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Ignur
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 coronation.
 Gortash's coronation.
Combat[edit | edit source]
Attacks and abilities[edit | edit source]
-   Aura of Terror ( Aura of Terror ( ) )
-  
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
 AoE: 3 m / 10 ft (Radius) AoE: 3 m / 10 ft (Radius)
 Recharge: Per combat Recharge: Per combat
-   Blight ( Blight ( + + ) )
- Damage: 8~64

Deals 8d8 Necrotic to a target. Plants take maximum damage from this spell, and have
Necrotic to a target. Plants take maximum damage from this spell, and have  Disadvantage on the
 Disadvantage on the  Saving throw against it.
 Saving throw against it.
-   Concussive Smash ( Concussive Smash ( )   – )   – Infernal Mace Infernal Mace
- Damage: 10~15

Hit an enemy with all your might to deal damage and possibly  Daze them.
 Daze them.
 CON Save CON Save
 Range: Normal weapon range Range: Normal weapon range
 Recharge: Short rest Recharge: Short rest
-   Dominate Person ( Dominate Person ( + + ) )
-  
 Dominate a nearby humanoid. Allies are unaffected. Dominate a nearby humanoid. Allies are unaffected.Every time the creature takes damage, it may repeat the  Saving throw against your domination. Saving throw against your domination.
-   Inflict Wounds ( Inflict Wounds ( + + ) )
- Damage: 3~30

Putrefy a creature with  Necrotic energy filling your hands.
Necrotic energy filling your hands.
 Melee: 1.5 m /  5 ft Melee: 1.5 m /  5 ft
-   Main Hand Attack ( Main Hand Attack ( )   – )   – Infernal Mace Infernal Mace
- Damage: 10~15

Make a melee attack with your equipped weapon.
 Melee: 1.5 m /  5 ft Melee: 1.5 m /  5 ft
-   Phantasmal Killer ( Phantasmal Killer ( + + ) )
- Damage: 4~40

Haunt a creature with illusions of its greatest fears. It takes 4d10 Psychic Damage per turn, cannot move, has
Psychic Damage per turn, cannot move, has  Disadvantage on Ability Checks and Attack Rolls
 Disadvantage on Ability Checks and Attack Rolls
-   Spirit Guardians: Necrotic ( Spirit Guardians: Necrotic ( + + ) )
- Damage: 3~24

Call forth spirits to protect the area around you.
Nearby enemies take 3d8 Necrotic damage per turn, and their Movement Speed is halved. Lasts for 10 turns.
Necrotic damage per turn, and their Movement Speed is halved. Lasts for 10 turns.











