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Ignur
Involvement[edit | edit source]
Ignur can be encountered in the audience chamber of the Wyrm's Rock Fortress at X: 16 Y: 202 after Gortash's coronation.
Combat[edit | edit source]
Attacks and abilities[edit | edit source]
-
Aura of Terror (
)
-
Give enemies disadvantage on Attacks and saving throws while in your oppressive presence.
Creatures that can't be Frightened are immune to this aura.
Range: Self
AoE: 3 m / 10 ft (Radius)
Recharge: Per combat
-
Blight (
+
)
- Damage: 8~64

Deals 8d8Necrotic to a target. Plants take maximum damage from this spell, and have
Disadvantage on the
Saving throw against it.
-
Concussive Smash (
) –
Infernal Mace
- Damage: 10~15

Hit an enemy with all your might to deal damage and possibly Daze them.
CON Save
Range: Normal weapon range
Recharge: Short rest
-
Dominate Person (
+
)
-
Dominate a nearby humanoid. Allies are unaffected.
Every time the creature takes damage, it may repeat the
Saving throw against your domination.
-
Inflict Wounds (
+
)
- Damage: 3~30

Putrefy a creature with Necrotic energy filling your hands.
Melee: 1.5 m / 5 ft
-
Main Hand Attack (
) –
Infernal Mace
- Damage: 10~15

Make a melee attack with your equipped weapon.
Melee: 1.5 m / 5 ft
-
Phantasmal Killer (
+
)
- Damage: 4~40

Haunt a creature with illusions of its greatest fears. It takes 4d10Psychic Damage per turn, cannot move, has
Disadvantage on Ability Checks and Attack Rolls
-
Spirit Guardians: Necrotic (
+
)
- Damage: 3~24

Call forth spirits to protect the area around you.
Nearby enemies take 3d8Necrotic damage per turn, and their Movement Speed is halved. Lasts for 10 turns.