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Pumler Grejit

From bg3.wiki

Pumler Grejit is one of the Gur, the human nomadic tribe. He can be found in the Gur Camp in Rivington in Act 3.

We shed tears today, so we may shed blood tomorrow.
Pumler Grejit banter at the Gur Camp in Rivington

Involvement edit

Act Three edit

Pumler Grejit along with other Gur can be encountered in the Gur Camp attending a funeral for the fallen from a recent offence on Cazador's palace. Pumler with his fellow Gur, all members of a group of monster hunters lead by Ulma Ulma, are looking for their children, who have been kidnapped by Cazador Cazador's spawns. The nomads have camped in Rivington, trying to mount a rescue or seek revenge.

Ulma asks the party to help in defeating Cazador and discovering the fate of their abducted children.

Once Cazador is defeated, Pumler along with Ulma and the other Gur can be found near the waypoint in Cazador's Dungeon. He attacks the party if the ritual held in the dungeons is completed.

If Astarion Astarion was turned in to Gandrel Gandrel in Act One and kidnapped, then in Act Three Pumler and all of his fellow Gur (except Gandrel) are dead.

Combat edit

Attacks and abilities edit

Action Surge Action Surge
Immediately gain an extra Action to use this turn.
 Range: Self
Recharge: Short rest
Cleave Cleave (Action)   –  Greatsword
Damage: 4 + modifiers
4 + half weaponSlashingSlashing

Swing your weapon in a large arc to attack up to 3 enemies at once. They each take half the damage your weapon usually deals.

AoE: 2 m / 7 ft (Cone)
Recharge: Short rest
Lacerate Lacerate (Action)   –  Greatsword
Damage: 6~16
2d6 + 4SlashingSlashing

Slash at your target's vital points to make it Bleed Bleed.

Undead and Constructs can't Bleed.

CON Save
 Range: Normal weapon range
Recharge: Short rest
Main Hand Attack Main Hand Attack (Action)   –  Greatsword
Damage: 6~16
2d6 + 4SlashingSlashing

Make a melee attack with your equipped weapon.

 Melee: 1.5 m / 5 ft
Pommel Strike Pommel Strike (Bonus Action)   –  Greatsword
Damage: 1~4

Make a non-lethal attack against an enemy and possibly Daze Daze them.

CON Save
 Melee: 1.5 m / 5 ft
Recharge: Short rest
Second Wind Second Wind (Bonus Action)
Healing: 1~10 + modifiers
1d10 + Fighter levelHealingHealing

Draw on your stamina to protect yourself. You regain 1d10 + Fighter Levelhit points.

 Range: Self
Recharge: Short rest

Loot edit

Related quests edit