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Yurgir/Combat: Difference between revisions

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==Attacks and abilities==
==Attacks and abilities==
{{Feature box|name=Infernal Dagger|image name=Generic Physical.webp
{{Feature box|Infernal Dagger}}
|* Strike a fiendish blow that might {{Cond|Poisoned|Poison}} the target and deal an additional {{DamageText|4d10|Poison}}.
}}


{{Feature box|name=Invisibility (Class Action)|image name=One with Shadows.webp
{{Feature box|Invisibility (Class Action)}}
|* Become Invisible at will.
* 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.
}}


{{Feature box|name=Concussive Burst|image name=Generic Thunder.webp
{{Feature box|Concussive Burst}}
|* A thunderous blast that deals {{DamageText|5d8|Thunder}} over your foes and pushes them back.
}}


{{Feature box|name=Volatile Cluster|image name=Generic Damage.webp
{{Feature box|Volatile Cluster}}
|* Throws 3 [[Orthonic Handbomb]]s at a target, dealing some bludgeoning damage but leaving bombs that explode 2 turns later.
* Player should be aware that the "bomb" entities can take damage from surfaces and AoE abilities, causing them to detonate ''early'' and subsequently causing any other bombs in proximity to do the same.
}}


{{Feature box|name=Explosive Retribution|image name=Explosive Retribution.webp
{{Feature box|Explosive Retribution}}
|* Tosses 14 [[Orthonic Handbomb]]s in an area around him.
* 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 appears to be capable of using this ability ''as a reaction'' when he takes enough damage, and/or when his health drops below a certain point, but the exact trigger conditions are not known.{{Verify}}<ref>A wiki contributor observed this behaviour when landing a critical hit on Yugir from stealth, hitting Yurgir for a total of 17 piercing damage, which left Yurgir with a total of 14 hit points afterwards.</ref><ref>A wiki contributor observed this behavior was not present when Yurgir had a [[Shocking Grasp (Condition)]] or similar condition.</ref>
}}


===Honour mode===
===Honour mode===
{{Feature box|name = Legendary Action: Blinding Ambush|image name = Legendary Action Offensive.webp
{{Feature box|Blinding Ambush}}
|* Once per round, Yurgir can spend a Legendary Action to [[# Blinding Ambush|Blinding Ambush]] a {{cond|Hunted}} creature when it attempts to attack or cast a spell.
}}


{{Feature box|name = Watchful Hunt|image name=Hunter's Mark.webp
{{Feature box|Watchful Hunt}}
|* Observe your prey carefully, allowing you to interrupt their attacks and spells with a [[# Blinding Ambush|Blinding Ambush]].
{{condition|Hunted}}
}}
 
{{Feature box|name = Blinding Ambush|image name=Generic Physical.webp
|* Try to {{cond|Blinded|Blind}} a {{cond|Hunted}} creature before it attacks or casts a spell against you.
 
{{DamageInfo|5d10|Radiant}}
}}


== Allies in the Gauntlet of Shar==
== Allies in the Gauntlet of Shar==

Revision as of 08:21, 29 April 2024

This page focuses on 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, and at the House of Hope, where he is joined by Raphael, Korilla and six Vengeful Cambions.

Attacks and abilities

Generic Physical.webp
Infernal Dagger Infernal Dagger ()
D4 Slashing.png 2d4 + 6 (8~14) Damage TypesSlashing
+
D10 Poison.png 2d10 (2~20) Damage TypesPoison
+
D10 Poison.png 2d10 (2~20) Damage TypesPoison

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
One with Shadows.webp
Invisibility Invisibility ()
Become Invisible.
 Range: Self
Recharge: Per turn
Generic Thunder.webp
Concussive Burst Concussive Burst ()
D8 Thunder.png 5d8 (5~40) Damage TypesThunder

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

CON Save
 Melee: 1.5 m / 5  ft
AoE: 8 m / 25 ft (Radius)
Recharge: Per turn
Generic Physical.webp
Volatile Cluster Volatile Cluster ()
D4 Bludgeoning.png 2d4 + 2 (4~10) Damage TypesBludgeoning
+
D8 Force.png 4d8 (4~32) Damage TypesForce
+
D8 Fire.png 4d8 (4~32) Damage TypesFire

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
Explosive Retribution.webp
Explosive Retribution Explosive Retribution
Toss a cluster of damaging explosives around you that explode in 2 turns, dealing 4d8Damage TypesFire and 4d8Damage TypesForce damage.
 Range: 10 m / 30 ft

Honour mode

Generic Physical.webp
Blinding Ambush Blinding Ambush
D10 Radiant.png 5d10 (5~50) Damage TypesRadiant

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

 Range: Normal weapon range
Recharge: Per turn
Hunter's Mark.webp
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 in the Gauntlet of Shar

Footnotes