Ad placeholder
Viconia DeVir/Combat: Difference between revisions
(infobox) |
(Added a few bullet points to the "Notes" section based on my analysis of this fight in Honor Mode.) |
||
Line 175: | Line 175: | ||
* The bestial polymorphs from Mapped Terror: Wolves and Mapped Terror: Spiders are illusory, and thus not targetable with [[Dominate Beast]]. They also function like a [[Druid|Druid's]] [[Wild Shape]], with the polymorphed creature returning to their original form after the beast's hit points are depleted. | * The bestial polymorphs from Mapped Terror: Wolves and Mapped Terror: Spiders are illusory, and thus not targetable with [[Dominate Beast]]. They also function like a [[Druid|Druid's]] [[Wild Shape]], with the polymorphed creature returning to their original form after the beast's hit points are depleted. | ||
{{noteend}} | {{noteend}} | ||
* Especially in Honor Mode, it is recommended to bring a dedicated caster or a large number of AoE spells to this fight. Viconia's Sanctuary and Legendary "Sanctuary of Loss" abilities can provide her with very frequent immunity to being targeted by melee attacks or single-target spells. | |||
* Viconia's Sharrans make liberal use of Bone Chill cantrips during the fight. Be sure to prepare your party with additional HP, temporary HP, or a way of preventing damage to one or more characters (invisibility, sanctuary, etc.) to avoid a situation where much of your party is immunized to healing effects. | |||
* If one is willing to resort to the "nuclear" option, a Runepowder Barrel or Runepowder Bomb taken from the Ironhand Gnomes' hideout in Rivington, paired with a Globe of Invulnerability cast on the party, will usually outright kill all ten Sharran Novices and all five Sharran Fidelians and seriously wound Viconia and the two Crusaders. | |||
[[Category:Combat guides]] | [[Category:Combat guides]] |
Revision as of 00:53, 14 February 2024
Overview | Combat |
Viconia DeVir | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Medium Humanoid | |||||||||||||
Level 11 Lolth-sworn drow | |||||||||||||
Stats | |||||||||||||
Armour Class | 20 | ||||||||||||
Hit points |
| ||||||||||||
Movement speed | 9 m (30 ft) | ||||||||||||
Weight | 75 kg (150 lb) | ||||||||||||
Initiative | +4 | ||||||||||||
Ability scores | |||||||||||||
| |||||||||||||
Proficiency bonus | +4 | ||||||||||||
Saving throws |
| ||||||||||||
Conditions | |||||||||||||
| +2 to armour class. | ||||||||||||
| Cannot be targeted by enemy attacks or spells. | ||||||||||||
| Reflect Radiant damage back at your attacker twofold as Force damage. | ||||||||||||
| Shield of Faith also grants +2 to saving throws. | ||||||||||||
| Regain 7~76 HP when using Channel Divinity. | ||||||||||||
Features | |||||||||||||
| Can see through any darkness, cannot be Blinded. | ||||||||||||
| Can see in the dark up to 12m. | ||||||||||||
| Immunity to sleep and advantage on saves against Charmed. | ||||||||||||
| Advantage on Saving Throws against Spells and other magical effects. | ||||||||||||
| The target of a critical hit, and nearby enemies, might become Frightened. | ||||||||||||
| Automatically attack an enemy moving out of your reach. | ||||||||||||
Tactician | While you have a shield, use a reaction to give an enemy attacking an ally Disadvantage. Only within 1.5m (5ft) and that you can see. | ||||||||||||
| Strike back at an enemy that hits you, dealing Force damage and knocking them Prone. | ||||||||||||
Tactician | Advantage on Opportunity Attacks. | ||||||||||||
Tactician | When you hit a creature with an Opportunity Attack, it cannot move for the rest of its turn. | ||||||||||||
Tactician | Using a reaction, attack an enemy who attacks an ally within your melee range. | ||||||||||||
| Deal +4d8 Necrotic damage when attacking from the shadows. | ||||||||||||
| While obscured, the wearer has advantage on Stealth Checks. | ||||||||||||
| Shield of Faith also grants you a +2 to all saving throws. | ||||||||||||
| Advantage on saving throws against spells. Spell attack rolls against you have Disadvantage. | ||||||||||||
| While in sunlight, disadvantage on attack rolls and some Perception checks. | ||||||||||||
| When you miss an attack, deal Bludgeoning damage anyway. | ||||||||||||
Honour | If ending your turn in darkness, receive Sanctuary of Loss. | ||||||||||||
Honour | Heartwrench a Heartform Mapped creature after it strikes an ally. | ||||||||||||
Honour | Cast Sanctuary of Loss when an ally is struck. |
This page focuses on Viconia DeVir's behaviour during her combat encounter. Viconia DeVir is able to be fought in the Cloister of Sombre Embrace, which is found under the House of Grief in the Lower City. She is joined by the members of her flock.
Attacks and abilities
Viconia fights like a level 11 Cleric, capable of casting spells up to level 6 and possessing two Channel Divinity charges.
Mapping of the Heart spells
- Mapping of the Heart - applies a specialized debuff depending on the character's responses to the
- and an additional condition depending on the character's response to "What is your greatest fear?" during the Mapping of the Heart. Cast against the same target as . Two variations have additional effects that buff the Sharrans:
- Shadowheart if she sat on the bench in the House of Grief, this ability polymorphs Viconia and two allies into wolves.
- applies - Shadowheart if she sat on the bench in the House of Grief, this ability polymorphs Viconia and two allies into wolves.
Conditions and passives
[[Whenever you take Radiant damage, reflect it back at your attacker twofold as Force damage. ]] [[Regain 7~76 Hit Points every time you use your Channel Divinity.]]
Passives
Viconia's armour and weapons grant her a few passives and boosts:
- Handmaiden's Mace
- Set the wearer's Strength score to 18
Allies
Viconia DeVir can be fought in the Cloister of Sombre Embrace. She is joined by eighteen other Sharrans:
- Two Justiciar Crusaders; Owltalon and Nightmist
- Five Sharran Fidelians; Gloommask, Lamnoa, Hyrald, Uttermmask and Gydd
- Ten Sharran Novices
- One Sentry Fredrichk
If Shadowheart is a Dark Justiciar, she can convince some of the Sharrans to fight alongside the party.
Tactics
If fought, Viconia is one of the more difficult opponents in the game. She is continuously affected by the conditions Nightbringer's Beloved and Radiant Retort and begins the battle under the effect of Sanctuary. She has a high initiative bonus and will begin her first turn using Castigate Heartform on the character who underwent the Mapping of the Heart, followed by Mapped Terror on the same target, crippling one character with a series of debuffs. Of the several variations of Mapped Terror, Mapped Terror: Ceremorphosis is potentially the worst, fully locking down one character for at least two turns with a stun-like effect.
The easiest way around the Mapping abilities is also the most obvious: don't do the Mapping of the Heart, or don't take the mapped character into battle. Avoiding the Mapping can be done by leaving Shadowheart at camp and passing a DC 20 Investigation check to reveal a button that unlocks the entrance to the Cloister. Without the Mapping completed, Viconia cannot use Caastigate Heartform or Mapped Terror.
Viconia herself is a capable striker thanks to the strength bonus from her Handmaiden's Mace, application of Divine Strike: Poison, and potential guaranteed critical hits from Castigate Heartform. Disarming her can be useful for reducing her damage output, but she will still have many powerful spells to fall back on.
Allies
The Sharrans possess overwhelming strength in numbers. She is supported by almost twenty allies including two powerful Justiciar Crusaders and four Sharran Fidelian mages. All of her allies are capable of controlling the arena with Darkness and casting synergistic spells like Overwhelming Grief. All possess the Shadow Ambush passive, allowing them to deal extra necrotic damage to the party on attacks; they also liberally use Bone Chill to prevent healing.
Necrotic resistance and crowd control are the surest ways to increase survivability against the Sharrans' overwhelming numbers. Sources of Darkvision and/or immunity to Blind are necessary for melee strikers to wade through the clouds of darkness. The Justiciar Crusaders, Nightmist and Owltalon, are second only to Viconia in power and are great targets for Crown of Madness or Dominate Person.
Counterintuitively, this is an potentially an excellent battle to use a Cleric's Divine Intervention: Sunder the Heretical, specifically in conjunction with death-prevention effects like Death Ward. The enormous radius and large radiant damage will wipe many weaker Novices out of the initiative order. Triggering will surely kill the caster, but upon revival the cleric will have rejuvenated their actions, effectively giving them an extra turn. Triggering Viconia's Radiant Retort with a small source of Radiant damage, such as Sacred Flame or Callous Glow Ring, can prematurely block her Sanctuary and allow her to be targeted before she gets a turn.
Honour Mode
Viconia gains one Legendary action per round and three new abilities on Honour Mode: Heartwrench, Sanctuary of Loss, and the passive Impenetrable Shadow. Heartwrench adds a high-power targeted attack that focuses down the character whose heartform was mapped, giving the party one more reason to leave that character back at camp for the fight. The latter two abilities defensively buff Viconia and her allies with additional instances of Sanctuary.
Notes
- The bestial polymorphs from Mapped Terror: Wolves and Mapped Terror: Spiders are illusory, and thus not targetable with Dominate Beast. They also function like a Druid's Wild Shape, with the polymorphed creature returning to their original form after the beast's hit points are depleted.
- Especially in Honor Mode, it is recommended to bring a dedicated caster or a large number of AoE spells to this fight. Viconia's Sanctuary and Legendary "Sanctuary of Loss" abilities can provide her with very frequent immunity to being targeted by melee attacks or single-target spells.
- Viconia's Sharrans make liberal use of Bone Chill cantrips during the fight. Be sure to prepare your party with additional HP, temporary HP, or a way of preventing damage to one or more characters (invisibility, sanctuary, etc.) to avoid a situation where much of your party is immunized to healing effects.
- If one is willing to resort to the "nuclear" option, a Runepowder Barrel or Runepowder Bomb taken from the Ironhand Gnomes' hideout in Rivington, paired with a Globe of Invulnerability cast on the party, will usually outright kill all ten Sharran Novices and all five Sharran Fidelians and seriously wound Viconia and the two Crusaders.