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Cazador Szarr/Combat

From bg3.wiki

This page focuses on Cazador's behaviour during turn-based combat gameplay.

Attacks and abilities edit

BlightBlight (Action + Level 4 Spell Slot)   –  Woe
Damage: 8~64
8d8NecroticNecrotic

Deals 8d8NecroticNecrotic to a target. Plants take maximum damage from this spell, and have Disadvantage Icon.png Disadvantage on the Saving throw against it.

CON SaveCON Save
Range: 9 m / 30 ft Range: 9 m / 30 ft
Call LightningCall Lightning (Action + Level 3 Spell Slot)
Damage: 3~30
3d10LightningLightning

Call down lightning to hit all targets within range and its area of effect for 3d10LightningLightning damage. Then for 10 turns, you can call down lightning again without expending a spell slot.

DEX SaveDEX Save
Range: 18 m / 60 ft Range: 18 m / 60 ft
FlyFly (Movement Speed (Half cost))
Fly to a target position
Range: 18 m / 60 ft Range: 18 m / 60 ft
Forced TeleportationForced Teleportation (Bonus Action)
Cazador forcibly teleports one of his vampire spawn to a nearby location.
Range: 18 m / 60 ft Range: 18 m / 60 ft
Recharge: Per turn Recharge: Per turn
Misty EscapeMisty Escape (Bonus Action)

Transform into a tiny mist cloud. It can't fall, and fits through small openings. It is very hard to damage.

The cloud has Advantage Advantage on Constitution, Dexterity and Strength Saving Throws.

Range: Self Range: Self
Recharge: Per turn Recharge: Per turn

Enough, Wretches! edit

When Cazador reaches low enough health, he will use Enough, Wretches!, and switch to physical attacks.

Enough, Wretches!Enough, Wretches!
Cazador switches from spells to savage melee attacks.
Recharge: Per combat Recharge: Per combat
ClawsClaws (Action)
Damage: 7~13
2d4 + 5SlashingSlashing

Lash out with deadly claws.

Melee: 1.5 m / 5 ft Melee: 1.5 m / 5 ft
MultiattackMultiattack (Action)
Damage: 12~24
2d4 + 4SlashingSlashing
+ 2d4 + 4SlashingSlashing

The target must be Blood-Sapped Blood-Sapped.

Melee: 1.5 m / 5 ft Melee: 1.5 m / 5 ft
Recharge: Per turn Recharge: Per turn

Tactician mode edit

Potent Misty EscapePotent Misty Escape (Bonus Action)
Transform into a tiny mist cloud. It can't fall, and fits through small openings. It is very hard to damage. Foes within 4 m / 13 ft of the cloud may be Blinded Blinded and take 3d6NecroticNecrotic at the start of Cazador's turn. The cloud has Advantage Advantage on Constitution, Dexterity, and Strength Saving Throws.
Range: Self Range: Self
Recharge: Per turn Recharge: Per turn

Honour mode edit

Vampiric SwarmVampiric Swarm
Damage: 12~144
12d12PiercingPiercing

Call forth a swarm of vampire bats. Targets are pushed backwards 3 m / 10 ft and may become Swarmed Swarmed.

DEX SaveDEX Save
Range: 10 m / 33 ft Range: 10 m / 33 ft

Loot edit

Allies edit

Encounter details edit

  • If AstarionAstarion 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 HelpHelp 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 SourcesRitual Sources from each of the trapped vampire spawn, granting him 1 m / 3 ft of movement speed, 10 temporary hit points, and 1d10NecroticNecrotic 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:
  • If Cazador succeeds in becoming the Vampire Ascendant, he permanently gains Sinister LordSinister 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 SourcesRitual 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 LightningCall Lightning to level 5.
  • Cazador is immune to the NauseousNauseous condition inflicted by the Fallen Gur HuntersFallen Gur Hunters, as are all his minions.

Tactics edit

  • Cazador's Sunlight HypersensitivitySunlight Hypersensitivity makes him susceptible to DaylightDaylight and similar effects (e.g. Lathander's LightLathander's Light)
  • Occupying Ritual SourcesRitual 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 WeaponSpiritual Weapon, can be used for this purpose.
    • Sneaking into the arena under the cover of InvisibilityInvisibility allows party members to start on ritual sources.
      • This has the added benefit of mitigating the risk of the Fallen Gur Hunter's StenchStench as well as Cazador's Call LightningCall Lightning and Vampiric SwarmVampiric 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.
    • Placing ScratchScratch on Astarion's Ritual Source allows him to use the HelpHelp action to free Astarion.
  • Thoroughly StuffedThoroughly 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 StepMisty Step) is valuable.
  • As with all fights involving large numbers of enemies, persistent area of effect spells (e.g. Wall of FireWall of Fire, MoonbeamMoonbeam, and Spirit GuardiansSpirit 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.