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Kur

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Stone Guard Kur is a duergar ranger who can be found in Grymforge during Act One.

Drugnin' outsiders. You've got no business here.
Kur


Involvement[edit | edit source]

Act One[edit | edit source]

Kur can be found speaking with Brithvar Brithvar at Grymforge. She seems to be his lieutenant.

Stone Guard Kur is a loyal member of the Clan Flameshade. Should the party conspire with Brithvar against Nere Nere, she joins them against the drow and duergar cultists.

Combat[edit | edit source]

Kur is predetermined to end the first turn of battle by retreating to the edge of a nearby lava pool, upon which Dalthar Dalthar prioritises dashing and shoving her in over all other actions.

If Dalthar is killed or blocked from pushing Kur into the lava, the remaining hostile cultists take that on as their main priority in a set order, starting with Greymon Greymon.

Attacks and abilities[edit | edit source]

Brace (Ranged) Brace (Ranged) (Movement Speed)   –  Heavy Crossbow
Spend 6 m / 20 ft of your movement. For the rest of your turn, roll ranged damage twice and use the highest result.
Recharge: Short rest
Ensnaring Strike (Ranged) Ensnaring Strike (Ranged) (Action + Bonus Action + Level 1 Spell Slot)   –  Heavy Crossbow
Damage: 5~19
1d10 + 3PiercingPiercing
+ 1d6PiercingPiercing

Your attack summons thorny vines that possibly Ensnare Ensnare your target.

Ensnared creatures cannot move and take 1d6Damage TypesPiercing damage at the start of each turn. An ally can use their Help Help action to try and tear away the vines.

STR Save
 Range: 18 m / 60 ft
Hunter's Mark Hunter's Mark (Bonus Action + Level 1 Spell Slot)
Damage: 1~6

Mark a creature as your quarry to deal an additional 1d6Damage TypesWeapon damage whenever you hit it with a weapon attack.

If the target dies before the spell ends, you can use Reapply Hunter's Mark Reapply Hunter's Mark to mark a new creature.

 Range: 18 m / 60 ft
Main Hand Attack Main Hand Attack (Action)   –  Dagger
Damage: 4~7
1d4 + 3PiercingPiercing

Make a melee attack with your equipped weapon.

 Melee: 1.5 m / 5 ft
Piercing Shot Piercing Shot (Action)   –  Heavy Crossbow
Damage: 4~13
1d10 + 3PiercingPiercing

Deal regular damage and possibly inflict Gaping Wounds Gaping Wounds which cause extra damage on attacks.

Undead and Constructs can't receive Gaping Wounds.

CON Save
 Range: Normal weapon range
Recharge: Short rest
Piercing Strike Piercing Strike (Action)   –  Dagger
Damage: 4~7
1d4 + 3PiercingPiercing

Stab an enemy and possibly inflict Gaping Wounds Gaping Wounds.

Undead and Constructs can't receive Gaping Wounds.

CON Save
 Range: Normal weapon range
Recharge: Short rest
Ranged Attack Ranged Attack (Action)   –  Heavy Crossbow
Damage: 4~13
1d10 + 3PiercingPiercing

Make a ranged attack with your equipped weapon.

 Range: 18 m / 60 ft

Tactician only[edit | edit source]

Shove Shove (Bonus Action)

Try to push your target away. Your chances depend on your Athletics, and are higher if you're hidden or invisible.

The shove distance depends on your Strength and the target's weight.

 Range: 1.5 m / 5 ft

Loot[edit | edit source]

Related quests[edit | edit source]

Gallery[edit | edit source]