Builder’s Gate

Updated 2026-09-27

한국어

Monster Codex

BossFiend · Act 2 · Act 3

Yurgir

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Hit points · HP
105
Armour class · AC
17
Level
10
Difficulty
Strength
22+6
Dexterity
16+3
Constitution
21+5
Intelligence
15+2
Wisdom
15+2
Charisma
16+3

Attacks and skills 9

Jump
Jump up, down, and across. Your Strength affects how far you can jump.
4.5m
Bonus ActionMovement Speed 3
Ranged Attack
Make a ranged attack with your equipped weapon.
Action
Volatile Cluster
Toss a cluster of 3 bombs that can knock nearby creatures Prone. Each bomb will explode in a Fiendish Flameblast when triggered.
14m
Action
Possible damage typesBludgeoning
Volatile Cluster
Toss a cluster of 4 bombs that can knock nearby creatures Prone. Each bomb will explode in a Fiendish Flameblast when triggered.
14m
Action
Possible damage typesBludgeoning
Invisibility
Become Invisible.
Bonus Action
Infernal Dagger
Strike a fiendish blow that might Poison the target and deal an additional 4d10 Poison damage.
Action
Possible damage typesPoisonSlashing
Main Hand Attack
Make a melee attack with your equipped weapon.
Action
Concussive Burst
A thunderous blast that ripples over your foes and pushes them back.
Action
Possible damage typesThunder
Explosive Retribution
10m

Traits 5

Opportunity Attack

Automatically attack an enemy moving out of your reach.

Darkvision

You can see in the dark up to 12m.

Devil's Sight

You can see normally in darkness, both magical and non-magical, to a distance of 24m.

Magic Resistance

Has Advantage on Saving Throws against spells and other magical effects.

Darkness Rules

No game description available.

1 internal effects have no display name.

Initial conditions and difficulty effects 0

1 internal effects have no display name.

Statistics and references

Parentheses show changes from Balanced. HP applies initial and difficulty effects to the game base value; combat scripts and conditional effects can change it.

References