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Culk

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Culk is a Goblin Booyahg in the Goblin Camp in Act One. He is located on the secluded northern edge of the camp with other goblins and Bugbears who have fallen asleep from drunkenness.

Has the Brand of the Absolute, making him vulnerable to Illithid Persuasion.

Act One

If you land near him with a Jump, he will wake up hung over. To avoid a fight you can do a few skill checks:

  • DC 10 Persuasion check. "Hush now. Go back to sleep."
    • Waking him up a second time will make him and the others attack in anger.
  • If the character is a Drow. "None of your concern. Back to your stupor."
    • Won't become hostile if woken up again.
  • Illithid Persuasion DC 2 Wisdom check. "Nothing. Lie back down and be silent."
    • Won't become hostile if woken up again.

If the cracked wall leading into the Shattered Sanctum is attacked, it will wake up Piddle and the others who will attack in anger.

Attacks and Abilities

Main Hand Attack - Ritual Staff

Action

Attack roll: +1
D8 Bludgeoning.png 1d8 + -1 (0~7) Damage TypesBludgeoning

Acid Splash

Casts the Acid Splash Cantrip.

Action

DC 11  Dexterity saving throw to avoid taking damage.
D6 Acid.png 1d6 (1~6) Damage TypesAcid
 Range: 18 m / 60 ft

AoE: 2 m / 7 ft (Radius)

Sleep

Casts the Sleep spell.

Action

 Range: 18 m / 60 ft

Grease

Casts the Grease spell.

Action

DC 12  Dexterity saving throw to avoid falling Prone.

 Range: 18 m / 60 ft

AoE: 4 m / 13 ft (Radius)

Ray of Sickness

Casts the Ray of Sickness spell.

Action

Attack roll: +3
D8 Poison.png 2d8 (2~16) Damage TypesPoison
DC 12  Constitution saving throw to avoid becoming Poisoned.

 Range: 18 m / 60 ft