Auntie Ethel/Combat: Difference between revisions

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{{Action}}}}{{Feature box|name=Vicious Mockery|image name=Vicious Mockery.webp|link=Vicious Mockery (Auntie Ethel)|{{DamageInfo|2d4|Psychic}}


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{{Saving throw|WIS|dc=15}} to negate


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Revision as of 18:44, 24 December 2023

Sister of the Seeing Pearl
Auntie Ethel
Auntie-Ethel-Hag.webp
Stats
Level 5

STR

18
(+4)

DEX

14
(+2)

CON

16
(+3)

INT

13
(+1)

WIS

14
(+2)

CHA

18
(+4)
Bg3 content hr.png
Creature Race Icon.png  Race Fey
Creature Type Icon.png  Type Fey
HP Icon.png  HP 112; 145TTactician
Creature AC Icon.png  AC 17
Creature Speed Icon.png  Movement Speed 9m / 30ft
Creature Size Icon.png  Size Medium
Weight Icon.png  Weight 75kg / 150lbs
Proficiency Icon.png  Proficiency Bonus +3
Initiative Icon.png  Initiative +7
Passive features
Character information
Location Riverside Teahouse
Overgrown Tunnel
Additional information
Voice actor Rena Valeh
Hag Model
Auntie Ethel Hag Model.png

This page focuses on Auntie Ethel's behavior during her combat encounter, and tactics for overcoming her. She can be fought as a boss in the Riverside Teahouse in the Sunlit Wetlands if you choose to meddle in her affairs.

Auntie Ethel can be encountered again as a boss in Act 3 within The Blushing Mermaid.

Attacks and abilities

Generic Summon.webp

Now which is which?
Generic Summon.webp

You'll never find your Auntie Ethel.
Ray of Sickness.webp
D8 Poison.png 2d8 (2~16) Damage TypesPoison damage

Possibly Poisons Poisons the target.
CON Save
 Range: 18 m / 60 ft
Throw.webp
Throw Throw ()
Normal weapon damage

Throw a character or item from the world or your inventory.

Your Strength affects how much weight you can throw. Heavier items deal more damage.

The damage of weapons with the thrown property is the same as the weapon's melee damage.

 Range: 18 m / 60 ft
Generic Summon.webp

Better choose the right one, dearie.
Vicious Mockery.webp
D4 Psychic.png 2d4 (2~8) Damage TypesPsychic damage

Insult a creature: it has Disadvantage Icon.png Disadvantage on its next Attack roll.
WIS Save
 Range: 26 m / 87 ft
Hold Person.webp

Hold a humanoid enemy still. They can't Move, Act, or React. Attacks from within  Range: 3 m / 10 ft are always Critical Hits.

At the end of each turn, the affected creature can make a Wisdom Saving throw to end this condition.

WIS Save
 Range: 18 m / 60 ft
[[
D4 Slashing.png 2d4 + 4 (6~12) Damage TypesSlashing damage

Attack roll

 Melee: 1.5 m / 5  ft

Action]] If aggroed in the teahouse

Tactics

Fight in the Teahouse

Ethel can be attacked in her human form in the Riverside Teahouse, though she will try to make this encounter as brief as possible. Alert gives her a high chance of going first and prevents preemptive strikes, and she will flee through her fireplace using Break Illusion in the first two turns; if out of range, she will defend herself with Protection from Evil and Good and Vicious Mockery. Attempting to destroy her here, then, requires bringing her hit points to zero often before she can take a single action – all while hostile Redcaps are coming through her front door.

Arcane lock work on fireplace???

She may further attempt to evade aggression by drinking a Potion of Invisibility; this can be thwarted by pickpocketing or purchasing it from her in conversation.

Fight in the Overgrown Tunnel

The first turns of the Auntie Ethel fight are deterministic. Unless the player launches a preemptive strike from Hiding Hiding, Auntie Ethel will initiate combat through dialogue when approaching in her lair. Her first turn in combat, when started this way, will always be Throwing Throwing a Flammable Slime Bomb on Mayrina's suspended cage.

If the player had previously killed or incapacitated her Mask servants (i.e. Mask of Regret), she spends a turn summoning them to her side as allies. If they were already dealt with, she casts Auntie's Trickery Auntie's Trickery instead. Following these opening moves, the midgame of the fight begins.

Midgame tactics

Each clone of Auntie Ethel summoned by Auntie's Trickery Auntie's Trickery functions as a duplicate of the hag, having all of her magical abilities but lacking the bombs in her inventory and capable of being dispelled in a single blow. Necessarily, they also cannot summon additional clones of themselves. If they are all defeated, Ethel can refresh their supply with A Coven of Hags A Coven of Hags - this time, however, the original hag will be invisible rather than in the mix of illusions, and the number of illusions summoned can vary.

Next on the smorgasbord of trickery is Damsel in Distress Damsel in Distress, a wily illusion where she teleports Mayrina into her proximity and adopts her appearance. Distinguishing between the two requires a careful examination of the two's statistics, looking for key differences that reveal the true victim.

When not playing mind games, she barrages the party with poison damage via Ray of Sickness Ray of Sickness and her limited supply of Poisonous Slime Bombs. She mixes in melee Claws Claws and the cantrip Vicious Mockery Vicious Mockery - two attacks she falls back on when out of grenades and spell slots.

Endgame

When brought down to 10% health or lower, when she takes her next turn, Auntie Ethel will bargain for her life in exchange for a piece of Auntie Ethel's Hair. She will not do anything else on this turn; if the party declines her offer or fails a conversation ability check, the turn will immediately pass to the next character, allowing the hag to be rapidly dispatched. Any surviving Masks become docile on her death.

Honour mode

Auntie Ethel gains Legendary Action: Weird Magic Surge Legendary Action: Weird Magic Surge on Honour mode, punishing the player for casting spells by multiplying Ethel's presence with more illusory copies.

Act Three

new character box needed for act 3 stats?