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Kressa Bonedaughter

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Kressa Bonedaughter is a member of the Cult of Myrkul in the sanctum north of the Barracks in the Mind Flayer Colony.
Kressa the Myrkulite necromancer patched you together... You were a tadpoled wreck down in this fleshpit. Nearly dead, head half-caved in. She said you were the first ever tadpoling victim. You're either one-in-a-million unlucky, or someone hated those stinking guts of yours to do such filthy work. Bloody vengeance seems appropriate.
Quest journal entry after speaking with Kressa


Overview[edit section | visual editor]

Background[edit section | visual editor]

Kressa is a Myrkulite necromancer[1] working under BalthazarBalthazar, performing research and experiments on tadpolled victims in the Mind Flayer Colony. When met, she is rallying her fellow cultists, Hairy HenryHairy Henry, IronfingerIronfinger and Maghtew BudjMaghtew Budj. She provides the Myrkul's Gift buff.

Involvement[edit section | visual editor]

When approached by the party at the barracks, Kressa surmises that, because they are wandering around despite there being an active evacuation order from Ketheric ThormKetheric Thorm, the party must be the attackers they were warned about. Unless a Deception dialogue option is chosen, combat starts. Otherwise, Kressa and her fellow cultists disperse towards their rooms in the barracks.[2] When spoken to again, she can give characters the Myrkul's GiftMyrkul's Gift buff as well.

The Dark Urge[edit section | visual editor]

If the Dark Urge is chosen as Origin, Kressa instead recognizes the player character and reminisces about how the Urge used to be a captive at the colony before they were shipped away. She had found the Dark Urge close to death at this very sanctum, after they had been infected with a tadpole and opened them up endlessly for her research on the mind flayer parasites, thereby implying that the Urge was the very first tadpole victim. She displays an attachment to The Dark Urge because of a resilience that no other victim in the colony demonstrated. She inevitably attacks once this dialogue is concluded.

The Dark Urge can pretend they are still docile but continuing the charade ends in combat with the added detriment of not getting any of the above exposition:

  • [PERFORMANCE] Play dumb - let her belive you lost your wits along with your memory. (DC 10)

After the battle, the Dark Urge remembers they were in the colony on their own business before someone ambushed them and left them to their fate.

Unlike the Zealots, Adepts, and other members of the Cult of the Absolute, it appears Kressa and the other Mistresses of Souls are fully aware of what the Absolute is and the religious hoax they are perpetrating.[3] This greater understanding (and accompanying disdain) is shared by the other high-ranking Myrkulite necromancers serving Ketheric ThormKetheric Thorm, with Kressa bemoaning the weak servility of the infected she is presented with, and BalthazarBalthazar using the player character's worm-infested status as an expletive.

Combat[edit section | visual editor]

Attacks and actions[edit section | visual editor]

Damage: 1~8
1d8NecroticNecrotic
Prevent the target from healing until your next turn. The target cannot help DownedDowned characters. An undead target receives DisadvantageDisadvantage on Attack RollAttack Rolls.
Damage: 3~15
1d8 + 1BludgeoningBludgeoning
+ 1d6NecroticNecrotic
Hit an enemy with all your might to deal damage and possibly DazeDaze them.
FireballFireball (Action + Level 3 Spell Slot)
Damage: 8~48
8d6FireFire
Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity for 8d6FireFire damage.
Damage: 6~27
3d8 + 3NecroticNecrotic
Spawn a skeletal involucre. After 1 turn, the involucre explodes, dealing 3d8NecroticNecrotic damage and birthing a necromite.
Damage: 3~15
1d8 + 1BludgeoningBludgeoning
+ 1d6NecroticNecrotic
Make a melee attack with your equipped weapon.
Misty StepMisty Step (Bonus Action + Level 2 Spell Slot)

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

TenacityTenacity (Reaction)   –  Myrkulite Scourge
Damage
When you miss an attack, deal BludgeoningBludgeoning damage equal to your Strength modifier anyway (minimum of 1).
Damage: 3~6
1d4 + 2WeaponWeapon

Target an enemy's hands with a non-lethal attack and possibly inflict Weak GripWeak Grip.

Creatures without weapons can't have Weak Grip.

Tactician[edit section | visual editor]

ShieldShield (Reaction + Level 1 Spell Slot)

When you are about to be hit by an enemy, use your Reaction to increase your Armour ClassArmour Class by 5. You also take no damage from Magic MissileMagic Missile. These effects last until the start of your next turn.

Allies[edit section | visual editor]

Loot[edit section | visual editor]

Related literature[edit section | visual editor]

Related quests[edit section | visual editor]

Notes and references[edit section | visual editor]

  1. Despite being named as necromancers at several points, all Mistresses of Souls are Evocation Wizards.
  2. If Kressa is talked down, the party receives experience as if she and all her associates were defeated.
  3. When a party member speaks to Radija, if they pass an Insight check or try to link with her own parasite, it is revealed that she does not have one and that she (along with Kressa) views party members with scorn for being unwitting infected tools.