Editing Cazador/Combat
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{{Tab | {{Tab | ||
|one=Cazador | |one=Cazador | ||
|one-name= | |one-name=Cazador | ||
|two=Cazador/combat | |two=Cazador/combat | ||
|two-name=Combat | |two-name=Combat | ||
}} | }} | ||
{{Infobox | {{Infobox character | ||
| name = Cazador Szarr | | name = Cazador Szarr | ||
| image = | | image = Cazador Model.png | ||
| imagesize = 0.8 | |||
Cazador Model.png| | | race = [[Vampire]] | ||
| level = 12 | |||
| | | modules = | ||
| | {{Infobox statistics | ||
| | | child = yes | ||
| | |||
| size = Medium | | size = Medium | ||
| type = Undead | | type = Undead | ||
| | | armour_class = 21 | ||
| | | hit_points = 208 | ||
| hit_points_tactician = 270 | |||
| movement_speed_meters = | |||
| movement_speed_feet = | |||
| | | weight_kg = 70 | ||
| | | weight_lb = 150 | ||
| hiddenlevel = 12 | |||
| | | initiative = +9 | ||
| | |||
| | |||
| | |||
| | |||
| str = 18 | | str = 18 | ||
| dex = 18 | | dex = 18 | ||
| con = 18 | | con = 18 | ||
| int = 17 | | int = 17 | ||
| wis = 15 | | wis = 15 | ||
| cha = 18 | | cha = 18 | ||
| | | dex_save_proficiency = yes | ||
| | | int_save_proficiency = yes | ||
| | | wis_save_proficiency = yes | ||
| | | nonmagic immune1 = Bludgeoning | ||
| | | nonmagic immune2 = Piercing | ||
| | | nonmagic immune3 = Slashing | ||
| | | resistant1 = Slashing | ||
| | | resistant2 = Piercing | ||
| | | resistant3 = Bludgeoning | ||
| resistant4 = Necrotic | |||
| condition1_name = Ritual Sources | |||
| condition1_description = +1m movement, +10 temporary HP and +1d10 Necrotic damage per ritual source. | |||
| condition2_name = Legendary Resistance | |||
| condition2_description = +10 to your next 3 saving throws. | |||
| condition2_mode = Tactician | |||
| feature1_name = Alert | |||
| feature1_description = +5 to Initiative and cannot be surprised. | |||
| feature2_name = Arcane Enchantment (+1) | |||
| feature2_description = +1 bonus to Spell Save DC and Spell attack rolls. | |||
| feature2_item = Woe | |||
| feature3_name = Arcane Vampirism | |||
| feature3_description = Regain 1d4 HP when a creature fails any saving throws against your spells. | |||
| feature3_item = Woe | |||
| feature4_name = Improved Extra Attack | |||
| feature4_description = Make two additional attacks after attacking with your main-hand weapon. | |||
| feature5_name = Opportunity Attack | |||
| feature5_description = Automatically attack an enemy moving out of your reach. | |||
| feature6_name = Sunlight Hypersensitivity | |||
| feature6_description = While in sunlight, take 20 Radiant damage and have disadvantage on attack rolls and ability checks. | |||
| feature7_name = Vampire Regeneration | |||
| feature7_description = If not in sunlight or holy water, regains 10 HP at the start of his turn. | |||
| feature8_name = Legendary Action: Vampiric Swarm | |||
| feature8_description = Spend a legendary action to conjure a Vampiric Swarm. | |||
| feature8_mode = Honour | |||
}} | |||
}} | }} | ||
This page focuses on [[Cazador]]'s behavior during turn-based combat gameplay. | This page focuses on [[Cazador]]'s behavior during turn-based combat gameplay. | ||
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{{Feature box|Enough, Wretches!}} | {{Feature box|Enough, Wretches!}} | ||
{{Feature box|Multiattack (Vampire)}} | {{Feature box|Multiattack (Vampire)}} | ||
{{Feature box|Claws | {{Feature box|Claws}} | ||
====Tactician mode==== | ====Tactician mode==== | ||
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* 6x [[Bat]] (6 additional bats spawn each round) | * 6x [[Bat]] (6 additional bats spawn each round) | ||
==Encounter | ==Encounter== | ||
* If [[Astarion]] is in your party when you meet Cazador, a cutscene will play out in which he becomes trapped as part of the ritual. He can be freed using the {{SAI|Help}} action. | * If [[Astarion]] is in your party when you meet Cazador, a cutscene will play out in which he becomes trapped as part of the ritual. He can be freed using the {{SAI|Help}} action. | ||
* Cazador will attempt to complete the ritual to become the Vampire Ascendant. If 3 turns pass without the ritual being interrupted (by freeing [[Astarion]] or killing one of the [[Vampire Spawn]]) then | * Cazador will attempt to complete the ritual to become the Vampire Ascendant. If 3 turns pass without the ritual being interrupted (by freeing [[Astarion]] or killing one of the [[Vampire Spawn]]) then Cazador will consume them all to become the Vampire Ascendant. | ||
* Cazador will be empowered by 7 {{Cond|Ritual Sources}} from each of the trapped vampire spawn, granting him 1m/3ft of movement speed, 10 temporary hit points, and {{damage colour|Necrotic| | * Cazador will be empowered by 7 {{Cond|Ritual Sources}} from each of the trapped vampire spawn, granting him 1m/3ft of movement speed, 10 temporary hit points, and {{damage colour|Necrotic|1~10 Necrotic damage}} per trapped spawn. These sources are represented by lines of red magic on the floor and can be "stolen" by the party if they stand on top of the magic circles in front of the victims. 3 of them provide additional bonus effects: | ||
** [[ | ** Ritual Drain [[Astarion]]: Gain an additional bonus action | ||
** [[ | ** Ritual Drain [[Violet]]: Gain +5 AC | ||
** [[ | ** Ritual Drain [[Yousen]]: Heal for {{DamageText|2d8|Healing}} each turn | ||
==Tactics== | ==Tactics== | ||
* In the lead-up to the final confrontation with Cazador, [[Astarion]] can be split-off from the party and left way back up the stairs. Then upon descending the stairs with the rest of the party, Cazador will believe Astarion didn't accompany the party and will not entrap him. ''However'', as of Patch 6 if | * In the lead-up to the final confrontation with Cazador, [[Astarion]] can be split-off from the party and left way back up the stairs. Then upon descending the stairs with the rest of the party, Cazador will believe Astarion didn't accompany the party and will not entrap him. ''However'', as of Patch 6 if Asterion later joins the fight and Cazador is still alive, the fight will be interrupted by a cut scene and Asterion will be captured. This technique can nonetheless be used to delay the three turn countdown for Cazador's ascendance, and to hold off Asterion's imprisonment until a more manageable time in the battle. | ||
* If Astarion is captured as part of the ritual, it is imperative to free him ASAP so that Cazador doesn't kill him and become the Vampire Ascendant. Using {{SAI|Dash}} and {{SAI|Misty Step}} can allow allies to reach him within a single turn so they can free him with {{SAI|Help}} on the next | * If Astarion is captured as part of the ritual, it is imperative to free him ASAP so that Cazador doesn't kill him and become the Vampire Ascendant. Using {{SAI|Dash}} and {{SAI|Misty Step}} can allow allies to reach him within a single turn so they can free him with {{SAI|Help}} on the next turn. | ||
* The narrow stairway is a fantastic choke point for crowd-controlling the mobs with spells early in the fight. Some lightning resistance for the party and there will be little Cazador can do on lower difficulty levels since Call Lightning is the only ranged attack he has. Beware of getting pushed off the edge yourself however. | * The narrow stairway is a fantastic choke point for crowd-controlling the mobs with spells early in the fight. Some lightning resistance for the party and there will be little Cazador can do on lower difficulty levels since Call Lightning is the only ranged attack he has. Beware of getting pushed off the edge yourself however. | ||
* Using {{SAI|Daylight}} or similar effects will impose {{Cond|Sunlight Hypersensitivity}} on Cazador, reverting his mist form and causing {{DamageText|20|Radiant}} at the start of his turn. Keeping Cazador close to a Daylight source will make the fight significantly easier. | * Using {{SAI|Daylight}} or similar effects will impose {{Cond|Sunlight Hypersensitivity}} on Cazador, reverting his mist form and causing {{DamageText|20|Radiant}} at the start of his turn. Keeping Cazador close to a Daylight source will make the fight significantly easier. | ||
* Summons are very effective in this fight since they give you more bodies to block Cazador's {{Cond|Ritual Sources}}. Even | * Summons are very effective in this fight since they give you more bodies to block Cazador's {{Cond|Ritual Sources}}. Even one as simple as a {{SAI|Spiritual Weapon}} can be used to block one of the ritual sources. | ||
* The 10 temporary hit points provided by {{Cond|Ritual Sources}} can be refreshed by walking off of and back onto the magic circles. | * The 10 temporary hit points provided by {{Cond|Ritual Sources}} can be refreshed by walking off of and back onto the magic circles. | ||
* | * Cazador will always upcast {{SAI|Call Lightning}} to level 5. |