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Strange Ox
Odd Creature | |||||||
Strange Ox | |||||||
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Stats | |||||||
Level 3 | |||||||
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Race | Beast | ||||||
Type | Beast | ||||||
HP | 15 | ||||||
AC | 10 | ||||||
Movement Speed | 9m / 30ft | ||||||
Size | Large | ||||||
Weight | 600kg / 1200 lbs | ||||||
Passive features | |||||||
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Resistances | |||||||
Character information | |||||||
Location | The Hollow, Druid Grove, Last Light Inn, Rivington | ||||||
Model | |||||||
Strange Ox is a recurring Beast character that appears in all three acts of the game. First in the Druid Grove, then Last Light Inn, and eventually Rivington.
“ | Moo! |
„ |
— Strange Ox |
Notable Loot
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
Walking towards the Strange Ox 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 telephatically 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
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.