Qen might let them pass or attack the party. If convinced, he will bid them to report to Therezzyn Kith'rak Therezzyn as quickly as possible.

Speaking to Qen after infiltrating the Crèche, he will bid non-githyanki characters to leave him alone, stating that “the watch must remain undisturbed.” If spoken to by a githyanki, he will tell them to “walk well.”

After the party infiltrates the Crèche, Qen along with G'r'ath can be found guarding the same pass above the Trade Post of the Crèche.

He will become hostile to the party if they fail to explain their attempt to infiltrate the Crèche, or choose to walk back through the Crèche after speaking to the Inquisitor and start a fight.

Combat[edit | edit source]

Attacks and abilities[edit | edit source]

Main Hand Attack.webp
Main Hand Attack Main Hand Attack ()   –  Githyanki Greatsword
Normal weapon damage
Make a melee attack with your equipped weapon.
 Melee: 1.5 m / 5  ft
Disarming Attack Melee.webp
Disarming Attack (Melee) Disarming Attack (Melee) ()
Normal weapon damage
+ Superiority Die Damage TypesWeapon damage
Spend a superiority die to deal Weapon Damage + 1d8 Physical damage and potentially force the target to drop the weapons they are holding.
Second Wind.webp
Second Wind Second Wind ()
D10 Healing.png 1d10 (1~10) hit points
+
Fighter Level hit points
Draw on your stamina to protect yourself. You regain 1d10 + Fighter Levelhit points.
 Range: Self

External links[edit | edit source]