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K'i'lar: Difference between revisions

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| conditions = Astral Gravity
| conditions = Astral Gravity
| passives = Advanced Unarmoured Movement, Deflect Missiles (passive feature), Evasion, Extra Attack, Ki-Empowered Strikes, Martial Arts: Bonus Unarmed Strike, Martial Arts: Dextrous Attacks, Martial Arts: Deft Strikes, Opportunity Attack, Psionic Empowerment, Slow Fall, Stillness of Mind (passive feature), Unarmoured Defence (Monk), Unarmoured Movement
| passives = Advanced Unarmoured Movement, Deflect Missiles (passive feature), Evasion, Extra Attack, Ki-Empowered Strikes, Martial Arts: Bonus Unarmed Strike, Martial Arts: Dextrous Attacks, Martial Arts: Deft Strikes, Opportunity Attack, Psionic Empowerment, Slow Fall, Stillness of Mind (passive feature), Unarmoured Defence (Monk), Unarmoured Movement
| athletics = 2
| acrobatics = 4
| perception = 3
}}
}}
'''High Gish'ra K'i'lar''' is a [[Gish'ra (melee)|Gish'ra]] encountered in the [[Astral Plane]] at the beginning of Act Three. She is part of {{CharLink|Orpheus|Orpheus'}} honour guard, and is fighting to free him.
'''High Gish'ra K'i'lar''' is a [[Gish'ra (melee)|Gish'ra]] encountered in the [[Astral Plane]] at the beginning of Act Three. She is part of {{CharLink|Orpheus|Orpheus'}} honour guard, and is fighting to free him.

Revision as of 07:36, 11 November 2024

High Gish'ra K'i'lar is a Gish'ra encountered in the Astral Plane at the beginning of Act Three. She is part of Orpheus Orpheus' honour guard, and is fighting to free him.

Involvement

During a long rest at the end of Act Two, the party is suddenly woken to an attack by various githyanki monks. The party is then called into a portal by the Dream Guardian Dream Guardian. K'i'lar is part of the first wave of monks inside the Astral Plane, and can be seen fighting a bunch of Intellect Devourer Intellect Devourers.

Combat

Attacks and abilities

Unarmed Strike Monk.webp
Unarmed Strike Unarmed Strike ()

Swiftly strike an enemy as a bonus action.

 Melee: 1.5 m / 5  ft
Step of the Wind Dash.webp
Step of the Wind: Dash Step of the Wind: Dash ()
Double your movement speed. Jump no longer requires a Bonus action.
 Range: Self
Flurry of Blows Topple.webp
Flurry of Blows: Topple Flurry of Blows: Topple ()
+

Punch twice in quick succession and potentially knock the target Prone Prone.

DEX Save
 Melee: 1.5 m / 5  ft

Allies