Ad placeholder

Ketheric Thorm/Combat: Difference between revisions

From bg3.wiki
Jump to navigation Jump to search
(Removed conditions since its in the stat box and added Hordestrike)
 
(70 intermediate revisions by 18 users not shown)
Line 4: Line 4:
| image = alena-dubrovina-kethericportrait-1.webp
| image = alena-dubrovina-kethericportrait-1.webp
}}
}}
{{Infobox statistics
{{Infobox creature
| name = Ketheric Thorm
| name = Ketheric Thorm
| image = Alena-dubrovina-kethericportrait-1.webp
| image =  
| imagesize = 0.7
<gallery>
Ketheric Model.png|Model
</gallery>
| size = Medium
| size = Medium
| race = Undead
| race = [[Undead]] [[Half-Elf]]
| type = Undead
| type = Undead
| class = Paladin
| class = [[Oathbreaker]] [[Paladin]]
| armour_class = 22
| ac = 22
| hit_points = 188
| e hp = 101
| movement_speed_meters = 9
| t hp = 218
| movement_speed_feet = 30
| hp = 145
| weight_kg = 75
| movement m = 9
| weight_lb = 165
| weight kg = 75
| immune1 = Poison
| level = 11
| level = 11
| str = 18
| str = 18
| t str = 20
| dex = 13
| dex = 13
| t dex = 15
| con = 17
| con = 17
| int = 12
| int = 12
| wis = 15
| wis = 15
| cha = 20
| cha = 20
| wis_save_proficiency = Yes
| t cha = 22
| cha_save_proficiency = Yes
| wis save prof = Yes
| resistant1 = Bludgeoning
| cha save prof = Yes
| resistant2 = Piercing
| str save extra = +5
| resistant3 = Slashing
| dex save extra = +5
| resistant4 = Necrotic
| con save extra = +5
| condition1_name = Aura of Protection
| int save extra = +5
| condition1_description = Increases Saving Throws to self and nearby allies
| wis save extra = +5
| condition2_name = Aura of Hate
| cha save extra = +5
| condition2_description = Increases weapon damage to self and nearby allies
| t cha save extra = +6
| feature1_name = Arcane Enchantment (+1)
| resistances = necrotic resistant full, poison immunity
| feature1_description = +1 bonus to Spell Save DC and Spell attack rolls.
| t resistances = bludgeoning resistant nm, piercing resistant nm, slashing resistant nm, necrotic resistant full, poison immunity
| feature1_item = Ketheric's Shield
| conditions = Aura of Hate (Aura), Aura of Protection (Aura)
| feature2_name = Darkvision
| h conditions = Aura of Hate (Aura), Aura of Protection (Aura), Legendary Action: Hordestrike
| feature2_description = Can attack nearby creatures in the dark without disadvantage.
| passives = Arcane Enchantment (+1) @ Ketheric's Shield, Darkvision, Defence, Divine Health, Extra Attack, Fey Ancestry, Immutable Form, Improved Divine Smite, Magical Plate (-2) @ Reaper's Embrace, Opportunity Attack, Reaper's Rigidity @ Reaper's Embrace, Shield Bash @ Ketheric's Shield
| feature3_name = Defence
| h passives = Arcane Enchantment (+1) @ Ketheric's Shield, Darkvision, Defence, Divine Health, Extra Attack, Fey Ancestry, Immutable Form, Improved Divine Smite, Legendary Action: Hordestrike, Magical Plate (-2) @ Reaper's Embrace, Opportunity Attack, Reaper's Rigidity @ Reaper's Embrace, Shield Bash @ Ketheric's Shield
| feature3_description = +1 bonus to Armour Class while wearing armour.
}}
| feature4_name = Divine Health
{{CombatTab}}
| feature4_description = Immune to [[disease]].
This page focuses on [[Ketheric Thorm|Ketheric Thorm's]] behavior during turn-based combat gameplay.
| feature5_name = Extra Attack
| feature5_description = Make an additional free attack after making an unarmed or weapon attack.
| feature6_name = Fey Ancestry
| feature6_description = Immunity to sleep and advantage on saves against Charmed.
| feature7_name = Immutable Form
| feature7_description = Immune to having your form changed. +5 to saving throws against spells which Banish.
| feature8_name = Improved Divine Smite
| feature8_description = Melee weapon attacks deal an additional 1d8 Radiant damage.
| feature9_name = Legendary Action: Hordestrike
| feature9_description = Spend a Legendary Action to [[Hordestrike]] an enemy when it is attacked by an ally following Deadly Orders.
| feature9_mode = Honour
| feature10_name = Magical Plate
| feature10_description = All incoming damage is reduced by 2
| feature10_item = Reaper's Embrace
| feature11_name = Opportunity Attack
| feature11_description = Make a melee attack against an enemy moving out of range.
| feature12_name = Reaper's Rigidity
| feature12_description = When activated, can't be moved against your will, but have Disadvantage on DEX saving throws.
| feature12_item = Reaper's Embrace
| feature13_name = Shield Bash
| feature13_description = Use a reaction to knock an attacker Prone.
| feature13_item = Ketheric's Shield
}}{{CombatTab}}
This page focuses on [[Ketheric Thorm]]'s behavior during turn-based combat gameplay.


== Attacks and abilities ==
== Attacks and abilities ==
{{Feature box
{{Feature box|Blinding Smite}}
|name=Incubate Death
{{Feature box|Deadly Orders}}
|image name=Generic Necrotic.webp
{{Feature box|Divine Smite}}
|* Spawn a Skeletal Involucre. After 1 turn, the involucre explodes, dealing {{DamageText|3d8+3|Necrotic}} damage and birthing a [[Necromite]].
{{Feature box|Incubate Death}}
=== Honour Mode ===
{{Feature box|Hordestrike}}
 
== Allies ==
Ketheric will be accompanied by the following allies. Detailed information can be found on their respective pages.


{{Range|m=18|ft=60}}
=== Moonrise Towers Rooftop (Stage 1) ===
* {{CharLink|Kar'niss}} (If still alive)
* {{CharLink|Necromite}} - 8x
* {{CharLink|Squire}} (If still alive)
* {{CharLink|Susdera}} (If still alive)
=== Mind Flayer Colony (Stage 2) ===
* {{CharLink|Isobel Thorm|Isobel}} (if kidnapped during [[Resolve the Abduction]])
* {{CharLink|Intellect Devourer}} - 4x
* {{CharLink|Mind Flayer}}
* {{CharLink|Necromite}} - 4x


{{Action}}}}
== Encounter details ==
Ketheric Thorm's actual battle has two individual stages, some of which may be affected by the choices of the party.


{{Feature box
===Stage 1 (Moonrise Towers Rooftop)===
|name=Deadly Orders
The first part of the encounter with Ketheric takes place atop [[Moonrise Towers]]. Ketheric will be joined by {{CharLink|Susdera}}, his loyal dog {{CharLink|Squire}}, as well as eight [[Necromite|Necromites]]. Susdera will stand immediately before the party, while Ketheric will stand on the small balcony behind her, with necromites flanking the stairs to him on both sides. The party can make a {{Ability Check|Persuasion|18}} followed by a {{Ability Check|Persuasion|30}} to persuade him to stand down. A successful persuasion will not prevent the battle from taking place, but is a prerequisite for a later {{Ability Check|Persuasion|18}} in the [[Mind Flayer Colony]].
|image name=Generic Control.webp
 
|* Command your troops to prioritise attacking a specific foe.  
Ketheric boasts an impressive 22 AC and thus may be very difficult for the party to hit. Additionally, though his Dexterity skill is relatively low, he has advantage on Dexterity Saving Throws via {{SmRarityItem|Ketheric's Shield}}. Spells with a Dexterity saving throw can still be used should Ketheric activate his armour {{SmRarityItem|Reaper's Embrace}}, which negates the advantage he has. He is also immune to {{Cond|Charmed}} or {{Cond|Sleeping}} due to his {{pass|Fey Ancestry}}. As an undead he is also immune to many crowd control spells such as {{SAI|Command}} and {{SAI|Hold Person}}.
* Your underlings are more likely to target this foe, and their [[Attack Roll]]s against it have {{Advantage}}.
 
}}
Ketheric's main source of damage will be through a combination of his melee attacks and {{SAI|Divine Smite}}s. As a [[Paladin]] enemy, his attacks can very quickly burst down party members if his hits all connect. At the end of his turn, Ketheric will also order his necromites to focus their attacks on a single party member using {{SAI|Deadly Orders}} and cap his turn by casting {{SAI|Incubate Death}}. The skeletal involucre it summons will detonate at the end of the round.
 
Should the player have spared Aylin, she will join the fight on the party's side and assist. She cannot be controlled by the player but her AI will often attempt to focus on killing Susdera or Ketheric.
 
Once Ketheric's health drops to around 25%, he will interrupt the fight by summoning a gargantuan tentacle, kidnapping Aylin should she be present, and fleeing down the destroyed tower to the [[Mind Flayer Colony]]. If all of his allies are dead, combat ends immediately, otherwise they must be dispatched first. The party is then free to explore the surroundings and follow Ketheric when ready.
 
===Stage 2 (Mind Flayer Colony)===
====Phase 1====
The next stage of the fight begins shortly after catching up to Ketheric in the [[Mind Flayer Colony]]. A Restoration Pod that grants the benefits of a [[Long Rest]] can be found to the right of the elevator that brings you to him. This pod is present even on Tactician and Honour difficulty. The {{Cond|Rejuvenating Miasma}} condition in the area also allows the party to cast {{SAI|Animate Dead}} without consuming any corpses.  
 
After the cutscene regarding Ketheric and his allies, players will enter a short conversation with Ketheric. During this dialogue, he can be talked down from fighting with a {{Ability Check|Persuasion|18}}, which will only be available if party members laid the conversational groundwork during the prior conversation on top of Moonrise Towers. On a success, Ketheric will kill himself and the battle will skip directly to [[#Phase 2|phase two]]. Otherwise, a fight will ensue.


{{Feature box
Ketheric will stand on a raised circular platform before the party. To the far right, a [[Mindflayer]] can be found overlooking the battlefield, and four [[Intellect Devourer|Intellect Devourers]] will quickly approach the party from below it. On the other side of the room, to the left, four [[Necromite|Necromites]] will sling spells down at the party from another raised platform.
|name=Divine Smite
|image name=Divine Smite.webp
|* Your weapon emanates divine might as you strike, dealing an additional {{DamageText|2d8|Radiant|drs=t}} damage. Deals an additional {{DamageText|1d8|Radiant|drs=t}} damage to Fiends and Undead.
}}


=== Honour Mode ===
Should she be alive, {{CharLink|Aylin}} will be found trapped by spectral hands, granting Ketheric {{cond|Invulnerable|Invulnerability}} once more. Aylin can be freed from her prison via the {{SAI|Help}} action. Once free, she will assist the party in the fight, usually by charging directly at Ketheric.
{{Feature box
|name=Hordestrike
|image name=Generic Damage.webp
|{{DamageInfo|4d8|Force}}
* Launch a hammer of spectral force at a creature your minions are attacking.
}}


== Allies ==
Dealing with Ketheric himself should be relatively similar to his first encounter. Like in the previous fight, Ketheric can order his party to focus a single party member using {{SAI|Deadly Orders}} and raise new necromites using {{SAI|Incubate Death}}. If the party {{Cond|Disarmed}} him of {{SmRarityItem|Ketheric's Warhammer}} during the previous fight, then he will have a regular replacement warhammer.
The encounters with Ketheric may involve the following allies for either side. Detailed information in their respective pages.


=== Enemy allies ===
If {{CharLink|Isobel Thorm|Isobel}} was kidnapped during [[Resolve the Abduction]], she will be tadpoled and brainwashed into fighting alongside her father. She will use {{SAI|Healing Word}} and {{SAI|Cure Wounds}} on injured enemies.
* [[Susdera]]
* [[Necromite]]
* [[Intellect Devourer]]
* [[Mind Flayer]]
* [[Isobel]] (conditional)


=== Player allies ===
As soon as Ketheric is defeated, the next and final phase of the fight begins.
* [[Dame Aylin]] (conditional)


== Encounters ==
====Phase 2====
Ketheric Thorm's actual battle has two individual stages, with some of the choices of the party coming into play in them.
{{see also|Apostle of Myrkul}}
The last phase of the fight begins as soon as Ketheric is killed, and this time the party faces the '''[[Apostle of Myrkul]]'''. Twisted by necrotic magic, the Apostle takes up the entire space in the center of the room, summoning necromites as the fight begins.  


===Stage 1===
During this phase, up to four additional [[Necromite]]s will be created at random points on the edges of the battle at the end of every round. The involucres are resistant to piercing damage but vulnerable to bludgeoning and radiant damage.
The first part of the encounter with Ketheric is atop the [[Moonrise Towers]]. Ketheric will be joined by [[Susdera]], an acolyte of [[Myrkul]], as well as eight [[Necromite|necromites]]. Susdera will stand immediately before the party, while Ketheric will stand on the small balcony behind her, necromites flanking the stairs to it on both sides.  


The necromites can be safely ignored if the party is equipped to have a high DC or has necrotic resistance, as they only cast [[Reach from Beyond]], a low damage spell. However, both Ketheric and Susdera can summon more of them, so it's best to dispatch them with AoE attacks to avoid being overwhelmed.
The Apostle hits hard, hits often, and has a large health pool. The main gimmick of the fight is that the Apostle will sacrifice a necromite in order to gain the {{SAI|Finger of Death}} spell. Should the necromites be dealt with, then this spell cannot be cast.  


Susdera herself may prove to be more of a direct threat at the start of combat given that she can cast Fireball and the party begins the fight grouped together by default. [[Silence]] or [[Darkness]] spells can neutralize her and give the party a chance to form up as needed. She's also able to cast "Bone Chill", preventing healing for one entire turn.
The Apostle's presence also applies {{cond|Bone Chilled}} to anyone near it on the platform, which prevents healing damaged party members.  


Ketheric may be a challenge if the party has no means of reliably damaging high AC enemies as he boasts a strong 22 AC. Additionally, though his Dexterity skill is relatively low, he has advantage on Dexterity Saving Throws via [[Ketheric's Shield]]. Spell with a dex save component can still be used should Ketheric use [[Reaper's Embrace]], which would negate the advantage he has. Charming or putting him to Sleep is out of the question too given his Fey Ancestry.
Once the Apostle is defeated, Ketheric will finally die for good, allowing the party to retrieve his Netherstone, and proceed to [[Baldur's Gate]].


Ketheric has relatively low Intellect, so spells with it as a saving throw are a good means of damaging him. Alternatively, players may lean more into the melee side of things and attempt to knock him prone, paralyze him, disarm him or otherwise. Blinding him or other means of granting the party Advantage are also means of getting hit in more reliably.
== Tactics ==
===Stage 1 (Moonrise Towers Rooftop)===


Ketheric's main source of damage will be through a combination of his melee attacks and Smites. As a [[Paladin]] type of enemy, his attacks can very quickly burst down party members if his hits all connect. Radiant damage resist, AC increasing spells and granting him Disadvantage are all methods to mitigate his burst damage somewhat. At the end of his turn, Ketheric will also order his necromites to focus fire using [[Deadly Orders]] and cap his turn by casting [[Incubate Death]]. Be careful of the AoE explosion of the summoned entity should it not be destroyed before transformation.
The best course of action is to burst Ketheric down as soon as possible through whatever means available. His high Armour Class will make it difficult to land attacks on him unless the party manages to inflict conditions that give advantage on attacks such as {{Cond|Prone}}, {{Cond|Blinded}}, {{Cond|Faerie Fire}}, or {{Cond|Paralysed}}. He can also be made much less threatening if {{Cond|Disarmed}} since he will no longer be able to use his {{SAI|Divine Smite|Divine Smites}}.


Ultimately, the best course of action is to burst Ketheric down as soon as possible through whatever means available. Should the player have spared Aylin, she will join the fight on the party's side and assist. She's capable enough of quickly dispatching Susdera through her own Smites and greatly help with Ketheric.  
The party can also consume {{SmRarityItem|Elixir of Radiant Resistance}} to reduced the high damage of his {{SAI|Divine Smite|Divine Smites}}.


Once Ketheric's health drops to around 25%, he will interrupt the fight by summoning a gargantuan tentacle, kidnapping Aylin should she be present, and fleeing down the destroyed tower to the [[Mind Flayer Colony]]. If all of his allies are dead, combat ends immediately, otherwise they must be dispatched first. The party is then free to explore the surroundings and follow Ketheric when ready.
The necromites can be safely ignored if the party has a high AC or necrotic resistance, as they only ever cast {{SAI|Reach from Beyond}}, a low damage spell. However, both Ketheric and Susdera can summon more of them, so it's best to dispatch them with AoE attacks to avoid being overwhelmed.


===Stage 2===
Susdera herself may prove to be more of a direct threat at the start of combat given that she can cast {{SAI|Fireball}} and the party begins the fight grouped together by default. {{SAI|Silence}} or {{SAI|Darkness}} spells can neutralize her and give the party a chance to form up as needed. She's also able to cast {{SAI|Bone Chill}}, preventing healing for one entire turn.
====Phase 1====
The second stage of the fight begins shortly after catching up to Ketheric in the [[Mind Flayer Colony]]. A Restoration Pod that grants the benefits of a [[Long Rest]] can be found to the right of the elevator that brings you to him. After the revelations regarding Ketheric and his allies, players will enter a short conversation with Ketheric. During this dialogue, he can be talked down from fighting with a {{Ability Check|Persuasion|18}}. On a success, Ketheric will kill himself and the battle will skip to [[#Phase 2|phase two]]. Otherwise, a fight will ensue.


This time, Ketheric can be found on the raised, round platform before the party. To the far right, a [[Mindflayer]] can be found overlooking the battlefield, further in, four [[Intellect Devourer|Intellect Devourers]] will quickly approach the party. Should she be alive, [[Dame Aylin|Aylin]] will be found trapped by spectral hands, granting Ketheric [[Invulnerable_(Condition)|invulnerability]] once more. To the other side of the room, to the left, four [[Necromite|necromites]] will sling spells down at the party.
Alternatively, it is possible to kill Susdera, Squire, Kar'niss, and all 8 Necromites prior to the battle. The party can enter the rooftop early by defeating Radija and the 4 necromites guarding its entrance, allowing them to talk to Susdera and antagonize her into attacking them. This will cause her and all 8 necromites to turn hostile, while the {{Cond|Invulnerable}} Ketheric will not unless the party gets too close to him. Susdera and the necromites can be safely dispatched from a distance without approaching Ketheric. The party can also encounter and kill Squire in [[Moonrise_Towers#Ketheric's room|Ketheric's bedroom]]. Kar'niss is a boss in his own right who can appear in this battle if the party sides with him during the Harper ambush and follows him all the way to Moonrise. Doing so is not advised as it will make this fight far more difficult than it usually is.


Ideally the party should split in three: one to deal with the Mindflayer and help Aylin if alive, one to keep Ketheric occupied and one to deal with the Necromites. Dispatching the Mindflayer quickly will help the party keep control of the battle as otherwise it will attempt to stun them. It will also grant the party member a vantage point to fight against the intellect devourers and Ketheric. Dispatching the intellect devourers shouldn't be too difficult, most AoE spells should work, and they are not too troublesome either, though they could prove an annoyance should they [[Threatened|threaten]] a ranged unit.
===Stage 2 (Mind Flayer Colony)===
====Phase 1====
The restoration pod prior to the fight provides an excellent opportunity to prepare for the coming battle by summoning additional help. If available, {{SAI|Conjure Minor Elemental}} can be particularly helpful in keeping the necromites and skeletal involucres under control. The party can also take advantage of the {{Cond|Rejuvenating Miasma}} condition to summon multiple undead minions with {{SAI|Animate Dead}}.  


Aylin can be broken from her prison via the [[Help]] action. Once free, she will assist the party in the fight, usually going directly to Ketheric. The Necromites on the left platform are not too dangerous, however, they should be eliminated before the next phase, otherwise Ketheric will have a great power spike. One party member with an AoE spell should suffice, leaving them up there will also provide another vantage point for the rest of the fight.
During the battle, the party should ideally split into three groups: one to deal with the Mindflayer and help Aylin if alive, one to keep Ketheric occupied, and one to deal with the Necromites. {{CharLink|Scratch}} can even be summoned with {{SAI|Find Familiar: Scratch}} specifically to free Aylin, as he is one of the few summons with a {{SAI|Help}} action. It is even possible to give him invisibility either by potion or spell and send him directly to Aylin and free her the moment the fight starts. Dispatching the Mindflayer quickly will help the party keep control of the battle as it will otherwise attempt to {{Cond|Stunned|stun}} them. It will also grant the party member a high vantage point to fight against the intellect devourers and Ketheric. Dispatching the intellect devourers shouldn't be too difficult as most AoE spells can remove them all at once. They are not too troublesome either, though they could prove an annoyance should they {{Cond|Threatened|threaten}} a ranged unit.  


Finally, dealing with Ketheric himself should be relatively similar to his first encounter. Beware that much like any other NPCs, he will quickly deplete all his spell slots using Smite on each of his attacks, so any form of mitigating this burst damage is good, such as an [[Elixir of Radiant Resistance]]. Like in the previous fight, Ketheric can order his party to focus using [[Deadly Orders]] and raise new necromites using [[Incubate Death]].
The Necromites on the left platform are not too dangerous, however, they should be eliminated before the next phase, otherwise Ketheric will have a great power spike. One party member with an AoE spell should suffice, leaving them up there will also provide another vantage point for the rest of the fight.


As soon as Ketheric is defeated, the next and final phase of the fight begins. It's recommended to clear all of Ketheric's allies before moving on to the next phase of the fight.
It is recommended to clear all of Ketheric's allies before moving on to the next phase of the fight.


====Phase 2====
====Phase 2====
The last phase of the fight begins as soon as Ketheric is killed, and this time the party faces the [[Apostle of Myrkul]]. Twisted by necrotic magic, the Apostle takes up the entire space in the center of the room, summoning necromites as the fight begins.
{{see also|Apostle of Myrkul}}


The Apostle hits hard, often and has a large health pool. However, don't be intimidated as the battle is manageable provided you take care of the necromites and keep the Apostle occupied. The main gimmick of the fight is that the Apostle will sacrifice a necromite in order to gain the [[Finger of Death]] spell. Should the necromites be dealt with, or the Apostle itself prevented from consuming them, the threat of the spell shouldn't be an issue.
Wounded party members can use {{SAI|Disengage}} to leave the platform or move to a few small areas at the very edge of it outside the {{Cond|Bone Chilled}} aura, and downed ones can be shoved off the platform by others if necessary.  


Despite the large size of Apostle, it's still susceptible to most regular conditions, such as weakened or blinded, and can be made [[Wet (Condition)|wet]] using [[Create Water]]. The effect from Arrows of Ilmater that prevents healing and similar effects that prevent healing are extremely effective. Casting [[Darkness]] on it will help any melee fighters prevent some of the damage and combos particularly well with anyone who can see within darkness. The Apostle's [[Reaper's Scythe]] does respectable damage and also knocks foes back, keep this in mind as it's possible it could knock units out of the platform. To prevent this, position all melee units with the spikes of the arena on their back, this way, if they are pushed, they won't fall off. Alternatively, the Apostle can be disarmed of the scythe, removing the threat entirely.
Party members having trouble hitting the Apostle can turn to area-of-effect attacks, such as spells or {{SmRarityItem|Smokepowder Bomb|Smokepowder Bombs}}. The Apostle's immobility allows certain spells such {{SAI|Wall of Fire}} to continuously damage it each turn.


Once he is defeated, he will finally die for good, allowing the party to retrieve his Netherstone, and proceed to [[Baldur's Gate]].
Despite the large size of the Apostle, it's still susceptible to most regular conditions, such as {{Cond|Blinded}}, and can be made {{Cond|wet}} using {{SAI|Create Water}}. Likewise, although it has a difficult-to-overcome saving throw versus many more severe conditions, casting {{SAI|Darkness}} or {{SAI|Hunger of Hadar}} on it will blind the Apostle thereby helping any melee fighters prevent some of the damage and combos, in particular removing its ability to opportunity strike.  


==Achievements==
The Apostle's {{SAI|Reaper's Scythe}} does respectable damage and also knocks party members back, potentially off of the platform itself. Positioning all melee units with the spikes of the arena at their back will prevent them from being knocked off the platform this way. Alternatively, the Apostle can be {{Cond|disarmed}} of its scythe, removing the threat entirely.
{{Achievement|No Free Lunches}}


== Notes ==
== Notes ==
{{notebegin}}
{{notebegin}}
* If [[Gale]] uses his [[Netherese Orb Blast]] during the second encounter with Ketheric, the game can end at this very moment, allowing the party to kill Ketheric Thorm, [[Enver Gortash]], [[Orin the Red]] and the [[Absolute]] in one fell swoop. This only works during the cutscene; using the ability outside of the cutscene will trigger a [[Game Over]] as usual.
* If {{CharLink|Gale}} uses his [[Netherese Orb Blast]] during the second encounter with Ketheric, the game can end at this very moment, allowing the party to kill Ketheric Thorm, {{CharLink|Enver Gortash}}, {{CharLink|Orin|Orin the Red}} and the [[Absolute]] in one fell swoop. This only works during the cutscene; using the ability outside of the cutscene will trigger a [[Game Over]] as usual, though this will not trigger the achivement for completing Honour Mode.  
* Ketheric has [[Necrotic]] resistance and [[Poison]] immunity on Tactician difficulty.
* Ketheric Thorm's {{Ability|Dexterity}} [[Saving Throws]] have {{Advantage}} because of {{SmRarityItem|Ketheric's Shield}}. But the Tooltips do not show it.
* If you are an [[Oathbreaker]] [[Paladin]] above level 11, it is possible to use [[Control Undead]] on the Apostle of Myrkul and have him fight for you against his minions. His movement speed of 0 means he will not follow you anywhere to fight anyone out of his range. You could then attack him again and kill him while he remains friendly and won't fight back. This death however will not trigger the cut scene where he turns back to Kethric or the Dream Visitor returns. Looting the body of the Apostle will give you a supply pack, a letter from Isobel, Kethric's Warhammer, and Kethric's Sheild, but not the Reaper's Scythe, Reaper's Embrace or Kethric's Netherstone. This option thus prevents the game from progressing to Act 3.
* If you are an [[Oathbreaker]] [[Paladin]] above level 11, it is possible to use {{SAI|Control Undead}} on the Apostle of Myrkul and have him fight for you against his minions. His movement speed of 0 means he will not follow you anywhere to fight anyone out of his range. You could then attack him again and kill him while he remains friendly and won't fight back. This death however will not trigger the cut scene where he turns back to Kethric or the Dream Visitor returns. Looting the body of the Apostle will give you a supply pack, a letter from Isobel, Kethric's Warhammer, and Kethric's Shield, but not the Reaper's Scythe, Reaper's Embrace or Ketheric's Netherstone. This option thus prevents the game from progressing to Act 3.
* During any fight with Ketheric, disarming him neuters his ability to use Smites. If disarming him in the initial fight and picking up his warhammer, then he has a {{SmRarityItem|Flail of Myrkul}} during the fight in the [[Mind Flayer Colony]]. Again, this will prevent him from using Smites. In fact, he does not seem to engage in melee at all in this case, simply directing his minions to target a specific character in party each turn. He will always have his warhammer in his cutscenes.  
{{noteend}}
{{noteend}}
[[Category:Combat guides]]
[[Category:Combat guides]]

Latest revision as of 11:40, 17 November 2024

This page focuses on Ketheric Thorm's behavior during turn-based combat gameplay.

Attacks and abilities[edit | edit source]

Blinding Smite.webp
Blinding Smite Blinding Smite ()
Normal weapon damage +
D8 Radiant.png 3d8 (3~24) Damage TypesRadiant

Evoke a heavenly flare and possibly Blind Blind your target

CON Save
 Range: Normal weapon range
Generic Control.webp
Deadly Orders Deadly Orders

Command your troops to prioritise attacking a specific foe.

Your underlings are more likely to target this foe, and their Attack Rolls against it have Advantage Icon.png Advantage.

 Range: 24 m / 80 ft
Recharge: Per turn
Divine Smite.webp
Divine Smite Divine Smite ()
Normal weapon damage +
D8 Radiant.png 2d8 (2~16) Damage TypesRadiant

Your weapon deals an additional 2d8Damage TypesRadiantDRS damage, increased by 1d8Damage TypesRadiant damage when attacking Fiends or Undead.

 Range: Normal weapon range
Generic Necrotic.webp
Incubate Death Incubate Death ()
D8 Necrotic.png 3d8 + 3 (6~27) Damage TypesNecrotic

Spawn a skeletal involucre. After 1 turn, the involucre explodes, dealing 3d8Damage TypesNecrotic damage and birthing a necromite.

DEX Save
 Range: 24 m /  ft

Honour Mode[edit | edit source]

Generic Damage.webp
Hordestrike Hordestrike ()
D8 Force.png 4d8 (4~32) Damage TypesForce

Launch a hammer of spectral force at a creature your minions are attacking.

DEX Save
 Range: 16 m / 52 ft
Recharge: Per turn

Allies[edit | edit source]

Ketheric will be accompanied by the following allies. Detailed information can be found on their respective pages.

Moonrise Towers Rooftop (Stage 1)[edit | edit source]

Mind Flayer Colony (Stage 2)[edit | edit source]

Encounter details[edit | edit source]

Ketheric Thorm's actual battle has two individual stages, some of which may be affected by the choices of the party.

Stage 1 (Moonrise Towers Rooftop)[edit | edit source]

The first part of the encounter with Ketheric takes place atop Moonrise Towers. Ketheric will be joined by Susdera Susdera, his loyal dog Squire Squire, as well as eight Necromites. Susdera will stand immediately before the party, while Ketheric will stand on the small balcony behind her, with necromites flanking the stairs to him on both sides. The party can make a DC 18 Persuasion check followed by a DC 30 Persuasion check to persuade him to stand down. A successful persuasion will not prevent the battle from taking place, but is a prerequisite for a later DC 18 Persuasion check in the Mind Flayer Colony.

Ketheric boasts an impressive 22 AC and thus may be very difficult for the party to hit. Additionally, though his Dexterity skill is relatively low, he has advantage on Dexterity Saving Throws via Ketheric's Shield. Spells with a Dexterity saving throw can still be used should Ketheric activate his armour Reaper's Embrace, which negates the advantage he has. He is also immune to Charmed Charmed or Sleeping Sleeping due to his Fey Ancestry Fey Ancestry. As an undead he is also immune to many crowd control spells such as Command Command and Hold Person Hold Person.

Ketheric's main source of damage will be through a combination of his melee attacks and Divine Smite Divine Smites. As a Paladin enemy, his attacks can very quickly burst down party members if his hits all connect. At the end of his turn, Ketheric will also order his necromites to focus their attacks on a single party member using Deadly Orders Deadly Orders and cap his turn by casting Incubate Death Incubate Death. The skeletal involucre it summons will detonate at the end of the round.

Should the player have spared Aylin, she will join the fight on the party's side and assist. She cannot be controlled by the player but her AI will often attempt to focus on killing Susdera or Ketheric.

Once Ketheric's health drops to around 25%, he will interrupt the fight by summoning a gargantuan tentacle, kidnapping Aylin should she be present, and fleeing down the destroyed tower to the Mind Flayer Colony. If all of his allies are dead, combat ends immediately, otherwise they must be dispatched first. The party is then free to explore the surroundings and follow Ketheric when ready.

Stage 2 (Mind Flayer Colony)[edit | edit source]

Phase 1[edit | edit source]

The next stage of the fight begins shortly after catching up to Ketheric in the Mind Flayer Colony. A Restoration Pod that grants the benefits of a Long Rest can be found to the right of the elevator that brings you to him. This pod is present even on Tactician and Honour difficulty. The Rejuvenating Miasma Rejuvenating Miasma condition in the area also allows the party to cast Animate Dead Animate Dead without consuming any corpses.

After the cutscene regarding Ketheric and his allies, players will enter a short conversation with Ketheric. During this dialogue, he can be talked down from fighting with a DC 18 Persuasion check, which will only be available if party members laid the conversational groundwork during the prior conversation on top of Moonrise Towers. On a success, Ketheric will kill himself and the battle will skip directly to phase two. Otherwise, a fight will ensue.

Ketheric will stand on a raised circular platform before the party. To the far right, a Mindflayer can be found overlooking the battlefield, and four Intellect Devourers will quickly approach the party from below it. On the other side of the room, to the left, four Necromites will sling spells down at the party from another raised platform.

Should she be alive, Aylin Aylin will be found trapped by spectral hands, granting Ketheric Invulnerability Invulnerability once more. Aylin can be freed from her prison via the Help Help action. Once free, she will assist the party in the fight, usually by charging directly at Ketheric.

Dealing with Ketheric himself should be relatively similar to his first encounter. Like in the previous fight, Ketheric can order his party to focus a single party member using Deadly Orders Deadly Orders and raise new necromites using Incubate Death Incubate Death. If the party Disarmed Disarmed him of Ketheric's Warhammer during the previous fight, then he will have a regular replacement warhammer.

If Isobel Thorm Isobel was kidnapped during Resolve the Abduction, she will be tadpoled and brainwashed into fighting alongside her father. She will use Healing Word Healing Word and Cure Wounds Cure Wounds on injured enemies.

As soon as Ketheric is defeated, the next and final phase of the fight begins.

Phase 2[edit | edit source]

The last phase of the fight begins as soon as Ketheric is killed, and this time the party faces the Apostle of Myrkul. Twisted by necrotic magic, the Apostle takes up the entire space in the center of the room, summoning necromites as the fight begins.

During this phase, up to four additional Necromites will be created at random points on the edges of the battle at the end of every round. The involucres are resistant to piercing damage but vulnerable to bludgeoning and radiant damage.

The Apostle hits hard, hits often, and has a large health pool. The main gimmick of the fight is that the Apostle will sacrifice a necromite in order to gain the Finger of Death Finger of Death spell. Should the necromites be dealt with, then this spell cannot be cast.

The Apostle's presence also applies Bone Chilled Bone Chilled to anyone near it on the platform, which prevents healing damaged party members.

Once the Apostle is defeated, Ketheric will finally die for good, allowing the party to retrieve his Netherstone, and proceed to Baldur's Gate.

Tactics[edit | edit source]

Stage 1 (Moonrise Towers Rooftop)[edit | edit source]

The best course of action is to burst Ketheric down as soon as possible through whatever means available. His high Armour Class will make it difficult to land attacks on him unless the party manages to inflict conditions that give advantage on attacks such as Prone Prone, Blinded Blinded, Faerie Fire Faerie Fire, or Paralysed Paralysed. He can also be made much less threatening if Disarmed Disarmed since he will no longer be able to use his Divine Smites Divine Smites.

The party can also consume Elixir of Radiant Resistance to reduced the high damage of his Divine Smites Divine Smites.

The necromites can be safely ignored if the party has a high AC or necrotic resistance, as they only ever cast Reach from Beyond Reach from Beyond, a low damage spell. However, both Ketheric and Susdera can summon more of them, so it's best to dispatch them with AoE attacks to avoid being overwhelmed.

Susdera herself may prove to be more of a direct threat at the start of combat given that she can cast Fireball Fireball and the party begins the fight grouped together by default. Silence Silence or Darkness Darkness spells can neutralize her and give the party a chance to form up as needed. She's also able to cast Bone Chill Bone Chill, preventing healing for one entire turn.

Alternatively, it is possible to kill Susdera, Squire, Kar'niss, and all 8 Necromites prior to the battle. The party can enter the rooftop early by defeating Radija and the 4 necromites guarding its entrance, allowing them to talk to Susdera and antagonize her into attacking them. This will cause her and all 8 necromites to turn hostile, while the Invulnerable Invulnerable Ketheric will not unless the party gets too close to him. Susdera and the necromites can be safely dispatched from a distance without approaching Ketheric. The party can also encounter and kill Squire in Ketheric's bedroom. Kar'niss is a boss in his own right who can appear in this battle if the party sides with him during the Harper ambush and follows him all the way to Moonrise. Doing so is not advised as it will make this fight far more difficult than it usually is.

Stage 2 (Mind Flayer Colony)[edit | edit source]

Phase 1[edit | edit source]

The restoration pod prior to the fight provides an excellent opportunity to prepare for the coming battle by summoning additional help. If available, Conjure Minor Elemental Conjure Minor Elemental can be particularly helpful in keeping the necromites and skeletal involucres under control. The party can also take advantage of the Rejuvenating Miasma Rejuvenating Miasma condition to summon multiple undead minions with Animate Dead Animate Dead.

During the battle, the party should ideally split into three groups: one to deal with the Mindflayer and help Aylin if alive, one to keep Ketheric occupied, and one to deal with the Necromites. Scratch Scratch can even be summoned with Find Familiar: Scratch Find Familiar: Scratch specifically to free Aylin, as he is one of the few summons with a Help Help action. It is even possible to give him invisibility either by potion or spell and send him directly to Aylin and free her the moment the fight starts. Dispatching the Mindflayer quickly will help the party keep control of the battle as it will otherwise attempt to stun stun them. It will also grant the party member a high vantage point to fight against the intellect devourers and Ketheric. Dispatching the intellect devourers shouldn't be too difficult as most AoE spells can remove them all at once. They are not too troublesome either, though they could prove an annoyance should they threaten threaten a ranged unit.

The Necromites on the left platform are not too dangerous, however, they should be eliminated before the next phase, otherwise Ketheric will have a great power spike. One party member with an AoE spell should suffice, leaving them up there will also provide another vantage point for the rest of the fight.

It is recommended to clear all of Ketheric's allies before moving on to the next phase of the fight.

Phase 2[edit | edit source]

Wounded party members can use Disengage Disengage to leave the platform or move to a few small areas at the very edge of it outside the Bone Chilled Bone Chilled aura, and downed ones can be shoved off the platform by others if necessary.

Party members having trouble hitting the Apostle can turn to area-of-effect attacks, such as spells or Smokepowder Bombs. The Apostle's immobility allows certain spells such Wall of Fire Wall of Fire to continuously damage it each turn.

Despite the large size of the Apostle, it's still susceptible to most regular conditions, such as Blinded Blinded, and can be made Wet Wet using Create Water Create Water. Likewise, although it has a difficult-to-overcome saving throw versus many more severe conditions, casting Darkness Darkness or Hunger of Hadar Hunger of Hadar on it will blind the Apostle thereby helping any melee fighters prevent some of the damage and combos, in particular removing its ability to opportunity strike.

The Apostle's Reaper's Scythe Reaper's Scythe does respectable damage and also knocks party members back, potentially off of the platform itself. Positioning all melee units with the spikes of the arena at their back will prevent them from being knocked off the platform this way. Alternatively, the Apostle can be Disarmed Disarmed of its scythe, removing the threat entirely.

Notes[edit | edit source]

  • If Gale Gale uses his Netherese Orb Blast during the second encounter with Ketheric, the game can end at this very moment, allowing the party to kill Ketheric Thorm, Enver Gortash Enver Gortash, Orin Orin the Red and the Absolute in one fell swoop. This only works during the cutscene; using the ability outside of the cutscene will trigger a Game Over as usual, though this will not trigger the achivement for completing Honour Mode.
  • Ketheric Thorm's Dexterity Dexterity Saving Throws have Advantage Icon.png Advantage because of Ketheric's Shield. But the Tooltips do not show it.
  • If you are an Oathbreaker Paladin above level 11, it is possible to use Control Undead Control Undead on the Apostle of Myrkul and have him fight for you against his minions. His movement speed of 0 means he will not follow you anywhere to fight anyone out of his range. You could then attack him again and kill him while he remains friendly and won't fight back. This death however will not trigger the cut scene where he turns back to Kethric or the Dream Visitor returns. Looting the body of the Apostle will give you a supply pack, a letter from Isobel, Kethric's Warhammer, and Kethric's Shield, but not the Reaper's Scythe, Reaper's Embrace or Ketheric's Netherstone. This option thus prevents the game from progressing to Act 3.
  • During any fight with Ketheric, disarming him neuters his ability to use Smites. If disarming him in the initial fight and picking up his warhammer, then he has a Flail of Myrkul during the fight in the Mind Flayer Colony. Again, this will prevent him from using Smites. In fact, he does not seem to engage in melee at all in this case, simply directing his minions to target a specific character in party each turn. He will always have his warhammer in his cutscenes.