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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'sGortash's coronation.

Combat[edit | edit source]

Attacks and abilities[edit | edit source]

Aura of TerrorAura 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 Range: Self
Recharge: Per combat Recharge: Per combat
BlightBlight (Action + Level 4 Spell Slot)
Damage: 8~64
8d8NecroticNecrotic

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

CON SaveCON Save
Range: 9 m / 30 ft Range: 9 m / 30 ft
Concussive SmashConcussive 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 SaveCON Save
Range: Normal weapon range Range: Normal weapon range
Recharge: Short rest Recharge: Short rest
Dominate PersonDominate 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 SaveWIS Save
Range: 18 m / 60 ft Range: 18 m / 60 ft
Inflict WoundsInflict 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 Melee: 1.5 m / 5 ft
Main Hand AttackMain 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 Melee: 1.5 m / 5 ft
Phantasmal KillerPhantasmal 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 DisadvantageDisadvantage on Ability Checks and Attack Rolls

WIS SaveWIS Save
Range: 18 m / 60 ft Range: 18 m / 60 ft
Spirit Guardians: NecroticSpirit 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 SaveWIS Save
Range: Self Range: Self

Loot[edit | edit source]