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Sohr Khai is a level 60 dungeon in Final Fantasy 14: Heavensward. Originally added in patch 3.3, this dungeon continues the Main Scenario Quests. In order to stop Nidhogg, you and your allies seek out Hraesvelgr, the great wyrm's brother, who resides in Sohr Khai.

Related: Final Fantasy 14: The Lost City Of Amdapor (Hard) Dungeon Guide

Far above Sohm Al in the Churning Mists, you will enter Sohr Khai. In this domain of dragons, you'll need to pass Hraesvelgr's trial and win his aid in the fight against Nidhogg. Let's take a look at each boss you'll fight in Sohr Khai, their attacks and mechanics, and how to beat them.

How To Unlock Sohr Khai

Sohr Khai is unlocked through the following quest.

  • Accept the Main Scenario Quest 'Winning Over the Wyrm'
    • NPC Location: Alphinuad - The Dravanian Forelands (X:16.7, Y:23.3)

Dungeon Walkthrough

In the first section of Sohr Khai, you will encounter sleeping rocks that you'll need to destroy to continue. When attacked for the first time, the rocks will stay asleep for around ten seconds, giving you a head-start on destroying them. You will also encounter wind fan enemies in this area, which will summon a wind cloud when defeated that will launch you forward slightly. These are not necessary to use, but can make traversing this area a little faster.

As you near the end of the dungeon, you'll need to defeat each group of enemies as they appear to open the next path and continue further.

Chieftain Moglin

The first boss of Sohr Khai is the Chieftain Moglin. This boss is very similar to the level 50 King Mog Trial, so expect to see some familiar mechanics. Throughout the fight, Moglin will summon members of the Mogsguard, which will use attacks reminiscent of their Trial versions.

  • Mogsguard: As mentioned above, members of the Mogsguard will be summoned throughout the fight. They will each use attacks like Pom Flare and Pom Cure, making them dangerous if left alive for too long. However, when defeating a Moogle, rather than leaving the field, they will instead enter a down-state in which they can be revived later.
  • Captain Mogsun: The most troublesome Moogle that Moglin summons is Captain Mogsun. This add will tether to the boss, making him invulnerable. Focus on defeating Mogsun first.
  • Pom Praise: When enough Moogles have been downed, Moglin will cast Pom Praise and attempt to revive them. This attack will place a purple circle AoE below each downed Moogle, which will revive them after a few seconds. To avoid this, use attacks on the downed Moogles to knock their bodies out of the purple AoE. If any Moogles are still in the AoE after a few seconds, they will be revived and their maximum Health will increase.
  • Pom Holy: Deals damage to all party members. Use AoE heals to recover.
  • Demoniacal Mogcane: Chieftain Moglin will toss his staff somewhere on the arena. After a short delay, the staff will use an untelegraphed cross-shaped AoE that inflicts vulnerability up. Stay away from the staff when Moglin throws it.

Chieftain Moglin will repeat these attacks until he is defeated. This fight can get overwhelming as more Moogles are summoned, but be sure to focus on Captain Mogsun before the other Moogles.

Poqhiraj

The second boss of Sohr Khai is Poqhiraj. This fight will take place in a narrow arena with destructible walls on either side.

  • Burning Bright: Poqhiraj will turn towards a random player and fire a line AoE at them. If any walls are in the area of this attack, they will be destroyed, and a puddle of lightning will form at the location. This puddle will inflict Electrocution, which deals high damage over time.
    • To deal with this attack, all players should stand directly in the center of the arena, to either the front or back of the boss. This will make it so when Burning Bright is used, the AoE won't touch any of the walls.
  • Touchdown: Poqhiraj will fly into the air before landing on one edge of the arena, creating a proximity AoE that side. Run to the opposite side of the arena to reduce damage taken.
  • Gallop: Poqhiraj will use this attack immediately after Touchdown. Gallop is a line AoE that covers the entire arena, and will knock back from the center of the line. If you are in the middle of the line, you will instead be knocked into the air and be inflicted with the vulnerability up debuff. Instead, position yourself on either side of the line to be knocked into the walls on either side of the arena. This also means you will want to position yourself so that you aren't knocked into any of the Electrocution puddles.
  • Cloud Call: Targets a random player with a purple marker that summons a Dark Cloud on their position. This Cloud will periodically strike the area with lightning, dealing damage and inflicting vulnerability up. The targeted player should move away from the rest of the party to place the cloud, then quickly move out of the area to avoid getting hit.

Poqhiraj will repeat these attacks until he is defeated. Remember to stay directly in the center line of the arena to avoid Burning Bright, and move to the sides of the arena to correctly deal with Gallop.

Hraesvelgr

The final boss of Sohr Khai is Hraesvelgr. This fight will take place on a number of small platforms that you can move between using the wind jump pads. Hraesvelgr's attacks and mechanics are detailed below.

  • Holy Breath: Targets a random player with an AoE attack that repeatedly pulses high damage in the area. Move to a different platform to avoid this attack.
  • Cauterize: Hraesvelgr will fly to next to a platform and prepare to charge down a line to his front. Any platforms in the AoE will be destroyed, and if you are on one of the platforms when they are destroyed, you will be instantly killed. If you die by falling off the platform, you can't be revived, so be especially careful to dodge this attack by moving to a different platform.
  • Holy Sprites: These enemies will spawn on random platforms and attack players. Destroy them as necessary, but focus on other mechanics like Cauterize and Holy Breath first.
  • Diamond Storm: Hraesvelgr will deal damage to all party members and summon ice orbs around the arena. These will target and follow random players, and will explode when they get too close, dealing damage in the area and inflicting Heavy, reducing movement speed. If you are chased by an orb, move to another platform to get away from it.
  • Dragon Heads: Hraesvelgr will summon Dragon Heads that slowly move around the arena. Unlike the ice orbs, these do not follow players, and instead travel along a set path. Getting hit by a Dragon Head will deal high damage while the Head passes through you, so be sure to avoid these as you dodge other mechanics.

Hraesvelgr will repeat these attacks until he is defeated, or all platforms have been destroyed. If Cauterize is used on all platforms to destroy them, there will be no where left to fight, and you'll be forced to restart. Work quickly to defeat Hraesvelgr before he destroys all the platforms.

Next: Final Fantasy 14: The Antitower Dungeon Guide