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Yr'rk

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Warrior Yr’rk is a member of the githyanki commune at Crèche Y’llek before the arrival of W'wargaz Inquisitor W'wargaz during Act One.

Portrait Yr'rk.png
On second thoughts, perhaps an inquisitive istik would make a good practice dummy.
Yr'rk

Involvement[edit | edit source]

Act One[edit | edit source]

Yr’rk together with Ahu'u'rag 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 tells 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, Yr’rk cautiously mentions that Kethk Sa’varsh Kethk instructs the trainees harder than usual.

He becomes hostile to the party if they choose to walk back through the Crèche after speaking to the Inquisitor and starting a fight.

Combat[edit | edit source]

Attacks and abilities[edit | edit source]

Cleave.webp
Cleave Cleave ()   –  Githyanki Greatsword
Damage: 3 + modifiers
3 + half weaponDamage TypesSlashing

Swing your weapon in a large arc to attack up to 3 enemies at once. They each take half the damage your weapon usually deals.

AoE: 2 m / 7 ft (Cone)
Recharge: Short rest
Disarming Attack Melee.webp
Disarming Attack (Melee) Disarming Attack (Melee) ( + )   –  Githyanki Greatsword
Damage: 6~16 + modifiers

Focus your attack on your foe's hands and possibly force them to drop the weapons they are holding.

Enhance Leap.webp
Enhance Leap Enhance Leap ( + )
Triple a creature's Jumping distance.
 Melee: 1.5 m / 5  ft
Main Hand Attack.webp
Main Hand Attack Main Hand Attack ()   –  Githyanki Greatsword
Damage: 6~16
D6 Slashing.png
2d6 + 4Damage TypesSlashing

Make a melee attack with your equipped weapon.

 Melee: 1.5 m / 5  ft
Pommel Strike.webp
Pommel Strike Pommel Strike ()   –  Githyanki Greatsword
Damage: 1~4

Make a non-lethal attack against an enemy and possibly Daze Daze them.

CON Save
 Melee: 1.5 m / 5  ft
Recharge: Short rest
Second Wind.webp
Second Wind Second Wind ()
Healing: 1~10 + modifiers
D10 Healing.png
+ Fighter LevelHealing

Draw on your stamina to protect yourself. You regain 1d10 + Fighter Levelhit points.

 Range: Self
Recharge: Short rest

Loot[edit | edit source]