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Cazador Szarr/Combat
(Redirected from Cazador/combat)
| Overview | Combat |
This page focuses on Cazador's behaviour during turn-based combat gameplay.
Attacks and abilities[edit | edit source]
Enough, Wretches![edit | edit source]
When Cazador reaches low enough health, he will use Enough, Wretches!, and switch to physical attacks.
Tactician mode[edit | edit source]
Honour mode[edit | edit source]
Loot[edit | edit source]
Allies[edit | edit source]
- Bat – 6x (6 additional bats spawn each round)
- Chatterteeth
- Fallen Gur Hunter – 3x
- Predator Werewolf – 4x
Encounter details[edit | edit source]
- If Astarion is in the party when meeting Cazador, a cutscene plays out in which he becomes trapped as part of the ritual. He can be freed using the Help action.
- Cazador attempts 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 at the beginning of the 4th turn, Cazador consumes them all to become the Vampire Ascendant. This permanently kills Astarion, and he cannot be revived in any way.
- Cazador is empowered by 7 Ritual Sources from each of the trapped vampire spawn, granting him 1 m / 3 ft of movement speed, 10 temporary hit points, and 1d10Necrotic damage to each attack (including spells), 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 3d8hit points each turn
- If Cazador succeeds in becoming the Vampire Ascendant, he permanently gains Sinister Lord, which replaces the previous Ritual Sources effects. Standing on the magical circles no longer has any effect.
- If Astarion is not in the party when meeting Cazador, then he is unable to capture him at the start of the fight. This prevents Cazador from starting the ritual and thus deprives him of all the Ritual Sources and Ritual Drain bonuses as well as the 3-turn countdown to become the Vampire Ascendant.
- Attacking from range skips the cutscene and leads straight to combat, allowing Astarion to remain in the party uncaptured so long as he stays behind the three steps leading up to the dais. If he crosses that threshold, a cutscene of him being captured by Cazador interrupts combat.
- Cazador always upcasts Call Lightning to level 5.
- Cazador is immune to the Nauseous condition inflicted by the Fallen Gur Hunters, as are all his minions.
Tactics[edit | edit source]
- Cazador's Sunlight Hypersensitivity makes him susceptible to Daylight and similar effects (e.g. Lathander's Light)
- He takes 20Radiant damage if he starts his turn in sunlight.
- While sunlit, he has Disadvantage on Attack rolls and Ability checks.
- Daylight forces him out of his mist form.
- Occupying Ritual Sources is highly advisable in order both to claim their benefits, and to deprive Cazador of them.
- The 10 temporary hit points they provide can be refreshed by walking off and then back onto the magic circles.
- Summons, even ones as simple as Spiritual Weapon, can be used for this purpose.
- Sneaking into the arena under the cover of Invisibility allows party members to start on ritual sources.
- This has the added benefit of mitigating the risk of the Fallen Gur Hunter's Stench as well as Cazador's Call Lightning and Vampiric Swarm by preventing them from hitting multiple characters.
- While Cazador cannot be surprised, his allies can. Attacking him while hidden or invisible will still trigger the cutscene, but after it finishes, only Cazador takes action on the first round of combat.
- Thoroughly Stuffed grants the party immunity against the Fallen Gur Hunter's stench clouds.
- If Astarion is captured as part of the ritual, it is important that he be freed quickly, lest Cazador complete the ritual and ascend, permanently killing Astarion. If there is not already a party member or summon with the help action near his ritual circle, having any form of teleportation available (e.g. Misty Step) is valuable.
- As with all fights involving large numbers of enemies, persistent area of effect spells (e.g. Wall of Fire, Moonbeam, and Spirit Guardians) are very effective. Retreating up the stairs creates a choke point; however, this leaves Cazador the use of all his ritual sources, and forces the party to cover more ground should Astarion be recaptured during the fight.
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
- Combat subpages








