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Cazador Szarr/Combat: Difference between revisions
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* 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 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|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 vampire spawn. 3 of them provide additional bonus effects: | * 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 vampire spawn. 3 of them provide additional bonus effects: | ||
** Ritual Drain | ** [[Ritual Drain: Astarion]]: Gain an additional bonus action | ||
** Ritual Drain | ** [[Ritual Drain: Violet]]: Gain +5 AC | ||
** Ritual Drain | ** [[Ritual Drain: Yousen]]: Heal for {{DamageText|2d8|Healing}} each turn | ||
* If Cazador succeeds in becoming the Vampire Ascendent, he will permanently gain all the ritual source and ritual drain bonuses. Standing on the magical circles will no longer have any effect. | |||
* Cazador will always upcast {{SAI|Call Lightning}} to level 5. | * Cazador will always upcast {{SAI|Call Lightning}} to level 5. | ||
Revision as of 22:57, 2 June 2024
Overview | Combat |
This page focuses on Cazador's behavior during turn-based combat gameplay.
Attacks and abilities
Enough, Wretches!
When Cazador reaches low enough health, he will use Enough, Wretches!, and switch to physical attacks.
Tactician mode
Honour mode
Allies
- Chatterteeth
- 3x Fallen Gur Hunter
- 4x Predator Werewolf
- 6x Bat (6 additional bats spawn each round)
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 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 consume them all to become the Vampire Ascendant.
- Cazador will be empowered by 7 from each of the trapped vampire spawn, granting him 1m/3ft of movement speed, 10 temporary hit points, and 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 vampire spawn. 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 2d8hit points each turn
- If Cazador succeeds in becoming the Vampire Ascendent, he will permanently gain all the ritual source and ritual drain bonuses. Standing on the magical circles will no longer have any effect.
- Cazador will always upcast to level 5.
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 Astarion 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 Scratch!) across the room, and this second ally can free Asterion that same turn. and can allow allies to reach him within a single turn so they can free him with on the next turn. Alternatively a party member could use to transport an ally (even
- 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 on Cazador, reverting his mist form and causing 20Radiant at the start of his turn. Keeping Cazador close to a Daylight source will make the fight significantly easier. or similar effects will impose
- Summons are very effective in this fight since they give you more bodies to block Cazador's . Even something as simple as a can be used to block one of the ritual sources.
- The 10 temporary hit points provided by can be refreshed by walking off of and back onto the magic circles.
Categories:
- Resistant to Non-Magical Bludgeoning
- Resistant to Non-Magical Piercing
- Resistant to Non-Magical Slashing
- Resistant to all Necrotic
- Immune to Non-Magical and Resistant to Magical Bludgeoning
- Immune to Non-Magical and Resistant to Magical Piercing
- Immune to Non-Magical and Resistant to Magical Slashing
- Pages with unknown passives
- Combat subpages
- Pages with unknown abilities