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Raphael/Combat

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This page focuses on Raphael Raphael's behaviour during his combat encounter. Raphael is able to be fought at the House of Hope, where he is joined by Korrilla Korrilla, Yurgir Yurgir and six Vengeful Cambion Vengeful Cambions. His arena also has four Soul Pilllars, which Raphael uses to regain health and cast powerful spells.

Portrait Minsc.png
Oh, damn it! To end a devil in the hells is to end him for true. Boo was hoping to make a hobby of killing Raphael over and over again.
Minsc, mourning Raphael's death

Attacks and abilities[edit | edit source]

Extra initiative[edit | edit source]

While his tooltip shows +9 initiative, most of it is added through the Soul Pillar dexterity bonuses, which are applied only after combat begins and initiative is rolled. Works only for the fight straight after dialogue and only in regular fiend form. If disengaging and trying to fight again, he'll have full +9 initiative again.

Regular Fiend Form[edit | edit source]

Action Surge.webp
Consume Souls Consume Souls (Bonus Action)
Absorb a soul from each Soul Pillar still standing to spend on powerful spells. Your Punish Divinity Punish Divinity is restored every time you absorb souls in this way.
 Range: 30 m / 100 ft
Recharge: Per turn
Scorching Ray.webp
Diabolic Chains Diabolic Chains (Action)
Damage: 18~108
6d6FireFire
+ 6d6FireFire
+ 6d6FireFire

Spend 2 souls you have consumed to lash out with 3 magmatic chains of Hellfire and possibly push the targets back 5 m / 17 ft.

DEX Save
 Range: 18 m / 60 ft
Burning Hands.webp
Flames of Avernus Flames of Avernus (Action)
Damage: 6~36
6d6FireFire

Loose a searing wave of infernal fire from your palms.

DEX Save
 Range: Self
AoE: 5 m / 17 ft (Cone)
Fire Bolt.webp
Igniting Spark Igniting Spark (Action)
Damage: 6~36
6d6FireFire

Launch a mote of infernal flame to set a target alight and Burn Burn it.

DEX Save
 Range: 18 m / 60 ft
Flame Strike.webp
Incinerate Incinerate (Action)
Damage: 8~64
8d8FireFire

Spend 8~64Damage TypesFire damage soul to wreath a target in malevolent flame.

DEX Save
AoE: 3 m / 10 ft (Radius)
Healing Word.webp
Infernal Salve Infernal Salve (Bonus Action)
Healing: 3~18

Spend 1 soul to heal a Fiend.

 Range: 18 m / 60 ft
Find Familiar Quasit.webp
Invocation of Eternal Debt Invocation of Eternal Debt (Bonus Action)
Spend 1 soul to summon an Eternal Debtor to your side.
 Range: 18 m / 60 ft
Recharge: Per turn

Ascended Fiend Form[edit | edit source]

Claws Imp.webp
Claws Claws (Action)
Damage: 8~23
3d6 + 5SlashingSlashing

Lash out with deadly claws.

 Melee: 1.5 m / 5 ft
Fiendish Ascension.webp
Fiendish Ascension Fiendish Ascension
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.
Recharge: Four times per battle
Multiattack Earth Elemental.webp
Multiattack Multiattack (Action)
Damage: 6~72
+ 2d12SlashingSlashing
+ 2d12SlashingSlashing

Aim multiple attacks at a target.

 Melee: 1.5 m / 5 ft
Fireball.webp
Ravaging Inferno Ravaging Inferno (Action)
Damage: 20~120
20d6FireFire

Spend 2 souls to hurl an exploding ball of Hellfire Hellfire that damages all nearby creatures and objects.

Hellfire burns with more fervour than any mortal flame, ignoring Resistance and Immunity to Fire damage.

DEX Save
 Range: 18 m / 60 ft
AoE: 4 m / 13 ft (Radius)
Recharge: Per turn
Hellish Rebuke.webp
Punish Divinity Punish Divinity (Reaction)
After taking Damage TypesRadiant damage, Stun Stun the attacker, allowing you to Drain Drain its hit points.
DEX Save
 Range: 30 m / 100 ft
Vampiric Touch.webp
Soul Drain Soul Drain
Damage: 6~72
Healing:
6d12 / 2HealingHealing

Drain the life force of an Infernally Stunned Infernally Stunned creature, restoring your hit points by half the damage dealt.

 Range: 18 m / 60 ft
Recharge: Per turn

Tactician and above[edit | edit source]

Action Surge.webp
Consume Souls Consume Souls (Bonus Action)
Healing: 3~18

Absorb a soul from each Soul Pillar still standing to spend on powerful spells.

Regain 3d6hit points and restore your Punish Divinity Punish Divinity every time you absorb souls in this way.

 Range: 30 m / 100 ft
Recharge: Per turn
Multiattack Earth Elemental.webp
Multiattack Multiattack (Action)
Damage: 6~72
+ 2d12SlashingSlashing
+ 2d12SlashingSlashing

Aim multiple attacks at a target.

Once per turn, thanks to his cacodemonic power, Multiattack grants Rapharel Action Surge Action Surge, allowing him to Multiattack again.

 Melee: 1.5 m / 5 ft

Honour mode[edit | edit source]

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.

Legendary Action Crowd Control.webp
Beguiling Rebuke Beguiling Rebuke

Try to Beguile Beguile your attacker and its nearby allies.

Creatures charmed in this way cannot attack Raphael.

WIS Save
 Range: 18 m / 60 ft
Legendary Action Utility.webp
Soul Ascension Soul Ascension
Damage: 6~60

Create a column of writhing souls that transforms allied Cambions into Hellfire Cambions Hellfire Cambions and deals 6d10Damage TypesNecrotic to any non-fiend caught inside.

Cambions ascended by this cascade deal Hellfire damage, which ignores Resistance and Immunity to Fire damage.

DEX Save
 Range: 18 m / 60 ft

Conditions and passives[edit | edit source]

Soul Pillar Proximity[edit | edit source]

Soul Pillar Proximity Soul Pillar Proximity
  • Raphael is surrounded by Soul Pillars, granting Raphael's attacks an additional 1d12Damage TypesFire (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 4~48FireFire damage and a +12 bonus to Dexterity score.
  • In total, at the beginning of combat, Raphael will have 28 Dexterity and an AC of 27.

Soul Charges[edit | edit source]

Soul Charges Soul Charges
  • Raphael has soul(s) to spend on powerful spells.
  • This condition will recharge when Raphael uses his Consume Souls Consume Souls ability. He gains a charge for each remaining pillar.
  • This condition will also recharge when Raphael uses his Fiendish Ascension Fiendish Ascension ability. He gains a charge for each destroyed pillar.
  • Raphael uses these charges as spell slots.

Ascended Fiend[edit | edit source]

Ascended Fiend Ascended Fiend
  • 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.

Soul Reaper[edit | edit source]

Soul Reaper Soul Reaper

  • When Raphael reduces an enemy's hit points to 0, he Severs the soul from their body.
Severed Soul Severed Soul

Honour mode[edit | edit source]

While in Honour mode, Raphael has some additional passives, which let him use their associated abilities (see #Honour mode):

Allies[edit | edit source]

Encounter details[edit | edit source]

Raphael can be fought in the foyer of the House of Hope. 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 party can be joined by Hope Hope if they completed Save Hope Save Hope before confronting Raphael. Yurgir also joins the party if siding with him during the quest Kill Raphael's Old Enemy Kill Raphael's Old Enemy and completing Break Yurgir's Contract Break Yurgir's Contract in Act Two; otherwise, he needs to be convinced to switch sides with a DC 30 Persuasion check.

Phase one[edit | edit source]

This room has four soul pillars which Raphael uses during combat. Each soul pillar gives Raphael:

Raphael's Fiendish Ascension Fiendish Ascension ability lets 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 gives him another Soul Charge.

Raphael also has the ability to sever souls. If a party member is downed by Raphael during the battle, they receive the condition Severed Soul Severed Soul, having disadvantage on attack rolls and all ability checks. This debuff can be removed by the party member, by casting Restore Soul 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 also is removed if Raphael is defeated.

Phase two[edit | edit source]

When all soul pillars have been destroyed Raphael permanently transforms into his Ascended Fiend form. When transforming into his fiend form for this final time, the four broken soul pillars give him four final soul charges.

At this stage, he may use his most powerful attack, Ravaging Inferno Ravaging Inferno, costing 2 soul charges and dealing 20d6 Hellfire damage in a AoE: 4 m / 13 ft (Radius).

He is also now able to use his Multiattack. This attack does 2d12 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 is only able to use his multiattack.

Tactics[edit | edit source]

Pre-combat[edit | edit source]

  • 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 Heroes' Feast, Death Ward Death Ward, or Freedom of Movement Freedom of Movement or summoning spells like Planar Ally Planar Ally, or Conjure Elemental Conjure Elemental. They are not considered a true long rest, so conditions that are removed upon a long rest will remain. However, removing a spell from the caster's prepared list will remove the buffs and dismiss the summons granted by that spell.
  • Placing Smokepowder Barrels or Runepowder Barrels around each pillar before beginning the fight can help to easily remove Soul Pillars and deal damage during combat. Two smokepowder barrels per pillar have a chance of destroying all four pillars.[1] The action cost can be further reduced by linking the barrel stacks with lines of Alchemist's Fire bottles or a continuous flammable surface (i.e. Grease Grease or Alcohol Alcohol).
  • 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 Lathander's Light passive feature.
  • If wanting to keep Korrilla Korrilla alive, it is recommended to switch to non-lethal combat and not convince Yurgir Yurgir to side with the party, when given the option. He most likely ends up killing her in one or two hits. On the other hand, succeeding the rather difficult Persuasion check to convince him makes this fight significantly easier since he is quite a powerful combatant.
  • Additionally, Raphael can be weakened considerably prior to combat in Act One.[2]

During combat[edit | edit source]

  • It is situationally worthwhile destroying the surrounding Soul Pillars before focusing on Raphael. He gains benefits from them: he uses them for spell casting, can regain hit points from them each round with Consume Souls Consume Souls, and he has higher AC through the gained DEX score. On the other side, avoiding destroying the pillars has the advantage of saving time and also avoiding Raphael’s dangerous ascended form.
    • The pillars are weak to BludgeoningBludgeoning and ForceForce damage.
    • The Orphic Hammer, which is picked up at the House of Hope, may be useful for destroying the pillars.
  • Hastened Hastened party members have a much easier time destroying the Soul Pillars before Raphael can do much damage. The most efficient way to do this is to use a Haste Spore Grenade which hastens the party every time they walk into the cloud. The enemies do not take advantage of this, and do not intentionally walk into the cloud, though they might happen to walk through it during their regular pathfinding.
  • If using Radiant damage against Raphael's cambions, their Fleeting Protection Fleeting Protection allows Raphael to reflect twice the amount of radiant damage done as Fire damage.
  • Planar Binding Planar Binding is useful here for controlling the cambions.
  • If Hope Hope is rescued, she also has available Divine Intervention Divine Intervention and her unique Revoke Guest Status Revoke Guest Status which can be used to permanently eject cambions. If casting Divine Intervention Divine Intervention when multiple enemies are affected by Fleeting Protection Fleeting Protection, then the reflected damage likely kills Hope.
  • Hold Monster Hold Monster is very effective against Raphael since, while the condition ends following his next turn due to his Inevitable Resolve Inevitable Resolve feature, it effectively skips his turn. Meanwhile, all attacks within 10 feet / 3 meters directed at him become Critical Hits; an opportune time to use action surge.
  • Skills that inflict the Fearful Fearful condition (i.e. Eyebite Eyebite) are not subject to Inevitable Resolve Inevitable Resolve and can prevent Raphael from taking any actions for multiple turns
  • Silence Silence, combined with any method of immobilization, can reduce the effectiveness of Raphael's soul absorbtion. While he can still consume souls, he cannot cast any of the enhanced spells provided by his soul charges. It can be hard to keep him still, but a Phantasmal Killer Phantasmal Killer from a caster with a high enough save DC has a high chance of keeping him locked within the field of silence.
  • Punish Divinity Punish Divinity can be completely negated by having Raphael use his reaction on a Opportunity Attack Opportunity Attack

Notes[edit | edit source]

  1. A smokepowder barrel deals 4d4+18ForceForce in the initial blast and 2d6ForceForce from the resulting surface (fire damage is neglected as pillars are immune to it). The pillars are vulnerable to ForceForce and have 99 HP, so two barrels destroy the pillar on or . This is not the same as since the dice rolls for each barrel are independent events. Of the possible outcomes only 13 don't result in the pillar's destruction (either all dice must roll a 1, or a single die rolls a 2 while all others roll 1). or . The probability of all four being destroyed is simply the probability of one destruction raised to the fourth power. The final calculation is or . For verification see the linked anydice script.
  2. Prior to fighting Raphael, the party can acquire the Helldusk Armour he carries to useful effect while fighting him here, and reduce his hit points considerably, relatively early in Act One, by use of this guide.