Ketheric Thorm/combat: Difference between revisions

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| class = Paladin
| class = Paladin
| armour_class = 22
| armour_class = 22
| hit_points = 188
| hit_points_tactician = 188
| hit_points = 145
| movement_speed_meters = 9
| movement_speed_meters = 9
| movement_speed_feet = 30
| movement_speed_feet = 30
| weight_kg = 75
| weight_kg = 75
| weight_lb = 165
| weight_lb = 165
| immune1 = Poison
| level = 11
| level = 11
| str = 18
| str = 18
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| wis_save_proficiency = Yes
| wis_save_proficiency = Yes
| cha_save_proficiency = Yes
| cha_save_proficiency = Yes
| resistant1 = Bludgeoning
| nonmagic resistant1 = Bludgeoning
| resistant2 = Piercing
| nonmagic resistant2 = Piercing
| resistant3 = Slashing
| nonmagic resistant3 = Slashing
| resistant4 = Necrotic
| immune1 = Poison
| resistant1 = Necrotic
| condition1_name = Aura of Protection
| condition1_name = Aura of Protection
| condition1_description = Increases Saving Throws to self and nearby allies
| condition1_description = Increases Saving Throws to self and nearby allies
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== Attacks and abilities ==
== Attacks and abilities ==
{{Feature box|name=Incubate Death|image name=Generic Necrotic.webp|* Spawn a Skeletal Involucre. After 1 turn, the involucre explodes, dealing {{DamageText|3d8+3|Necrotic}} damage and birthing a [[Necromite]].
{{Feature box|Incubate Death}}


{{Range|m=18|ft=60}}
{{Feature box|Deadly Orders}}


{{Action}}}}{{Feature box
{{Feature box|Divine Smite}}
|name=Deadly Orders
|image name=Generic Control.webp
|Command your troops to prioritise attacking a specific foe.


Your underlings are more likely to target this foe, and their [[Attack Roll]]s against it have {{Advantage}}.
=== Honour Mode ===
}}
{{Feature box|Hordestrike}}
{{Feature box
|name=Divine Smite
|image name=Divine Smite.webp
|Your weapon emanates divine might as you strike, dealing an additional {{DamageText|2d8|Radiant|drs=t}} damage. Deals an additional {{DamageText|1d8|Radiant|drs=t}} damage to Fiends and Undead.
}}
 
== Conditions and passives ==
{{Feature box
|name=Aura of Protection
|image name=Aura of Protection.webp
|You and nearby allies gain a bonus to {{SavingThrow}}s equal to your [[Charisma]] modifier.
}}
{{Feature box
|name=Aura of Hate
|image name=Aura of Hate.webp
|You and any nearby fiends (and undead) gain additional damage to melee weapon attacks equal to your [[Charisma]] Modifier. The aura disappears if you fall Unconscious.
}}


== Allies ==
== Allies ==
The encounters with Ketheric may involve the following allies for either side. Detailed information in their respective pages.
Ketheric will be accompanied by the following allies. Detailed information can be found on their respective pages.


=== Enemy allies ===
=== Moonrise Towers Rooftop (Stage 1) ===
* [[Susdera]]
* [[Susdera]]
* [[Necromite]]
* [[Squire]] (If still alive)
* [[Intellect Devourer]]
* [[Kar'niss]] (If still alive)
* 8x [[Necromite]]
 
=== Mind Flayer Colony (Stage 2) ===
* [[Mind Flayer]]
* [[Mind Flayer]]
* [[Isobel]] (conditional)
* [[Isobel]] (if kidnapped during [[Resolve the Abduction]])
 
* 4x [[Intellect Devourer]]
=== Player allies ===
* 4x [[Necromite]]
* [[Dame Aylin]] (conditional)


== Encounters ==
== Encounters ==
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===Stage 1===
===Stage 1===
The first part of the encounter with Ketheric is atop the [[Moonrise Towers]]. Ketheric will be joined by [[Susdera]], an acolyte of [[Myrkul]], as well as eight [[Necromite|necromites]]. Susdera will stand immediately before the party, while Ketheric will stand on the small balcony behind her, necromites flanking the stairs to it on both sides.  
The first part of the encounter with Ketheric takes place atop [[Moonrise Towers]]. Ketheric will be joined by [[Susdera]], an acolyte of [[Myrkul]], as well as eight [[Necromite|necromites]]. Susdera will stand immediately before the party, while Ketheric will stand on the small balcony behind her, necromites flanking the stairs to it on both sides.  


The necromites can be safely ignored if the party is equipped to have a high DC or has necrotic resistance, as they only cast [[Reach from Beyond]], a low damage spell. However, both Ketheric and Susdera can summon more of them, so it's best to dispatch them with AoE attacks to avoid being overwhelmed.
The necromites can be safely ignored if the party is equipped to have a high DC or has necrotic resistance, as they only cast [[Reach from Beyond]], a low damage spell. However, both Ketheric and Susdera can summon more of them, so it's best to dispatch them with AoE attacks to avoid being overwhelmed.
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===Stage 2===
===Stage 2===
====Phase 1====
====Phase 1====
The second stage of the fight begins shortly after catching up to Ketheric in the [[Mind Flayer Colony]]. A Restoration Pod that grants the benefits of a [[Long Rest]] can be found to the right of the elevator that brings you to him. After the revelations regarding Ketheric and his allies, players will enter a short conversation with Ketheric. During this dialogue, he can be talked down from fighting with a {{Ability Check|Persuasion|18}}. On a success, Ketheric will kill himself and the battle will skip to [[#Phase 2|phase two]]. Otherwise, a fight will ensue.
The next stage of the fight begins shortly after catching up to Ketheric in the [[Mind Flayer Colony]]. A Restoration Pod that grants the benefits of a [[Long Rest]] can be found to the right of the elevator that brings you to him. This is also an excellent opportunity to prepare for the coming fight by summoning additional help. If available, a set of [[Conjure Elemental|Elementals]] can be particularly helpful in keeping the necromites and skeletal involucres under control; likewise [[Conjure Minor Elemental|Azers]]. The area also offers unlimited fodder for [[Animate Dead]].
 
After the cutscene regarding Ketheric and his allies, players will enter a short conversation with Ketheric. During this dialogue, he can be talked down from fighting with a {{Ability Check|Persuasion|18}}, which will be available only if party members laid the conversational groundwork during the prior conversation on top of Moonrise Towers. On a success, Ketheric will kill himself and the battle will skip directly to [[#Phase 2|phase two]]. Otherwise, a fight will ensue.


This time, Ketheric can be found on the raised, round platform before the party. To the far right, a [[Mindflayer]] can be found overlooking the battlefield, further in, four [[Intellect Devourer|Intellect Devourers]] will quickly approach the party. Should she be alive, [[Dame Aylin|Aylin]] will be found trapped by spectral hands, granting Ketheric [[Invulnerable_(Condition)|invulnerability]] once more. To the other side of the room, to the left, four [[Necromite|necromites]] will sling spells down at the party.
This time, Ketheric can be found on the raised, round platform before the party. To the far right, a [[Mindflayer]] can be found overlooking the battlefield, further in, four [[Intellect Devourer|Intellect Devourers]] will quickly approach the party. Should she be alive, [[Dame Aylin|Aylin]] will be found trapped by spectral hands, granting Ketheric [[Invulnerable_(Condition)|invulnerability]] once more. On the other side of the room, to the left, four [[Necromite|necromites]] will sling spells down at the party.


Ideally the party should split in three: one to deal with the Mindflayer and help Aylin if alive, one to keep Ketheric occupied and one to deal with the Necromites. Dispatching the Mindflayer quickly will help the party keep control of the battle as otherwise it will attempt to stun them. It will also grant the party member a vantage point to fight against the intellect devourers and Ketheric. Dispatching the intellect devourers shouldn't be too difficult, most AoE spells should work, and they are not too troublesome either, though they could prove an annoyance should they [[Threatened|threaten]] a ranged unit.
Ideally the party should split in three: one to deal with the Mindflayer and help Aylin if alive, one to keep Ketheric occupied, and one to deal with the Necromites. Dispatching the Mindflayer quickly will help the party keep control of the battle as otherwise it will attempt to stun them. It will also grant the party member a vantage point to fight against the intellect devourers and Ketheric. Dispatching the intellect devourers shouldn't be too difficult, most AoE spells should work, and they are not too troublesome either, though they could prove an annoyance should they [[Threatened|threaten]] a ranged unit.  


Aylin can be broken from her prison via the [[Help]] action. Once free, she will assist the party in the fight, usually going directly to Ketheric. The Necromites on the left platform are not too dangerous, however, they should be eliminated before the next phase, otherwise Ketheric will have a great power spike. One party member with an AoE spell should suffice, leaving them up there will also provide another vantage point for the rest of the fight.
Aylin can be freed from her prison via the [[Help]] action. Once free, she will assist the party in the fight, usually by charging directly at Ketheric. The Necromites on the left platform are not too dangerous, however, they should be eliminated before the next phase, otherwise Ketheric will have a great power spike. One party member with an AoE spell should suffice, leaving them up there will also provide another vantage point for the rest of the fight.


Finally, dealing with Ketheric himself should be relatively similar to his first encounter. Beware that much like any other NPCs, he will quickly deplete all his spell slots using Smite on each of his attacks, so any form of mitigating this burst damage is good, such as an [[Elixir of Radiant Resistance]]. Like in the previous fight, Ketheric can order his party to focus using [[Deadly Orders]] and raise new necromites using [[Incubate Death]].
Finally, dealing with Ketheric himself should be relatively similar to his first encounter. Beware that much like any other NPCs, he will quickly deplete all his spell slots using Smite on each of his attacks, so any form of mitigating this burst damage is good, such as an [[Elixir of Radiant Resistance]]. Like in the previous fight, Ketheric can order his party to focus using [[Deadly Orders]] and raise new necromites using [[Incubate Death]].
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====Phase 2====
====Phase 2====
The last phase of the fight begins as soon as Ketheric is killed, and this time the party faces the [[Apostle of Myrkul]]. Twisted by necrotic magic, the Apostle takes up the entire space in the center of the room, summoning necromites as the fight begins.
The last phase of the fight begins as soon as Ketheric is killed, and this time the party faces the [[Apostle of Myrkul]]. Twisted by necrotic magic, the Apostle takes up the entire space in the center of the room, summoning necromites as the fight begins.
 
During this phase, up to four additional [[Skeletal Involucre]]s will be created at random points at the edges of the battle space at the end of every turn. Since the involucres are resistant to piercing damage but vulnerable to bludgeoning damage, party members with access to highly mobile summons that have powerful melee attacks, such as [[Category:Elementals|elementals]]
, will find themselves in good shape on this front.
 
The Apostle hits hard, hits often, and has a large health pool. However, the battle is manageable provided you take care of the necromites and keep the Apostle occupied. The main gimmick of the fight is that the Apostle will sacrifice a necromite in order to gain the {{SAI|Finger of Death}} spell. Should the necromites be dealt with (or the Apostle itself prevented from consuming them), then this spell won't be an issue.
 
The Apostle's presence also applies {{cond|Bone Chilled}} to anyone near it on the platform, which prevents healing damaged party members. Wounded party members can use [[Disengage]] to leave the platform (or move to a few small areas at the very edge of it outside the Bone Chill aura), and downed ones can be shoved off by others if necessary.
 
Party members having trouble hitting the Apostle can turn to area-of-effect attacks, such as spells or smokepowder bombs.  


The Apostle hits hard, often and has a large health pool. However, don't be intimidated as the battle is manageable provided you take care of the necromites and keep the Apostle occupied. The main gimmick of the fight is that the Apostle will sacrifice a necromite in order to gain the [[Finger of Death]] spell. Should the necromites be dealt with, or the Apostle itself prevented from consuming them, the threat of the spell shouldn't be an issue.
Despite the large size of the Apostle, it's still susceptible to most regular conditions, such as weakened or blinded, and can be made [[Wet (Condition)|wet]] using [[Create Water]]. The effect from Arrows of Ilmater that prevents healing and similar effects that prevent healing are extremely effective. Likewise, although it has a difficult-to-overcome saving throw versus many more severe conditions, casting {{SAI|Darkness}} on it will blind the Apostle thereby helping any melee fighters prevent some of the damage and combos, in particular removing its ability to opportunity strike.  


Despite the large size of Apostle, it's still susceptible to most regular conditions, such as weakened or blinded, and can be made [[Wet (Condition)|wet]] using [[Create Water]]. The effect from Arrows of Ilmater that prevents healing and similar effects that prevent healing are extremely effective. Casting [[Darkness]] on it will help any melee fighters prevent some of the damage and combos particularly well with anyone who can see within darkness. The Apostle's [[Reaper's Scythe]] does respectable damage and also knocks foes back, keep this in mind as it's possible it could knock units out of the platform. To prevent this, position all melee units with the spikes of the arena on their back, this way, if they are pushed, they won't fall off. Alternatively, the Apostle can be disarmed of the scythe, removing the threat entirely.
The Apostle's [[Reaper's Scythe]] does respectable damage and also knocks foes back, potentially off of the platform itself. Positioning all melee units with the spikes of the arena at their back will prevent them from being knocked off the platform this way. Alternatively, the Apostle can be disarmed of its scythe, removing the threat entirely.


Once he is defeated, he will finally die for good, allowing the party to retrieve his Netherstone, and proceed to [[Baldur's Gate]].
Once the Apostle is defeated, Ketheric will finally die for good, allowing the party to retrieve his Netherstone, and proceed to [[Baldur's Gate]].


==Achievements==
==Achievements==

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