nyuuzyou/wikis huggingface dataset:
Klaus

Klaus is a wood elf at the Circus of the Last Days. Along with Benji, he is tasked with sniffing people out. If Benji smells blood, they will not allow entrance to the circus.
== Involvement ==
==== Act Three ====
Klaus can be found with his tamed ghoul, Benji, at the entrance to the Circus of the Last Days. 
One of the following dialogue options grants access to the circus.
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Gaining access to the circus by any means earns the Inspirational Event The Right Oil for Any Situation (Noble background). Gaining access by deception earns the Inspirational Event Seams of Lavender and Thyme (Charlatan background).
== Combat ==
=== Attacks and abilities ===
== External links ==
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Category:Humans
Category:Humanoids
Category:Characters
Category:Characters in Rivington
Category:Characters in Act Three
Category:Sorcerers
Category:Members of the Circus of the Last Days
Klaw

Klaw is a named worg in the Goblin Camp during Act One. She is battle-tested and fierce. She has a litter of pups: , , and .Sentinel Olak: Rest of her litter's inside, in the pens. Beautiful beasts.
== Involvement ==
=== Act One ===
Klaw guards the checkpoint leading to the Goblin Camp from the Blighted Village, alongside and .
== Combat ==
=== Attacks and abilities ===
=== Loot ===
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== Notes ==
* Though the player character and Sentinal Olak refer to Klaw as "she", Small Klaw refers to her as 'papa.' This appears to be an oversight.
== External links ==
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Category:Monstrosities
Category:Worgs
Category:Characters
Category:Characters in the Goblin Camp
Category:Characters in Act One
Kled

Kled is a hobgoblin who lives in Old Garlow's Place in the Lower City.
== Involvement ==
Upon entering Old Garlow's Place, the party will find Kled and the other members of the Anti-Hag Support Group. They are being stalked by a hag and are initially suspicious of the party and will attack unless pacified by a successful dialogue check. If survived Act 1, then Kled will talk about how much he admires her.
== Combat ==
=== Attacks and abilities ===
=== Notable loot ===
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== Related literature ==
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==Related quests==
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== Notes ==
* Kled has three charges but doesn't actually have the Rage action.
* Until to Patch 7, in Honour mode, Kled had Dror Ragzlin's Legendary Action: Devoted Galvanism.
== References ==
== External links ==
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Category:Hobgoblins
Category:Humanoids
Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Category:Members of the Anti-Hag Support Group
Klen

Zealot Klen is a human Zealot of the Absolute in Act Two. He can be found within Moonrise Towers, patrolling the off-limits area of the first floor.
== Involvement ==
=== Moonrise Towers ===
Klen can be first encountered on the first floor of Moonrise Towers, where he can be seen patrolling the off-limits area connecting all the different first floor rooms. Intruding in the area will either have Marcus intervene in the party's favor, or engage tresspassing dialogue.
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=== Defending Moonrise Towers ===
If the is freed and the Harpers launch their assault on Moonrise Towers, Klen is killed during the subsequent battle. His corpse can be found next to the staircase leading into Moonrise Towers, at .
== Combat ==
=== Attacks and Abilities ===
==== Tactician only ====
=== Notable loot ===
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Category:Humans
Category:Humanoids
Category:Characters
Category:Characters in Moonrise Towers
Category:Characters in Act Two
Category:Followers of the Absolute
Category:Paladins
Knights of the Shield Hideout

==Overview==
===Knights of the Shield Hideout===
From the Elfsong Tavern Basement, a switch hidden along the racks of wine will open a wine barrel with stairs that lead down to the hideout. 
Within the hideout are a group of Githyanki led by , who are looking for the Astral Prism. They can be snuck up on or conversed with and a successful intimidation check will make them leave without fighting.
===Hidden Room===
On the far North wall, behind a large knight statue, is a button that can be seen with a check. Behind is old room, containing a number of items which can be interacted with.
==Related locations==
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== Related literature ==
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==Related quests==
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== Notable characters==
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=== Reinforcements ===
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==Notable loot==
* Looted from Ch'r'ai Har'rak
* inside the Emperor's Wardrobe
* inside the Emperor's Wardrobe
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* inside the hidden room 
== External links ==
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Category:Locations
Category:Act Three Locations
Knowledge Domain

Knowledge Domain is one of the Subclasses of Cleric. These Clerics are more specialized in arcane magic.
Player selectable Deities associated with this domain: Moradin, Mystra, Oghma, and Selûne.
== Subclass features ==
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: You gain Expertise in your choice of two of the following skills: Arcana, History, Nature, or Religion. Your is doubled for any ability check you make that uses either of these skills.
; Domain Spells
: You gain spells from your domain. They are Always Prepared.
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:; Channel Divinity Action
:: Gain Proficiency in all Skills of a chosen Ability until Long Rest.
; Domain Spells
: You gain spells from your domain. They are Always Prepared.
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; Domain Spells
: You gain spells from your domain. They are Always Prepared.
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:; Channel Divinity Action
:: Read the thoughts of certain creatures while talking to them.
; Domain Spells
: You gain spells from your domain. They are Always Prepared.
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: Your god grants you even more intense power. You can add your Wisdom Modifier to the damage you deal with Cleric Cantrips.
; Domain Spells
: You gain spells from your domain. They are Always Prepared.
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== External links ==
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Category:Subclasses
Ko'kuu

Varsh Ko'kuu is a Githyanki NPC in Baldur's Gate 3 responsible for the care of the the Hatchery in Crèche Y'llek. 
== Involvement==
When approached, he reveals that he is waiting for the last egg in the Hatchery to hatch. If the player passes a check, the player can deduce that he has been waiting for a very long time. Asking why he is willing to wait so long reveals that he himself created the Hatchery, even though he was the last of his clutch. 
Ko'kuu then reveals might inspect the hatchery any day now, and command him to destroy the egg. The player can convince Ko'kuu to hand over the egg. If so, he will grant his which can help cross the hatchery's pool.
== Combat ==
=== Attacks and abilities ===
=== Potential Loot ===
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== Gallery ==
VarshKokuu.jpg|Full body shot of Ko'Kuu
== External links ==
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Category: Characters
Category: Characters in the Rosymorn Monastery
Category: Characters in Act One
Category: Githyanki
Category: Humanoids
Kobold

Kobolds are a type of non-playable Humanoid race in Baldur's Gate 3.
== About Kobolds ==
Kobolds resemble small scaley lizards that stand upright, and can be found at the Rosymorn Monastery and in Baldur's Gate.
=== Racial Features ===
; Base Racial Speed
: 9m / 30ft
; Size
: Small
==== Tactician Only ====
==Kobold characters==
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== Kobold Enemy variants ==
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== Gallery ==
Kobold Looter.png
Kobold Looter 2.png
Kobold Looter 3.png
Kobold Inventor.png
Kobold Inventor 2.png
Kobold Scout.png
Kobold Scout 2.png
== External links ==
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Category:Creatures
Category:Races
Category:Non-playable races
Kobold Hole

Kobold Hole is a special combat entity that spawns Kobolds (Inventors, Scouts, and regular Kobolds) for 5 turns.
== Involvement ==
Kobold Holes are only found if the party enters combat with . He calls his friends, using the kobold holes.
== Combat ==
Spawns a Kobold every turn, for 5 turns, provided the hole isn't blocked. If an object of sufficient weight is standing on top of the hole, it will receive . If not, the hole will have the condition to signify that it will spawn a kobold.
Kobold holes can be targeted by attacks and permanently closed by dealing 26 damage to it and destroy it.
== Related locations ==
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Kobold Inventor

Kobold Inventor is a generic kobold enemy, a small reptilian humanoid who while physically weak, is quite crafty and cunning. Kobolds normally band together into large groups, using their varying skills and numbers to take down far tougher foes. 
== Involvement ==
=== Act One ===
They can be found in and around the Rosymorn Monastery in Act One. They will have the and condition at first, having drunk so much firewine that they have since fallen asleep or are wandering around drunk.
=== Act Three ===
Kobold inventors can also be found in the Graveyard in the Lower City in Act Three. Should the party dig up the dirt mound in the middle of the graveyard, they will find a chest and will pop out claiming it as his. If the party decides to fight, Bugthimble will call his kobold allies including Inventors and Scouts, who will pop out of every turn.
== Combat ==
=== Attacks and abilities ===
=== Act Three ===
The green variant in Act Three can also throw Acid Vials:
=== Tactics ===
In Rosymorn Monastery, the Kobold Inventor is mainly dangerous for the chain reaction he can cause. He will focus on using his Alchemist's Fire first, having no care for his allies if they're grouped up on an enemy. With the kobolds suffering from , they are all bombs waiting to go off along with the fact that there are patches of Alcohol Surfaces and to spread to. Its best to avoid using anything that deals Fire Damage to prevent the whole room getting set ablaze.
Half of the kobolds in the Monastery are completely drunk, leaving a good amount of them , the Inventor included. The best approach is to sneak in and target the inventor first, to prevent an uncontrollable inferno from guzzling up the party.
=== Notes ===
* Grants 75 experience when killed
== Gallery ==
Kobold Inventor 2.png|Alternate appearance
Portrait Kobold Inventor 2.png|Alternate portrait
Category:Kobolds
Category:Humanoids
Kobold Looter

Kobold Looter is a generic Kobold enemy, a small reptilian humanoid who while physically weak are quite crafty and cunning. 
== Location ==
Kobolds normally band together into large groups, using their varying skills and numbers to take down far tougher foes. Kobold Looters can mainly be found in the Rosymorn Monastery of Act One.
== Combat ==
* The kobolds of Rosymorn Monastery have over drunk on Firewine, giving them the Firewine Belly condition.
=== Attacks and abilities ===
=== Tactics ===
The Kobold Looter is hardly a threat alone, yet with another kobold can be dangerous. The use of Pack Tactics can allow even their low Attack Roll get a lucky strike or two, which can pile up fast if four gang-up together. With the kobolds also suffering with Firewine Belly, they are all literal bombs waiting to go off along with the fact there are patches of Alcohol Surfaces and Firewine Barrels to spread to. Its best to avoid using anything that deals Fire Damage to avoid having the whole room getting set ablaze.
The kobolds in the Monastery are completely drunk, with a number of them Sleeping, the Inventor included. The best approach is to sneak in, as the amount of watchful eyes is low and none of the awake kobolds are patrolling. Placing your party about can lead to a swift battle, if the Inventor is killed off first to avoid a fire breaking out.
=== Notable loot ===
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* Random bottles of cheap booze.
* on one kobold 
* on one kobold
=== Notes ===
*Grants 75 experience when killed
== Gallery ==
Kobold Looter 2.png|Alternate version
Portrait Kobold Looter 2.png|Alternate portrait
Kobold Looter 3.png|Kobold with Ceremonial Mace
Portrait Kobold Looter 3.png|Portrait for Kobold with Ceremonial Mace
Category:Kobolds
Category:Humanoids
Kobold Scout

Kobold Scout is a generic kobold enemy, a small reptilian humanoid who while physically weak are quite crafty and cunning. Kobolds normally band together into large groups, using their varying skills and numbers to take down far tougher foes.
== Involvement ==
=== Act One ===
They can be found in and around the Rosymorn Monastery in Act One. They will have the and may have the condition at first, having drunk so much firewine that they have since fallen asleep or are wandering around drunk.
=== Act Three ===
Kobold Scouts can also be found in the Graveyard in the Lower City in Act Three. Should the party dig up the dirt mound in the middle of the graveyard, they will find a chest and will pop out claiming it as his. If the party decides to fight, Bugthimble will call his kobold allies including Inventors and Scouts, who will pop out of every turn.
== Combat ==
* The kobolds of Rosymorn Monastery have over drunk on Firewine, giving them the Firewine Belly condition.
=== Attacks and abilities ===
=== Tactics ===
The Kobold Scout is hardly a threat, since his throw stone attack is very inaccurate and low damaging. 
With the kobolds also suffering with Firewine Belly, they are all literal bombs waiting to go off along with the fact there are patches of Alcohol Surfaces and Firewine Barrels to spread to. Its best to avoid using anything that deals Fire Damage to avoid having the whole room getting set ablaze.
Half of the kobolds in the Monastery are completely drunk, leaving a good amount Sleeping. The best approach is to sneak in, as the amount of watchful eyes is low and none of the awake kobolds are patrolling. Placing your party about can lead to a swift battle, if the Inventor is killed off first to avoid a fire breaking out.
=== Notable loot ===
* Random bottles of booze.
=== Notes ===
* Grants 75 experience when killed
== Gallery ==
Kobold Scout 2.png|Alternate appearance
Category:Kobolds
Category:Humanoids
Koll (doppelganger)

Koll is a Doppelganger found at the Wine Festival at Highberry's Home in the Lower City of Baldur's Gate. He is disguised as a high-elf wine drinker.
== Involvement ==
Koll is disguised as one of the wine drinkers amongst the crowd. If the party finds and interrupts as he attempts to murder Cora Highberry, he will command his doppelganger allies to attack and then activate his to escape. At the same time, Koll and the rest of the doppelgangers will all re-disguise as Dolor, aiding his escape.
== Combat ==
=== Attacks and abilities ===
=== Notable loot ===
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== Related quests ==
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Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Category:Doppelgangers
Category:Monstrosities
Koll (kobold)

Koll the Red is a Kobold trader found in The Watch Citadel, an area within the Upper City accessible after traveling to the Morphic Pool. 
==Involvement==
Koll is the final trader encountered in the game. He is adamant that the party succeed in battle, lest he lose a customer. 
The table next to Koll is covered in various magical equipment and consumables. Taking these items counts as stealing and will cause Koll to permanently vanish in a cloud of smoke along with the remaining items on the table. This will also cause and any nearby characters gathered as part of the Gather Your Allies quest to become hostile - preventing the party from using their abilities.
== Store ==
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== Gallery ==
Koll Model.png|Koll's in-game model.
==Notes==
Category:Kobolds
Category:Humanoids
Category:Characters
Category:Characters in the Upper City
Category:Characters in Act Three
Category:Traders
Komira

Komira is one of the tiefling refugees seeking shelter in the Emerald Grove in Act One.
== Involvement ==
=== Act One ===
Komira and her husband can be found near the entrance of the Sacred Pool, attempting to reach their daughter , whom had taken hostage after her failed attempt to steal the . If the party interact with Komira and Locke, they can offer to speak with Kagha on their behalf. This initiates .
If the party return Arabella to her parents, Komira and Locke will offer as gratitude.
If Arabella dies but Komira, Locke, and Kagha survive, the two of them will poison Kagha at the camp celebration. The party can either allow them to poison her or try to convince them otherwise.
If the party travel to the Mountain Pass or Shadow-Cursed Lands before resolving the Rite of Thorns, the tieflings will be expelled from the Grove and Komira's corpse can be found among the pile of refugees near the bridge to the Blighted Village.
=== Act Two ===
If Arabella survives into Act Two, she can be found in Reithwin Town, where she asks the party to .
Locke and Komira can be found in the eastern wing of the children's ward at within the House of Healing. is tending to their bodies but does not understand that they are dead. Passing a Deception or Sleight of Hand check can convince her that her "patients" are cured.
== Combat ==
=== Attacks and abilities ===
=== Notable loot ===
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== Related quests ==
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== Gallery ==
Komira Model.png|Model
== Notes and references ==
== External links ==
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Category:Tieflings
Category:Asmodeus Tieflings
Category:Tiefling Refugees
Category:Humanoids
Category:Characters
Category:Characters in the Emerald Grove
Category:Characters in Act One
Korliss

True Soul Korliss is a deceased half-elven member of the Cult of the Absolute and True Soul. Her body can be found in the Ruined Battlefield in the area with the lit torches.
== Involvement ==
At some point before the party's arrival, Korliss was indoctrinated into the Cult of the Absolute and made a True Soul. Charged by with the mission to scout out and locate a nest of non-believers, she set out east from Moonrise Towers to the ruins of the village by the Ruined Battlefield, where she was stalked by the shadows and attempted to evade them, though she still ultimately perished later.
Casting on her reveals she was attacked by Shadow Mastiffs but managed to repel them by lighting torches with the Continual Flame spell. Unfortunately, with her protected area surrounded by Shadow Mastiffs, she was unable to leave her safety cordon and would soon die of hunger and thirst before being able to accomplish her mission.
The party can then destroy the torches which will trigger an attack by three led by a .
== Related literature ==
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== Speak with Dead ==
Party member: Who were you in life?
* True Soul Korliss: True Soul of the Absolute... Korliss by name...
Party member: What is your profession?
* True Soul Korliss: Wizard... General Thorm's favoured...
** Party member: How do I destroy Ketheric Thorm?
*** True Soul Korliss: Ketheric Thorm... is unequalled... eternal...
Party member: How did you end up here?
* True Soul Korliss: Trapped... shadow mastiffs... repelled them with flame...
** Party member: How are the torches still burning?
*** True Soul Korliss: Spell... Continual Flame...
**** Party member: How can I extinguish the torch flames?
***** True Soul Korliss: Destroy torches...
Party member: How did you die?
*True Soul Korliss: Unslaked hunger... unquenched thirst...
== Notes and references ==
== External links ==
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Category:Half-Elves
Category:High Half-Elves
Category:Humanoids
Category:Characters
Category:Characters in the Shadow-Cursed Lands
Category:Characters in Act Two
Category:Followers of the Absolute
Category:Wizards
Category:Corpses
Category:Available to Speak with Dead
Kramp

Warrior Kramp is a goblin raider in Act One.
== Involvement ==
=== Act One ===
Kramp is one of the goblins who raids the Emerald Grove during the quest . If learns of the Grove's location such as through the party, interrogation, or , she launches an attack on the sanctuary. Kramp does not appear in the Goblin Camp and is only encountered during this raid. If the raid is successful, Kramp feels bad for killing the tiefling children, unlike his fellow goblins and .
== Combat ==
=== Attacks and abilities ===
== Related quests ==
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Category:Goblins
Category:Humanoids
Category:Characters
Category:Characters in the Emerald Grove
Category:Characters in Act One
Category:Followers of the Absolute
Category:Fighters
Krank

Krank is a construct in the Lower City of Baldur's Gate during Act Three.
== Involvement ==
=== Act Three ===
Krank is an animated armour in service to in Ramazith's Tower. When the party first meet Lorroakan, he uses Krank for target practice against his servant . If the party engage Lorroakan in combat, Krank rushes to his defence in battle.
== Combat ==
=== Attacks and abilities ===
Category:Animated Armours
Category:Constructs
Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Kree Derryck

Kree Derryck is a Duergar Warlock who is pact-bound to The Great Old One. As a hireling, she can be recruited at camp and respecced at any time.
==Backstory==
Kree's penchant for killing folk with a mere whisper was prized in the Absolute's ranks, but the utter devotion to her patron was met with lethal disapproval.
== Achievements ==
Category:Duergar
Category:Hirelings
Category:Humanoids
Category:Companions
Category:Characters
Category:Warlocks
Kressa Bonedaughter

Kressa Bonedaughter is a member of the Cult of Myrkul that may be found in the sanctum north of the Barracks in the Mind Flayer Colony.
==Overview==
===Background===
Kressa is a Myrkulite necromancer working under , performing research and experiments on tadpolled victims in the Mind Flayer Colony. When met, she is rallying her fellow cultists, , and . She provides the Myrkul's Gift buff.
==Involvement==
When approached at the barracks, Kressa guesses that, because the party is wandering around despite there being an active evacuation order from , they must be the attackers they were warned against. Unless a Deception dialogue option is chosen, combat starts. Otherwise, Kressa and her fellow cultists disperse towards their rooms in the barracks. When spoken to again, she can give characters the buff as well.
If the Dark Urge is chosen as Origin, Kressa instead recognizes the player character and reminisces about how the Dark Urge used to be a captive at the colony before they were shipped away. She had found the Dark Urge close to death at that 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 they were the very first tadpole victim. She displays an attachment to The Dark Urge because of their resilience that no other victims in the colony had, but inevitably attacks the party once dialogue is concluded. 
A dialogue option can be taken to pretend the Dark Urge is still docile, but continuing the charade ends in combat with the added detriment of not getting any of the above exposition. After battle, the Dark Urge remembers that they were in the colony on their own business before 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're perpetrating. This greater understanding (and accompanying disdain) is shared by the other high-ranking Myrkulite necromancers serving , with using the player character's worm-infested status as an expletive.
==Combat==
=== Attacks and abilities ===
====Tactician====
=== Notable loot ===
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== Related literature ==
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== Related quests ==
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==Notes==
==External links==
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Category:Humans
Category:Humanoids
Category:Characters
Category:Characters in the Mind Flayer Colony
Category:Characters in Act Two
Category:Wizards
Category:Followers of Myrkul