Yurgir
- Hit points · HP
- 105
- Armour class · AC
- 17
- Level
- 10
- 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.
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 types
Bludgeoning
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 types
Bludgeoning
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 types
Poison
Slashing
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 types
Thunder
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.
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.