| initiative = +3{{note|While his tooltip shows +9 initiative, most of it comes from Soul Pillar dexterity bonuses, which is applied only after combat begins and initiative is rolled. Works only for the fight straight after dialogue, if you disengage and try to fight again, he'll have full +9 initiative.|name=RaphaelInit}}
This page focuses on [[Raphael]]'s behaviour during his combat encounter. Raphael is able to be fought at the [[House of Hope]], where he is joined by [[Korilla|Korrilla]], [[Yurgir]] and six [[Vengeful Cambion]]s. His arena also has four [[Pillar of Souls|Soul Pilllars]], which Raphael uses to regain health and cast powerful spells.
| feature1_name = Darkvision
== Attacks and abilities ==
| feature1_description = Can attack creatures in the dark without disadvantage, up to a range of 12 m (40 ft).
{{Feature box|Igniting Spark}}
| feature2_name = Devil's Sight
| feature2_description = Can see normally in magical and natural darkness.
| feature3_name = Fiendish Blessing
| feature3_description = Grants +2 to armour class.
| feature4_name = Inevitable Resolve
| feature4_description = Cannot be controlled or incapacitated.
| feature5_name = Infernal Retribution
| feature5_description = Burns an opponent who tries to make a saving throw against Raphael.
| feature6_name = Magic Resistance
| feature6_description = Gives advantage on saving throws against magical effects.
| feature7_name = Opportunity Attack
| feature7_description = React by attacking a creature moving out of range.
| feature8_name = Soul Pillar Proximity
| feature8_description = Gives Raphael bonuses for remaining pillars.
| feature9_name = Soul Reaper
| feature9_description = Sever the soul of a creature who is downed by Raphael.
| h passives = Multiattack: Last Resort, Legendary Action: Soul Ascension
| feature2_description = Use a legendary action to use Soul Ascension after Raphael or an ally is attacked. Replaces Beguiling Rebuke.
| feature2_mode = Honour
}}
}}
}}{{CombatTab}}
This page focuses on [[Raphael]]'s behaviour during his combat encounter. Raphael is able to be fought at the [[House of Hope]], where he is joined by [[Korilla|Korrilla]], [[Yurgir]] and six [[Vengeful Cambion]]s. His arena also has four [[Pillar of Souls|Soul Pilllars]], which Raphael uses to regain health and cast powerful spells.
This page focuses on Raphael's behaviour during his combat encounter. Raphael is able to be fought at the House of Hope, where he is joined by Korrilla, Yurgir and six Vengeful Cambions. His arena also has four Soul Pilllars, which Raphael uses to regain health and cast powerful spells.
Harness the energy of a recently shattered Soul Pillar to take on a more powerful infernal form, and consume a new soul for every broken pillar.
Each time Raphael transforms he may stay in this heightened aspect for longer.
Drain the life force of an Infernal Stunned creature, restoring your hit points by half the damage dealt.
Range: 18 m / 60 ft
Honour mode
While in Honour mode, Raphael has access to legendary actions, which let him use two additional abilities. He can use legendary actions as many times per round as there are remaining Soul Pillars at the start of the round.
Raphael is surrounded by Soul Pillars, granting Raphael's attacks an additional 1~12Fire (per pillar) damage and a +3 (per pillar) bonus to his Dexterity score.
This condition stacks for each Soul Pillar still active. At the maximum of four stacks, Raphael will have an additional 4~48Fire damage and a +12 bonus to Dexteritychecks and saving throws.
As this affects his Dexterity score, at the beginning of combat he will have an AC of 27
Raphael has gorged on souls and enhanced his fiendish powers, granting him an even deadlier array of spells and abilities. In this form, Soul Overcharge will not prevent him from using Souls to cast spells.
Raphael can be fought in the House of Hope's foyer. The cutscene and ensuing fight only begin once the "Portal to the Devil's Fee" is selected, allowing time for the party to position themselves around the room.
The player may be joined by Hope if they completed Save Hope before confronting Raphael. Yurgir will also join the party if they previously sided with him during the quest Kill Raphael's Old Enemy and completed Break Yurgir's Contract in Act Two; otherwise, he will need to be convinced to switch sides with a DC 30 Persuasioncheck.
Phase one
This room has four soul pillars which Raphael will use during combat. Each soul pillar gives Raphael:
An additional 1~12Fire damage and a +3 bonus to DEX checks and saving throws (see #Soul Pillar Proximity)
One soul charge, which Raphael uses as spell slots. These are refreshed when he uses his Consume Souls ability, or when he ascends. (See #Soul Charges)
3d6hit points when he uses his Consume Souls ability.
Raphael's Fiendish Ascension ability will let him take on a more powerful form (see the Ascended tab in the info box at the top of this page). He may use this to transform whenever a pillar is broken, and each destroyed pillar will give him another Soul Charge.
Raphael also has the ability to sever souls. If a party member is downed by Raphael during the battle, they will receive the condition Severed Soul, having disadvantage on attack rolls and all ability checks. This debuff can be removed by the party member, by casting Restore Soul on either Raphael or a Soul Pillar -- affected party members automatically gain this ability while they have the Severed Soul condition. The debuff will also be removed if Raphael is defeated.
Phase two
When all soul pillars have been destroyed Raphael will permanently transform into his Ascended Fiend form. When transforming into his fiend form for this final time, the four broken soul pillars will give him four final soul charges.
At this stage, he may use his most powerful attack, Ravaging Inferno, costing 2 soul charges and dealing 20d6 Hellfire damage in a AoE: 4 m / 13 ft (Radius).
He will also now be able to use his Multiattack. This attack does 2d16 slashing, plus his attack modifier, which is +5 while he is in his ascended form. It also grants him Action Surge, so he may use his multiattack again, possibly attacking four times in one round. Once all his soul charges are depleted, Raphael will only be able to use his multiattack.
Tactics
Pre-combat
Before fighting Raphael, the restoration faucets in the boudoir can be used to take a pseudo long rest. They can be used to restore spell slots after casting passive buffs, such as Heroes' Feast or Freedom of Movement (they are not considered a true long rest, so conditions that are removed upon a long rest will remain).
Placing Smokepowder Barrels or Runepowder Barrels around each pillar before beginning the fight can help you easily remove Soul Pillars and deal damage during combat.
Having The Blood of Lathander equipped and standing near the middle of the room can blind him upon entering combat, via the Lathander's Light passive feature.
During
It is worthwhile destroying the surrounding Soul Pillars before focusing on Raphael, as he will not only use them for spell casting, but can regain hit points from them each round with Consume Souls. Raphael will also be harder to hit the more pillars are active, as each pillar increases his AC through his DEX score.
The Orphic Hammer, which is picked up at the House of Hope, may be useful for destroying the pillars.
Take care when using Radiant damage against Raphael's cambions, as their Fleeting Protection allows Raphael to reflect twice the amount of radiant damage done as Fire damage.
Planar Binding is useful here for controlling the cambions.
Hold Monster is very effective against Raphael since, while the condition ends following his next turn due to his Inevitable Resolve feature, it effectively skips his turn and all damage he takes until he breaks out of it become Critial Hits.