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Ignur

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Ignur is a Black Gauntlet of Bane in Wyrm's Rock Fortress.

Involvement[edit | edit source]

Ignur can be encountered in the audience chamber of the Wyrm's Rock Fortress at X: 16 Y: 202 after Gortash's Gortash's coronation.

Combat[edit | edit source]

Attacks and abilities[edit | edit source]

Aura of Terror Aura of Terror (Action)

Give enemies disadvantage on Attacks and saving throws while in your oppressive presence.

Creatures that can't be Frightened are immune to this aura.

 Range: Self
AoE: 3 m / 10 ft (Radius)
Recharge: Per combat
Blight Blight (Action + Level 4 Spell Slot)
Damage: 8~64
8d8NecroticNecrotic

Deals 8d8NecroticNecrotic to a target. Plants take maximum damage from this spell, and have Disadvantage Icon.png Disadvantage on the Saving throw against it.

CON Save CON Save
 Range: 9 m / 30 ft
Concussive Smash Concussive Smash (Action)   –   Infernal Mace
Damage: 10~15
1d6 + 6BludgeoningBludgeoning
+ 3PoisonPoison

Hit an enemy with all your might to deal damage and possibly Daze Daze them.

CON Save CON Save
 Range: Normal weapon range
Recharge: Short rest
Dominate Person Dominate Person (Action + Level 5 Spell Slot)

Dominate Dominate a nearby humanoid. Allies are unaffected.

Every time the creature takes damage, it may repeat the Saving throw against your domination.

WIS Save WIS Save
 Range: 18 m / 60 ft
Inflict Wounds Inflict Wounds (Action + Level 1 Spell Slot)
Damage: 3~30
3d10NecroticNecrotic

Putrefy a creature with NecroticNecrotic energy filling your hands.

 Melee: 1.5 m / 5 ft
Main Hand Attack Main Hand Attack (Action)   –   Infernal Mace
Damage: 10~15
1d6 + 6BludgeoningBludgeoning
+ 3PoisonPoison

Make a melee attack with your equipped weapon.

 Melee: 1.5 m / 5 ft
Phantasmal Killer Phantasmal Killer (Action + Level 4 Spell Slot)
Damage: 4~40
4d10PsychicPsychic

Haunt a creature with illusions of its greatest fears. It takes 4d10PsychicPsychic Damage per turn, cannot move, has Disadvantage Icon.png Disadvantage on Ability Checks and Attack Rolls

WIS Save WIS Save
 Range: 18 m / 60 ft
Spirit Guardians: Necrotic Spirit Guardians: Necrotic (Action + Level 3 Spell Slot)
Damage: 3~24
3d8NecroticNecrotic

Call forth spirits to protect the area around you.

Nearby enemies take 3d8NecroticNecrotic damage per turn, and their Movement Speed is halved. Lasts for 10 turns.

WIS Save WIS Save
 Range: Self
AoE: 3 m / 10 ft (Radius)

Loot[edit | edit source]