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| image = Auntie Ethel.jpg
| image = Auntie Ethel.jpg
}}
}}
{{spoiler warning|act=1}}
{{Combat tab}}
{{Combat tab}}
{{Infobox statistics
{{Infobox creature
| name = Auntie Ethel
| name = Auntie Ethel
| image = Auntie-Ethel-Hag.webp
| image = <gallery>
| imagecaption =
Auntie-Ethel-Hag.webp|In-game
Portrait Ethel.png|Portrait
</gallery>
Auntie-Ethel-Hag.webp
| size = Medium
| size = Medium
| type = Fey
| type = Fey
| race = Fey
| race = [[Hag]]
| armour_class = 17
| ac = 17
| hit_points = 112
| e hp = 78
| hit_points_tactician = 145
| hp = 112
| movement_speed_meters = 9
| t hp = 145
| movement_speed_feet = 30
| movement m = 9
| weight_kg = 75
| weight kg = 75
| weight_lb = 150
| level = 5
| level = 5
| str = 18
| str = 18
Line 28: Line 29:
| wis = 14
| wis = 14
| cha = 18
| cha = 18
| str_save_proficiency = yes
| str save prof = yes
| wis_save_proficiency = yes
| wis save prof = yes
| cha_save_proficiency = yes
| cha save prof = yes
| initiative = +7
| extra init = 5
 
| h conditions = Legendary Action: Weird Magic Surge
| feature1_name = Alert
| passives = Alert, Darkvision, Fey Life @ Tarnished Charm, Opportunity Attack
| feature1_description = +5 to initiative and cannot be surprised.
| h passives = Alert, Darkvision, Fey Life @ Tarnished Charm, Legendary Action: Weird Magic Surge, Opportunity Attack
| feature2_name = Darkvision
| feature2_description = Can see in the dark up to 12m.
| feature3_name = Opportunity Attack
| feature3_description = Automatically attack an enemy moving out of your reach.
| feature4_name = Fey Life
| feature4_description = Makes it easier for the wearer to succeed on death saving throws.
| feature4_item = Tarnished Charm
}}
}}
__NOTOC__
__NOTOC__
This page focuses on '''Auntie Ethel'''<nowiki/>'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.
This page focuses on '''Auntie Ethel'''<nowiki/>'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 the party chooses to meddle in her affairs.


{{SpoilerBlur|Auntie Ethel can be encountered again as a boss in [[Act 3]] within [[The Blushing Mermaid]].}}
Auntie Ethel can also be encountered again as a boss in [[Act 3]] within [[The Blushing Mermaid]].


=Act One=
== Attacks and abilities ==
== Attacks and abilities ==
{{Feature box|name=Auntie's Trickery|image name=Generic Summon.webp|* This action creates five illusory copies of Auntie Ethel and shuffles them - and the original - around the arena.
{{Feature box|Auntie's Trickery}}


{{Recharge|Per Battle}}
{{Feature box|A Coven of Hags}}


{{Action|bonus}}}}{{Feature box|name=A Coven of Hags|image name=Generic Summon.webp|* This action creates between two and five copies of Auntie Ethel and randomizes their positions - including the original - around the arena.
{{Feature box|Damsel in Distress}}
* The real Auntie Ethel gains {{cond|Invisible}}.


{{Recharge|Per Battle}}
{{Feature box|Ray of Sickness}}


{{Action}}}}{{Feature box|name=Damsel in Distress|image name=Generic Summon.webp|* An illusion that confuses friend with foe, disguising Auntie Ethel as Mayrina and teleports them both to new spots around the arena.
{{Feature box|Throw|item=Poisonous Slime Bomb}}


{{Recharge|Per Battle}}
{{Feature box|Throw|item=Flammable Slime Bomb}}


{{Action}}}}{{Feature box|name=Ray of Sickness|{{DamageInfo|3d8|Poison}}
{{Feature box|Vicious Mockery (Auntie Ethel)}}


{{Cond|Poisoned}} 2 turns
{{Feature box|Claws (Hag)}}
*{{Saving throw|dc=13}} to avoid


{{Attack roll}}
{{Feature box|Hold Person}}


{{Range|m=18|ft=60}}
{{Feature box|Break Illusion}}


{{Action}}}}{{Feature box|name=Throw|* {{RarityItem|Poisonous Slime Bomb}} and {{RarityItem|Flammable Slime Bomb}}}}{{Feature box|name=Vicious Mockery|image name=Vicious Mockery.webp|link=Vicious Mockery (Auntie Ethel)|{{DamageInfo|2d4|Psychic}}
== Allies ==
* 2x [[Redcap (creature)|Redcap]] and 2x [[Redcap Blood Sage]] (if fought in her Teahouse)
* [[Mask of Regret]], [[Mask of Terror]], [[Mask of Servitude]], and [[Mask of Vengeance]] (if not previously killed/incapacitated in the Underground Passage)


{{Saving throw|WIS|dc=13}} to negate.
== Encounter details ==


{{Cond|Vicious Mockery}} 1 turn
=== 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. +7 Initiative gives her a high turn priority and prevents preemptive strikes. She will prioritize fleeing through her fireplace using Break Illusion in the first few turns, and will summon the 4 [[redcap]]s outside if the party did not already kill them. Sometimes, attempting to destroy her here requires bringing her hit points to zero before she can take a single action.


{{Range|m=26|ft=87}}
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. Ethel may use [[scrolls]] in this phase, if they are part of her trader inventory. The player can greatly delay her flight and trap her upstairs by casting [[Arcane Lock]] on the staircase into her lair.


{{Action|bonus}}|alias=}}{{Feature box|name=Claws|link=Claws (Class Action)|image name=Generic Physical.webp|{{DamageInfo|2d4+4|Slashing}}
=== Fight in the Overgrown Tunnel ===
The first turns of the Auntie Ethel fight are pre-determined. Unless the player launches a preemptive strike while hidden, Auntie Ethel will initiate combat through dialogue when approached. Her first turn in combat, when started this way, will always be throwing a flammable slime bomb on [[Mayrina|Mayrina's]] suspended cage.


{{Attack roll}}
If the player did not previously kill or incapacitate her Mask servants (e.g. [[Mask of Regret]]), she spends a turn summoning them to her side as allies. If they were already dealt with, she casts {{SAI|Auntie's Trickery}} instead.


{{Range|melee}}
Each clone of Auntie Ethel functions as a duplicate of the hag, having all of her magical abilities but lacking the bombs in her inventory. Each of them will be dispelled upon taking any amount of damage. Necessarily, they also cannot summon additional clones of themselves. If they are all defeated, Ethel can refresh their supply with {{SAI|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. She will also eventually use [[Damsel in Distress]], a wily illusion where she teleports Mayrina into her proximity and adopts her appearance.


{{Action}}}}{{Feature box|name=Hold Person|Cast as a Level 2 spell.
When not playing mind games, Ethel barrages the party with {{SAI|Ray of Sickness}}, traps them with {{SAI|Hold Person}}, and pelts them with her limited supply of poisonous slime bombs. She mixes in melee attacks and {{SAI|Vicious Mockery}} - two attacks she falls back on when out of grenades and spell slots.


{{Cond|Hold Person}}, {{Saving throw|WIS|dc=13}}
==== Bargaining for Auntie Ethel's Hair ====
When brought down to 30 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]]- a powerful buff that permanently increases one of a character's stats by 1. 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 upon her death.


{{Action}}}}{{Feature box|name=Break Illusion|image name=Mending.webp|Used once to reveal a secret passage.
'''Notes'''
* Auntie Ethel will only offer this deal if fought in the depths of her lair, not in the teahouse.
* She will be unable to bargain for her life if she is {{cond|silenced}}.
* On ''Honour Mode'' any attempt to cast a spell during this dialogue (such as {{SAI|Enhance Ability}}) can trigger her Honour Mode passive and cause the fight to resume, preventing the party from getting the Hag hair.


{{Action}}}}
=== Honour mode ===
Auntie Ethel gains [[Legendary Action: Weird Magic Surge]] on [[Honour mode]], punishing the player for casting spells by multiplying Ethel's presence with more illusory copies. The legendary action can be triggered during the bargaining conversation, causing the conversation to exit as if the party had declined the offer.


== Tactics ==
== Tactics ==
It is very important to take out Ethel's illusory copies as quickly as possible. Since the illusions can cast {{SAI|Hold Person}}, it is entirely possible for them to end up paralyzing the entire party. {{SAI|Magic Missile}} is a particularly effective counter to them since it can hit many of the illusions at once and any amount of damage is enough to dispel them. When playing on Honour Mode, however, spell use is heavily punished, so area-of-effect weapons become quite important, along with party members dual-wielding hand crossbows for extra shots. A character with high movement speed (e.g. through {{SAI|Haste}} or {{SAI|Longstrider}}) with active {{SAI|Spirit Guardians}} will also make quick work of the clones without triggering [[Legendary Action: Weird Magic Surge]] multiple times. Even a lowly void bulb will dispel the illusory copies if it catches them in its pull.


=== Fight in the Teahouse ===
Ethel's copies can be distinguished from the original by selecting "Examine" on them and looking for the feature [[Fey Life]]. This is granted by an item that the real Auntie Ethel is wearing ([[Tarnished Charm]]) which is not duplicated for the clones, so they do not have this feature. Another way is to check Ethel's clothing : the real hag has red clothes, while the clones have blue clothes. And yet another method is to pay attention to the turn order- the real Ethel will always be in the same spot in the turn order.
Ethel can be attacked in her human form in the Riverside Teahouse, though she will try to make this encounter as brief as possible. +7 Initiative gives her a high turn priority and prevents preemptive strikes. She will priotitize fleeing through her fireplace using Break Illusion in the first few turns. Sometimes, attempting to destroy her here requires bringing her hit points to zero before she can take a single action – all while hostile Redcaps are coming through her front door.  


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. Ethel may use [[scrolls]] in this phase, if they are part of her trader inventory. The player can greatly delay her flight and trap her upstairs by casting [[Arcane Lock]] on the staircase into her lair.  
Her illusory disguise as Mayrina also has many hints that reveal her true identity. Examining the two's statistics reveals key differences (such as the [[Fey Life]] feature once again) that can uncover the true victim. Alternatively, looking at the character models will reveal the truth since only the real Mayrina is pregnant.


=== Fight in the Overgrown Tunnel ===
Auntie Ethel is also very vulnerable to being [[Silenced (Condition)|silenced]], since it limits her moveset to just melee attacks and grenades. Striking her with silencing weapons, such as the [[Sussur Dagger]] or [[Sussur Greatsword]], is the best way to inflict this condition since the main alternative, the spell {{SAI|Silence}}, can be easily walked out of. However, being {{cond|silenced}} will prevent Ethel from bargaining with the hag hair.
The first turns of the Auntie Ethel fight are deterministic. Unless the player launches a preemptive strike while hidden, 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 a flammable slime bomb on [[Mayrina|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 instead. Following these opening moves, the midgame of the fight begins.
= Act Three =
{{Infobox creature
| name = Auntie Ethel (Act 3 stats)
| size = Medium
| type = Fey
| race = [[Hag]]
| ac = 17
| e hp = 78
| hp = 112
| t hp = 145
| movement m = 9
| weight kg = 90
| weight lb = 180
| level = 11
| proficiency bonus = +4
| initiative = +7
| str save prof = yes
| wis save prof = yes
| cha save prof = yes
| conditions = Lair Magic, Hag Pregnancy
| t conditions = Lair Magic, Fungal Resistance, Hag Pregnancy
| h conditions = Lair Magic, Fungal Resistance, Hag Pregnancy, Legendary Action: Weird Magic Surge
| passives = Alert, Darkvision, Opportunity Attack, Fey Life @ Tarnished Charm
| h passives = Alert, Darkvision, Opportunity Attack, Fey Life @ Tarnished Charm, Legendary Action: Weird Magic Surge
}}


==== Midgame tactics ====
Auntie Ethel is encountered once more in [[Act Three]]. She can be fought upstairs in [[The Blushing Mermaid]], where she is disguised as [[Captain Grisly]], or in [[The Blushing Mermaid - Basement|her lair in the bar's basement]].
Each clone of Auntie Ethel 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]] - this time, however, the original hag will be invisible rather than in the mix of illusions, and the number of illusions summoned can vary.


The clones can be distinguished from the original by selecting "Examine" on them and looking for the feature [[Fey Life]]. This is granted by an item that the real Auntie Ethel is wearing ([[Tarnished Charm]]) which is not duplicated for the clones, so they do not have this feature. Another way is to check Ethel's clothing : the real hag has red clothes, while the clones have blue clothes.
== Attacks and Abilities ==


Next on the smorgasbord of trickery is [[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.
{{Feature box|Auntie's Trickery}}


When not playing mind games, she barrages the party with poison damage via Ray of Sickness and her limited supply of poisonous slime bombs. She mixes in melee attacks and Vicious Mockery - two attacks she falls back on when out of grenades and spell slots.
{{Feature box|Ray of Sickness}}


==== Endgame ====
{{Feature box|Ethel's Insect Plague}}
When brought down to 30 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]].{{Note|This will only occur if fought in the depths of her lair, not in the teahouse.}} 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 ===
== Allies ==
Auntie Ethel gains [[Legendary Action: Weird Magic Surge]] on [[Honour mode]], punishing the player for casting spells by multiplying Ethel's presence with more illusory copies. The legendary action can be triggered during the bargaining conversation (for example if a character casts [[Guidance]] for a conversation skill check), causing the conversation to exit as if the party had declined the offer.
* [[Grisly|Captain Grisly]], [[Mask of Terror (The Blushing Mermaid)]], [[Mask of Servitude (The Blushing Mermaid)]], and [[Mask of Vengeance (The Blushing Mermaid)]] (if not previously killed/incapacitated)


=== Silence ===
== Encounter details ==
Auntie Ethel is very vulnerable to being [[Silenced (Condition)|silenced]], limiting her moveset to just melee attacks and grenades when under its effect. Striking her with silencing weapons, like the [[Sussur Dagger]], is the best way to inflict this condition, preferable to the spell [[Silence]], which she can rather easily walk away from. Preemptively attacking her in the teahouse flips the equation, as the much smaller arena gives the hag little room to manoeuvre. Of note, she will not bargain for her life when silenced.


== Act Three ==
Ethel's abilities and tactics are much the same, simply scaled-up with the levels, with several additional twists:
{{Infobox statistics
| name = Act Three differences
| weight_kg = 90
| weight_lb = 180
| level = 11
| proficiency_bonus = +4
| initiative = +7


| condition1_name = Lair Magic
=== Pearlspore Bells ===
| condition1_description = While in their lair, the hag and her doubles have [[Magic Resistance]].
In order to truly kill Ethel, it's necessary to destroy her Pearlspore Bells. These lustrous mushroom clumps will revive the hag each time she is felled, if left unchecked. The Pearlspores will automatically heal to full at the end of each round, requiring them to either be burst down with massive damage in a single turn or for the party to employ heal prevention, e.g. [[Arrow of Ilmater|Arrows of Ilmater]]. Party members with the Sharpshooter feat should fire at the Pearlspores with the "Sharpshooter all-in" passive toggled on, as hitting is guaranteed and thus the extra damage will always be applied.
| condition2_name = Fungal Resistance
| condition2_description = +5 bonus to Saving Throws for each nearby Pearlspore Bell.
| condition3_name = Hag Pregnancy
| condition3_description = The hag has eaten the child. Killing the hag will lead to the child's death.
| condition4_name = Legendary Action: Weird Magic Surge
| condition4_description = Ethel can use her legendary action Magic Surge.
| condition4_mode = Honour
 
| feature1_name = Alert
| feature1_description = +5 to initiative and cannot be surprised.
| feature2_name = Darkvision
| feature2_description = Can see in the dark up to 12m.
| feature3_name = Opportunity Attack
| feature3_description = Automatically attack an enemy moving out of your reach.
| feature4_name = Fey Life
| feature4_description = Makes it easier for the wearer to succeed on death saving throws.  
| feature4_item = Tarnished Charm
| feature5_name = Legendary Action: Weird Magic Surge
| feature5_description = Use a legendary action to create illusory duplicates when hit.
| feature5_mode = Honour
}}
Auntie Ethel is encountered once more in [[Act Three]]. She can be fought upstairs in [[The Blushing Mermaid]], where she is disguised as [[Captain Grisly]], or in [[The Blushing Mermaid - Basement|her lair in the bar's basement]].
 
Her abilities and tactics are much the same, simply scaled-up with the levels, with two major twists: three [[Pearlspore Bell|Pearlspore Bells]] provide significant defensive buffs, and she is pregnant. They player is encouraged to avoid killing her outright to spare the child temporarily living in her belly.


=== Hag Pregnancy ===
=== Hag Pregnancy ===
{{Hatnote|For full details, see [[Save Vanra]]}}
{{Hatnote|For full details, see [[Save Vanra]]}}
Ethel has eaten [[Vanra]], hoping to transform the girl into a hag to grow her coven. Killing Ethel kills Vanra as well, locking the player out of any quest rewards later on. To avoid this, players can enable [[Toggle Non-Lethal Attacks|non-lethal attacks]] when dealing the killing blow, prompting instead a cutscene where Vanra is manually freed from an unconscious Ethel's belly. Alternatively, progressing through [[Help the Hag Survivors]] can provide players with {{RarityItem|Hag's Bane}}, which when [[thrown]] will force Ethel to vomit the kid.
Ethel has eaten [[Vanra]], hoping to transform the girl into a hag to grow her coven. Killing Ethel kills Vanra as well, locking the party out of any quest rewards later on. To avoid this, it's possible to enable [[Toggle Non-Lethal Attacks|non-lethal attacks]] when dealing the killing blow, prompting instead a cutscene where Vanra is manually freed from an unconscious Ethel's belly. Alternatively, progressing through [[Help the Hag Survivors]] can provide the party with {{RarityItem|Hag's Bane}}, which when [[thrown]] will force Ethel to vomit the kid. Being pregnant does not imbue any inherent combat bonuses, other than the tension of potential quest failure. If released, Vanra will run into a corner of the room -- the party must thenceforth be cautious about stray area-of-effect damage nearby.  


Being pregnant does not imbue any inherent combat bonuses, other than the tension of potential quest failure.
=== Invisible Copies ===
 
After her first group of illusory copies has been summoned, any future groups that Ethel summons will also now be {{cond|Invisible}}, making their dispatch trickier and increasing the likelihood they will survive to deal extra damage. The straightforward way to deal with this is area-of-effect damage such as smokepowder bombs/arrows, void bulbs, alchemist's fire, etc. However an additional albeit cheesy technique involves activating the jump ability with a party member (preferably one with high strength and therefore more jump range), and moving the target cursor slowly across the floor: places where the cursor won't allow a jump but which are not otherwise obstructed indicate the presence of an invisible baddie.  
=== Pearlspore Bells ===
In order to truly kill Ethel, players need to destroy her Pearlspore Bells. These lustrous mushroom clumps will revive the hag each time she is felled, if left unchecked.


The Pearlspores will automatically heal to full at the end of each round, requiring them to either be burst down with massive damage or for the player to employ heal prevention, e.g. [[Arrow of Ilmater|Arrows of Ilmater]].
=== Haste Spores ===
A minor but useful feature of Ethel's lair in Act 3 is the barrelstalk fungus on the upper platform (near a patch of smaller mushrooms). Standing directly adjacent to the barrelstalk will confer {{cond|Haste Spores}} on any party members who do so, allowing them an extra action per turn.


== Footnotes ==
== Footnotes ==
{{Notebegin}}{{Reflist|note}}
{{Notebegin}}{{Reflist|note}}
{{Noteend}}
{{Noteend}}

Revision as of 02:31, 26 June 2024

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 the party chooses to meddle in her affairs.

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

Act One

Attacks and abilities

Generic Summon.webp
Auntie's Trickery Auntie's Trickery ()
Now which is which?
Generic Summon.webp
A Coven of Hags A Coven of Hags ()
You'll never find your Auntie Ethel.
Generic Summon.webp
Damsel in Distress Damsel in Distress ()
Better choose the right one, dearie.
Ray of Sickness.webp
Ray of Sickness Ray of Sickness ()
D8 Poison.png 2d8 (2~16) Damage TypesPoison
Possibly Poisons Poisons the target.
CON Save
 Range: 18 m / 60 ft
Throw.webp
Throw Throw ()   –  Poisonous Slime Bomb
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
Throw.webp
Throw Throw ()   –  Flammable Slime Bomb
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
Vicious Mockery.webp
Vicious Mockery Vicious Mockery ()
D4 Psychic.png 2d4 (2~8) Damage TypesPsychic
Insult a creature: it has Disadvantage Icon.png Disadvantage on its next Attack roll.
WIS Save
 Range: 26 m / 87 ft
Generic Physical.webp
Claws Claws ()
Lash out with deadly claws.
 Melee: 1.5 m / 5  ft
Hold Person.webp
Hold Person Hold Person ()
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
Mending.webp
Break Illusion Break Illusion ()
Fix a broken item.

Allies

Encounter details

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. +7 Initiative gives her a high turn priority and prevents preemptive strikes. She will prioritize fleeing through her fireplace using Break Illusion in the first few turns, and will summon the 4 redcaps outside if the party did not already kill them. Sometimes, attempting to destroy her here requires bringing her hit points to zero before she can take a single action.

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. Ethel may use scrolls in this phase, if they are part of her trader inventory. The player can greatly delay her flight and trap her upstairs by casting Arcane Lock on the staircase into her lair.

Fight in the Overgrown Tunnel

The first turns of the Auntie Ethel fight are pre-determined. Unless the player launches a preemptive strike while hidden, Auntie Ethel will initiate combat through dialogue when approached. Her first turn in combat, when started this way, will always be throwing a flammable slime bomb on Mayrina's suspended cage.

If the player did not previously kill or incapacitate her Mask servants (e.g. 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.

Each clone of Auntie Ethel functions as a duplicate of the hag, having all of her magical abilities but lacking the bombs in her inventory. Each of them will be dispelled upon taking any amount of damage. 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. She will also eventually use Damsel in Distress, a wily illusion where she teleports Mayrina into her proximity and adopts her appearance.

When not playing mind games, Ethel barrages the party with Ray of Sickness Ray of Sickness, traps them with Hold Person Hold Person, and pelts them with her limited supply of poisonous slime bombs. She mixes in melee attacks and Vicious Mockery Vicious Mockery - two attacks she falls back on when out of grenades and spell slots.

Bargaining for Auntie Ethel's Hair

When brought down to 30 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- a powerful buff that permanently increases one of a character's stats by 1. 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 upon her death.

Notes

  • Auntie Ethel will only offer this deal if fought in the depths of her lair, not in the teahouse.
  • She will be unable to bargain for her life if she is Silenced Silenced.
  • On Honour Mode any attempt to cast a spell during this dialogue (such as Enhance Ability Enhance Ability) can trigger her Honour Mode passive and cause the fight to resume, preventing the party from getting the Hag hair.

Honour mode

Auntie Ethel gains Legendary Action: Weird Magic Surge on Honour mode, punishing the player for casting spells by multiplying Ethel's presence with more illusory copies. The legendary action can be triggered during the bargaining conversation, causing the conversation to exit as if the party had declined the offer.

Tactics

It is very important to take out Ethel's illusory copies as quickly as possible. Since the illusions can cast Hold Person Hold Person, it is entirely possible for them to end up paralyzing the entire party. Magic Missile Magic Missile is a particularly effective counter to them since it can hit many of the illusions at once and any amount of damage is enough to dispel them. When playing on Honour Mode, however, spell use is heavily punished, so area-of-effect weapons become quite important, along with party members dual-wielding hand crossbows for extra shots. A character with high movement speed (e.g. through Haste Haste or Longstrider Longstrider) with active Spirit Guardians Spirit Guardians will also make quick work of the clones without triggering Legendary Action: Weird Magic Surge multiple times. Even a lowly void bulb will dispel the illusory copies if it catches them in its pull.

Ethel's copies can be distinguished from the original by selecting "Examine" on them and looking for the feature Fey Life. This is granted by an item that the real Auntie Ethel is wearing (Tarnished Charm) which is not duplicated for the clones, so they do not have this feature. Another way is to check Ethel's clothing : the real hag has red clothes, while the clones have blue clothes. And yet another method is to pay attention to the turn order- the real Ethel will always be in the same spot in the turn order.

Her illusory disguise as Mayrina also has many hints that reveal her true identity. Examining the two's statistics reveals key differences (such as the Fey Life feature once again) that can uncover the true victim. Alternatively, looking at the character models will reveal the truth since only the real Mayrina is pregnant.

Auntie Ethel is also very vulnerable to being silenced, since it limits her moveset to just melee attacks and grenades. Striking her with silencing weapons, such as the Sussur Dagger or Sussur Greatsword, is the best way to inflict this condition since the main alternative, the spell Silence Silence, can be easily walked out of. However, being Silenced Silenced will prevent Ethel from bargaining with the hag hair.

Act Three

Auntie Ethel is encountered once more in Act Three. She can be fought upstairs in The Blushing Mermaid, where she is disguised as Captain Grisly, or in her lair in the bar's basement.

Attacks and Abilities

Generic Summon.webp
Auntie's Trickery Auntie's Trickery ()
Now which is which?
Ray of Sickness.webp
Ray of Sickness Ray of Sickness ()
D8 Poison.png 2d8 (2~16) Damage TypesPoison
Possibly Poisons Poisons the target.
CON Save
 Range: 18 m / 60 ft
Insect Plague.webp
Ethel's Insect Plague Ethel's Insect Plague ()
D10 Piercing.png 4d10 (4~40) Damage TypesPiercing
Locusts attack everyone within range, make the area Difficult Terrain, and impose Disadvantage Icon.png Disadvantage on Perception Checks. Ethel and her allies are immune to the effects.
CON Save
 Range: 18 m / 60 ft
AoE: 6 m / 20 ft (Radius)

Allies

Encounter details

Ethel's abilities and tactics are much the same, simply scaled-up with the levels, with several additional twists:

Pearlspore Bells

In order to truly kill Ethel, it's necessary to destroy her Pearlspore Bells. These lustrous mushroom clumps will revive the hag each time she is felled, if left unchecked. The Pearlspores will automatically heal to full at the end of each round, requiring them to either be burst down with massive damage in a single turn or for the party to employ heal prevention, e.g. Arrows of Ilmater. Party members with the Sharpshooter feat should fire at the Pearlspores with the "Sharpshooter all-in" passive toggled on, as hitting is guaranteed and thus the extra damage will always be applied.

Hag Pregnancy

For full details, see Save Vanra

Ethel has eaten Vanra, hoping to transform the girl into a hag to grow her coven. Killing Ethel kills Vanra as well, locking the party out of any quest rewards later on. To avoid this, it's possible to enable non-lethal attacks when dealing the killing blow, prompting instead a cutscene where Vanra is manually freed from an unconscious Ethel's belly. Alternatively, progressing through Help the Hag Survivors can provide the party with Hag's Bane, which when thrown will force Ethel to vomit the kid. Being pregnant does not imbue any inherent combat bonuses, other than the tension of potential quest failure. If released, Vanra will run into a corner of the room -- the party must thenceforth be cautious about stray area-of-effect damage nearby.

Invisible Copies

After her first group of illusory copies has been summoned, any future groups that Ethel summons will also now be Invisible Invisible, making their dispatch trickier and increasing the likelihood they will survive to deal extra damage. The straightforward way to deal with this is area-of-effect damage such as smokepowder bombs/arrows, void bulbs, alchemist's fire, etc. However an additional albeit cheesy technique involves activating the jump ability with a party member (preferably one with high strength and therefore more jump range), and moving the target cursor slowly across the floor: places where the cursor won't allow a jump but which are not otherwise obstructed indicate the presence of an invisible baddie.

Haste Spores

A minor but useful feature of Ethel's lair in Act 3 is the barrelstalk fungus on the upper platform (near a patch of smaller mushrooms). Standing directly adjacent to the barrelstalk will confer Haste Spores Haste Spores on any party members who do so, allowing them an extra action per turn.

Footnotes