Grym: Difference between revisions

Jump to navigation Jump to search
1,459 bytes added ,  17 May
m
m (Updated info box)
Line 85: Line 85:


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).
=== Minor illusion tactic ===
This strategy improves on the ranged bombardment tactic by using the [[Minor Illusion]] cantrip to lure Grym onto the central anvil.
Rather than using ranged attacks and spells to damage Grym, which can take a long time, we use the hammer to deal large amounts of damage at a time, reducing the combat to about five rounds.
As in the ranged bombardment tactic, we abuse the height advantage by placing characters on the elevated positions to maintain a safe distance, using ranged attacks and spells to manipulate the lava valve and hammer.
# Make sure that Grym is [[Superheated (Condition)|Superheated]] by activating the lava valve. If it is not Superheated, damage it with a character or use [[Minor Illusion]] on a lower surface to lure it to an area where it will be affected by the lava before using the lava valve.
# Once Grym is Superheated, use Minor Illusion on the central anvil. This will cause Grym to move onto the anvil to investigate. Grym seems to never pass the Investigation check (or does so extremely rarely).
# Use the hammer lever using a ranged attack or spell to activate the lever. Note that the first time this happens, the [[Magma Mephit]]s will spawn below.
# Grym will lose the Superheated condition and be knocked {{cond|Prone}}. It will remain invulnerable until its next turn, at which point the Superheated condition will need to be reapplied.
# Repeat the above steps until Grym is defeated.


=== Throwing water tactic ===
=== Throwing water tactic ===
Line 100: Line 111:
By having the Druid remain at the bottom of the stairs, rather than jumping down onto the platform, they will have a large vertical distance from the lowered platform when Grym spawns. You can then use [[Crushing Flight]] on Grym, negating any fall damage you take while dealing massive damage, due to your large weight and falling distance.  
By having the Druid remain at the bottom of the stairs, rather than jumping down onto the platform, they will have a large vertical distance from the lowered platform when Grym spawns. You can then use [[Crushing Flight]] on Grym, negating any fall damage you take while dealing massive damage, due to your large weight and falling distance.  


Paired with Grym's vulnerability to bludgeoning damage while Superheated, the crushing damage should defeat him instantly, even on Tactician difficulty.  
Paired with Grym's vulnerability to bludgeoning damage while Superheated, the crushing damage should defeat him instantly, even on Tactician difficulty.


==Notable loot==  
==Notable loot==  

Navigation menu