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Far'aag

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Gish Far'aag is a githyanki gish who guards the entryway to Crèche Y'llek. Anyone seeking passage into the crèche's must first convince her to let them through.

“
A ghaik thrall is something to eradicate, not reason with.
„

Overview[edit section | visual editor]

Far'aag is initially friendly to the party, but can become hostile depending on dialogue choices taken during dialogue.

Certain outcomes of Discover the Artefact's Secrets will also result in Far'aag becoming hostile.

Involvement[edit section | visual editor]

Act One[edit section | visual editor]

A conversation with this character is triggered shortly after entering the crèche through the front entrance.

Depending on the outcome of the party's conversation with Kith'rak Voss Kith'rak Voss, the party can have the option to say that they are carrying  "the weapon" he was seeking. This has the benefit of allowing the conversation to conclude without mentioning the presence of any tadpoles in the characters' heads. Far'aag will ask the party to show them the artifact as proof. The response options to this include:

[1]
  • Produce the artefact as evidence.
  • [PERFORMANCE] I SPEAK AS AN AVATAR OF QUEEN VLAAKITH. YOU WILL LET ME PASS, VIN'IISK. (DC 30)
  • [PERSUASION] I was told to bring the weapon to the highest authority possible. That doesn't look like you. (DC 18)
  • [GITHYANKI] [PERSUASION] I will report to your kith'rak as protocol dictates. Do not forget yourself. (DC 18)

Failing either of these checks will cause her and the nearby guards to become hostile.

There is also the option to reveal that they seek a cure for their tadpole. Letting Lae'zel Lae'zel speak for the Party's behalf also causes her to do the same. The party can also simply demand to be let through:

[1]
  • [INTIMIDATION] Let me pass. Fighting me will end badly for you. (DC 18)
  • [PERSUASION] You githyanki hate illithid. I have proof that they're invading. We need your help. (DC 18)
  • [DARK URGE] [INTIMIDATION] I'm an unmatched killer. You want me as your ally. (DC 18 Advantage Icon.png)
  • [RANGER] [INTIMIDATION] I hunt monsters. Either that's you, or it's the mind flayers - your choice. (DC 18 Advantage Icon.png)
  • [FIGHTER] [HISTORY] Try to recall and invoke the ancient githyanki war rites of parley. (DC 18 Advantage Icon.png)

One way or another, Far'aag relents without much convincing to let the players pass and seek out the ghustil ghustil in the infirmary, though her speaking tone becomes less friendly.

Combat[edit section | visual editor]

Attacks and actions[edit section | visual editor]

Curse a creature with your touch. It has Disadvantage Disadvantage on Attack Roll Attack Rolls against you.

Blindness Blindness (Action + Level 2 Spell Slot)

Limit a foe's sight range. It is easier to hit, and the creature will miss more often.

Attack Roll Attack Rolls against it have Advantage Advantage and the foe attacks with Disadvantage Disadvantage.

Burning Hands Burning Hands (Action + Level 1 Spell Slot)
Damage: 3~18
3d6Fire⁠Fire

Each flammable target is hit with 3d6⁠Fire⁠Fire damage.

Hold Person Hold Person (Action + Level 2 Spell Slot)

Hold a humanoid enemy still. They can't move, act, or react. Attacks from within 3 m (10 ft) are always Critical Hits.

At the end of each turn, the affected creature can make a Wisdom Saving Throw Wisdom Saving Throw to end this condition.

Damage: 3~10
1d8 + 2Slashing⁠Slashing

Make a melee attack with your equipped weapon.

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

Damage: 1~8
1d8Cold⁠Cold

Reduces the target's Movement Speed by 3 m (10 ft).

Damage: 1~8
1d8Lightning⁠Lightning

The target cannot use Reactions. This spell has Advantage Advantage on creatures with metal Armour.

Loot[edit section | visual editor]

Notes and references[edit section | visual editor]