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This page focuses on Yurgir Yurgir's behaviour during his combat encounters. Yurgir is able to be fought at the Gauntlet of Shar, where he is joined by his Merregon Legionnaire Merregon Legionnaires, and at the House of Hope, where he is joined by Raphael Raphael, Korrilla Korrilla and six Vengeful Cambion Vengeful Cambions.

Attacks and abilities[edit | edit source]

Concussive Burst Concussive Burst (Action)
Damage: 5~40

A thunderous blast that ripples over your foes and pushes them back.

 Melee: 1.5 m / 5 ft
AoE: 8 m / 27 ft (Cone)
Recharge: Per turn
Explosive Retribution Explosive Retribution (Reaction)
Toss a cluster of damaging explosives around you that explode in 2 turns, dealing 4d8Damage TypesFire and 4d8Damage TypesForce damage.
 Range: 10 m / 33 ft
Recharge: Once per combat
  • 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 will use this ability as a reaction when dropping to HP Icon.png 20% hit points. This can be prevented by any feature that normally prevents reactions.
Infernal Dagger Infernal Dagger (Action)
Damage: 12~54
2d4 + 6SlashingSlashing
+ 2d10PoisonPoison
+ 2d10PoisonPoison

Strike a fiendish blow that might Poison Poison the target and deal an additional 4d10Damage TypesPoison damage.

CON Save
 Range: Normal weapon range
Recharge: Per turn
Invisibility Invisibility (Bonus Action)
Become Invisible.
 Range: Self
Recharge: Per turn
  • 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.
Volatile Cluster Volatile Cluster (Action)
Damage: 12~74
+ 4d8ForceForce
+ 4d8FireFire

Toss a cluster of 3 bombs that can possibly knock nearby creatures Prone Prone. Each bomb will explode in a Fiendish Flameblast Fiendish Flameblast

 Range: 14 m / 45 ft
Recharge: Per turn
  • Yurgir uses this ability a maximum of twice each combat. Fleeing combat allows for an unlimited number of bombs to be collected.

Honour mode[edit | edit source]

Blinding Ambush Blinding Ambush
Damage: 5~50

Try to Blind Blind a Hunted Hunted creature before it attacks or casts a spell against you.

 Range: Normal weapon range
Recharge: Per turn
Watchful Hunt Watchful Hunt
Observe your prey carefully, allowing you to interrupt their attacks and spells with a Blinding Ambush Blinding Ambush.
 Range: 18 m / 60 ft
Recharge: Per turn

Allies[edit | edit source]

Encounter details[edit | edit source]

The party can encounter Nessa Nessa stalking through the Gauntlet of Shar at X: -678 Y: -786. Approaching causes her 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 causes 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 Merregon followers to kill themselves. On a successful roll, they can then attempt a DC 21 Persuasion check to trick him into killing Nessa as well. If those rolls are successful, they can bypass the fight with Yurgir by succeeding a DC 21 Persuasion check to convince him he must kill himself to be free of his contract.

If the party engages Yurgir in a regular fight, he uses his ranged attacks against them every turn and always attempts to end his turn by casting Invisibility (class action) Invisibility (class action).

Tactics[edit | edit source]

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 Enhance Leap Enhance Leap, Fly Fly, or Misty Step Misty Step) and approach Yurgir from the southern end of the room. This allows 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 immediately turn hostile.

Yurgir's Invisibility can be countered by a party member with Volo's Ersatz Eye or by using See Invisibility See Invisibility. Alternatively, the Wet Wet condition ends his invisibility early and is easily applied through Create or Destroy Water Create or Destroy Water or a thrown container of Water.