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Yurgir/Combat

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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, Korrilla and six Vengeful Cambions.

Attacks and abilities

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
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
  • 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.[Needs Verification][1][2]
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
  • 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.
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

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

Encounter details

The party will encounter Nessa stalking through the Gauntlet of Shar at X: -678 Y: -786. Approaching her will cause Nessa to lead the party to Yurgir's ambush and the Umbral Gem he's guarding at X: -652 Y: -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 DC 14 Investigation check), they can help Yurgir complete the contract without instigating combat. However, they can also attempt to pass a DC 16 Persuasion check to convince him to order all his Merregon followers to kill themselves. On a successful roll, they can then attempt a DC 21 Persuasion check to trick him into killing Nessa. If that roll was successful, they can completely bypass the fight by succeeding a DC 21 Persuasion check 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 Invisibility (class action) 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 Merregons above. The party can instead hop across the gap at X: -669 Y: -786 (which may require Enhance Leap Enhance Leap, Fly Fly, or Misty Step 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 Invisibility can be countered by a party member with Volo's Ersatz Eye or by a spellcaster using See Invisibility See Invisibility. Alternatively, the Wet Wet condition will end his invisibility early and is easily applied through Create or Destroy Water Create or Destroy Water or a thrown Water.

Footnotes

  1. 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.
  2. A wiki contributor observed this behavior was not present when Yurgir had a Shocking Grasp (Condition) or similar condition.