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Add'ath

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Raider Add'ath is a githyanki in Crèche Y'llek in Act One.

If I need to speak to a creature like you, I will do so. Begone.

Involvement[edit section | visual editor]

Act One[edit section | visual editor]

Add’ath can be first encountered when the party approach the main gate of Rosymorn Monastery, where he and Warrior Ith’dulWarrior Ith’dul shepherd three Absolutist cultists into the crèche for questioning. When one of the cultists, Corliss UndertumpCorliss Undertump, tries to flee, Add’ath shoots her in the back.

After this cutscene, Add’ath and Ith'dul move to guard the area near the Crèche Trade Post.

If spoken to, Add'ath tells the party they are lucky to have not been caught by the crèche; otherwise, the captain would hold them for interrogation. If the interacting party member is githyanki, Add’ath suggests reporting to the captain immediately because her patience wanes.

He becomes hostile if the party return to the crèche after fighting with Inquisitor W'wargaz.

Combat[edit section | visual editor]

Attacks and actions[edit section | visual editor]

Spend 6 m (20 ft) of your movement. For the rest of your turn, roll ranged damage twice and use the highest result.

Surrounded by silver mist, you teleport to an unoccupied space you can see.

Damage: 5~14
1d10 + 4PiercingPiercing

Deal regular damage and possibly inflict Gaping WoundsGaping Wounds which cause extra damage on attacks.

Undead and constructs can't receive Gaping Wounds.

Damage: 5~14
1d10 + 4PiercingPiercing
Make a ranged attack with your equipped weapon.

Manoeuvres[edit section | visual editor]

Add'ath can spend up to four Superiority Die on manoeuvres:

RallyRally (Bonus Action + Superiority Die)
Healing
8 TemporaryHealingHealing
Expend a superiority die to bolster the resolve of a friendly creature. It gains an additional HP Icon.png 8 temporary hit points.
Damage: 5~14 + modifiers
A powerful shot that possibly knocks the target ProneProne.

Loot[edit section | visual editor]