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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 actions[edit section | visual editor]

Extra initiative[edit section | visual editor]

While his tooltip shows +9 initiative, most of it is added through the Dexterity bonuses from Soul Pillars, which are applied only after combat begins and initiative is rolled. This is only true for the fight straight after dialogue and in regular form. If the party disengages and tries to fight him again, he has the full +9 initiative.

Regular form[edit section | visual editor]

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.

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.
Damage: 6~36
6d6FireFire
Loose a searing wave of infernal fire from your palms.
Damage: 6~36
6d6FireFire
Launch a mote of infernal flame to set a target alight and Burn Burn it.
Damage: 8~64
8d8FireFire
Spend 8~64FireFire damage soul to wreath a target in malevolent flame.

This spell costs two Soul Charges.

Healing: 3~18
3d6HealingHealing
Spend 1 soul to heal a Fiend.

Spend 1 soul to summon an Eternal Debtor to your side.

Ascended Fiend form[edit section | visual editor]

ClawsClaws (Action)
Damage: 8~23
3d6 + 5SlashingSlashing
Lash out with deadly claws.

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.

Damage: 6~72
2d12SlashingSlashing
+ 2d12SlashingSlashing
+ 2d12SlashingSlashing
Aim multiple attacks at a target.
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.

After taking RadiantRadiant damage, Stun Stun the attacker, allowing you to Drain Drain its hit points.

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.

Tactician and above[edit section | visual editor]

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 DivinityPunish Divinity every time you absorb souls in this way.

Damage: 6~72
2d12SlashingSlashing
+ 2d12SlashingSlashing
+ 2d12SlashingSlashing

Aim multiple attacks at a target.

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

Honour mode[edit section | visual editor]

While in Honour mode, Raphael has access to two legendary actions, one in his regular form and one in Ascended Fiend form. Whichever form he is in, he can use the associated legendary action as many times per round as there are remaining Soul Pillars at the start of the round.

Try to Beguile Beguile your attacker and its nearby allies.

Creatures charmed in this way cannot attack Raphael.

Can only be used in regular form.

Damage: 6~60
6d10NecroticNecrotic

Create a column of writhing souls that transforms allied Cambions into Hellfire CambionsHellfire 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.

Can only be used in Ascended Fiend form.

Conditions and passives[edit section | visual editor]

Soul Pillar Proximity[edit section | visual editor]

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 has an additional 4d12FireFire damage and a +12 bonus to Dexterity.
  • In total, at the beginning of combat, Raphael has 28 Dexterity and an AC of 27.

Soul Charges[edit section | visual editor]

Soul ChargesSoul Charges
  • Raphael has souls to spend on powerful spells.
  • This condition recharges when Raphael uses the Consume SoulsConsume Souls action. He gains a charge for each remaining pillar.
  • This condition also recharges when Raphael uses his Fiendish AscensionFiendish Ascension. He gains a charge for each destroyed pillar.
  • Raphael uses these charges as spell slots.

Ascended Fiend[edit section | visual editor]

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 OverchargeSoul Overcharge will not prevent him from using Souls to cast spells.
  • All of Raphael's spells ignore Fire resistance and immunity while he is in Ascended Fiend form.

Soul Reaper[edit section | visual editor]

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 section | visual editor]

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

Immunities[edit section | visual editor]

Allies[edit section | visual editor]

Encounter details[edit section | visual editor]

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 section | visual editor]

This room has four Soul Pillars, which Raphael uses during combat. Each Soul Pillar gives Raphael:

Raphael's Fiendish AscensionFiendish Ascension lets him take on a more powerful form (see #Ascended Fiend form). He may use this to transform whenever a pillar is broken, and each destroyed pillar gives him another Soul Charge.

Raphael can also 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 action while they have the Severed Soul condition. The debuff is also removed if Raphael is defeated.

Phase two[edit section | visual editor]

When all Soul Pillars have been destroyed, Raphael permanently transforms into his Ascended Fiend form. When transforming into his ascended 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 section | visual editor]

Pre-combat[edit section | visual editor]

  • 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 remain. Removing summoning spells from the caster's prepared spell list does 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.[2] 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).[3]
  • 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 section | visual editor]

  • To keep KorrillaKorrilla alive, it is recommended to knock her out quickly and steer combat away from her. If the party ally with YurgirYurgir, due to his +8 to initiative, he always goes before her and may end up killing her in one or two hits; if he fights against the party, she may still be killed by collateral damage from one of his area of effect attacks.
  • 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 (except for Soul AscensionSoul Ascension in his Ascended Fiend form, which makes it particularly dangerous to destroy Soul Pillars first). A strong martial character with a high enough (26+) attack roll bonus (see List of features and items that affect attack rolls) and the SentinelSentinel feat can effortlessly pin down Raphael. If that character also has 31+ AC (see List of features and items that affect AC) and critical hit immunity, that makes Raphael in his regular form completely helpless, as he cannot use his spells, nor can his claw attacks hit such a character.
    • Phantasmal KillerPhantasmal Killer spell from a caster with a high enough save DC also has a high chance of keeping him locked within the field of silence.
  • Using an Arrow of Ilmater or the Bone ChillBone Chill spell each round can prevent Raphael from healing.
  • Punish DivinityPunish Divinity can be completely negated by having Raphael use his reaction on an Opportunity AttackOpportunity Attack or inflicting a condition that inhibits Reactions.

Notes[edit section | visual editor]

  1. 1.0 1.1 1.2 1.3 Raphael's 666 hit points is likely a reference to the biblical Number of the beastNumber of the beast.
  2. 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.
  3. 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).