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Cazador Szarr/Combat

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< Cazador Szarr
Revision as of 22:17, 2 May 2024 by Ankoria (talk | contribs) (Created page. Still adding more edits)
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This page focuses on Cazador's behavior during turn-based combat gameplay.

Attacks and abilities

Blight Blight ()   –  Woe
D8 Necrotic.png 8d8 (8~64) Damage TypesNecrotic
Deals 8d8Damage TypesNecrotic to a target. Plants take maximum damage from this spell, and have Disadvantage Icon.png Disadvantage on the Saving throw against it.
CON Save
 Range: 9 m / 30 ft
Call Lightning Call Lightning ()
D10 Lightning.png 3d10 (3~30) Damage TypesLightning
Call down lightning to hit all targets within range and its area of effect for 3d10Damage TypesLightning damage. Then for 10 turns, you can call down lightning again without expending a spell slot.
DEX Save
 Range: 18 m / 60 ft
AoE: 2 m / 7 ft (Radius)
Fly Fly ()
Fly to a target position
 Range: 18 m / 60 ft
Misty Escape Misty Escape ()

Transform into a tiny mist cloud. It can't fall, and fits through small openings. It is very hard to damage.

The cloud has Advantage Icon.png Advantage on Constitution, Dexterity and Strength Saving Throws.

Enough, Wretches!

When Cazador reaches low enough health, he will use Enough, Wretches!, and switch to physical attacks.

Enough, Wretches! Enough, Wretches!
Cazador switches from spells to savage melee attacks.
Multiattack Multiattack ()
+
The target must be Blood-Sapped Blood-Sapped.
 Melee: 1.5 m / 5  ft

Claws

Tactician mode

Potent Misty Escape Potent Misty Escape ()
Transform into a tiny mist cloud. It can't fall, and fits through small openings. It is very hard to damage. Foes within 4 m / 13 ft of the cloud may be Blinded Blinded and take 3d6Damage TypesNecrotic at the start of Cazador's turn. The cloud has Advantage on Constitution, Dexterity, and Strength Saving Throws.

Honour mode

Vampiric Swarm Vampiric Swarm
D12 Piercing.png 12d12 (12~144) Damage TypesPiercing
Call forth a swarm of vampire bats. Targets are pushed backwards 7 m / 23 ft and may become Swarmed Swarmed.
DEX Save
 Range: 10 m / 33 ft
AoE: 5 m / 16 ft (Cube)

Allies

Encounter

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 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.
  • The narrow stairs make a fantastic choke point for crowd-controlling the mobs with spells early in the fight. Some electricity 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 Daylight Daylight and similar spells will inflict Sunlight Hypersensitivity (Condition) on Cazador, reverting his mist form and causing Template:DamagaeText at the start of his turn. Keeping Cazador close to a Daylight source can make the fight significantly easier.
  • Cazador's Ritual Sources can be interrupted by standing on the ritual circles. This will also grant whoever is standing on the circle one stack of Ritual Sources (Condition).