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Yurgir/Combat
Overview | Combat |
Attacks and abilities
- Unlike the bombs thrown by the Volatile Cluster ability, these bombs display a red AoE circle around them. Each bomb is still added into the very end of the initiative tracker and will detonate within the same round as they were spawned.
- Yurgir appears to be capable of using this ability as a reaction when he takes enough damage, and/or when his health drops below a certain point, but the exact trigger conditions are not known.[Needs Verification][1][2]
- Applies Invisible (Condition) for 2 turns. When this condition expires, Yurgir does not appear to be capable of re-casting this ability within the span of the same turn.
Honour mode
Allies
Encounter details
The party will encounter Nessa stalking through the Gauntlet of Shar at X: -678 Y: -786. Approaching her will cause Nessa to lead the party to Yurgir's ambush and the Umbral Gem he's guarding at X: -652 Y: -776. Walking up to the gem will cause Yurgir to enter dialogue with the party.
If the player character is a Bard or Warlock (or if they pass a passive DC 14 Investigation check), they can help Yurgir complete the contract without instigating combat. However, they can also attempt to pass a DC 16 Persuasion check to convince him to order all his Merregon followers to kill themselves. On a successful roll, they can then attempt a DC 21 Persuasion check to trick him into killing Nessa. If that roll was successful, they can completely bypass the fight by succeeding a DC 21 Persuasion check to convince Yurgir that he must kill himself to be free of his contract.
If the party engages Yurgir in a regular fight, he will use his ranged attacks against them every turn and always attempt to end the turn by casting
.Tactics
One of the simplest ways to turn the tables on Yurgir is to approach the fight from a different angle. Following Nessa into the ambush leaves the party on the low ground where they are vulnerable to ranged attacks and bombs from Yurgir and his Merregons above. The party can instead hop across the gap at X: -669 Y: -786 (which may require , , or ) and approach Yurgir from the southern end of the room. This will allow the party to begin combat on the same high ground as Yurgir, and give them better positioning to attack him from Stealth if so desired. However, if Yurgir notices the party approaching in this way then he and all his allies will immediately turn hostile.
Yurgir's Invisibility can be countered by a party member with Volo's Ersatz Eye or by a spellcaster using . Alternatively, the condition will end his invisibility early and is easily applied through or a thrown Water.
Notes
- Yurgir can get back up immediately after Backbreaker.
- Yurgir have no Falling damage.
Footnotes
- ↑ A wiki contributor observed this behaviour when landing a critical hit on Yugir from stealth, hitting Yurgir for a total of 17 piercing damage, which left Yurgir with a total of 14 hit points afterwards.
- ↑ A wiki contributor observed this behavior was not present when Yurgir had a Shocking Grasp (Condition) or similar condition.