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Strange Ox: Difference between revisions

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Just like in Act Two, you can question the Ox about his true nature and just like the last time, this will trigger him to become hostile and deform into his natural shape. Any other conversation path will lead to you obtaining the quest [[Help the Devilish Ox]]. If you decide to actually help the Ox, you can pick him up in the stable that you found him in. The moment you enter the [[Lower City]] with him inside your inventory the quest end and he disappears, leaving behind a [[Slightly Slimy Note]].
Just like in Act Two, you can question the Ox about his true nature and just like the last time, this will trigger him to become hostile and deform into his natural shape. Any other conversation path will lead to you obtaining the quest [[Help the Devilish Ox]]. If you decide to actually help the Ox, you can pick him up in the stable that you found him in. The moment you enter the [[Lower City]] with him inside your inventory the quest end and he disappears, leaving behind a [[Slightly Slimy Note]].


==Attacks and Abilities==
==Attacks and Abilities when called as an ally==
==== {{IconLink|Generic Acid Icon.webp|Ochre Sputum|w=40}} ====
==== {{IconLink|Generic Acid Icon.webp|Ochre Sputum|w=40}} ====
* Spit out an acidic substance and create an Acid surface on impact.
* Spit out an acidic substance and create an Acid surface on impact.

Revision as of 23:06, 19 October 2023

Odd Creature
Strange Ox
Stats
Level 3

STR

18
(+4)

DEX

10

CON

14
(+2)

INT

2
(-4)

WIS

10

CHA

4
(-3)
  Race Beast
  Type Beast
  HP 15
  AC 10
  Movement Speed 9m / 30ft
  Size Large
  Weight 600kg / 1200 lbs
Passive features
Resistances
Resistant to Non-Magical SlashingImmune to all AcidResistant to Non-Magical Lightning
Character information
Location The Hollow, Druid Grove
Last Light Inn
Rivington
Model
Moo!
Strange Ox


The Strange Ox appears to be a Beast. It is first encountered in The Hollow.

Act One

Walking past the Strange Ox will prompt a DC 10 Insight check to notice it's oddity. A character who passes the check can talk to the Strange Ox and make a DC 10 Arcana check to investigate further. Passing this check confirms the creature isn't what it appears to be.

Attacking the Strange Ox in Act One will cause its caretaker and neighboring oxen to become hostile. Killing it at this point will only provide the Shapeshifter's Boon Ring as loot.

Note that even if you choose to Raid the Emerald Grove and attack the refugees, the Strange Ox disappears along with the other oxen when the grove goes into siege preparation mode, and will survive to be encountered later.

Act Two

Act 2 Spoilers! This section reveals details about the story of Baldur's Gate 3.

Walking towards the Strange Ox in the stables of the Last Light Inn will prompt a DC 10 Insight check whether you've seen it before; passing this check is not necessary to talk to the Strange Ox. With Speak with Animals, you continue the conversation you started in the Druid Grove. Regardless of what option you choose, you will need to pass either a DC 14 Persuasion, Perception or Nature check to continue.

Succeeding results in the Ox telepathically showing you images of disfigured corpses with the sound of screaming in the background. Failing the check causes the conversation to end, but you are still able to continue speaking with the Ox, essentially skipping the check.

Pushing it further results in the Ox threatening you. You can choose to either end it here, or continue questioning him. Questioning him further will result in the Ox turning hostile, deforming into a cyan version of an Ochre Jelly and entering combat with your party. Before doing so he tells the player he was only looking for a simple life of hay and a clean stable to live in.

Act Three

Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.

Hail Cyric!
The real meaning of 'Moo'

If you didn't kill the strange ox during Act Two, then you can find him again at the beginning of Act Three in Rivington X: 36 Y: -149 on a hill west of the requisitioned barn. Approaching him will again trigger a DC10 Insight check to confirm his likeness. This time, the Ox is glad to see you. He was worried about your mental health since your last encounter with him, but perhaps he's just faking it because he needs something from you.

Just like in Act Two, you can question the Ox about his true nature and just like the last time, this will trigger him to become hostile and deform into his natural shape. Any other conversation path will lead to you obtaining the quest Help the Devilish Ox. If you decide to actually help the Ox, you can pick him up in the stable that you found him in. The moment you enter the Lower City with him inside your inventory the quest end and he disappears, leaving behind a Slightly Slimy Note.

Attacks and Abilities when called as an ally

Ochre Sputum Ochre Sputum

  • Spit out an acidic substance and create an Acid surface on impact.
2d6 (2~12) Damage TypesAcid

 Range: 12 m / 24 ft

Pseudopod Pseudopod

  • Lash out with a slimy grey tentacle.
3d6 + 2 (5~20) Damage TypesBludgeoning
1d6 (1~6) Damage TypesAcid

Alternate Form: Minotaur Alternate Form: Minotaur

  • Assume the form of a minotaur. (100 turns)
  • Gain abilities of a minotaur.

Bonus action

Alternate Form: Shadow Mastiff Alternate Form: Shadow Mastiff

  • Assume the form of a shadow mastiff. (100 turns)
  • Gain abilities of a shadow mastiff.

Bonus action

Alternate Form: Dire Wolf Alternate Form: Dire Wolf

  • Assume the form of a dire wolf. (100 turns)
  • Gain abilities of a dire wolf.

Bonus action

Alternate Form: Phase Spider Alternate Form: Phase Spider

  • Assume the form of a phase spider. (100 turns)
  • Gain abilities of a phase spider.

Bonus action

Notable Loot