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Therezzyn

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Kith'rak Therezzyn is the Kith'rak of Crèche Y'llek in Act One.

“
An istik. In my crèche. You are one of the mercenaries sent to bring the weapon?
„
— Therezzyn, questioning the party

Involvement[edit section | visual editor]

Act One[edit section | visual editor]

Kith'rak Therezzyn is in the Captain's Quarters at X: 1409 Y: -765. Despite her high rank, she lacks the confidence of her status when first encountered, as the presence of Inquisitor W'wargaz Inquisitor W'wargaz puts immense pressure on her to find the  Mysterious Artefact that Vlaakith Vlaakith is chasing.

Therezzyn carries the  Gith Shard which unlocks the path to the Inquisitor's Chamber. Thus, the party must ultimately retrieve the shard from her to complete several quests.

The party can offer to show the artefact to the Kith’rak or hide its presence through a Deception Check Deception Check. If the party attempt to give her the artefact, Therezzyn opens the barrier to the Inquisitor's Chamber willingly. If the party withhold the information, the shard can either be acquired through pickpocketing or by killing the captain and looting it off her body.

Combat[edit section | visual editor]

Attacks and actions[edit section | visual editor]

Therezzyn behaves like a Gish, or githyanki battlemage, equally adept at spellcasting and swinging a giant sword. Unlike other Gish, she wields the  Soulbreaker Greatsword instead of a  Githyanki Longsword (+1), and has higher Intelligence.

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

Blur Blur (Action)

Attackers have Disadvantage Disadvantage on Attack Roll Attack Rolls against you.

Doesn't affect creatures that don't rely on sight or that can see through illusions.

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

Each flammable target is hit with 3d6⁠Fire⁠Fire damage.

Fear Fear (Action + Level 3 Spell Slot)

Hostile targets drop everything and become Fearful Fearful: they have Disadvantage Disadvantage on Ability Checks and Attack Rolls.

If the target ends their turn where they can't see you, they can make another Saving Throw Saving Throw to shake off their fear.

Damage: 5~15
2d6 + 3Slashing⁠Slashing

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.

Damage: 8~18
2d6 + 3Slashing⁠Slashing
+ 3Psychic⁠Psychic

Rend the enemy's body and soul, dealing additional Psychic⁠Psychic damage equal to your proficiency bonus, and possibly Stun Stun them.

Loot[edit section | visual editor]

Related quests[edit section | visual editor]

Related literature[edit section | visual editor]

Gallery[edit section | visual editor]