Baldur's Gate 3: What happens if you let the strange ox live in ACT 2?
Baldur's Gate 3: What happens if you let the strange ox live in ACT 2?
Walking towards the Strange Ox in the stables of the Last Light Inn 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 telepathically 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.
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