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Yurgir/Combat: Difference between revisions
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Added small encounter details and tactics sections to bring it in line with the new style guide
m (Move page script moved page Yurgir/combat to Yurgir/Combat over redirect) |
(Added small encounter details and tactics sections to bring it in line with the new style guide) |
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{{Feature box|Watchful Hunt}} | {{Feature box|Watchful Hunt}} | ||
== Allies | == Allies == | ||
* 7x [[Merregon]] | * 7x [[Merregon]] | ||
* [[Hoarding Merregon]] | * [[Hoarding Merregon]] | ||
* [[Nessa]] | * [[Nessa]] | ||
== Encounter details == | |||
The party will encounter [[Nessa]] stalking through the [[Gauntlet of Shar]] at {{coords|-678|-786}}. Approaching her will cause Nessa to lead the party to Yurgir's ambush and the {{SmRarityItem|Umbral Gem}} he's guarding at {{coords|-652|-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 {{Ability Check|Investigation|14}}), they can help Yurgir complete the contract without instigating combat. However, they can also attempt to pass a {{Ability Check|Persuasion|16}} to convince him to order all his [[Merregon]] followers to kill themselves. On a successful roll, they can then attempt a {{Ability Check|Persuasion|21}} to trick him into killing [[Nessa]]. If that roll was successful, they can completely bypass the fight by succeeding a {{Ability Check|Persuasion|21}} 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 {{SAI|Invisibility (Class Action)}}. | |||
== 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 [[Merregon]]s above. The party can instead hop across the gap at {{coords|-669|-786}} (which may require {{SAI|Enhance Leap}}, {{SAI|Fly}}, or {{SAI|Misty Step}}) 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 {{SAI|Invisibility (Class Action)}} can be countered by a party member with {{SmRarityItem|Volo's Ersatz Eye}} or by a spellcaster using {{SAI|See Invisibility}}. Alternatively, the {{Cond|Wet}} condition will end his invisibility early and is easily applied through {{SAI|Create or Destroy Water}} or a thrown {{SmRarityItem|Water}}. | |||
==Footnotes== | ==Footnotes== |