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Cazador Szarr/Combat
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Cazador | Combat |
Cazador Szarr | |||||||||||||
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Level 12 | |||||||||||||
Information | |||||||||||||
Race | Vampire | ||||||||||||
Stats | |||||||||||||
Size | Medium | ||||||||||||
Type | Undead | ||||||||||||
Armour Class | 21 | ||||||||||||
Hit points |
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Weight | 70 kg (150 lb) | ||||||||||||
Initiative | +9 | ||||||||||||
Ability scores | |||||||||||||
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Proficiency bonus | +4 | ||||||||||||
Saving throws |
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Resistances | |||||||||||||
Resistant | Slashing, Piercing, Bludgeoning, Necrotic | ||||||||||||
Non-Magical Resistances | |||||||||||||
Immune | Bludgeoning, Piercing, Slashing | ||||||||||||
Conditions | |||||||||||||
| +1m movement, +10 temporary HP and +1d10 Necrotic damage per ritual source. | ||||||||||||
Tactician | +10 to your next 3 saving throws. | ||||||||||||
Features | |||||||||||||
| +5 to Initiative and cannot be surprised. | ||||||||||||
| +1 bonus to Spell Save DC and Spell attack rolls. | ||||||||||||
| Regain 1d4 HP when a creature fails any saving throws against your spells. | ||||||||||||
| Make two additional attacks after attacking with your main-hand weapon. | ||||||||||||
| Automatically attack an enemy moving out of your reach. | ||||||||||||
| While in sunlight, take 20 Radiant damage and have disadvantage on attack rolls and ability checks. | ||||||||||||
| If not in sunlight or holy water, regains 10 HP at the start of his turn. | ||||||||||||
Honour | Spend a legendary action to conjure a Vampiric Swarm. |
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 (Additional bats spawn each round)
Encounter
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 Asterion 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.
- The narrow stairs make a fantastic choke point for crowd-controlling the mobs with spells early in the fight. Some electricity 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 Sunlight Hypersensitivity (Condition) on Cazador, reverting his mist form and causing Template:DamagaeText at the start of his turn. Keeping Cazador close to a Daylight source can make the fight significantly easier. and similar spells will inflict
- Cazador's Ritual Sources can be interrupted by standing on the ritual circles. This will also grant whoever is standing on the circle one stack of Ritual Sources (Condition).