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Raphael/Combat

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

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 will have full +9 initiative again.

Regular Fiend Form[edit | edit source]

Consume SoulsConsume 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 Range: 30 m / 100 ft
Recharge: Per turn Recharge: Per turn
Diabolic ChainsDiabolic 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 SaveDEX Save
Range: 18 m / 60 ft Range: 18 m / 60 ft
Flames of AvernusFlames of Avernus (Action)
Damage: 6~36
6d6FireFire

Loose a searing wave of infernal fire from your palms.

DEX SaveDEX Save
Range: Self Range: Self
Igniting SparkIgniting Spark (Action)
Damage: 6~36
6d6FireFire

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

DEX SaveDEX Save
Range: 18 m / 60 ft Range: 18 m / 60 ft
IncinerateIncinerate (Action)
Damage: 8~64
8d8FireFire

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

DEX SaveDEX Save

This spell costs two soul charges.

Infernal SalveInfernal Salve (Bonus Action)
Healing: 3~18
3d6HealingHealing

Spend 1 soul to heal a Fiend.

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

Ascended Fiend Form[edit | edit source]

ClawsClaws (Action)
Damage: 8~23
3d6 + 5SlashingSlashing

Lash out with deadly claws.

Melee: 1.5 m / 5 ft Melee: 1.5 m / 5 ft
Fiendish AscensionFiendish 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 Recharge: Four times per battle
MultiattackMultiattack (Action)
Damage: 6~72
2d12SlashingSlashing
+ 2d12SlashingSlashing
+ 2d12SlashingSlashing

Aim multiple attacks at a target.

Melee: 1.5 m / 5 ft Melee: 1.5 m / 5 ft
Ravaging InfernoRavaging 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 SaveDEX Save
Range: 18 m / 60 ft Range: 18 m / 60 ft
Recharge: Per turn Recharge: Per turn
Punish DivinityPunish Divinity (Reaction)
After taking RadiantRadiant damage, Stun Stun the attacker, allowing you to Drain Drain its hit points.
DEX SaveDEX Save
Range: 30 m / 100 ft Range: 30 m / 100 ft
Soul DrainSoul Drain
Damage: 6~72
6d12NecroticNecrotic
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 Range: 18 m / 60 ft
Recharge: Per turn Recharge: Per turn

Tactician and above[edit | edit source]

Consume SoulsConsume Souls (Bonus Action)
Healing: 3~18
3d6HealingHealing

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

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

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

Beguiling RebukeBeguiling Rebuke

Try to Beguile Beguile your attacker and its nearby allies.

Creatures charmed in this way cannot attack Raphael.

WIS SaveWIS Save
Range: 18 m / 60 ft Range: 18 m / 60 ft
Soul AscensionSoul Ascension
Damage: 6~60
6d10NecroticNecrotic

Create a column of writhing souls that transforms allied Cambions into Hellfire Cambions Hellfire Cambions and deals 6d10NecroticNecrotic to any non-fiend caught inside.

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

DEX SaveDEX Save
Range: 18 m / 60 ft Range: 18 m / 60 ft

Conditions and passives[edit | edit source]

Soul Pillar Proximity[edit | edit source]

Soul Pillar ProximitySoul Pillar Proximity
  • Raphael is surrounded by Soul Pillars, granting Raphael's attacks an additional 1d12FireFire damage (per pillar) and a +3 bonus to his Dexterity score (per pillar).
  • 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 ChargesSoul Charges
  • Raphael has souls to spend on powerful spells.
  • This condition will recharge when Raphael uses his Consume SoulsConsume Souls ability. He gains a charge for each remaining pillar.
  • This condition will also recharge when Raphael uses his Fiendish AscensionFiendish Ascension ability. He gains a charge for each destroyed pillar.
  • Raphael uses these charges as spell slots.

Ascended Fiend[edit | edit source]

Ascended FiendAscended 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 Soul Overcharge will not prevent him from using Souls to cast spells.

Soul Reaper[edit | edit source]

Soul ReaperSoul Reaper

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

Immunities[edit | edit source]

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 HopeHope if they have completed Save HopeSave Hope before confronting Raphael. Yurgir can also join the party if they sided with him during Kill Raphael's Old EnemyKill Raphael's Old Enemy and completed Break Yurgir's ContractBreak Yurgir's Contract in Act Two; otherwise, he must be convinced to switch sides with a DC 30 Persuasion check 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 AscensionFiendish 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 SoulSevered Soul, having disadvantage on attack rolls and ability checks. This debuff can be removed by the affected party member by casting Restore SoulRestore Soul on either Raphael or a Soul Pillar – affected party members automatically gain this ability while they have the Severed Soul condition. The debuff is also 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 InfernoRavaging Inferno, costing 2 soul charges and dealing 20d6 Hellfire damage in a 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 long-duration buffs, such as Heroes' FeastHeroes' Feast, Death WardDeath Ward, and Freedom of MovementFreedom of Movement or summoning spells like Planar AllyPlanar Ally and Conjure ElementalConjure Elemental. Using the faucets is not considered a proper long rest, so conditions normally removed on a long rest will remain. Removing summoning spells from the caster's prepared spell list will not dismiss the summons granted by those spells, but removing a buff spell may remove the buff (see individual spell pages for details).
  • 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 99.9999% 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. GreaseGrease or AlcoholAlcohol).[2]
  • Having The Blood of Lathander equipped and standing near the middle of the room can blind Raphael upon entering combat, via the passive feature Lathander's LightLathander's Light.

During combat[edit | edit source]

  • To keep KorrillaKorrilla alive, it is recommended to knock her outknock her out quickly and steer combat away from her. If the party ally with YurgirYurgir, due to his +8 to initiative, he will always go before her and may end up killing her in one or two hits; if he fights against the party, she may still be killed while receiving collateral damage from one or more attacks with an area of effect component.
  • It is situationally worthwhile to destroy the surrounding Soul Pillars before focusing on Raphael. He uses them for spell casting, can regain hit points from them each round with Consume SoulsConsume Souls, and he has a higher AC through the increased Dexterity score. On the other hand, 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.
  • HastenedHastened 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 a creature every time it walks into the cloud. Enemies do not take advantage of this; they do not intentionally walk into the cloud, but it may happen through their regular pathfinding.
  • If RadiantRadiant damage is used against Raphael's cambions, their Fleeting ProtectionFleeting Protection allows Raphael to reflect twice the amount of RadiantRadiant damage done back as FireFire damage.
  • Planar BindingPlanar Binding is helpful in this fight for controlling the cambions.
  • If HopeHope is rescued, she has Divine InterventionDivine Intervention available and her unique feature, Revoke Guest StatusRevoke Guest Status, which can be used to permanently eject cambions from the fight. However, using Divine Intervention: Sunder the HereticalDivine Intervention: Sunder the Heretical when multiple enemies are affected by Fleeting ProtectionFleeting Protection likely kills Hope through reflected damage.
  • Hold MonsterHold Monster is very effective against Raphael since, while the condition ends following his next turn due to his Inevitable ResolveInevitable Resolve feature, it effectively skips his turn. Meanwhile, all attacks within 3 m / 10 ft directed at him become critical hits, making for an opportune time to use Action SurgeAction Surge.
  • Skills that inflict the FearfulFearful condition (i.e. FearFear and EyebiteEyebite) are not subject to Inevitable ResolveInevitable Resolve and can prevent Raphael from taking any actions for multiple turns.
  • SilenceSilence, combined with any method of immobilisation, can reduce the effectiveness of Raphael's soul absorption. 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 KillerPhantasmal Killer spell from a caster with a high enough save DC has a high chance of keeping him locked within the field of silence.
  • Punish DivinityPunish Divinity can be completely negated by having Raphael use his reaction on an Opportunity AttackOpportunity Attack.

Notes[edit | edit source]

  1. A smokepowder barrel deals 4d4+18ForceForce in the initial blast and 2d6ForceForce from the resulting surface (ignoring Fire damage as pillars are immune to it). The pillars are vulnerable to ForceForce and have 99 HP, so two barrels destroy the pillar on (8d4+36+4d6)×299 or 8d4+4d614. Not to be confused with (2d4+18+2d6)×499 since the dice rolls for each barrel are independent events. Of the 48×64=84934656 possible outcomes, only 13 do not 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): 11384934656=0.9999998469 or 99.99998469%. The probability of all four being destroyed is simply the probability of one destruction raised to the fourth power. The final calculation is (11348*64)4=0.9999993877 or 99.99993877%. For verification, see the linked AnyDice script. Note, the AnyDice page needs to be set to "Export" to not round off.
  2. When using flammable surfaces, it is prudent to extinguish the candles beforehand. Should the player opt to place barrels with flammable content and then break them, care should be taken to avoid weapons that deal Fire damage, either directly or indirectly (such as through the Flawed Helldusk Gloves).