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Raphael/Combat
| Overview | Combat |
This page focuses on Raphael's behaviour during his combat encounter. Raphael can be fought at the House of Hope, where he is joined by Korrilla, Yurgir and six Vengeful 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.„
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]
This spell costs two soul charges.
Ascended Fiend Form[edit | edit source]
Tactician and above[edit | edit source]
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.
Conditions and passives[edit | edit source]
Soul Pillar Proximity[edit | edit source]
- Raphael is surrounded by Soul Pillars, granting Raphael's attacks an additional 1d12Fire 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 4~48Fire 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]
- Raphael has souls to spend on powerful spells.
- This condition will recharge when Raphael uses his Consume Souls ability. He gains a charge for each remaining pillar.
- This condition will also recharge when Raphael uses his Fiendish Ascension ability. He gains a charge for each destroyed pillar.
- Raphael uses these charges as spell slots.
Ascended Fiend[edit | edit source]
- Raphael has gorged on souls and enhanced his fiendish powers, granting him an even deadlier array of spells and abilities. In this form, will not prevent him from using Souls to cast spells.
Soul Reaper[edit | edit source]
- When Raphael reduces an enemy's hit points to 0, he Severs the soul from their body.
- With no soul to motivate it, the affected entity has Disadvantage on Attack rolls and all Ability checks until is cast on a Soul Pillar or Raphael.
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]
- Banished
- Burning
- Melting
- Poisoned conditions, such as Poisoned and Nauseous
- Polymorphed
- Roiling Hellfire
Allies[edit | edit source]
- Korrilla
- Vengeful Cambion – 6x
- Yurgir (conditional)
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 if they have completed Save Hope before confronting Raphael. Yurgir can also join the party if they sided with him during Kill Raphael's Old Enemy and completed Break Yurgir's Contract in Act Two; otherwise, he must 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:
- An additional 1~12Fire damage and a +3 bonus to Dexterity checks and saving throws (see #Soul Pillar Proximity)
- One soul charge, which Raphael uses as spell slots. These are refreshed when he uses his Consume Souls ability, or when he ascends. (See #Soul Charges)
- 3d6hit points when he uses his Consume Souls ability.
Raphael's 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, having disadvantage on attack rolls and ability checks. This debuff can be removed by the affected party member by casting 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 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 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' Feast, Death Ward, and Freedom of Movement or summoning spells like Planar Ally and Conjure 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 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 or Alcohol).[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 Light.
During combat[edit | edit source]
- To keep Korrilla alive, it is recommended to knock her out quickly and steer combat away from her. If the party ally with Yurgir, 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 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 Bludgeoning and Force damage.
- The Orphic Hammer, which is picked up at the House of Hope, may be useful for destroying the pillars.
- 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 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 Radiant damage is used against Raphael's cambions, their Fleeting Protection allows Raphael to reflect twice the amount of Radiant damage done back as Fire damage.
- Planar Binding is helpful in this fight for controlling the cambions.
- If Hope is rescued, she has Divine Intervention available and her unique feature, Revoke Guest Status, which can be used to permanently eject cambions from the fight. However, using Divine Intervention: Sunder the Heretical when multiple enemies are affected by Fleeting Protection likely kills Hope through reflected damage.
- Hold Monster is very effective against Raphael since, while the condition ends following his next turn due to his Inevitable 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 Surge.
- Skills that inflict the Fearful condition (i.e. Fear and Eyebite) are not subject to Inevitable Resolve and can prevent Raphael from taking any actions for multiple turns.
- Silence, 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 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 Divinity can be completely negated by having Raphael use his reaction on an Opportunity Attack.
Notes[edit | edit source]
- ↑ A smokepowder barrel deals 4d4+18Force in the initial blast and 2d6Force from the resulting surface (ignoring Fire damage as pillars are immune to it). The pillars are vulnerable to Force and have 99 HP, so two barrels destroy the pillar on or . Not to be confused with since the dice rolls for each barrel are independent events. Of the 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): 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. Note, the AnyDice page needs to be set to "Export" to not round off.
- ↑ 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).
- Resistant to Non-Magical Slashing
- Resistant to Non-Magical Piercing
- Resistant to Non-Magical Bludgeoning
- Immune to all Fire
- Resistant to all Lightning
- Resistant to all Cold
- Resistant to all Poison
- Resistant to all Piercing
- Immune to all Necrotic
- Immune to all Psychic
- Immune to all Poison
- Vulnerable to Bludgeoning
- Vulnerable to Force
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