Raphael/combat

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

Attacks and abilities[edit | edit source]

Fire Bolt.webp
D6 Fire.png 4d6 (4~24) Damage TypesFire damage

Launch a mote of infernal flame to set a target alight and Burn it.
 Range: 18 m /  ft
Flame Strike.webp
D8 Fire.png 8d8 (8~64) Damage TypesFire damage

Spend 8~64Damage TypesFire damage soul to wreath a target in malevolent flame.
DEX Save
AoE:  m /  ft (Radius)
Scorching Ray.webp
D6 Fire.png 6d6 (6~36) Damage TypesFire damage

Spend 2 souls you have consumed to lash out with 3 magmatic chains of Hellfire and push the targets back 5m.
 Range: 18 m /  ft
AoE: 1 m /  ft (Radius)
Action Surge.webp
D6 Healing.png 3d6 (3~18) hit points

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


Regain 3~18 hit points and restore your Punish Divinity every time you absorb souls in this way.

 Range: 30 m /  ft

Ascended Fiend Form[edit | edit source]

Fiendish Ascension.webp

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.

Multiattack Earth Elemental.webp
D12 Slashing.png 2d12 (2~24) Damage TypesSlashing damage
+
D12 Slashing.png 2d12 (2~24) Damage TypesSlashing damage

Aim multiple attacks at a target.
 Melee: 1.5 m / 5  ft
Fireball.webp
D6 Fire.png 20d6 (20~120) Damage TypesFire damage

Spend 2 souls to hurl an exploding ball of Roiling Hellfire Hellfire that damages all nearby creatures and objects.
DEX Save
 Range: 18 m /  ft
AoE: 4 m /  ft (Radius)
Action Imp Claws.png
Claws
* Melee attack dealing 3d6 + 5Damage TypesSlashing damage.
  • Raphael may use this as a Reaction to someone moving out of his range.

Punish Divinity[edit | edit source]

Hellish Rebuke.webp

After taking Radiant damage, Stun the attacker, allowing you to Drain Drain its hit points.
DEX Save
 Range: 30 m /  ft
Vampiric Touch.webp
D6 Necrotic.png 12d6 (12~72) Damage TypesNecrotic damage

Drain the life force of an Infernal Stun Infernal Stunned creature, restoring your hit points by half the damage dealt.
 Range: 18 m / 60 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.

Legendary Action Crowd Control.webp

Try to Beguiled Beguile your attacker and its nearby allies.

Creatures charmed in this way cannot attack Raphael.

WIS Save
 Range: 18 m / 60 ft
Legendary Action Utility.webp
D10 Necrotic.png 6d10 (6~60) Damage TypesNecrotic damage

Create a column of writhing souls that transforms allied Cambions into Hellfire Cambion Hellfire Cambions and deals 6d10Damage TypesNecrotic to any non-fiend caught inside.

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

DEX Save
 Range: 18 m / 60 ft

Conditions and passives[edit | edit source]

Soul Pillar Proximity[edit | edit source]

Soul Pillar Proximity Soul Pillar Proximity
  • Raphael is surrounded by Soul Pillars, granting Raphael's attacks an additional 1~12Damage TypesFire (per pillar) damage and a +3 (per pillar) bonus to his Dexterity Checks and Saving Throws.
  • This condition stacks for each Soul Pillar still active. At the maximum of four stacks, Raphael will have an additional 4~48Damage TypesFire damage and a +12 bonus to Dexterity checks and saving throws.
  • As this affects his Dexterity score, at the beginning of combat he will have an AC of 27

Soul Charges[edit | edit source]

Soul Charges Soul Charges
  • Raphael has soul(s) to spend on powerful spells.
  • This condition will recharge when Raphael uses his Consume Souls Consume Souls ability. He gains a charge for each remaining pillar.
  • This condition will also recharge when Raphael uses his Fiendish Ascension Fiendish Ascension ability. He gains a charge for each destroyed pillar.
  • Raphael uses these charges as spell slots.

Ascended Fiend[edit | edit source]

Ascended Fiend Ascended 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 will not prevent him from using Souls to cast spells.

Soul Reaper[edit | edit source]

Soul Reaper Soul Reaper

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

Allies[edit | edit source]

Encounter[edit | edit source]

Raphael can be fought in the House of Hope's foyer. 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 player may be joined by Hope if they completed Save Hope before confronting Raphael. Yurgir will also join the party if they previously sided with him during the quest Kill Raphael's Old Enemy and completed Break Yurgir's Contract in Act Two; otherwise, he will need to be convinced to switch sides with a DC 30 Persuasion check.

Phase one[edit | edit source]

This room has four soul pillars which Raphael will use during combat. Each soul pillar gives Raphael:

  • An additional 1~12Damage TypesFire damage and a +3 bonus to DEX 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 Consume Souls ability.


Raphael's Fiendish Ascension ability will let 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 will give him another Soul Charge.


Raphael also has the ability to sever souls. If a character reaches 0 HP while in battle, they will receive the condition Severed Soul, having disadvantage on attack rolls and all ability checks. This debuff will be removed after Raphael is defeated.

Phase two[edit | edit source]

When all soul pillars have been destroyed Raphael will permanently transform into his Ascended Fiend form. When transforming into his fiend form for this final time, the four broken soul pillars will 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 AoE: 4 m /  ft (Radius).

He will also now be able to use his Multiattack. This attack does 2d16 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 will only be 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 passive buffs, such as Heroes' Feast Heroes' Feast or Freedom of Movement Freedom of Movement (they are not considered a true long rest, so conditions that are removed upon a long rest will remain).
  • Placing Smokepowder Barrels or Runepowder Barrels around each pillar before beginning the fight can help you easily remove Soul Pillars and deal damage during combat.
  • Having The Blood of Lathander equipped and standing near the middle of the room can blind him upon entering combat, via the Lathander's Light passive feature.

During[edit | edit source]

  • It is worthwhile destroying the surrounding Soul Pillars before focusing on Raphael, as he will not only use them for spell casting, but can regain hit points from them each round with Consume Souls. Raphael will also be harder to hit the more pillars are active, as each pillar increases his AC through his DEX score.
    • The pillars are weak to Damage TypesBludgeoning and Damage TypesForce damage.
    • The Orphic Hammer, which is picked up at the House of Hope, may be useful for destroying the pillars.
  • Take care when using Radiant damage against Raphael's cambions, as their Fleeting Protection Fleeting Protection allows Raphael to reflect twice the amount of radiant damage done as Fire damage.
  • Planar Binding Planar Binding is useful here for controlling the cambions.
  • If the party rescued Hope, she will also have available Divine Intervention Divine Intervention and her unique Revoke Guest Status Revoke Guest Status which can be used to permanently eject cambions.
  • Hold Monster Hold Monster is very effective against Raphael since, while the condition ends following his next turn due to his Inevitable Resolve Inevitable Resolve feature, it effectively skips his turn and all damage he takes until he breaks out of it become Critial Hits.

Footnotes[edit | edit source]

  1. While his tooltip shows +9 initiative, most of it comes from Soul Pillar dexterity bonuses, which is applied only after combat begins and initiative is rolled. Works only for the fight straight after dialogue, if you disengage and try to fight again, he'll have full +9 initiative.