Grym: Difference between revisions

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Adjustments & another tactic
(Adjustments & another tactic)
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{{DamageInfo|12d8|double weapon|type=Bludgeoning}}
{{DamageInfo|12d8|double weapon|type=Bludgeoning}}


and knock it {{cond|Prone}}. However, using the forge to damage Grym immediately removes Grym's [[Superheated (Condition)|Superheated]] condition and can even summon a group of [[Magma Mephit]]s. Hammering Grym while not superheated will knock it prone but will do no damage and might still summon the Magma Mephits. Regardless of your approach, keep at least one party member by the lava valve, since the lava will recede after two turns, making the golem invincible again. Alternatively the lava valve can also be activated by shooting an arrow at it, or some familiars, such as [[Mage Hand]], can also interact with the lava valve in place of a party member.  Note, however, that using a familiar for the initial activation of the lava valve will bug the encounter and prevent Grym from spawning.
and knock it {{cond|Prone}}. However, using the forge to damage Grym immediately removes Grym's [[Superheated (Condition)|Superheated]] condition and can even summon a group of [[Magma Mephit]]s, though these will eventually appear anyway once Grym becomes sufficiently damaged. Hammering Grym while not superheated will knock it prone but will do no damage and might still summon the Magma Mephits. Regardless of your approach, keep at least one party member by the lava valve, since the lava will recede after two turns, making the golem invincible again. Alternatively the lava valve can also be activated by shooting an arrow at it, or some familiars, such as [[Mage Hand]], can also interact with the lava valve in place of a party member.  Note, however, that using a familiar for the initial activation of the lava valve will bug the encounter and prevent Grym from spawning.


Before the fight it is wise to spread out your party, placing your casters in the back and melee up front near the gate where Grym will appear. Using elixirs such [[Elixir of Hill Giant Strength]] and [[Elixir of the Colossus]] will give a notable boost for your melee fighters. Before turning the valve, ensure all party members are standing on raised areas and enter Turn-Based Mode to prepare additional short duration buffs. It is almost a must to give one of your melee characters [[Haste]] for the extra attack and added [[Armour Class|AC]]. Applying weapon oils such as the [[Oil of Accuracy]] helps boost your [[Attack Roll]]s high enough to more easily beat Grym's high [[Armour Class|AC]]. Lastly, ensure you use weapons that deal {{DamageType|Bludgeoning}} damage to exploit Grym's vulnerability.
Before the fight it is wise to spread out your party, placing your casters in the back and melee up front near the gate where Grym will appear. Using elixirs such [[Elixir of Hill Giant Strength]] and [[Elixir of the Colossus]] will give a notable boost for your melee fighters. Before turning the valve, ensure all party members are standing on raised areas and enter Turn-Based Mode to prepare additional short duration buffs. It is almost a must to give one of your melee characters [[Haste]] for the extra attack and added [[Armour Class|AC]]. Applying weapon oils such as the [[Oil of Accuracy]] helps boost your [[Attack Roll]]s high enough to more easily beat Grym's high [[Armour Class|AC]]. Lastly, ensure you use weapons that deal {{DamageType|Bludgeoning}} damage to exploit Grym's vulnerability.


=== Ranged bombardment tactic ===
=== Ranged bombardment tactic ===
There is a rather different tactic possible against Grym using an all-Ranged setup using the terrain to your advantage. Grym has no ranged attacks of any kind, so if you can shoot it from positions it can't reach you can slowly but surely destroy Grym without even getting wounded. NOTE, to be able to use this tactic and then keep the ability to use the Forge for making equipment you will need at least one character who can cast [[Grant Flight]]; the forge cannot be raised back up again after being lowered, so a Flying character will be needed to load the mold, crucible and then activate the two levers to create Adamantine equipment after the fight.
There is a rather different tactic possible against Grym using an all-Ranged setup using the terrain to your advantage. Grym has no ranged attacks of any kind, so if you can shoot it from positions it can't reach you can slowly but surely destroy Grym without even getting wounded. NOTE, to be able to use this tactic and then keep the ability to use the Forge for making equipment you will need at least one party member with access to [[Grant Flight]], [[Misty Step]], and/or [[Dimension Door]]; the forge cannot be raised back up again after being lowered, so a flying/teleporting party member will be needed to load the mold, crucible and then activate the two levers to create Adamantine equipment after the fight.


On approach to the forge, note the stairway you are coming down on and the second pathway to the right of it. When the forge is lowered, ranged characters (both magic users and archers) can hit nearly the entire forge floor where Grym can move, and characters on the entry stairway can also hit the Lava Valve.
On approach to the forge, note the stairway you are coming down on and the second pathway to the right of it. When the forge is lowered, ranged characters (both magic users and archers) can hit nearly the entire forge floor where Grym can move, and characters on the entry stairway can also hit the Lava Valve.
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At this point it's a turkey-shoot; just keep hitting Grym, having a character on the left side put a shot into the lava Valve whenever the lava clears, and always having the characters on the Right side move last. It may take a little while, but you will be able to drop Grym without getting wounded and without needing to use the forge hammer, which is needed for obtaining an Achievement (listed below).
At this point it's a turkey-shoot; just keep hitting Grym, having a character on the left side put a shot into the lava Valve whenever the lava clears, and always having the characters on the Right side move last. It may take a little while, but you will be able to drop Grym without getting wounded and without needing to use the forge hammer, which is needed for obtaining an Achievement (listed below).
=== Throwing water tactic ===
Similar to ranged bombardment, but exploiting Grym's weakness to Bludgeoning damage, the extra damage applied for "gravity" when throwing from a great height, and the easy availability of water jugs. In this version leave three party members up on the entrance steps, supplied with lots of [[Water]] bottles; their job is to the throw water at Grym. Because thrown water does Bludgeoning damage and will have a gravity bonus when thrown from up high, Grym will take 20+ damage on most hits, and even most "misses" because of the gravity applied to the water spread. The fourth party member will remain on the platform to operate it and keep Grym standing in the lava, and should have access to rapid movement spells like [[Misty Step]]. When only party member is on the platform, Grym will ignore any threat assessment and pursue the single accessible character. It is probably most efficient to keep Grym lured toward always standing in the lava, rather than attempting to use the forge hammer, as regaining Superheated status can sometimes prove a challenging maneuver. Obviously this throwing technique can also be used while keeping all four party members "up top" as in the above method, gaining more safety but making maneuvering Grym into the lava a little more challenging.


=== Owlbear from the top ropes! tactic ===
=== Owlbear from the top ropes! tactic ===

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